Reinforcement Learning
Count-Based Exploration with the Successor Representation
Machado, Marlos C., Bellemare, Marc G., Bowling, Michael
The problem of exploration in reinforcement learning is well-understood in the tabular case and many sample-efficient algorithms are known. Nevertheless, it is often unclear how the algorithms in the tabular setting can be extended to tasks with large state-spaces where generalization is required. Recent promising developments generally depend on problem-specific density models or handcrafted features. In this paper we introduce a simple approach for exploration that allows us to develop theoretically justified algorithms in the tabular case but that also give us intuitions for new algorithms applicable to settings where function approximation is required. Our approach and its underlying theory is based on the substochastic successor representation, a concept we develop here. While the traditional successor representation is a representation that defines state generalization by the similarity of successor states, the substochastic successor representation is also able to implicitly count the number of times each state (or feature) has been observed. This extension connects two until now disjoint areas of research. We show in traditional tabular domains (RiverSwim and SixArms) that our algorithm empirically performs as well as other sample-efficient algorithms. We then describe a deep reinforcement learning algorithm inspired by these ideas and show that it matches the performance of recent pseudo-count-based methods in hard exploration Atari 2600 games.
Active Object Perceiver: Recognition-guided Policy Learning for Object Searching on Mobile Robots
Ye, Xin, Lin, Zhe, Li, Haoxiang, Zheng, Shibin, Yang, Yezhou
Developing an autonomous mobile robot which can reliably search, locate and reach an arbitrary object in an indoor environment is both fascinating and extremely challenging which motivates multi-disciplinary research ideas across robotics, computational perception, machine learning. In practice, a solution to this task will have a wide range of robotics applications, such as an assistant robot to search for survivors from an unknown disastrous environment for the first responders, or an elderly care-giving robot to locate and/or retrieve objects of interest for its clients. Solving this challenge has the potential to kick off the next phase of our human life style revolution that aims to increase people's living standard and enrich people's everyday life. We fully acknowledge that studies approaching the problem have a long history. Tracing back to the 1970s and 1980s, when the concept coined as the "active perception" was widely explored, this "robot with vision that finds object" task was one of the major motivating tasks to show that "vision is active" [1]. As stated in a recent survey article [2], two primary aspects of "active perception" are 1) from intelligent control point of view, it is about intelligent control strategies applied to the perception process [3], and 2) from computational perception point of view, it is about manipulating the perception constraints to improve the quality of
Visual Analogies between Atari Games for Studying Transfer Learning in RL
Sobol, Doron, Wolf, Lior, Taigman, Yaniv
In this work, we ask the following question: Can visual analogies, learned in an unsupervised way, be used in order to transfer knowledge between pairs of games and even play one game using an agent trained for another game? We attempt to answer this research question by creating visual analogies between a pair of games: a source game and a target game. For example, given a video frame in the target game, we map it to an analogous state in the source game and then attempt to play using a trained policy learned for the source game. We demonstrate convincing visual mapping between four pairs of games (eight mappings), which are used to evaluate three transfer learning approaches.
Learning to Interrupt: A Hierarchical Deep Reinforcement Learning Framework for Efficient Exploration
Li, Tingguang, Pan, Jin, Zhu, Delong, Meng, Max Q. -H.
To achieve scenario intelligence, humans must transfer knowledge to robots by developing goal-oriented algorithms, which are sometimes insensitive to dynamically changing environments. While deep reinforcement learning achieves significant success recently, it is still extremely difficult to be deployed in real robots directly. In this paper, we propose a hybrid structure named Option-Interruption in which human knowledge is embedded into a hierarchical reinforcement learning framework. Our architecture has two key components: options, represented by existing human-designed methods, can significantly speed up the training process and interruption mechanism, based on learnable termination functions, enables our system to quickly respond to the external environment. To implement this architecture, we derive a set of update rules based on policy gradient methods and present a complete training process. In the experiment part, our method is evaluated in Four-room navigation and exploration task, which shows the efficiency and flexibility of our framework.
General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms
Perez-Liebana, Diego, Liu, Jialin, Khalifa, Ahmed, Gaina, Raluca D., Togelius, Julian, Lucas, Simon M.
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required to either play multiples unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education and competitions five years after its birth. A future plan of framework improvements is also described.
