Reinforcement Learning
Is multiagent deep reinforcement learning the answer or the question? A brief survey
Hernandez-Leal, Pablo, Kartal, Bilal, Taylor, Matthew E.
Deep reinforcement learning (DRL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent scenarios. Initial results report successes in complex multiagent domains, although there are several challenges to be addressed. In this context, first, this article provides a clear overview of current multiagent deep reinforcement learning (MDRL) literature. Second, it provides guidelines to complement this emerging area by (i) showcasing examples on how methods and algorithms from DRL and multiagent learning (MAL) have helped solve problems in MDRL and (ii) providing general lessons learned from these works. We expect this article will help unify and motivate future research to take advantage of the abundant literature that exists in both areas (DRL and MAL) in a joint effort to promote fruitful research in the multiagent community.
Bayesian Inference of Self-intention Attributed by Observer
Fukuchi, Yosuke, Osawa, Masahiko, Yamakawa, Hiroshi, Takahashi, Tatsuji, Imai, Michita
Most of agents that learn policy for tasks with reinforcement learning (RL) lack the ability to communicate with people, which makes human-agent collaboration challenging. We believe that, in order for RL agents to comprehend utterances from human colleagues, RL agents must infer the mental states that people attribute to them because people sometimes infer an interlocutor's mental states and communicate on the basis of this mental inference. This paper proposes PublicSelf model, which is a model of a person who infers how the person's own behavior appears to their colleagues. We implemented the PublicSelf model for an RL agent in a simulated environment and examined the inference of the model by comparing it with people's judgment. The results showed that the agent's intention that people attributed to the agent's movement was correctly inferred by the model in scenes where people could find certain intentionality from the agent's behavior.
Empowerment-driven Exploration using Mutual Information Estimation
Exploration is a difficult challenge in reinforcement learning and is of prime importance in sparse reward environments. However, many of the state of the art deep reinforcement learning algorithms, that rely on epsilon-greedy, fail on these environments. In such cases, empowerment can serve as an intrinsic reward signal to enable the agent to maximize the influence it has over the near future. We formulate empowerment as the channel capacity between states and actions and is calculated by estimating the mutual information between the actions and the following states. The mutual information is estimated using Mutual Information Neural Estimator and a forward dynamics model. We demonstrate that an empowerment driven agent is able to improve significantly the score of a baseline DQN agent on the game of Montezuma's Revenge.
One-Shot High-Fidelity Imitation: Training Large-Scale Deep Nets with RL
Paine, Tom Le, Colmenarejo, Sergio Gómez, Wang, Ziyu, Reed, Scott, Aytar, Yusuf, Pfaff, Tobias, Hoffman, Matt W., Barth-Maron, Gabriel, Cabi, Serkan, Budden, David, de Freitas, Nando
Humans are experts at high-fidelity imitation -- closely mimicking a demonstration, often in one attempt. Humans use this ability to quickly solve a task instance, and to bootstrap learning of new tasks. Achieving these abilities in autonomous agents is an open problem. In this paper, we introduce an off-policy RL algorithm (MetaMimic) to narrow this gap. MetaMimic can learn both (i) policies for high-fidelity one-shot imitation of diverse novel skills, and (ii) policies that enable the agent to solve tasks more efficiently than the demonstrators. MetaMimic relies on the principle of storing all experiences in a memory and replaying these to learn massive deep neural network policies by off-policy RL. This paper introduces, to the best of our knowledge, the largest existing neural networks for deep RL and shows that larger networks with normalization are needed to achieve one-shot high-fidelity imitation on a challenging manipulation task. The results also show that both types of policy can be learned from vision, in spite of the task rewards being sparse, and without access to demonstrator actions.
Policy Design for Active Sequential Hypothesis Testing using Deep Learning
Kartik, Dhruva, Sabir, Ekraam, Mitra, Urbashi, Natarajan, Prem
Information theory has been very successful in obtaining performance limits for various problems such as communication, compression and hypothesis testing. Likewise, stochastic control theory provides a characterization of optimal policies for Partially Observable Markov Decision Processes (POMDPs) using dynamic programming. However, finding optimal policies for these problems is computationally hard in general and thus, heuristic solutions are employed in practice. Deep learning can be used as a tool for designing better heuristics in such problems. In this paper, the problem of active sequential hypothesis testing is considered. The goal is to design a policy that can reliably infer the true hypothesis using as few samples as possible by adaptively selecting appropriate queries. This problem can be modeled as a POMDP and bounds on its value function exist in literature. However, optimal policies have not been identified and various heuristics are used. In this paper, two new heuristics are proposed: one based on deep reinforcement learning and another based on a KL-divergence zero-sum game. These heuristics are compared with state-of-the-art solutions and it is demonstrated using numerical experiments that the proposed heuristics can achieve significantly better performance than existing methods in some scenarios.
