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 Reinforcement Learning


Learning Heuristics for Automated Reasoning through Deep Reinforcement Learning

arXiv.org Artificial Intelligence

We demonstrate how to learn efficient heuristics for automated reasoning algorithms through deep reinforcement learning. We consider search algorithms for quantified Boolean logics, that already can solve formulas of impressive size - up to 100s of thousands of variables. The main challenge is to find a representation which lends to making predictions in a scalable way. The heuristics learned through our approach significantly improve over the handwritten heuristics for several sets of formulas.


Safe Option-Critic: Learning Safety in the Option-Critic Architecture

arXiv.org Artificial Intelligence

Designing hierarchical reinforcement learning algorithms that induce a notion of safety is not only vital for safety-critical applications, but also, brings better understanding of an artificially intelligent agent's decisions. While learning end-to-end options automatically has been fully realized recently, we propose a solution to learning safe options. We introduce the idea of controllability of states based on the temporal difference errors in the option-critic framework. We then derive the policy-gradient theorem with controllability and propose a novel framework called safe option-critic. We demonstrate the effectiveness of our approach in the four-rooms grid-world, cartpole, and three games in the Arcade Learning Environment (ALE): MsPacman, Amidar and Q*Bert. Learning of end-to-end options with the proposed notion of safety achieves reduction in the variance of return and boosts the performance in environments with intrinsic variability in the reward structure. More importantly, the proposed algorithm outperforms the vanilla options in all the environments and primitive actions in two out of three ALE games.


On "solving" Montezuma's Revenge – Arthur Juliani – Medium

#artificialintelligence

In recent weeks DeepMind and OpenAI have each shared that they developed agents which can learn to complete the first level of the Atari 2600 game Montezuma's Revenge. These claims are important because Montezuma's Revenge is important. Unlike the vast majority of the games in the Arcade Learning Environment (ALE), which are now easily solved at superhuman level by learned agents, Montezuma's Revenge has been hitherto unsolved by Deep Reinforcement Learning methods and was thought by some to be unsolvable for years to come. What distinguishes Montezuma's Revenge from other games in the ALE is its relatively sparse rewards. For those unfamiliar, that means that the agent only receives reward signals after completing specific series of actions over extended periods of time.


Multitask Reinforcement Learning for Zero-shot Generalization with Subtask Dependencies

arXiv.org Artificial Intelligence

We introduce a new RL problem where the agent is required to execute a given subtask graph which describes a set of subtasks and their dependency. Unlike existing multitask RL approaches that explicitly describe what the agent should do, a subtask graph in our problem only describes properties of subtasks and relationships among them, which requires the agent to perform complex reasoning to find the optimal sequence of subtasks to execute. To tackle this problem, we propose a neural subtask graph solver (NSS) which encodes the subtask graph using a recursive neural network. To overcome the difficulty of training, we propose a novel non-parametric gradient-based policy to pre-train our NSS agent. % and further finetune it through actor-critic method. The experimental results on two 2D visual domains show that our agent can perform complex reasoning to find a near-optimal way of executing the subtask graph and generalize well to the unseen subtask graphs. In addition, we compare our agent with a Monte-Carlo tree search (MCTS) method showing that (1) our method is much more efficient than MCTS and (2) combining MCTS with NSS dramatically improves the search performance.


FuzzerGym: A Competitive Framework for Fuzzing and Learning

arXiv.org Artificial Intelligence

Fuzzing is a commonly used technique designed to test software by automatically crafting program inputs. Currently, the most successful fuzzing algorithms emphasize simple, low-overhead strategies with the ability to efficiently monitor program state during execution. Through compile-time instrumentation, these approaches have access to numerous aspects of program state including coverage, data flow, and heterogeneous fault detection and classification. However, existing approaches utilize blind random mutation strategies when generating test inputs. We present a different approach that uses this state information to optimize mutation operators using reinforcement learning (RL). By integrating OpenAI Gym with libFuzzer we are able to simultaneously leverage advancements in reinforcement learning as well as fuzzing to achieve deeper coverage across several varied benchmarks. Our technique connects the rich, efficient program monitors provided by LLVM Santizers with a deep neural net to learn mutation selection strategies directly from the input data. The cross-language, asynchronous architecture we developed enables us to apply any OpenAI Gym compatible deep reinforcement learning algorithm to any fuzzing problem with minimal slowdown.


