Reinforcement Learning
Learning Abstract Options
Riemer, Matthew, Liu, Miao, Tesauro, Gerald
Building systems that autonomously create temporal abstractions from data is a key challenge in scaling learning and planning in reinforcement learning. One popular approach for addressing this challenge is the options framework (Sutton et al., 1999). However, only recently in (Bacon et al., 2017) was a policy gradient theorem derived for online learning of general purpose options in an end to end fashion. In this work, we extend previous work on this topic that only focuses on learning a two-level hierarchy including options and primitive actions to enable learning simultaneously at multiple resolutions in time. We achieve this by considering an arbitrarily deep hierarchy of options where high level temporally extended options are composed of lower level options with finer resolutions in time. We extend results from (Bacon et al., 2017) and derive policy gradient theorems for a deep hierarchy of options. Our proposed hierarchical option-critic architecture is capable of learning internal policies, termination conditions, and hierarchical compositions over options without the need for any intrinsic rewards or subgoals. Our empirical results in both discrete and continuous environments demonstrate the efficiency of our framework.
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments
Srinivasan, Sriram, Lanctot, Marc, Zambaldi, Vinicius, Perolat, Julien, Tuyls, Karl, Munos, Remi, Bowling, Michael
Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions.
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.