Reinforcement Learning
ReLeQ: A Reinforcement Learning Approach for Deep Quantization of Neural Networks
Elthakeb, Ahmed T., Pilligundla, Prannoy, Yazdanbakhsh, Amir, Kinzer, Sean, Esmaeilzadeh, Hadi
Despite numerous state-of-the-art applications of Deep Neural Networks (DNNs) in a wide range of real-world tasks, two major challenges hinder further advances in DNNs: hyperparameter optimization and lack of computing power. DNNs become increasingly difficult to train and deploy as they grow in size due to both computational intensity and the large resulting memory footprint. Recent efforts show that quantizing the weights and activations of DNN layers to lower bitwidths takes a significant step toward reducing memory bandwidth and power consumption by using limited computing resources. This paper builds upon the algorithmic insight that the bitwidth of operations in DNNs can be reduced without compromising their classification accuracy. While the use of eight-bit weights and activations during inference maintains the accuracy in most cases, lower bitwidths can achieve the same accuracy while utilizing less power. However, deep quantization (quantizing bitwidths below eight) while maintaining accuracy requires a great deal of trial-and-error, fine-tuning as well as retraining. By formulating quantization bitwidth as a hyperparameter in the optimization problem of selecting the bitwidth, we tackle this issue by leveraging a state-of-the-art policy gradient based Reinforcement Learning (RL) algorithm called Proximal Policy Optimization [10] (PPO), to efficiently explore a large design space of DNN quantization. The proposed technique also opens up the possibility of performing heterogeneous quantization of the network (e.g., quantizing each layer to different bitwidth) as the RL agent learns the sensitivity of each layer with respect to accuracy in order to perform quantization of the entire network. We evaluated our method on several neural networks including MNIST, CIFAR10, SVHN and the RL agent quantizes these networks to average bitwidths of 2.25, 5 and 4 respectively with less than 0.3% accuracy loss in all cases.
Reinforcement Learning based Dynamic Model Selection for Short-Term Load Forecasting
With the growing prevalence of smart grid technology, short-term load forecasting (STLF) becomes particularly important in power system operations. There is a large collection of methods developed for STLF, but selecting a suitable method under varying conditions is still challenging. This paper develops a novel reinforcement learning based dynamic model selection (DMS) method for STLF. A forecasting model pool is first built, including ten state-of-the-art machine learning based forecasting models. Then a Q-learning agent learns the optimal policy of selecting the best forecasting model for the next time step, based on the model performance. The optimal DMS policy is applied to select the best model at each time step with a moving window. Numerical simulations on two-year load and weather data show that the Q-learning algorithm converges fast, resulting in effective and efficient DMS. The developed STLF model with Q-learning based DMS improves the forecasting accuracy by approximately 50%, compared to the state-of-the-art machine learning based STLF models.
Combining Subgoal Graphs with Reinforcement Learning to Build a Rational Pathfinder
Zeng, Junjie, Qin, Long, Hu, Yue, Hu, Cong, Yin, Quanjun
In this paper, we present a hierarchical path planning framework called SG-RL (subgoal graphs-reinforcement learning), to plan rational paths for agents maneuvering in continuous and uncertain environments. By "rational", we mean (1) efficient path planning to eliminate first-move lags; (2) collision-free and smooth for agents with kinematic constraints satisfied. SG-RL works in a two-level manner. At the first level, SG-RL uses a geometric path-planning method, i.e., Simple Subgoal Graphs (SSG), to efficiently find optimal abstract paths, also called subgoal sequences. At the second level, SG-RL uses an RL method, i.e., Least-Squares Policy Iteration (LSPI), to learn near-optimal motion-planning policies which can generate kinematically feasible and collision-free trajectories between adjacent subgoals. The first advantage of the proposed method is that SSG can solve the limitations of sparse reward and local minima trap for RL agents; thus, LSPI can be used to generate paths in complex environments. The second advantage is that, when the environment changes slightly (i.e., unexpected obstacles appearing), SG-RL does not need to reconstruct subgoal graphs and replan subgoal sequences using SSG, since LSPI can deal with uncertainties by exploiting its generalization ability to handle changes in environments. Simulation experiments in representative scenarios demonstrate that, compared with existing methods, SG-RL can work well on large-scale maps with relatively low action-switching frequencies and shorter path lengths, and SG-RL can deal with small changes in environments. We further demonstrate that the design of reward functions and the types of training environments are important factors for learning feasible policies.
SDRL: Interpretable and Data-efficient Deep Reinforcement Learning Leveraging Symbolic Planning
Lyu, Daoming, Yang, Fangkai, Liu, Bo, Gustafson, Steven
Deep reinforcement learning (DRL) has gained great success by learning directly from high-dimensional sensory inputs, yet is notorious for the lack of interpretability. Interpretability of the subtasks is critical in hierarchical decision-making as it increases the transparency of black-box-style DRL approach and helps the RL practitioners to understand the high-level behavior of the system better. In this paper, we introduce symbolic planning into DRL and propose a framework of Symbolic Deep Reinforcement Learning (SDRL) that can handle both high-dimensional sensory inputs and symbolic planning. The task-level interpretability is enabled by relating symbolic actions to options.This framework features a planner -- controller -- meta-controller architecture, which takes charge of subtask scheduling, data-driven subtask learning, and subtask evaluation, respectively. The three components cross-fertilize each other and eventually converge to an optimal symbolic plan along with the learned subtasks, bringing together the advantages of long-term planning capability with symbolic knowledge and end-to-end reinforcement learning directly from a high-dimensional sensory input. Experimental results validate the interpretability of subtasks, along with improved data efficiency compared with state-of-the-art approaches.
