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 Reinforcement Learning


A Block Coordinate Ascent Algorithm for Mean-Variance Optimization

arXiv.org Machine Learning

Risk management plays a central role in sequential decision-making problems, common in fields such as portfolio management [Lai et al., 2011], autonomous driving [Maurer et al., 2016], and healthcare [Parker, 2009]. A common risk-measure is the variance of the expected sum of rewards/costs and the mean-variance tradeoff function [Sobel, 1982; Mannor and Tsitsiklis, 2011] is one of the most widely used objective functions in risk-sensitive decision-making. Other risk-sensitive objectives have also been studied, for example, Borkar [2002] studied exponential utility functions, Tamar et al. [2012] experimented with the Sharpe Ratio measurement, Chow et al. [2018] studied value at risk (VaR) and mean-VaR optimization, Chow and Ghavamzadeh [2014], Tamar et al. [2015b], and Chow et al. [2018] investigated conditional value at risk (CVaR) and mean-CVaR optimization in a static setting, and Tamar et al. [2015a] investigated coherent risk for both linear and nonlinear system dynamics. Compared with other widely used performance measurements, such as the Sharpe Ratio and CVaR, the mean-variance measurement has explicit interpretability and computational advantages [Markowitz et al., 2000; Li and Ng, 2000]. For example, the Sharpe Ratio tends to lead to solutions with less mean return [Tamar et al., 2012].


Addressing Sample Inefficiency and Reward Bias in Inverse Reinforcement Learning

arXiv.org Machine Learning

The Generative Adversarial Imitation Learning (GAIL) framework from Ho & Ermon (2016) is known for being surprisingly sample efficient in terms of demonstrations provided by an expert policy. However, the algorithm requires a significantly larger number of policy interactions with the environment in order to imitate the expert. In this work we address this problem by proposing a sample efficient algorithm for inverse reinforcement learning that incorporates both off-policy reinforcement learning and adversarial imitation learning. We also show that GAIL has a number of biases associated with the choice of reward function, which can unintentionally encode prior knowledge of some tasks, and prevent learning in others. We address these shortcomings by analyzing the issue and correcting invalid assumptions used when defining the learned reward function. We demonstrate that our algorithm achieves state-of-the-art performance for an inverse reinforcement learning framework on a variety of standard benchmark tasks, and from demonstrations provided from both learned agents and human experts.


Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games using Baselines

arXiv.org Artificial Intelligence

Learning strategies for imperfect information games from samples of interaction is a challenging problem. A common method for this setting, Monte Carlo Counterfactual Regret Minimization (MCCFR), can have slow long-term convergence rates due to high variance. In this paper, we introduce a variance reduction technique (VR-MCCFR) that applies to any sampling variant of MCCFR. Using this technique, per-iteration estimated values and updates are reformulated as a function of sampled values and state-action baselines, similar to their use in policy gradient reinforcement learning. The new formulation allows estimates to be bootstrapped from other estimates within the same episode, propagating the benefits of baselines along the sampled trajectory; the estimates remain unbiased even when bootstrapping from other estimates. Finally, we show that given a perfect baseline, the variance of the value estimates can be reduced to zero. Experimental evaluation shows that VR-MCCFR brings an order of magnitude speedup, while the empirical variance decreases by three orders of magnitude. The decreased variance allows for the first time CFR+ to be used with sampling, increasing the speedup to two orders of magnitude.


Online Convex Optimization for Sequential Decision Processes and Extensive-Form Games

arXiv.org Artificial Intelligence

Regret minimization is a powerful tool for solving large-scale extensive-form games. State-of-the-art methods rely on minimizing regret locally at each decision point. In this work we derive a new framework for regret minimization on sequential decision problems and extensive-form games with general compact convex sets at each decision point and general convex losses, as opposed to prior work which has been for simplex decision points and linear losses. We call our framework laminar regret decomposition. It generalizes the CFR algorithm to this more general setting. Furthermore, our framework enables a new proof of CFR even in the known setting, which is derived from a perspective of decomposing polytope regret, thereby leading to an arguably simpler interpretation of the algorithm. Our generalization to convex compact sets and convex losses allows us to develop new algorithms for several problems: regularized sequential decision making, regularized Nash equilibria in extensive-form games, and computing approximate extensive-form perfect equilibria. Our generalization also leads to the first regret-minimization algorithm for computing reduced-normal-form quantal response equilibria based on minimizing local regrets. Experiments show that our framework leads to algorithms that scale at a rate comparable to the fastest variants of counterfactual regret minimization for computing Nash equilibrium, and therefore our approach leads to the first algorithm for computing quantal response equilibria in extremely large games. Finally we show that our framework enables a new kind of scalable opponent exploitation approach.


Modelling User's Theory of AI's Mind in Interactive Intelligent Systems

arXiv.org Machine Learning

Many interactive intelligent systems, such as recommendation and information retrieval systems, treat users as a passive data source. Yet, users form mental models of systems and instead of passively providing feedback to the queries of the system, they will strategically plan their actions within the constraints of the mental model to steer the system and achieve their goals faster. We propose to explicitly account for the user's theory of the AI's mind in the user model: the intelligent system has a model of the user having a model of the intelligent system. We study a case where the system is a contextual bandit and the user model is a Markov decision process that plans based on a simpler model of the bandit. Inference in the model can be reduced to probabilistic inverse reinforcement learning, with the nested bandit model defining the transition dynamics, and is implemented using probabilistic programming. Our results show that improved performance is achieved if users can form accurate mental models that the system can capture, implying predictability of the interactive intelligent system is important not only for the user experience but also for the design of the system's statistical models.


