Reinforcement Learning
Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning
Ammanabrolu, Prithviraj, Riedl, Mark O.
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we show that our proposed technique can learn a control policy faster than baseline alternatives.
Compositional Imitation Learning: Explaining and executing one task at a time
Kipf, Thomas, Li, Yujia, Dai, Hanjun, Zambaldi, Vinicius, Grefenstette, Edward, Kohli, Pushmeet, Battaglia, Peter
We introduce a framework for Compositional Imitation Learning and Execution (CompILE) of hierarchically-structured behavior. CompILE learns reusable, variable-length segments of behavior from demonstration data using a novel unsupervised, fully-differentiable sequence segmentation module. These learned behaviors can then be re-composed and executed to perform new tasks. At training time, CompILE auto-encodes observed behavior into a sequence of latent codes, each corresponding to a variable-length segment in the input sequence. Once trained, our model generalizes to sequences of longer length and from environment instances not seen during training. We evaluate our model in a challenging 2D multi-task environment and show that CompILE can find correct task boundaries and event encodings in an unsupervised manner without requiring annotated demonstration data. Latent codes and associated behavior policies discovered by CompILE can be used by a hierarchical agent, where the high-level policy selects actions in the latent code space, and the low-level, task-specific policies are simply the learned decoders. We found that our agent could learn given only sparse rewards, where agents without task-specific policies struggle.
Natural Option Critic
Tiwari, Saket, Thomas, Philip S.
The recently proposed option-critic architecture (Bacon, Harb, and Precup 2017) provides a stochastic policy gradient approachto hierarchical reinforcement learning. Specifically, it provides a way to estimate the gradient of the expected discounted return with respect to parameters thatdefine a finite number of temporally extended actions, called options. In this paper we show how the option-critic architecture can be extended to estimate the natural gradient (Amari 1998) of the expected discounted return.To this end, the central questions that we consider in this paper are: 1) what is the definition of the natural gradient in this context, 2) what is the Fisher information matrix associated with an option's parameterized policy, 3) what is the Fisher information matrix associated with an option's parameterized termination function,and 4) how can a compatible function approximation approach be leveraged to obtain natural gradient estimates for both the parameterized policy and parameterized termination functions of an option with per-time-step time and space complexity linear in the total number of parameters. Based on answers to these questions we introduce the natural option critic algorithm.
Hyperbolic Embeddings for Learning Options in Hierarchical Reinforcement Learning
Hierarchical reinforcement learning deals with the problem of breaking down large tasks into meaningful sub-tasks. Autonomous discovery of these sub-tasks has remained a challenging problem. We propose a novel method of learning sub-tasks by combining paradigms of routing in computer networks and graph based skill discovery within the options framework to define meaningful sub-goals. We apply the recent advancements of learning embeddings using Riemannian optimisation in the hyperbolic space to embed the state set into the hyperbolic space and create a model of the environment. In doing so we enforce a global topology on the states and are able to exploit this topology to learn meaningful sub-tasks. We demonstrate empirically, both in discrete and continuous domains, how these embeddings can improve the learning of meaningful sub-tasks.
An Introduction to Deep Reinforcement Learning
Francois-Lavet, Vincent, Henderson, Peter, Islam, Riashat, Bellemare, Marc G., Pineau, Joelle
Deep reinforcement learning is the combination of reinforcement learning (RL) and deep learning. This field of research has been able to solve a wide range of complex decision-making tasks that were previously out of reach for a machine. Thus, deep RL opens up many new applications in domains such as healthcare, robotics, smart grids, finance, and many more. This manuscript provides an introduction to deep reinforcement learning models, algorithms and techniques. Particular focus is on the aspects related to generalization and how deep RL can be used for practical applications. We assume the reader is familiar with basic machine learning concepts.
Towards Solving Text-based Games by Producing Adaptive Action Spaces
Tao, Ruo Yu, Cรดtรฉ, Marc-Alexandre, Yuan, Xingdi, Asri, Layla El
To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter, i.e., learning to act optimally when valid actions are known in advance. In this work, we propose to tackle the first task and train a model that generates the set of all valid commands for a given context. We try three generative models on a dataset generated with Textworld. The best model can generate valid commands which were unseen at training and achieve high $F_1$ score on the test set.
