Reinforcement Learning
Resource Constrained Deep Reinforcement Learning
Bhatia, Abhinav, Varakantham, Pradeep, Kumar, Akshat
In urban environments, supply resources have to be constantly matched to the "right" locations (where customer demand is present) so as to improve quality of life. For instance, ambulances have to be matched to base stations regularly so as to reduce response time for emergency incidents in EMS (Emergency Management Systems); vehicles (cars, bikes, scooters etc.) have to be matched to docking stations so as to reduce lost demand in shared mobility systems. Such problem domains are challenging owing to the demand uncertainty, combinatorial action spaces (due to allocation) and constraints on allocation of resources (e.g., total resources, minimum and maximum number of resources at locations and regions). Existing systems typically employ myopic and greedy optimization approaches to optimize allocation of supply resources to locations. Such approaches typically are unable to handle surges or variances in demand patterns well. Recent research has demonstrated the ability of Deep RL methods in adapting well to highly uncertain environments. However, existing Deep RL methods are unable to handle combinatorial action spaces and constraints on allocation of resources. To that end, we have developed three approaches on top of the well known actor critic approach, DDPG (Deep Deterministic Policy Gradient) that are able to handle constraints on resource allocation. More importantly, we demonstrate that they are able to outperform leading approaches on simulators validated on semi-real and real data sets.
Multi-agent Deep Reinforcement Learning with Extremely Noisy Observations
Kilinc, Ozsel, Montana, Giovanni
Multi-agent reinforcement learning systems aim to provide interacting agents with the ability to collaboratively learn and adapt to the behaviour of other agents. In many real-world applications, the agents can only acquire a partial view of the world. Here we consider a setting whereby most agents' observations are also extremely noisy, hence only weakly correlated to the true state of the environment. Under these circumstances, learning an optimal policy becomes particularly challenging, even in the unrealistic case that an agent's policy can be made conditional upon all other agents' observations. To overcome these difficulties, we propose a multi-agent deep deterministic policy gradient algorithm enhanced by a communication medium (MADDPG-M), which implements a two-level, concurrent learning mechanism. An agent's policy depends on its own private observations as well as those explicitly shared by others through a communication medium. At any given point in time, an agent must decide whether its private observations are sufficiently informative to be shared with others. However, our environments provide no explicit feedback informing an agent whether a communication action is beneficial, rather the communication policies must also be learned through experience concurrently to the main policies. Our experimental results demonstrate that the algorithm performs well in six highly non-stationary environments of progressively higher complexity, and offers substantial performance gains compared to the baselines.
Bach2Bach: Generating Music Using A Deep Reinforcement Learning Approach
A model of music needs to have the ability to recall past details and have a clear, coherent understanding of musical structure. Detailed in the paper is a deep reinforcement learning architecture that predicts and generates polyphonic music aligned with musical rules. The probabilistic model presented is a Bi-axial LSTM trained with a pseudo-kernel reminiscent of a convolutional kernel. To encourage exploration and impose greater global coherence on the generated music, a deep reinforcement learning approach DQN is adopted. When analyzed quantitatively and qualitatively, this approach performs well in composing polyphonic music.
Thompson Sampling for Noncompliant Bandits
Multi-Armed Bandit (MAB) (Sutton and Barto, 1998) problems are a class of sequential decision-making problems where an agent seeks to maximize rewards by acting in an unknown stationary environment. The MAB problem is often caricaturized using a set of slot machines with unknown payout distributions. The agent must decide which arm to pull in order to maximize earnings. Because the machines' reward distributions are initially unknown, the bandit must select actions that balance exploration (learning the reward distributions) with exploitation (playing the machine with highest expected reward). Contextual bandits (CB) (Li et al., 2010a) are a slightly modified MAB problem where the reward distributions are conditioned on an observation which is revealed to the agent prior to the selection of an action.
Mitigating Planner Overfitting in Model-Based Reinforcement Learning
Arumugam, Dilip, Abel, David, Asadi, Kavosh, Gopalan, Nakul, Grimm, Christopher, Lee, Jun Ki, Lehnert, Lucas, Littman, Michael L.
An agent with an inaccurate model of its environment faces a difficult choice: it can ignore the errors in its model and act in the real world in whatever way it determines is optimal with respect to its model. Alternatively, it can take a more conservative stance and eschew its model in favor of optimizing its behavior solely via real-world interaction. This latter approach can be exceedingly slow to learn from experience, while the former can lead to "planner overfitting" - aspects of the agent's behavior are optimized to exploit errors in its model. This paper explores an intermediate position in which the planner seeks to avoid overfitting through a kind of regularization of the plans it considers. We present three different approaches that demonstrably mitigate planner overfitting in reinforcement-learning environments.