Optimal and Low-Complexity Dynamic Spectrum Access for RF-Powered Ambient Backscatter System with Online Reinforcement Learning

arXiv.org Artificial Intelligence

Ambient backscatter has been introduced with a wide range of applications for low power wireless communications. In this article, we propose an optimal and low-complexity dynamic spectrum access framework for RFpowered ambient backscatter system. Under the dynamics of the ambient signals, we first adopt the Markov decision process (MDP) framework to obtain the optimal policy for the secondary transmitter, aiming to maximize the system throughput. However, the MDP-based optimization requires complete knowledge of environment parameters, e.g., the probability of a channel to be idle and the probability of a successful packet transmission, that may not be practical to obtain. To cope with such incomplete knowledge of the environment, we develop a low-complexity online reinforcement learning algorithm that allows the secondary transmitter to "learn" from its decisions and then attain the optimal policy. Simulation results show that the proposed learning algorithm not only efficiently deals with the dynamics of the environment, but also improves the average throughput up to 50% and reduces the blocking probability and delay up to 80% compared with conventional methods. Dynamic spectrum access (DSA) has been considered as a promising solution to improve the utilization of radio spectrum [2]. As DSA standard frameworks, the Federal Communications Commission and the European Telecommunications Standardization Institute have recently proposed Spectrum Access Systems (SAS) and Licensed Shared Access (LSA) respectively [3]. In both SAS and LSA, spectrum users are prioritized at different levels/tiers (e.g., there are three types of users with a decreasing order of priority: Incumbent Users (IUs), Priority Access Licensees (PALs), and General Authorized Access (GAAs)). Without loss of generality, in this work, we refer users with higher priority as IUs and users with lower priority as secondary users (SUs). DSA harvests under-utilized spectrum chunks by allowing an SU to dynamically access (temporarily) idle spectrum bands/whitespaces to transmit data.


Unity: A General Platform for Intelligent Agents

arXiv.org Machine Learning

Recent advances in Deep Reinforcement Learning and Robotics have been driven by the presence of increasingly realistic and complex simulation environments. Many of the existing platforms, however, provide either unrealistic visuals, inaccurate physics, low task complexity, or a limited capacity for interaction among artificial agents. Furthermore, many platforms lack the ability to flexibly configure the simulation, hence turning the simulation environment into a black-box from the perspective of the learning system. Here we describe a new open source toolkit for creating and interacting with simulation environments using the Unity platform: Unity ML-Agents Toolkit. By taking advantage of Unity as a simulation platform, the toolkit enables the development of learning environments which are rich in sensory and physical complexity, provide compelling cognitive challenges, and support dynamic multi-agent interaction. We detail the platform design, communication protocol, set of example environments, and variety of training scenarios made possible via the toolkit.


Learning Invariances for Policy Generalization

arXiv.org Artificial Intelligence

The grey rectangle starts on the left of the screen and can be moved with two actions, "Right" and "Jump". The goal of this game is to reach the right of the screen while avoiding the white obstacle. There is only one specific distance (measured in number of pixels) to the obstacle where the agent has to chose the action "Jump" in order to pass over the obstacle. If jumping is chosen at any other point, the agent will inevitably crash into the obstacle. A reward of 1 is granted anytime the agent moves one pixel to the right (even in the air). The episode terminates if the agent reaches the right of the screen or touches the obstacle. We build a set of related tasks by varying two factors: the floor height and the position of the obstacle on the floor. The resulting set contains 1271 tasks. We use 6 of those for training and evaluate the generalization performance as the fraction of the remaining 1265 tasks the agent can solve.


Improving On-policy Learning with Statistical Reward Accumulation

arXiv.org Artificial Intelligence

Deep reinforcement learning has obtained significant breakthroughs in recent years. Most methods in deep-RL achieve good results via the maximization of the reward signal provided by the environment, typically in the form of discounted cumulative returns. Such reward signals represent the immediate feedback of a particular action performed by an agent. However, tasks with sparse reward signals are still challenging to on-policy methods. In this paper, we introduce an effective characterization of past reward statistics (which can be seen as long-term feedback signals) to supplement this immediate reward feedback. In particular, value functions are learned with multi-critics supervision, enabling complex value functions to be more easily approximated in on-policy learning, even when the reward signals are sparse. We also introduce a novel exploration mechanism called "hot-wiring" that can give a boost to seemingly trapped agents. We demonstrate the effectiveness of our advantage actor multi-critic (A2MC) method across the discrete domains in Atari games as well as continuous domains in the MuJoCo environments. A video demo is provided at https://youtu.be/zBmpf3Yz8tc.


Hierarchically Structured Reinforcement Learning for Topically Coherent Visual Story Generation

arXiv.org Artificial Intelligence

We propose a hierarchically structured reinforcement learning approach to address the challenges of planning for generating coherentmulti-sentence stories for the visual storytelling task. Within our framework, the task of generating a story given a sequence of images is divided across a two-level hierarchical decoder.The high-level decoder constructs a plan by generating a semantic concept (i.e., topic) for each image in sequence. The low-level decoder generates a sentence for each image using a semantic compositional network, which effectively grounds the sentence generation conditioned on the topic. The two decoders are jointly trained end-to-end using reinforcement learning. We evaluate our model on the visual storytelling (VIST) dataset. Empirical results from both automatic and human evaluations demonstrate that the proposed hierarchicallystructured reinforced training achieves significantly better performance compared to a strong flat deep reinforcement learning baseline.