Reinforcement Learning
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-Duprรฉ, 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.
Automated Theorem Proving in Intuitionistic Propositional Logic by Deep Reinforcement Learning
Kusumoto, Mitsuru, Yahata, Keisuke, Sakai, Masahiro
The problem-solving in automated theorem proving (ATP) can be interpreted as a search problem where the prover constructs a proof tree step by step. In this paper, we propose a deep reinforcement learning algorithm for proof search in intuitionistic propositional logic. The most significant challenge in the application of deep learning to the ATP is the absence of large, public theorem database. We, however, overcame this issue by applying a novel data augmentation procedure at each iteration of the reinforcement learning. We also improve the efficiency of the algorithm by representing the syntactic structure of formulas by a novel compact graph representation. Using the large volume of augmented data, we train highly accurate graph neural networks that approximate the value function for the set of the syntactic structures of formulas. Our method is also cost-efficient in terms of computational time. We will show that our prover outperforms Coq's $\texttt{tauto}$ tactic, a prover based on human-engineered heuristics. Within the specified time limit, our prover solved 84% of the theorems in a benchmark library, while $\texttt{tauto}$ was able to solve only 52%.
SafeRoute: Learning to Navigate Streets Safely in an Urban Environment
Levy, Sharon, Xiong, Wenhan, Belding, Elizabeth, Wang, William Yang
Recent studies show that 85% of women have changed their traveled route to avoid harassment and assault. Despite this, current mapping tools do not empower users with information to take charge of their personal safety. We propose SafeRoute, a novel solution to the problem of navigating cities and avoiding street harassment and crime. Unlike other street navigation applications, SafeRoute introduces a new type of path generation via deep reinforcement learning. This enables us to successfully optimize for multi-criteria path-finding and incorporate representation learning within our framework. Our agent learns to pick favorable streets to create a safe and short path with a reward function that incorporates safety and efficiency. Given access to recent crime reports in many urban cities, we train our model for experiments in Boston, New York, and San Francisco. We test our model on areas of these cities, specifically the populated downtown regions where tourists and those unfamiliar with the streets walk. We evaluate SafeRoute and successfully improve over state-of-the-art methods by up to 17% in local average distance from crimes while decreasing path length by up to 7%.
Dantzig Selector with an Approximately Optimal Denoising Matrix and its Application to Reinforcement Learning
Liu, Bo, Zhang, Luwan, Liu, Ji
Dantzig Selector (DS) is widely used in compressed sensing and sparse learning for feature selection and sparse signal recovery. Since the DS formulation is essentially a linear programming optimization, many existing linear programming solvers can be simply applied for scaling up. The DS formulation can be explained as a basis pursuit denoising problem, wherein the data matrix (or measurement matrix) is employed as the denoising matrix to eliminate the observation noise. However, we notice that the data matrix may not be the optimal denoising matrix, as shown by a simple counter-example. This motivates us to pursue a better denoising matrix for defining a general DS formulation. We first define the optimal denoising matrix through a minimax optimization, which turns out to be an NPhard problem. To make the problem computationally tractable, we propose a novel algorithm, termed as Optimal Denoising Dantzig Selector (ODDS), to approximately estimate the optimal denoising matrix. Empirical experiments validate the proposed method. Finally, a novel sparse reinforcement learning algorithm is formulated by extending the proposed ODDS algorithm to temporal difference learning, and empirical experimental results demonstrate to outperform the conventional vanilla DS-TD algorithm.
Facebook open-sources its Horizon AI platform
If you could crack open Facebook and see the gears turning under the social network's face, you'd find a surprising amount of artificial intelligence being applied in all sorts of ways. As of today, the company is pulling back the curtain and making Horizon -- the company's end-to-end applied reinforcement learning platform that helps fine-tune that AI -- open source. Reinforcement learning is a commonly used tool in machine learning to teach a wanted behavior. It works by rewarding desirable behaviors while discouraging undesirable ones. Facebook has used Horizon in a number of its applications in an attempt to better serve its users.
Temporal Regularization in Markov Decision Process
Thodoroff, Pierre, Durand, Audrey, Pineau, Joelle, Precup, Doina
Several applications of Reinforcement Learning suffer from instability due to high variance. This is especially prevalent in high dimensional domains. Regularization is a commonly used technique in machine learning to reduce variance, at the cost of introducing some bias. Most existing regularization techniques focus on spatial (perceptual) regularization. Yet in reinforcement learning, due to the nature of the Bellman equation, there is an opportunity to also exploit temporal regularization based on smoothness in value estimates over trajectories. This paper explores a class of methods for temporal regularization. We formally characterize the bias induced by this technique using Markov chain concepts. We illustrate the various characteristics of temporal regularization via a sequence of simple discrete and continuous MDPs, and show that the technique provides improvement even in high-dimensional Atari games.
Horizon: Facebook's Open Source Applied Reinforcement Learning Platform
Gauci, Jason, Conti, Edoardo, Liang, Yitao, Virochsiri, Kittipat, He, Yuchen, Kaden, Zachary, Narayanan, Vivek, Ye, Xiaohui
In this paper we present Horizon, Facebook's open source applied reinforcement learning (RL) platform. Horizon is an end-to-end platform designed to solve industry applied RL problems where datasets are large (millions to billions of observations), the feedback loop is slow (vs. a simulator), and experiments must be done with care because they don't run in a simulator. Unlike other RL platforms, which are often designed for fast prototyping and experimentation, Horizon is designed with production use cases as top of mind. The platform contains workflows to train popular deep RL algorithms and includes data preprocessing, feature transformation, distributed training, counterfactual policy evaluation, and optimized serving. We also showcase real examples of where models trained with Horizon significantly outperformed and replaced supervised learning systems at Facebook. Deep reinforcement learning (RL) is poised to revolutionize how autonomous systems are built. In recent years, it has been shown to achieve state-of-theart performance on a wide variety of complicated tasks (Mnih et al., 2015; Lillicrap et al., 2015; Schulman et al., 2015; Van Hasselt et al., 2016; Schulman et al., 2017), where being successful requires learning complex relationships between high dimensional state spaces, actions, and long term rewards. However, the current implementations of the latest advances in this field have mainly been tailored to academia, focusing on fast prototyping and evaluating performance on simulated benchmark environments.
Automated Speed and Lane Change Decision Making using Deep Reinforcement Learning
Hoel, Carl-Johan, Wolff, Krister, Laine, Leo
This paper introduces a method, based on deep reinforcement learning, for automatically generating a general purpose decision making function. A Deep Q-Network agent was trained in a simulated environment to handle speed and lane change decisions for a truck-trailer combination. In a highway driving case, it is shown that the method produced an agent that matched or surpassed the performance of a commonly used reference model. To demonstrate the generality of the method, the exact same algorithm was also tested by training it for an overtaking case on a road with oncoming traffic. Furthermore, a novel way of applying a convolutional neural network to high level input that represents interchangeable objects is also introduced.