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 Reinforcement Learning


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.


Reinforcement Learning for Relation Classification from Noisy Data

arXiv.org Machine Learning

Existing relation classification methods that rely on distant supervision assume that a bag of sentences mentioning an entity pair are all describing a relation for the entity pair. Such methods, performing classification at the bag level, cannot identify the mapping between a relation and a sentence, and largely suffers from the noisy labeling problem. In this paper, we propose a novel model for relation classification at the sentence level from noisy data. The model has two modules: an instance selector and a relation classifier. The instance selector chooses high-quality sentences with reinforcement learning and feeds the selected sentences into the relation classifier, and the relation classifier makes sentence level prediction and provides rewards to the instance selector. The two modules are trained jointly to optimize the instance selection and relation classification processes. Experiment results show that our model can deal with the noise of data effectively and obtains better performance for relation classification at the sentence level.


LIFT: Reinforcement Learning in Computer Systems by Learning From Demonstrations

arXiv.org Machine Learning

Reinforcement learning approaches have long appealed to the data management community due to their ability to learn to control dynamic behavior from raw system performance. Recent successes in combining deep neural networks with reinforcement learning have sparked significant new interest in this domain. However, practical solutions remain elusive due to large training data requirements, algorithmic instability, and lack of standard tools. In this work, we introduce LIFT, an end-to-end software stack for applying deep reinforcement learning to data management tasks. While prior work has frequently explored applications in simulations, LIFT centers on utilizing human expertise to learn from demonstrations, thus lowering online training times. We further introduce TensorForce, a TensorFlow library for applied deep reinforcement learning exposing a unified declarative interface to common RL algorithms, thus providing a backend to LIFT. We demonstrate the utility of LIFT in two case studies in database compound indexing and resource management in stream processing. Results show LIFT controllers initialized from demonstrations can outperform human baselines and heuristics across latency metrics and space usage by up to 70%.


Proximal Policy Optimization and its Dynamic Version for Sequence Generation

arXiv.org Machine Learning

In sequence generation task, many works use policy gradient for model optimization to tackle the intractable backpropagation issue when maximizing the non-differentiable evaluation metrics or fooling the discriminator in adversarial learning. In this paper, we replace policy gradient with proximal policy optimization (PPO), which is a proved more efficient reinforcement learning algorithm, and propose a dynamic approach for PPO (PPO-dynamic). We demonstrate the efficacy of PPO and PPO-dynamic on conditional sequence generation tasks including synthetic experiment and chit-chat chatbot. The results show that PPO and PPO-dynamic can beat policy gradient by stability and performance.