Multi-Agent Common Knowledge Reinforcement Learning
Foerster, Jakob N., de Witt, Christian A. Schroeder, Farquhar, Gregory, Torr, Philip H. S., Boehmer, Wendelin, Whiteson, Shimon
In multi-agent reinforcement learning, centralised policies can only be executed if agents have access to either the global state or an instantaneous communication channel. An alternative approach that circumvents this limitation is to use centralised training of a set of decentralised policies. However, such policies severely limit the agents' ability to coordinate. We propose multi-agent common knowledge reinforcement learning (MACKRL), which strikes a middle ground between these two extremes. Our approach is based on the insight that, even in partially observable settings, subsets of agents often have some common knowledge that they can exploit to coordinate their behaviour. Common knowledge can arise, e.g., if all agents can reliably observe things in their own field of view and know the field of view of other agents. Using this additional information, it is possible to find a centralised policy that conditions only on agents' common knowledge and that can be executed in a decentralised fashion. A resulting challenge is then to determine at what level agents should coordinate. While the common knowledge shared among all agents may not contain much valuable information, there may be subgroups of agents that share common knowledge useful for coordination. MACKRL addresses this challenge using a hierarchical approach: at each level, a controller can either select a joint action for the agents in a given subgroup, or propose a partition of the agents into smaller subgroups whose actions are then selected by controllers at the next level. While action selection involves sampling hierarchically, learning updates are based on the probability of the joint action, calculated by marginalising across the possible decisions of the hierarchy. We show promising results on both a proof-of-concept matrix game and a multi-agent version of StarCraft II Micromanagement.
Improvements on Hindsight Learning
Deshpande, Ameet, Sarma, Srikanth, Jha, Ashutosh, Ravindran, Balaraman
Sparse reward problems are one of the biggest challenges in Reinforcement Learning. Goal-directed tasks are one such sparse reward problems where a reward signal is received only when the goal is reached. One promising way to train an agent to perform goal-directed tasks is to use Hindsight Learning approaches. In these approaches, even when an agent fails to reach the desired goal, the agent learns to reach the goal it achieved instead. Doing this over multiple trajectories while generalizing the policy learned from the achieved goals, the agent learns a goal conditioned policy to reach any goal. One such approach is Hindsight Experience replay which uses an off-policy Reinforcement Learning algorithm to learn a goal conditioned policy. In this approach, a replay of the past transitions happens in a uniformly random fashion. Another approach is to use a Hindsight version of the policy gradients to directly learn a policy. In this work, we discuss different ways to replay past transitions to improve learning in hindsight experience replay focusing on prioritized variants in particular. Also, we implement the Hindsight Policy gradient methods to robotic tasks.
Contingency-Aware Exploration in Reinforcement Learning
Choi, Jongwook, Guo, Yijie, Moczulski, Marcin, Oh, Junhyuk, Wu, Neal, Norouzi, Mohammad, Lee, Honglak
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency information is used as a part of the state representation for exploration purposes. We demonstrate that combining A2C with count-based exploration using our representation achieves impressive results on a set of notoriously challenging Atari games due to sparse rewards. For example, we report a state-of-the-art score of >6600 points on Montezuma's Revenge without using expert demonstrations, explicit high-level information (e.g., RAM states), or supervised data. Our experiments confirm that indeed contingency-awareness is an extremely powerful concept for tackling exploration problems in reinforcement learning and opens up interesting research questions for further investigations.
Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning
Foerster, Jakob N., Song, Francis, Hughes, Edward, Burch, Neil, Dunning, Iain, Whiteson, Shimon, Botvinick, Matthew, Bowling, Michael
When observing the actions of others, humans carry out inferences about why the others acted as they did, and what this implies about their view of the world. Humans also use the fact that their actions will be interpreted in this manner when observed by others, allowing them to act informatively and thereby communicate efficiently with others. Although learning algorithms have recently achieved superhuman performance in a number of two-player, zero-sum games, scalable multi-agent reinforcement learning algorithms that can discover effective strategies and conventions in complex, partially observable settings have proven elusive. We present the Bayesian action decoder (BAD), a new multi-agent learning method that uses an approximate Bayesian update to obtain a public belief that conditions on the actions taken by all agents in the environment. Together with the public belief, this Bayesian update effectively defines a new Markov decision process, the public belief MDP, in which the action space consists of deterministic partial policies, parameterised by deep neural networks, that can be sampled for a given public state. It exploits the fact that an agent acting only on this public belief state can still learn to use its private information if the action space is augmented to be over partial policies mapping private information into environment actions. The Bayesian update is also closely related to the theory of mind reasoning that humans carry out when observing others' actions. We first validate BAD on a proof-of-principle two-step matrix game, where it outperforms traditional policy gradient methods. We then evaluate BAD on the challenging, cooperative partial-information card game Hanabi, where in the two-player setting the method surpasses all previously published learning and hand-coded approaches.
Continual State Representation Learning for Reinforcement Learning using Generative Replay
Caselles-Dupré, Hugo, Garcia-Ortiz, Michael, Filliat, David
We consider the problem of building a state representation model in a continual fashion. As the environment changes, the aim is to efficiently compress the sensory state's information without losing past knowledge. The learned features are then fed to a Reinforcement Learning algorithm to learn a policy. We propose to use Variational Auto-Encoders for state representation, and Generative Replay, i.e. the use of generated samples, to maintain past knowledge. We also provide a general and statistically sound method for automatic environment change detection. Our method provides efficient state representation as well as forward transfer, and avoids catastrophic forgetting. The resulting model is capable of incrementally learning information without using past data and with a bounded system size.