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 Reinforcement Learning


Arcades: A deep model for adaptive decision making in voice controlled smart-home

arXiv.org Machine Learning

Smart-home is an application domain which brings together home automation and ambient intelligence to ease life of dwellers and to provide support to people in loss of autonomy. The development of smarthomes is not only a cultural and technological evolution but is also recognized as one way to address the challenges created by an aging population in developed countries [42]. If home automation is concerned with sensing (sensors, actuators, middle-ware) and low-level automation (heating control, lighting control), Ambient Intelligence should provide perception and reasoning capabilities into the smart-home ecosystem. However, although the development of smart-homes is supported by a large amount of research and industrial projects, it has not reached a large public since many challenges are still to be addressed. One of the main challenges is due to the complexity of setting up the smart-home system in case of new situations (devices, house, dwellers, after an accident, etc.).


How Many Random Seeds? Statistical Power Analysis in Deep Reinforcement Learning Experiments

arXiv.org Machine Learning

Consistently checking the statistical significance of experimental results is one of the mandatory methodological steps to address the so-called "reproducibility crisis" in deep reinforcement learning. In this tutorial paper, we explain how the number of random seeds relates to the probabilities of statistical errors. For both the t-test and the bootstrap confidence interval test, we recall theoretical guidelines to determine the number of random seeds one should use to provide a statistically significant comparison of the performance of two algorithms. Finally, we discuss the influence of deviations from the assumptions usually made by statistical tests. We show that they can lead to inaccurate evaluations of statistical errors and provide guidelines to counter these negative effects. We make our code available to perform the tests.


Goal-oriented Trajectories for Efficient Exploration

arXiv.org Machine Learning

Exploration is a difficult challenge in reinforcement learning and even recent state-of-the art curiosity-based methods rely on the simple epsilon-greedy strategy to generate novelty. We argue that pure random walks do not succeed to properly expand the exploration area in most environments and propose to replace single random action choices by random goals selection followed by several steps in their direction. This approach is compatible with any curiosity-based exploration and off-policy reinforcement learning agents and generates longer and safer trajectories than individual random actions. To illustrate this, we present a task-independent agent that learns to reach coordinates in screen frames and demonstrate its ability to explore with the game Super Mario Bros. improving significantly the score of a baseline DQN agent.


Deep Reinforcement Learning for Doom using Unsupervised Auxiliary Tasks

arXiv.org Machine Learning

Recent developments in deep reinforcement learning have enabled the creation of agents for solving a large variety of games given a visual input. These methods have been proven successful for 2D games, like the Atari games, or for simple tasks, like navigating in mazes. It is still an open question, how to address more complex environments, in which the reward is sparse and the state space is huge. In this paper we propose a divide and conquer deep reinforcement learning solution and we test our agent in the first person shooter (FPS) game of Doom. Our work is based on previous works in deep reinforcement learning and in Doom agents. We also present how our agent is able to perform better in unknown environments compared to a state of the art reinforcement learning algorithm.


r/MachineLearning - [R] Learning to Drive in a Day with Deep Reinforcement Learning

#artificialintelligence

Abstract: We demonstrate the first application of deep reinforcement learning to autonomous driving. From randomly initialised parameters, our model is able to learn a policy for lane following in a handful of training episodes using a single monocular image as input. We provide a general and easy to obtain reward: the distance travelled by the vehicle without the safety driver taking control. We use a continuous, model-free deep reinforcement learning algorithm, with all exploration and optimisation performed on-vehicle. This demonstrates a new framework for autonomous driving which moves away from reliance on defined logical rules, mapping, and direct supervision.


