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 Reinforcement Learning


Searching Toward Pareto-Optimal Device-Aware Neural Architectures

arXiv.org Machine Learning

Recent breakthroughs in Neural Architectural Search (NAS) have achieved state-of-the-art performance in many tasks such as image classification and language understanding. However, most existing works only optimize for model accuracy and largely ignore other important factors imposed by the underlying hardware and devices, such as latency and energy, when making inference. In this paper, we first introduce the problem of NAS and provide a survey on recent works. Then we deep dive into two recent advancements on extending NAS into multiple-objective frameworks: MONAS and DPP-Net. Both MONAS and DPP-Net are capable of optimizing accuracy and other objectives imposed by devices, searching for neural architectures that can be best deployed on a wide spectrum of devices: from embedded systems and mobile devices to workstations. Experimental results are poised to show that architectures found by MONAS and DPP-Net achieves Pareto optimality w.r.t the given objectives for various devices.


APRIL: Interactively Learning to Summarise by Combining Active Preference Learning and Reinforcement Learning

arXiv.org Artificial Intelligence

We propose a method to perform automatic document summarisation without using reference summaries. Instead, our method interactively learns from users' preferences. The merit of preference-based interactive summarisation is that preferences are easier for users to provide than reference summaries. Existing preference-based interactive learning methods suffer from high sample complexity, i.e. they need to interact with the oracle for many rounds in order to converge. In this work, we propose a new objective function, which enables us to leverage active learning, preference learning and reinforcement learning techniques in order to reduce the sample complexity. Both simulation and real-user experiments suggest that our method significantly advances the state of the art. Our source code is freely available at https://github.com/UKPLab/


Approximate Exploration through State Abstraction

arXiv.org Artificial Intelligence

Although exploration in reinforcement learning is well understood from a theoretical point of view, provably correct methods remain impractical. In this paper we study the interplay between exploration and approximation, what we call \emph{approximate exploration}. We first provide results when the approximation is explicit, quantifying the performance of an exploration algorithm, MBIE-EB \citep{strehl2008analysis}, when combined with state aggregation. In particular, we show that this allows the agent to trade off between learning speed and quality of the policy learned. We then turn to a successful exploration scheme in practical, pseudo-count based exploration bonuses \citep{bellemare2016unifying}. We show that choosing a density model implicitly defines an abstraction and that the pseudo-count bonus incentivizes the agent to explore using this abstraction. We find, however, that implicit exploration may result in a mismatch between the approximated value function and exploration bonus, leading to either under- or over-exploration.


Google releases open source reinforcement learning framework for training AI models

#artificialintelligence

The trouble is, reinforcement learning frameworks take time to master a goal, tend to be inflexible, and aren't always stable. That's why Google is proposing an alternative: an open source reinforcement framework based on TensorFlow, its machine learning library. "Inspired by one of the main components in reward-motivated behavior in the brain and reflecting the strong historical connection between neuroscience and reinforcement learning research, this platform aims to enable the kind of speculative research that can drive radical discoveries," Pablo Samuel Castro and Marc G. Bellemare, researchers on the Google Brain Team, wrote in a blog post. "This release also includes a set of colabs that clarify how to use our framework." They and the Google Brain team developed the reinforcement framework with three tenets in mind: flexibility, stability, and reproducibility.


High-confidence error estimates for learned value functions

arXiv.org Machine Learning

Estimating the value function for a fixed policy is a fundamental problem in reinforcement learning. Policy evaluation algorithms---to estimate value functions---continue to be developed, to improve convergence rates, improve stability and handle variability, particularly for off-policy learning. To understand the properties of these algorithms, the experimenter needs high-confidence estimates of the accuracy of the learned value functions. For environments with small, finite state-spaces, like chains, the true value function can be easily computed, to compute accuracy. For large, or continuous state-spaces, however, this is no longer feasible. In this paper, we address the largely open problem of how to obtain these high-confidence estimates, for general state-spaces. We provide a high-confidence bound on an empirical estimate of the value error to the true value error. We use this bound to design an offline sampling algorithm, which stores the required quantities to repeatedly compute value error estimates for any learned value function. We provide experiments investigating the number of samples required by this offline algorithm in simple benchmark reinforcement learning domains, and highlight that there are still many open questions to be solved for this important problem.