Deep reinforcement learning for de novo drug design
We have devised and implemented a novel computational strategy for de novo design of molecules with desired properties termed ReLeaSE (Reinforcement Learning for Structural Evolution). On the basis of deep and reinforcement learning (RL) approaches, ReLeaSE integrates two deep neural networks--generative and predictive--that are trained separately but are used jointly to generate novel targeted chemical libraries. ReLeaSE uses simple representation of molecules by their simplified molecular-input line-entry system (SMILES) strings only. Generative models are trained with a stack-augmented memory network to produce chemically feasible SMILES strings, and predictive models are derived to forecast the desired properties of the de novoโgenerated compounds. In the first phase of the method, generative and predictive models are trained separately with a supervised learning algorithm. In the second phase, both models are trained jointly with the RL approach to bias the generation of new ...
Estimating scale-invariant future in continuous time
Tiganj, Zoran, Gershman, Samuel J., Sederberg, Per B., Howard, Marc W.
Natural learners must compute an estimate of future outcomes that follow from a stimulus in continuous time. Critically, the learner cannot in general know a priori the relevant time scale over which meaningful relationships will be observed. Widely used reinforcement learning algorithms discretize continuous time and use the Bellman equation to estimate exponentially-discounted future reward. However, exponential discounting introduces a time scale to the computation of value. Scaling is a serious problem in continuous time: efficient learning with scaled algorithms requires prior knowledge of the relevant scale. That is, with scaled algorithms one must know at least part of the solution to a problem prior to attempting a solution. We present a computational mechanism, developed based on work in psychology and neuroscience, for computing a scale-invariant timeline of future events. This mechanism efficiently computes a model for future time on a logarithmically-compressed scale, and can be used to generate a scale-invariant power-law-discounted estimate of expected future reward. Moreover, the representation of future time retains information about what will happen when, enabling flexible decision making based on future events. The entire timeline can be constructed in a single parallel operation.
ToriLLE: Learning Environment for Hand-to-Hand Combat
Kanervisto, Anssi, Hautamรคki, Ville
Toribash is a MuJoCo-like environment of two humanoid character fighting each other hand-to-hand, controlled by changing states of body joints. Competitive nature of Toribash lends itself to two-agent experiments, and active player-base can be used for human baselines. This white paper describes the environment with its pros, cons and limitations as well experimentally show ToriLLE's applicability as a learning environment by successfully training reinforcement learning agents that improved over time. The code is available at https: //github.com/Miffyli/ToriLLE.
Variational Option Discovery Algorithms
Achiam, Joshua, Edwards, Harrison, Amodei, Dario, Abbeel, Pieter
We explore methods for option discovery based on variational inference and make two algorithmic contributions. First: we highlight a tight connection between variational option discovery methods and variational autoencoders, and introduce Variational Autoencoding Learning of Options by Reinforcement (VALOR), a new method derived from the connection. In VALOR, the policy encodes contexts from a noise distribution into trajectories, and the decoder recovers the contexts from the complete trajectories. Second: we propose a curriculum learning approach where the number of contexts seen by the agent increases whenever the agent's performance is strong enough (as measured by the decoder) on the current set of contexts. We show that this simple trick stabilizes training for VALOR and prior variational option discovery methods, allowing a single agent to learn many more modes of behavior than it could with a fixed context distribution. Finally, we investigate other topics related to variational option discovery, including fundamental limitations of the general approach and the applicability of learned options to downstream tasks.
Multi-modal Feedback for Affordance-driven Interactive Reinforcement Learning
Cruz, Francisco, Parisi, German I., Wermter, Stefan
Interactive reinforcement learning (IRL) extends traditional reinforcement learning (RL) by allowing an agent to interact with parent-like trainers during a task. In this paper, we present an IRL approach using dynamic audio-visual input in terms of vocal commands and hand gestures as feedback. Our architecture integrates multi-modal information to provide robust commands from multiple sensory cues along with a confidence value indicating the trustworthiness of the feedback. The integration process also considers the case in which the two modalities convey incongruent information. Additionally, we modulate the influence of sensory-driven feedback in the IRL task using goal-oriented knowledge in terms of contextual affordances. We implement a neural network architecture to predict the effect of performed actions with different objects to avoid failed-states, i.e., states from which it is not possible to accomplish the task. In our experimental setup, we explore the interplay of multimodal feedback and task-specific affordances in a robot cleaning scenario. We compare the learning performance of the agent under four different conditions: traditional RL, multi-modal IRL, and each of these two setups with the use of contextual affordances. Our experiments show that the best performance is obtained by using audio-visual feedback with affordancemodulated IRL. The obtained results demonstrate the importance of multi-modal sensory processing integrated with goal-oriented knowledge in IRL tasks.