Learning to Learn How to Learn: Self-Adaptive Visual Navigation Using Meta-Learning
Wortsman, Mitchell, Ehsani, Kiana, Rastegari, Mohammad, Farhadi, Ali, Mottaghi, Roozbeh
Learning is an inherently continuous phenomenon. When humans learn a new task there is no explicit distinction between training and inference. After we learn a task, we keep learning about it while performing the task. What we learn and how we learn it varies during different stages of learning. Learning how to learn and adapt is a key property that enables us to generalize effortlessly to new settings. This is in contrast with conventional settings in machine learning where a trained model is frozen during inference. In this paper we study the problem of learning to learn at both training and inference time in the context of visual navigation. A fundamental challenge in navigation is generalization to unseen scenes. In this paper we propose a self-adaptive visual navigation method (SAVN) which learns to adapt to new environments without any explicit supervision. Our solution is a meta-reinforcement learning approach where an agent learns a self-supervised interaction loss that encourages effective navigation. Our experiments, performed in the AI2-THOR framework, show major improvements in both success rate and SPL for visual navigation in novel scenes.
FoldingZero: Protein Folding from Scratch in Hydrophobic-Polar Model
Li, Yanjun, Kang, Hengtong, Ye, Ketian, Yin, Shuyu, Li, Xiaolin
De novo protein structure prediction from amino acid sequence is one of the most challenging problems in computational biology. As one of the extensively explored mathematical models for protein folding, Hydrophobic-Polar (HP) model enables thorough investigation of protein structure formation and evolution. Although HP model discretizes the conformational space and simplifies the folding energy function, it has been proven to be an NP-complete problem. In this paper, we propose a novel protein folding framework FoldingZero, self-folding a de novo protein 2D HP structure from scratch based on deep reinforcement learning. FoldingZero features the coupled approach of a two-head (policy and value heads) deep convolutional neural network (HPNet) and a regularized Upper Confidence Bounds for Trees (R-UCT). It is trained solely by a reinforcement learning algorithm, which improves HPNet and R-UCT iteratively through iterative policy optimization. Without any supervision and domain knowledge, FoldingZero not only achieves comparable results, but also learns the latent folding knowledge to stabilize the structure. Without exponential computation, FoldingZero shows promising potential to be adopted for real-world protein properties prediction.
Generative Adversarial Self-Imitation Learning
Guo, Yijie, Oh, Junhyuk, Singh, Satinder, Lee, Honglak
This paper explores a simple regularizer for reinforcement learning by proposing Generative Adversarial Self-Imitation Learning (GASIL), which encourages the agent to imitate past good trajectories via generative adversarial imitation learning framework. Instead of directly maximizing rewards, GASIL focuses on reproducing past good trajectories, which can potentially make long-term credit assignment easier when rewards are sparse and delayed. GASIL can be easily combined with any policy gradient objective by using GASIL as a learned shaped reward function. Our experimental results show that GASIL improves the performance of proximal policy optimization on 2D Point Mass and MuJoCo environments with delayed reward and stochastic dynamics.
Machine learning to optimize traffic and reduce pollution
Applying artificial intelligence to self-driving cars to smooth traffic, reduce fuel consumption, and improve air quality predictions may sound like the stuff of science fiction, but researchers at the Department of Energy's Lawrence Berkeley National Laboratory (Berkeley Lab) have launched two research projects to do just that. In collaboration with UC Berkeley, Berkeley Lab scientists are using deep reinforcement learning, a computational tool for training controllers, to make transportation more sustainable. One project uses deep reinforcement learning to train autonomous vehicles to drive in ways to simultaneously improve traffic flow and reduce energy consumption. A second uses deep learning algorithms to analyze satellite images combined with traffic information from cell phones and data already being collected by environmental sensors to improve air quality predictions. "Thirty percent of energy use in the U.S. is to transport people and goods, and this energy consumption contributes to air pollution, including approximately half of all nitrogen oxide emissions, a precursor to particular matter and ozone – and black carbon (soot) emissions," said Tom Kirchstetter, director of Berkeley Lab's Energy Analysis and Environmental Impacts Division, an adjunct professor at UC Berkeley, and a member of the research team.
Macro action selection with deep reinforcement learning in StarCraft
Xu, Sijia, Kuang, Hongyu, Zhuang, Zhi, Hu, Renjie, Liu, Yang, Sun, Huyang
StarCraft (SC) is one of the most popular and successful Real Time Strategy (RTS) games. In recent years, SC is also considered as a testbed for AI research, due to its enormous state space, hidden information, multi-agent collaboration and so on. Thanks to the annual AIIDE and CIG competitions, a growing number of bots are proposed and being continuously improved. However, a big gap still remains between the top bot and the professional human players. One vital reason is that current bots mainly rely on predefined rules to perform macro actions. These rules are not scalable and efficient enough to cope with the large but partially observed macro state space in SC. In this paper, we propose a DRL based framework to do macro action selection. Our framework combines the reinforcement learning approach Ape-X DQN with Long-Short-Term-Memory (LSTM) to improve the macro action selection in bot. We evaluate our bot, named as LastOrder, on the AIIDE 2017 StarCraft AI competition bots set. Our bot achieves overall 83% win-rate, outperforming 26 bots in total 28 entrants.