Cycle-of-Learning for Autonomous Systems from Human Interaction

arXiv.org Artificial Intelligence

We discuss different types of human-robot interaction paradigms in the context of training end-to-end reinforcement learning algorithms. We provide a taxonomy to categorize the types of human interaction and present our Cycle-of-Learning framework for autonomous systems that combines different human-interaction modalities with reinforcement learning. Two key concepts provided by our Cycle-of-Learning framework are how it handles the integration of the different human-interaction modalities (demonstration, intervention, and evaluation) and how to define the switching criteria between them.


SOLAR: Deep Structured Latent Representations for Model-Based Reinforcement Learning

arXiv.org Machine Learning

Model-based reinforcement learning (RL) methods can be broadly categorized as global model methods, which depend on learning models that provide sensible predictions in a wide range of states, or local model methods, which iteratively refit simple models that are used for policy improvement. While predicting future states that will result from the current actions is difficult, local model methods only attempt to understand system dynamics in the neighborhood of the current policy, making it possible to produce local improvements without ever learning to predict accurately far into the future. The main idea in this paper is that we can learn representations that make it easy to retrospectively infer simple dynamics given the data from the current policy, thus enabling local models to be used for policy learning in complex systems. To that end, we focus on learning representations with probabilistic graphical model (PGM) structure, which allows us to devise an efficient local model method that infers dynamics from real-world rollouts with the PGM as a global prior. We compare our method to other model-based and model-free RL methods on a suite of robotics tasks, including manipulation tasks on a real Sawyer robotic arm directly from camera images. Videos of our results are available at https://sites.google.com/view/solar-iclips


MARL-FWC: Optimal Coordination of Freeway Traffic Control Measures

arXiv.org Artificial Intelligence

The objective of this article is to optimize the overall traffic flow on freeways using multiple ramp metering controls plus its complementary Dynamic Speed Limits (DSLs). An optimal freeway operation can be reached when minimizing the difference between the freeway density and the critical ratio for maximum traffic flow. In this article, a Multi-Agent Reinforcement Learning for Freeways Control (MARL-FWC) system for ramps metering and DSLs is proposed. MARL-FWC introduces a new microscopic framework at the network level based on collaborative Markov Decision Process modeling (Markov game) and an associated cooperative Q-learning algorithm. The technique incorporates payoff propagation (Max-Plus algorithm) under the coordination graphs framework, particularly suited for optimal control purposes. MARL-FWC provides three control designs: fully independent, fully distributed, and centralized; suited for different network architectures. MARL-FWC was extensively tested in order to assess the proposed model of the joint payoff, as well as the global payoff. Experiments are conducted with heavy traffic flow under the renowned VISSIM traffic simulator to evaluate MARL-FWC. The experimental results show a significant decrease in the total travel time and an increase in the average speed (when compared with the base case) while maintaining an optimal traffic flow.


Playing 20 Question Game with Policy-Based Reinforcement Learning

arXiv.org Artificial Intelligence

The 20 Questions (Q20) game is a well known game which encourages deductive reasoning and creativity. In the game, the answerer first thinks of an object such as a famous person or a kind of animal. Then the questioner tries to guess the object by asking 20 questions. In a Q20 game system, the user is considered as the answerer while the system itself acts as the questioner which requires a good strategy of question selection to figure out the correct object and win the game. However, the optimal policy of question selection is hard to be derived due to the complexity and volatility of the game environment. In this paper, we propose a novel policy-based Reinforcement Learning (RL) method, which enables the questioner agent to learn the optimal policy of question selection through continuous interactions with users. To facilitate training, we also propose to use a reward network to estimate the more informative reward. Compared to previous methods, our RL method is robust to noisy answers and does not rely on the Knowledge Base of objects. Experimental results show that our RL method clearly outperforms an entropy-based engineering system and has competitive performance in a noisy-free simulation environment.


Deep Abstract Q-Networks

arXiv.org Artificial Intelligence

We examine the problem of learning and planning on high-dimensional domains with long horizons and sparse rewards. Recent approaches have shown great successes in many Atari 2600 domains. However, domains with long horizons and sparse rewards, such as Montezuma's Revenge and Venture, remain challenging for existing methods. Methods using abstraction (Dietterich 2000; Sutton, Precup, and Singh 1999) have shown to be useful in tackling long-horizon problems. We combine recent techniques of deep reinforcement learning with existing model-based approaches using an expert-provided state abstraction. We construct toy domains that elucidate the problem of long horizons, sparse rewards and high-dimensional inputs, and show that our algorithm significantly outperforms previous methods on these domains. Our abstraction-based approach outperforms Deep Q-Networks (Mnih et al. 2015) on Montezuma's Revenge and Venture, and exhibits backtracking behavior that is absent from previous methods.