Self-Organizing Maps as a Storage and Transfer Mechanism in Reinforcement Learning

arXiv.org Artificial Intelligence

The idea of reusing information from previously learned tasks (source tasks) for the learning of new tasks (target tasks) has the potential to significantly improve the sample efficiency reinforcement learning agents. In this work, we describe an approach to concisely store and represent learned task knowledge, and reuse it by allowing it to guide the exploration of an agent while it learns new tasks. In order to do so, we use a measure of similarity that is defined directly in the space of parameterized representations of the value functions. This similarity measure is also used as a basis for a variant of the growing self-organizing map algorithm, which is simultaneously used to enable the storage of previously acquired task knowledge in an adaptive and scalable manner. We empirically validate our approach in a simulated navigation environment and discuss possible extensions to this approach along with potential applications where it could be particularly useful.


Towards Explainable and Controllable Open Domain Dialogue Generation with Dialogue Acts

arXiv.org Artificial Intelligence

We study open domain dialogue generation with dialogue acts designed to explain how people engage in social chat. To imitate human behavior, we propose managing the flow of human-machine interactions with the dialogue acts as policies. The policies and response generation are jointly learned from human-human conversations, and the former is further optimized with a reinforcement learning approach. With the dialogue acts, we achieve significant improvement over state-of-the-art methods on response quality for given contexts and dialogue length in both machine-machine simulation and human-machine conversation.


Backplay: "Man muss immer umkehren"

arXiv.org Artificial Intelligence

A long-standing problem in model free reinforcement learning (RL) is that it requires a large number of trials to learn a good policy, especially in environments with sparse rewards. We explore a method to increase the sample efficiency of RL when we have access to demonstrations. Our approach, which we call Backplay, uses a single demonstration to construct a curriculum for a given task. Rather than starting each training episode in the environment's fixed initial state, we start the agent near the end of the demonstration and move the starting point backwards during the course of training until we reach the initial state. We perform experiments in a competitive four player game (Pommerman) and a path-finding maze game. We find that this weak form of guidance provides significant gains in sample complexity with a stark advantage in sparse reward environments. In some cases, standard RL did not yield any improvement while Backplay reached success rates greater than 50% and generalized to unseen initial conditions in the same amount of training time. Additionally, we see that agents trained via Backplay can learn policies superior to those of the original demonstration.


Representational efficiency outweighs action efficiency in human program induction

arXiv.org Artificial Intelligence

The importance of hierarchically structured representations for tractable planning has long been acknowledged. However, the questions of how people discover such abstractions and how to define a set of optimal abstractions remain open. This problem has been explored in cognitive science in the problem solving literature and in computer science in hierarchical reinforcement learning. Here, we emphasize an algorithmic perspective on learning hierarchical representations in which the objective is to efficiently encode the structure of the problem, or, equivalently, to learn an algorithm with minimal length. We introduce a novel problem-solving paradigm that links problem solving and program induction under the Markov Decision Process (MDP) framework. Using this task, we target the question of whether humans discover hierarchical solutions by maximizing efficiency in number of actions they generate or by minimizing the complexity of the resulting representation and find evidence for the primacy of representational efficiency.


Learning to Listen, Read, and Follow: Score Following as a Reinforcement Learning Game

arXiv.org Artificial Intelligence

Score following is the process of tracking a musical performance (audio) with respect to a known symbolic representation (a score). We start this paper by formulating score following as a multimodal Markov Decision Process, the mathematical foundation for sequential decision making. Given this formal definition, we address the score following task with state-of-the-art deep reinforcement learning (RL) algorithms such as synchronous advantage actor critic (A2C). In particular, we design multimodal RL agents that simultaneously learn to listen to music, read the scores from images of sheet music, and follow the audio along in the sheet, in an end-to-end fashion. All this behavior is learned entirely from scratch, based on a weak and potentially delayed reward signal that indicates to the agent how close it is to the correct position in the score. Besides discussing the theoretical advantages of this learning paradigm, we show in experiments that it is in fact superior compared to previously proposed methods for score following in raw sheet music images.