Parametrized Deep Q-Networks Learning: Reinforcement Learning with Discrete-Continuous Hybrid Action Space
Xiong, Jiechao, Wang, Qing, Yang, Zhuoran, Sun, Peng, Han, Lei, Zheng, Yang, Fu, Haobo, Zhang, Tong, Liu, Ji, Liu, Han
Most existing deep reinforcement learning (DRL) frameworks consider either discrete action space or continuous action space solely. Motivated by applications in computer games, we consider the scenario with discrete-continuous hybrid action space. To handle hybrid action space, previous works either approximate the hybrid space by discretization, or relax it into a continuous set. In this paper, we propose a parametrized deep Q-network (P- DQN) framework for the hybrid action space without approximation or relaxation. Our algorithm combines the spirits of both DQN (dealing with discrete action space) and DDPG (dealing with continuous action space) by seamlessly integrating them. Empirical results on a simulation example, scoring a goal in simulated RoboCup soccer and the solo mode in game King of Glory (KOG) validate the efficiency and effectiveness of our method.
The Laplacian in RL: Learning Representations with Efficient Approximations
Wu, Yifan, Tucker, George, Nachum, Ofir
The smallest eigenvectors of the graph Laplacian are well-known to provide a succinct representation of the geometry of a weighted graph. In reinforcement learning (RL), where the weighted graph may be interpreted as the state transition process induced by a behavior policy acting on the environment, approximating the eigenvectors of the Laplacian provides a promising approach to state representation learning. However, existing methods for performing this approximation are ill-suited in general RL settings for two main reasons: First, they are computationally expensive, often requiring operations on large matrices. Second, these methods lack adequate justification beyond simple, tabular, finite-state settings. In this paper, we present a fully general and scalable method for approximating the eigenvectors of the Laplacian in a model-free RL context. We systematically evaluate our approach and empirically show that it generalizes beyond the tabular, finite-state setting. Even in tabular, finite-state settings, its ability to approximate the eigenvectors outperforms previous proposals. Finally, we show the potential benefits of using a Laplacian representation learned using our method in goal-achieving RL tasks, providing evidence that our technique can be used to significantly improve the performance of an RL agent.
Deep Quality-Value (DQV) Learning
Sabatelli, Matthia, Louppe, Gilles, Geurts, Pierre, Wiering, Marco A.
We introduce a novel Deep Reinforcement Learning (DRL) algorithm called Deep Quality-Value (DQV) Learning. DQV uses temporal-difference learning to train a Value neural network and uses this network for training a second Quality-value network that learns to estimate state-action values. We first test DQV's update rules with Multilayer Perceptrons as function approximators on two classic RL problems, and then extend DQV with the use of Deep Convolutional Neural Networks, `Experience Replay' and `Target Neural Networks' for tackling four games of the Atari Arcade Learning environment. Our results show that DQV learns significantly faster and better than Deep Q-Learning and Double Deep Q-Learning, suggesting that our algorithm can potentially be a better performing synchronous temporal difference algorithm than what is currently present in DRL.
S-RL Toolbox: Environments, Datasets and Evaluation Metrics for State Representation Learning
Raffin, Antonin, Hill, Ashley, Traoré, René, Lesort, Timothée, Díaz-Rodríguez, Natalia, Filliat, David
State representation learning aims at learning compact representations from raw observations in robotics and control applications. Approaches used for this objective are auto-encoders, learning forward models, inverse dynamics or learning using generic priors on the state characteristics. However, the diversity in applications and methods makes the field lack standard evaluation datasets, metrics and tasks. This paper provides a set of environments, data generators, robotic control tasks, metrics and tools to facilitate iterative state representation learning and evaluation in reinforcement learning settings.
Discovering General-Purpose Active Learning Strategies
Konyushkova, Ksenia, Sznitman, Raphael, Fua, Pascal
We propose a general-purpose approach to discovering active learning (AL) strategies from data. These strategies are transferable from one domain to another and can be used in conjunction with many machine learning models. To this end, we formalize the annotation process as a Markov decision process, design universal state and action spaces and introduce a new reward function that precisely model the AL objective of minimizing the annotation cost We seek to find an optimal (non-myopic) AL strategy using reinforcement learning. We evaluate the learned strategies on multiple unrelated domains and show that they consistently outperform state-of-the-art baselines. Modern supervised machine learning (ML) methods require large annotated datasets for training purposes and the cost of producing them can easily become prohibitive. Active learning (AL) mitigates the problem by selecting intelligently and adaptively a subset of the data to be annotated. To do so, AL typically relies on informativeness measures that identify unlabelled datapoints whose labels are most likely to help to improve the performance of the trained model. As a result, good performance is achieved using far fewer annotations than by randomly labelling data. Most AL selection strategies are hand-designed either on the basis of researcher's expertise and intuition or by approximating theoretical criteria (Settles, 2012).