Deep Reinforcement Learning for Intelligent Transportation Systems
Liu, Xiao-Yang, Ding, Zihan, Borst, Sem, Walid, Anwar
Intelligent Transportation Systems (ITSs) are envisioned to play a critical role in improving traffic flow and reducing congestion, which is a pervasive issue impacting urban areas around the globe. Rapidly advancing vehicular communication and edge cloud computation technologies provide key enablers for smart traffic management. However, operating viable real-time actuation mechanisms on a practically relevant scale involves formidable challenges, e.g., policy iteration and conventional Reinforcement Learning (RL) techniques suffer from poor scalability due to state space explosion. Motivated by these issues, we explore the potential for Deep Q-Networks (DQN) to optimize traffic light control policies. As an initial benchmark, we establish that the DQN algorithms yield the "thresholding" policy in a single-intersection. Next, we examine the scalability properties of DQN algorithms and their performance in a linear network topology with several intersections along a main artery. We demonstrate that DQN algorithms produce intelligent behavior, such as the emergence of "greenwave" patterns, reflecting their ability to learn favorable traffic light actuations.
Visual Foresight: Model-Based Deep Reinforcement Learning for Vision-Based Robotic Control
Ebert, Frederik, Finn, Chelsea, Dasari, Sudeep, Xie, Annie, Lee, Alex, Levine, Sergey
Deep reinforcement learning (RL) algorithms can learn complex robotic skills from raw sensory inputs, but have yet to achieve the kind of broad generalization and applicability demonstrated by deep learning methods in supervised domains. We present a deep RL method that is practical for real-world robotics tasks, such as robotic manipulation, and generalizes effectively to never-before-seen tasks and objects. In these settings, ground truth reward signals are typically unavailable, and we therefore propose a self-supervised model-based approach, where a predictive model learns to directly predict the future from raw sensory readings, such as camera images. At test time, we explore three distinct goal specification methods: designated pixels, where a user specifies desired object manipulation tasks by selecting particular pixels in an image and corresponding goal positions, goal images, where the desired goal state is specified with an image, and image classifiers, which define spaces of goal states. Our deep predictive models are trained using data collected autonomously and continuously by a robot interacting with hundreds of objects, without human supervision. We demonstrate that visual MPC can generalize to never-before-seen objects---both rigid and deformable---and solve a range of user-defined object manipulation tasks using the same model.
Distilling Information from a Flood: A Possibility for the Use of Meta-Analysis and Systematic Review in Machine Learning Research
Henderson, Peter, Brunskill, Emma
The current flood of information in all areas of machine learning research, from computer vision to reinforcement learning, has made it difficult to make aggregate scientific inferences. It can be challenging to distill a myriad of similar papers into a set of useful principles, to determine which new methodologies to use for a particular application, and to be confident that one has compared against all relevant related work when developing new ideas. However, such a rapidly growing body of research literature is a problem that other fields have already faced - in particular, medicine and epidemiology. In those fields, systematic reviews and meta-analyses have been used exactly for dealing with these issues and it is not uncommon for entire journals to be dedicated to such analyses. Here, we suggest the field of machine learning might similarly benefit from meta-analysis and systematic review, and we encourage further discussion and development along this direction.
Generating Diverse Programs with Instruction Conditioned Reinforced Adversarial Learning
Agrawal, Aishwarya, Malinowski, Mateusz, Hill, Felix, Eslami, Ali, Vinyals, Oriol, Kulkarni, Tejas
Advances in Deep Reinforcement Learning have led to agents that perform well across a variety of sensory-motor domains. In this work, we study the setting in which an agent must learn to generate programs for diverse scenes conditioned on a given symbolic instruction. Final goals are specified to our agent via images of the scenes. A symbolic instruction consistent with the goal images is used as the conditioning input for our policies. Since a single instruction corresponds to a diverse setof different but still consistent end-goal images, the agent needs to learn to generate a distribution over programs given an instruction. We demonstrate that with simple changes to the reinforced adversarial learning [8] objective, we can learn instruction conditioned policies to achieve the corresponding diverse set of goals. Most importantly, our agent's stochastic policy is shown to more accurately capture the diversity in the goal distribution than a fixed pixel-based reward function baseline.We demonstrate the efficacy of our approach on two domains: (1) drawing MNIST digits with a paint software conditioned on instructions and (2) constructing scenes in a 3D editor that satisfies a certain instruction.