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 Reinforcement Learning


How do some of the best AI algorithms perform on real robots? Not well, it turns out

#artificialintelligence

All the biggest labs leading AI research will have you believe that their fancy game-playing software bots will one day be applicable to the real world. The skills from playing Go, Poker or Dota 2 will be transferable to algorithms designing new drugs, controlling robots, teaching computers how to negotiate โ€“ you name it. One startup, Kindred.AI, decided to put some of those claims to the test, particularly with respect to robotics and machine-learning software. "We wanted to know the readiness of the state-of-the-art RL algorithms on real robotic applications," Rupam Mahmood, lead of AI at Kindred, told The Register. Reinforcement learning (RL) is a popular AI method that teaches agents how to perform a specific task by rewarding them every time they get closer to the stated goal.


Generalization and Regularization in DQN

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) algorithms have shown an impressive ability to learn complex control policies in high-dimensional environments. However, despite the ever-increasing performance on popular benchmarks like the Arcade Learning Environment (ALE), policies learned by deep RL algorithms can struggle to generalize when evaluated in remarkably similar environments. These results are unexpected given the fact that, in supervised learning, deep neural networks often learn robust features that generalize across tasks. In this paper, we study the generalization capabilities of DQN in order to aid in understanding this mismatch between generalization in deep RL and supervised learning methods. We provide evidence suggesting that DQN overspecializes to the domain it is trained on. We then comprehensively evaluate the impact of traditional methods of regularization from supervised learning, $\ell_2$ and dropout, and of reusing learned representations to improve the generalization capabilities of DQN. We perform this study using different game modes of Atari 2600 games, a recently introduced modification for the ALE which supports slight variations of the Atari 2600 games used for benchmarking in the field. Despite regularization being largely underutilized in deep RL, we show that it can, in fact, help DQN learn more general features. These features can then be reused and fine-tuned on similar tasks, considerably improving the sample efficiency of DQN.


Switching Isotropic and Directional Exploration with Parameter Space Noise in Deep Reinforcement Learning

arXiv.org Machine Learning

This paper proposes an exploration method for deep reinforcement learning based on parameter space noise. Recent studies have experimentally shown that parameter space noise results in better exploration than the commonly used action space noise. Previous methods devised a way to update the diagonal covariance matrix of a noise distribution and did not consider the direction of the noise vector and its correlation. In addition, fast updates of the noise distribution are required to facilitate policy learning. We propose a method that deforms the noise distribution according to the accumulated returns and the noises that have led to the returns. Moreover, this method switches isotropic exploration and directional exploration in parameter space with regard to obtained rewards. We validate our exploration strategy in the OpenAI Gym continuous environments and modified environments with sparse rewards. The proposed method achieves results that are competitive with a previous method at baseline tasks. Moreover, our approach exhibits better performance in sparse reward environments by exploration with the switching strategy.


Learning to Coordinate Multiple Reinforcement Learning Agents for Diverse Query Reformulation

arXiv.org Machine Learning

We propose a method to efficiently learn diverse strategies in reinforcement learning for query reformulation in the tasks of document retrieval and question answering. In the proposed framework an agent consists of multiple specialized sub-agents and a meta-agent that learns to aggregate the answers from sub-agents to produce a final answer. Sub-agents are trained on disjoint partitions of the training data, while the meta-agent is trained on the full training set. Our method makes learning faster, because it is highly parallelizable, and has better generalization performance than strong baselines, such as an ensemble of agents trained on the full data. We show that the improved performance is due to the increased diversity of reformulation strategies.


Learning and Planning with a Semantic Model

arXiv.org Artificial Intelligence

Building deep reinforcement learning agents that can generalize and adapt to unseen environments remains a fundamental challenge for AI. This paper describes progresses on this challenge in the context of man-made environments, which are visually diverse but contain intrinsic semantic regularities. We propose a hybrid model-based and model-free approach, LEArning and Planning with Semantics (LEAPS), consisting of a multi-target sub-policy that acts on visual inputs, and a Bayesian model over semantic structures. When placed in an unseen environment, the agent plans with the semantic model to make high-level decisions, proposes the next sub-target for the sub-policy to execute, and updates the semantic model based on new observations. We perform experiments in visual navigation tasks using House3D, a 3D environment that contains diverse human-designed indoor scenes with real-world objects. LEAPS outperforms strong baselines that do not explicitly plan using the semantic content. Deep reinforcement learning (DRL) has undoubtedly witnessed strong achievements in recent years (Silver et al., 2016; Mnih et al., 2015; Levine et al., 2016).


