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 Reinforcement Learning


Resilient Computing with Reinforcement Learning on a Dynamical System: Case Study in Sorting

arXiv.org Artificial Intelligence

In particular, reinforcement learning (RL) and feedback control can be used to help a robot achieve a goal. Taking advantage of this body of work, this paper formulates general computation as a feedback-control problem, which allows the agent to autonomously overcome some limitations of standard procedural language programming: resilience to errors and early program termination. Our formulation considers computation to be trajectory generation in the program's variable space. The computing then becomes a sequential decision making problem, solved with reinforcement learning (RL), and analyzed with Lyapunov stability theory to assess the agent's resilience and progression to the goal. We do this through a case study on a quintessential computer science problem, array sorting. Evaluations show that our RL sorting agent makes steady progress to an asymptotically stable goal, is resilient to faulty components, and performs less array manipulations than traditional Quicksort and Bubble sort.


Better Safe than Sorry: Evidence Accumulation Allows for Safe Reinforcement Learning

arXiv.org Artificial Intelligence

In the real world, agents often have to operate in situations with incomplete information, limited sensing capabilities, and inherently stochastic environments, making individual observations incomplete and unreliable. Moreover, in many situations it is preferable to delay a decision rather than run the risk of making a bad decision. In such situations it is necessary to aggregate information before taking an action; however, most state of the art reinforcement learning (RL) algorithms are biased towards taking actions \textit{at every time step}, even if the agent is not particularly confident in its chosen action. This lack of caution can lead the agent to make critical mistakes, regardless of prior experience and acclimation to the environment. Motivated by theories of dynamic resolution of uncertainty during decision making in biological brains, we propose a simple accumulator module which accumulates evidence in favor of each possible decision, encodes uncertainty as a dynamic competition between actions, and acts on the environment only when it is sufficiently confident in the chosen action. The agent makes no decision by default, and the burden of proof to make a decision falls on the policy to accrue evidence strongly in favor of a single decision. Our results show that this accumulator module achieves near-optimal performance on a simple guessing game, far outperforming deep recurrent networks using traditional, forced action selection policies.


On Reinforcement Learning for Full-length Game of StarCraft

arXiv.org Artificial Intelligence

StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for StarCraft II. The hierarchy involves two levels of abstraction. One is the macro-action automatically extracted from expert's trajectories, which reduces the action space in an order of magnitude yet remains effective. The other is a two-layer hierarchical architecture which is modular and easy to scale, enabling a curriculum transferring from simpler tasks to more complex tasks. The reinforcement training algorithm for this architecture is also investigated. On a 64x64 map and using restrictive units, we achieve a winning rate of more than 99\% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat model, we can achieve over 93\% winning rate of Protoss against the most difficult non-cheating built-in AI (level-7) of Terran, training within two days using a single machine with only 48 CPU cores and 8 K40 GPUs. It also shows strong generalization performance, when tested against never seen opponents including cheating levels built-in AI and all levels of Zerg and Protoss built-in AI. We hope this study could shed some light on the future research of large-scale reinforcement learning.


A Learning Framework for High Precision Industrial Assembly

arXiv.org Artificial Intelligence

Automatic assembly has broad applications in industries. Traditional assembly tasks utilize predefined trajectories or tuned force control parameters, which make the automatic assembly time-consuming, difficult to generalize, and not robust to uncertainties. In this paper, we propose a learning framework for high precision industrial assembly. The framework combines both the supervised learning and the reinforcement learning. The supervised learning utilizes trajectory optimization to provide the initial guidance to the policy, while the reinforcement learning utilizes actor-critic algorithm to establish the evaluation system when the supervisor is not accurate. The proposed learning framework is more efficient compared with the reinforcement learning and achieves better stability performance than the supervised learning. The effectiveness of the method is verified by both the simulation and experiment. Experimental videos are available at~\cite{website}.


Move 37 Course โ€“ School of AI

#artificialintelligence

Join me as I teach this free 10-week reinforcement learning course I've called Move 37. I'll take you on a journey through the basics up to modern day techniques. Every week, we'll build apps together that will cover both toy and industry problems. You'll be able to measure your progress along the way by chatting with your peers both online and offline at the School of AI chapters globally, taking quizzes, coding challenges, and 2 graded projects. I'll have weekly coding live streams to help answer any questions, and my assistant instructors will be available to help in our community slack channel. Students who successfully complete the course will receive their own certificate signed by Siraj Raval.


