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 Reinforcement Learning


Loss Functions for Multiset Prediction

arXiv.org Artificial Intelligence

We study the problem of multiset prediction. The goal of multiset prediction is to train a predictor that maps an input to a multiset consisting of multiple items. Unlike existing problems in supervised learning, such as classification, ranking and sequence generation, there is no known order among items in a target multiset, and each item in the multiset may appear more than once, making this problem extremely challenging. In this paper, we propose a novel multiset loss function by viewing this problem from the perspective of sequential decision making. The proposed multiset loss function is empirically evaluated on two families of datasets, one synthetic and the other real, with varying levels of difficulty, against various baseline loss functions including reinforcement learning, sequence, and aggregated distribution matching loss functions. The experiments reveal the effectiveness of the proposed loss function over the others.


Machine learning explained: Understanding supervised, unsupervised, and reinforcement learning

#artificialintelligence

Once we start delving into the concepts behind Artificial Intelligence (AI) and Machine Learning (ML), we come across copious amounts of jargon related to this field of study. Understanding this jargon and how it can have an impact on the study related to ML goes a long way in comprehending the study that has been conducted by researchers and data scientists to get AI to the state it now is. In this article, I will be providing you with a comprehensive definition of supervised, unsupervised and reinforcement learning in the broader field of Machine Learning. You must have encountered these terms while hovering over articles pertaining to the progress made in AI and the role played by ML in propelling this success forward. Understanding these concepts is a given fact, and should not be compromised at any cost.


Meta-modeling game for deriving theoretical-consistent, micro-structural-based traction-separation laws via deep reinforcement learning

arXiv.org Machine Learning

This paper presents a new meta-modeling framework to employ deep reinforcement learning (DRL) to generate mechanical constitutive models for interfaces. The constitutive models are conceptualized as information flow in directed graphs. The process of writing constitutive models are simplified as a sequence of forming graph edges with the goal of maximizing the model score (a function of accuracy, robustness and forward prediction quality). Thus meta-modeling can be formulated as a Markov decision process with well-defined states, actions, rules, objective functions, and rewards. By using neural networks to estimate policies and state values, the computer agent is able to efficiently self-improve the constitutive model it generated through self-playing, in the same way AlphaGo Zero (the algorithm that outplayed the world champion in the game of Go)improves its gameplay. Our numerical examples show that this automated meta-modeling framework not only produces models which outperform existing cohesive models on benchmark traction-separation data but is also capable of detecting hidden mechanisms among micro-structural features and incorporating them in constitutive models to improve the forward prediction accuracy, which are difficult tasks to do manually.


CURIOUS: Intrinsically Motivated Multi-Task, Multi-Goal Reinforcement Learning

arXiv.org Artificial Intelligence

In open-ended and changing environments, agents face a wide range of potential tasks that may or may not come with associated reward functions. Such autonomous learning agents must be able to generate their own tasks through a process of intrinsically motivated exploration, some of which might prove easy, others impossible. For this reason, they should be able to actively select which task to practice at any given moment, to maximize their overall mastery on the set of learnable tasks. This paper proposes CURIOUS, an extension of Universal Value Function Approximators that enables intrinsically motivated agents to learn to achieve both multiple tasks and multiple goals within a unique policy, leveraging hindsight learning. Agents focus on achievable tasks first, using an automated curriculum learning mechanism that biases their attention towards tasks maximizing the absolute learning progress. This mechanism provides robustness to catastrophic forgetting (by refocusing on tasks where performance decreases) and distracting tasks (by avoiding tasks with no absolute learning progress). Furthermore, we show that having two levels of parameterization (tasks and goals within tasks) enables more efficient learning of skills in an environment with a modular physical structure (e.g. multiple objects) as compared to flat, goal-parameterized RL with hindsight experience replay.


Inverse reinforcement learning for video games

arXiv.org Machine Learning

Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to design a reward function describing that behavior. Inverse reinforcement learning (IRL) algorithms can infer a reward from demonstrations in low-dimensional continuous control environments, but there has been little work on applying IRL to high-dimensional video games. In our CNN-AIRL baseline, we modify the state-of-the-art adversarial IRL (AIRL) algorithm to use CNNs for the generator and discriminator. To stabilize training, we normalize the reward and increase the size of the discriminator training dataset. We additionally learn a low-dimensional state representation using a novel autoencoder architecture tuned for video game environments. This embedding is used as input to the reward network, improving the sample efficiency of expert demonstrations. Our method achieves high-level performance on the simple Catcher video game, substantially outperforming the CNN-AIRL baseline. We also score points on the Enduro Atari racing game, but do not match expert performance, highlighting the need for further work.