Inequity aversion improves cooperation in intertemporal social dilemmas

arXiv.org Artificial Intelligence

Groups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix games. Recently, multi-agent reinforcement learning has been applied to generalize social dilemma problems to temporally and spatially extended Markov games. However, this has not yet generated an agent that learns to cooperate in social dilemmas as humans do. A key insight is that many, but not all, human individuals have inequity averse social preferences. This promotes a particular resolution of the matrix game social dilemma wherein inequity-averse individuals are personally pro-social and punish defectors. Here we extend this idea to Markov games and show that it promotes cooperation in several types of sequential social dilemma, via a profitable interaction with policy learnability. In particular, we find that inequity aversion improves temporal credit assignment for the important class of intertemporal social dilemmas. These results help explain how large-scale cooperation may emerge and persist.


Definition and evaluation of model-free coordination of electrical vehicle charging with reinforcement learning

arXiv.org Artificial Intelligence

Initial DR studies mainly adopt model predictive control and thus require accurate models of the control problem (e.g., a customer behavior model), which are to a large extent uncertain for the EV scenario. Hence, model-free approaches, especially based on reinforcement learning (RL) are an attractive alternative. In this paper, we propose a new Markov decision process (MDP) formulation in the RL framework, to jointly coordinate a set of EV charging stations. State-of-the-art algorithms either focus on a single EV, or perform the control of an aggregate of EVs in multiple steps (e.g., aggregate load decisions in one step, then a step translating the aggregate decision to individual connected EVs). On the contrary, we propose an RL approach to jointly control the whole set of EVs at once. We contribute a new MDP formulation, with a scalable state representation that is independent of the number of EV charging stations. Further, we use a batch reinforcement learning algorithm, i.e., an instance of fitted Q-iteration, to learn the optimal charging policy. We analyze its performance using simulation experiments based on a real-world EV charging data. More specifically, we (i) explore the various settings in training the RL policy (e.g., duration of the period with training data), (ii) compare its performance to an oracle all-knowing benchmark (which provides an upper bound for performance, relying on information that is not available or at least imperfect in practice), (iii) analyze performance over time, over the course of a full year to evaluate possible performance fluctuations (e.g, across different seasons), and (iv) demonstrate the generalization capacity of a learned control policy to larger sets of charging stations.


Scaling simulation-to-real transfer by learning composable robot skills

arXiv.org Artificial Intelligence

We present a novel solution to the problem of simulation-to-real transfer, which builds on recent advances in robot skill decomposition. Rather than focusing on minimizing the simulation-reality gap, we learn a set of diverse policies that are parameterized in a way that makes them easily reusable. This diversity and parameterization of low-level skills allows us to find a transferable policy that is able to use combinations and variations of different skills to solve more complex, high-level tasks. In particular, we first use simulation to jointly learn a policy for a set of low-level skills, and a "skill embedding" parameterization which can be used to compose them. Later, we learn high-level policies which actuate the low-level policies via this skill embedding parameterization. The high-level policies encode how and when to reuse the low-level skills together to achieve specific high-level tasks. Importantly, our method learns to control a real robot in joint-space to achieve these high-level tasks with little or no on-robot time, despite the fact that the low-level policies may not be perfectly transferable from simulation to real, and that the low-level skills were not trained on any examples of high-level tasks. We illustrate the principles of our method using informative simulation experiments. We then verify its usefulness for real robotics problems by learning, transferring, and composing free-space and contact motion skills on a Sawyer robot using only joint-space control. We experiment with several techniques for composing pre-learned skills, and find that our method allows us to use both learning-based approaches and efficient search-based planning to achieve high-level tasks using only pre-learned skills.


How to Optimise Ad CTR with Reinforcement Learning Codementor

#artificialintelligence

In this blog we will try to get the basic idea behind reinforcement learning and understand what is a multi arm bandit problem. We will also be trying to maximise CTR(click through rate) for advertisements for a advertising agency. Article includes: 1. Basics of reinforcement learning 2. Types of problems in reinforcement learning 3. Understamding multi-arm bandit problem 4. Basics of conditional probability and Thompson sampling 5. Optimizing ads CTR using Thompson sampling in R Reinforcement Learning Basics Reinforcement learning refers to goal-oriented algorithms, which learn how to attain a complex objective (goal) or maximise along a particular dimension over many steps; for example, maximise the points won in a game over many moves. They can start from a blank slate, and under the right conditions, they achieve superhuman performance. Like a child incentivized by spankings and candy, these algorithms are penalized when they make the wrong decisions and rewarded when they make the right ones -- this is reinforcement.


Introduction: Reinforcement Learning with OpenAI Gym

#artificialintelligence

From the word'reinforcement' we get the idea of building patterns or belief system with positive feedback. With reinforcement learning we aim to create algorithms that helps an agent in achieving maximum performance in a given environment with proper rewards. Let's consider two situations giving an abstract insight for RL. Let's first define concept of agent and environment for understanding technical details about RL. Environment is the universe of agent which changes state of agent with given action performed on it.