Researchers use reinforcement learning to train gliders to soar like birds

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The words "fly like an eagle" are famously part of a song, but they may also be words that make some scientists scratch their heads. Especially when it comes to soaring birds like eagles, falcons and hawks, who seem to ascend to great heights over hills, canyons and mountain tops with ease. Scientists realize that upward currents of warm air assist the birds in their flight, but they don't know how the birds find and navigate these thermal plumes. To figure it out, researchers from the University of California San Diego used reinforcement learning to train gliders to autonomously navigate atmospheric thermals, soaring to heights of 700 meters--nearly 2,300 feet. The novel research results, published in the Sept. 19 issue of Nature, highlight the role of vertical wind accelerations and roll-wise torques as viable biological cues for soaring birds.


AI Show: What are the different types of machine learning?

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Scott: Welcome to the AI show. What are those big questions? Usually people think about three different types, like reinforcement learning, unsupervised, or supervised. Susan: Reinforcement learning is learning from a series of actions where you get a series of choices and rewards along away. So, a classic one that's been in the news is AlphaGo. A large chunk of reinforcement learning techniques are used in there, specifically Monte Carlo tree research techniques. Scott: So, people play the game Go. AlphaGo is a machine playing Go, being very good at it, and beating the world's top Go players. Susan: Another one that's really fun and has popped up the last couple of years is based off of Atari games.


r/MachineLearning - [N] Stable-Baselines v2.0.0 Released

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Has anyone tried to use Stable-Baselines? How does it compare to the official Baselines from OpenAI in your experience? Stable Baselines is a set of improved implementations of reinforcement learning algorithms based on OpenAI Baselines. You can read a detailed presentation of Stable Baselines in the Medium article. These algorithms will make it easier for the research community and industry to replicate, refine, and identify new ideas, and will create good baselines to build projects on top of.


Finite Sample Analysis of the GTD Policy Evaluation Algorithms in Markov Setting

arXiv.org Artificial Intelligence

In reinforcement learning (RL) , one of the key components is policy evaluation, which aims to estimate the value function (i.e., expected long-term accumulated reward) of a policy. With a good policy evaluation method, the RL algorithms will estimate the value function more accurately and find a better policy. When the state space is large or continuous \emph{Gradient-based Temporal Difference(GTD)} policy evaluation algorithms with linear function approximation are widely used. Considering that the collection of the evaluation data is both time and reward consuming, a clear understanding of the finite sample performance of the policy evaluation algorithms is very important to reinforcement learning. Under the assumption that data are i.i.d. generated, previous work provided the finite sample analysis of the GTD algorithms with constant step size by converting them into convex-concave saddle point problems. However, it is well-known that, the data are generated from Markov processes rather than i.i.d. in RL problems.. In this paper, in the realistic Markov setting, we derive the finite sample bounds for the general convex-concave saddle point problems, and hence for the GTD algorithms. We have the following discussions based on our bounds. (1) With variants of step size, GTD algorithms converge. (2) The convergence rate is determined by the step size, with the mixing time of the Markov process as the coefficient. The faster the Markov processes mix, the faster the convergence. (3) We explain that the experience replay trick is effective by improving the mixing property of the Markov process. To the best of our knowledge, our analysis is the first to provide finite sample bounds for the GTD algorithms in Markov setting.


Constrained Exploration and Recovery from Experience Shaping

arXiv.org Artificial Intelligence

We consider the problem of reinforcement learning under safety requirements, in which an agent is trained to complete a given task, typically formalized as the maximization of a reward signal over time, while concurrently avoiding undesirable actions or states, associated to lower rewards, or penalties. The construction and balancing of different reward components can be difficult in the presence of multiple objectives, yet is crucial for producing a satisfying policy. For example, in reaching a target while avoiding obstacles, low collision penalties can lead to reckless movements while high penalties can discourage exploration. To circumvent this limitation, we examine the effect of past actions in terms of safety to estimate which are acceptable or should be avoided in the future. We then actively reshape the action space of the agent during reinforcement learning, so that reward-driven exploration is constrained within safety limits. We propose an algorithm enabling the learning of such safety constraints in parallel with reinforcement learning and demonstrate its effectiveness in terms of both task completion and training time.