Learning Negotiating Behavior Between Cars in Intersections using Deep Q-Learning

arXiv.org Machine Learning

This paper concerns automated vehicles negotiating with other vehicles, typically human driven, in crossings with the goal to find a decision algorithm by learning typical behaviors of other vehicles. The vehicle observes distance and speed of vehicles on the intersecting road and use a policy that adapts its speed along its pre-defined trajectory to pass the crossing efficiently. Deep Q-learning is used on simulated traffic with different predefined driver behaviors and intentions. The results show a policy that is able to cross the intersection avoiding collision with other vehicles 98% of the time, while at the same time not being too passive. Moreover, inferring information over time is important to distinguish between different intentions and is shown by comparing the collision rate between a Deep Recurrent Q-Network at 0.85% and a Deep Q-learning at 1.75%.


Making Sense of Vision and Touch: Self-Supervised Learning of Multimodal Representations for Contact-Rich Tasks

arXiv.org Artificial Intelligence

Abstract-- Contact-rich manipulation tasks in unstructured environments often require both haptic and visual feedback. However, it is nontrivial to manually design a robot controller that combines modalities with very different characteristics. While deep reinforcement learning has shown success in learning control policies for high-dimensional inputs, these algorithms are generally intractable to deploy on real robots due to sample complexity. We use self-supervision to learn a compact and multimodal representation of our sensory inputs, which can then be used to improve the sample efficiency of our policy learning. We evaluate our method on a peg insertion task, generalizing over different geometry, configurations, and clearances, while being robust to external perturbations. Results for simulated and real robot experiments are presented. Even in routine tasks such as putting a car key in the ignition, humans effortlessly combine our senses of vision and touch to complete the task. Visual feedback provides information about semantic and geometric object properties for accurate reaching or grasp pre-shaping. Haptic feedback provides information about the current contact conditions between object and environment for accurate localization and control even under occlusions.


Regret Minimization for Partially Observable Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning algorithms that estimate state and state-action value functions have been shown to be effective in a variety of challenging domains, including learning control strategies from raw image pixels. However, algorithms that estimate state and state-action value functions typically assume a fully observed state and must compensate for partial observations by using finite length observation histories or recurrent networks. In this work, we propose a new deep reinforcement learning algorithm based on counterfactual regret minimization that iteratively updates an approximation to an advantage-like function and is robust to partially observed state. We demonstrate that this new algorithm can substantially outperform strong baseline methods on several partially observed reinforcement learning tasks: learning first-person 3D navigation in Doom and Minecraft, and acting in the presence of partially observed objects in Doom and Pong.


Artificial Intelligence: What's The Difference Between Deep Learning And Reinforcement Learning?

#artificialintelligence

The various cutting-edge technologies that are under the umbrella of artificial intelligence are getting a lot of attention lately. As the amount of data we generate continues to grow to mind-boggling levels, our AI maturity and the potential problems AI can help solve grows right along with it. This data and the amazing computing power that's now available for a reasonable cost is what fuels the tremendous growth in AI technologies and makes deep learning and reinforcement learning possible. With the rapid changes in the AI industry, it can be challenging to keep up with the latest cutting-edge technologies. In this post, I want to provide easy-to-understand definitions of deep learning and reinforcement learning so that you can understand the difference.


The Faults in Our Pi Stars: Security Issues and Open Challenges in Deep Reinforcement Learning

arXiv.org Machine Learning

Since the inception of Deep Reinforcement Learning (DRL) algorithms, there has been a growing interest in both research and industrial communities in the promising potentials of this paradigm. The list of current and envisioned applications of deep RL ranges from autonomous navigation and robotics to control applications in the critical infrastructure, air traffic control, defense technologies, and cybersecurity. While the landscape of opportunities and the advantages of deep RL algorithms are justifiably vast, the security risks and issues in such algorithms remain largely unexplored. To facilitate and motivate further research on these critical challenges, this paper presents a foundational treatment of the security problem in DRL. We formulate the security requirements of DRL, and provide a high-level threat model through the classification and identification of vulnerabilities, attack vectors, and adversarial capabilities. Furthermore, we present a review of current literature on security of deep RL from both offensive and defensive perspectives. Lastly, we enumerate critical research venues and open problems in mitigation and prevention of intentional attacks against deep RL as a roadmap for further research in this area.