Per-decision Multi-step Temporal Difference Learning with Control Variates

arXiv.org Machine Learning

Multi-step temporal difference (TD) learning is an important approach in reinforcement learning, as it unifies one-step TD learning with Monte Carlo methods in a way where intermediate algorithms can outperform either extreme. They address a bias-variance trade off between reliance on current estimates, which could be poor, and incorporating longer sampled reward sequences into the updates. Especially in the off-policy setting, where the agent aims to learn about a policy different from the one generating its behaviour, the variance in the updates can cause learning to diverge as the number of sampled rewards used in the estimates increases. In this paper, we introduce per-decision control variates for multi-step TD algorithms, and compare them to existing methods. Our results show that including the control variates can greatly improve performance on both on and off-policy multi-step temporal difference learning tasks.


Supervised Reinforcement Learning with Recurrent Neural Network for Dynamic Treatment Recommendation

arXiv.org Machine Learning

Dynamic treatment recommendation systems based on large-scale electronic health records (EHRs) become a key to successfully improve practical clinical outcomes. Prior relevant studies recommend treatments either use supervised learning (e.g. matching the indicator signal which denotes doctor prescriptions), or reinforcement learning (e.g. maximizing evaluation signal which indicates cumulative reward from survival rates). However, none of these studies have considered to combine the benefits of supervised learning and reinforcement learning. In this paper, we propose Supervised Reinforcement Learning with Recurrent Neural Network (SRL-RNN), which fuses them into a synergistic learning framework. Specifically, SRL-RNN applies an off-policy actor-critic framework to handle complex relations among multiple medications, diseases and individual characteristics. The "actor" in the framework is adjusted by both the indicator signal and evaluation signal to ensure effective prescription and low mortality. RNN is further utilized to solve the Partially-Observed Markov Decision Process (POMDP) problem due to the lack of fully observed states in real world applications. Experiments on the publicly real-world dataset, i.e., MIMIC-3, illustrate that our model can reduce the estimated mortality, while providing promising accuracy in matching doctors' prescriptions.


Sample-Efficient Reinforcement Learning with Stochastic Ensemble Value Expansion

arXiv.org Machine Learning

Integrating model-free and model-based approaches in reinforcement learning has the potential to achieve the high performance of model-free algorithms with low sample complexity. However, this is difficult because an imperfect dynamics model can degrade the performance of the learning algorithm, and in sufficiently complex environments, the dynamics model will almost always be imperfect. As a result, a key challenge is to combine model-based approaches with model-free learning in such a way that errors in the model do not degrade performance. We propose stochastic ensemble value expansion (STEVE), a novel model-based technique that addresses this issue. By dynamically interpolating between model rollouts of various horizon lengths for each individual example, STEVE ensures that the model is only utilized when doing so does not introduce significant errors. Our approach outperforms model-free baselines on challenging continuous control benchmarks with an order-of-magnitude increase in sample efficiency, and in contrast to previous model-based approaches, performance does not degrade in complex environments.


Transfer with Model Features in Reinforcement Learning

arXiv.org Machine Learning

A key question in Reinforcement Learning is which representation an agent can learn to efficiently reuse knowledge between different tasks. Recently the Successor Representation was shown to have empirical benefits for transferring knowledge between tasks with shared transition dynamics. This paper presents Model Features: a feature representation that clusters behaviourally equivalent states and that is equivalent to a Model-Reduction. Further, we present a Successor Feature model which shows that learning Successor Features is equivalent to learning a Model-Reduction. A novel optimization objective is developed and we provide bounds showing that minimizing this objective results in an increasingly improved approximation of a Model-Reduction. Further, we provide transfer experiments on randomly generated MDPs which vary in their transition and reward functions but approximately preserve behavioural equivalence between states. These results demonstrate that Model Features are suitable for transfer between tasks with varying transition and reward functions.


r/MachineLearning - [D] What deep learning papers should I implement to learn?

#artificialintelligence

"A Neural Algorithm of Artistic Style" is very intuitive to understand and not terribly difficult to get going. Plus you don't need crazy hardware as you work with pre-trained models. "Human Level Control Through Deep Reinforcement Learning" is much more complicated, but very rewarding when you get it right as you can watch a machine learn to play your favorite childhood games. And, you'll get a strong grasp of your framework of choice, good debugging techniques, and how to effectively leverage training time on a back-end.