Reinforcement Learning
Free Online Sources To Learn Machine Learning โ AiMantra โ Medium
Above two are intro course to deep learning. This is a Youtube channel which contains courses by Prof. Andrew Ng on various topics in deep learning. This a 14 week course, taught by Jeremy Howard. It cover most of the topics in deep learning. This course is a gentle introduction to Reinforcement Learning. It walks you through most of the topics in Reinforcement Learning in high level. This course is not taught at a basic level, so you need to be familiar with basic concepts and perhaps a little more. For more stories follow AiMantra.
Theoretical Analysis of Image-to-Image Translation with Adversarial Learning
Pan, Xudong, Zhang, Mi, Ding, Daizong
Recently, a unified model for image-to-image translation tasks within adversarial learning framework has aroused widespread research interests in computer vision practitioners. Their reported empirical success however lacks solid theoretical interpretations for its inherent mechanism. In this paper, we reformulate their model from a brand-new geometrical perspective and have eventually reached a full interpretation on some interesting but unclear empirical phenomenons from their experiments. Furthermore, by extending the definition of generalization for generative adversarial nets to a broader sense, we have derived a condition to control the generalization capability of their model. According to our derived condition, several practical suggestions have also been proposed on model design and dataset construction as a guidance for further empirical researches.
A Survey of Inverse Reinforcement Learning: Challenges, Methods and Progress
Arora, Saurabh, Doshi, Prashant
Inverse reinforcement learning is the problem of inferring the reward function of an observed agent, given its policy or behavior. Researchers perceive IRL both as a problem and as a class of methods. By categorically surveying the current literature in IRL, this article serves as a reference for researchers and practitioners in machine learning to understand the challenges of IRL and select the approaches best suited for the problem on hand. The survey formally introduces the IRL problem along with its central challenges which include accurate inference, generalizability, correctness of prior knowledge, and growth in solution complexity with problem size. The article elaborates how the current methods mitigate these challenges. We further discuss the extensions of traditional IRL methods: (i) inaccurate and incomplete perception, (ii) incomplete model, (iii) multiple rewards, and (iv) non-linear reward functions. This discussion concludes with some broad advances in the research area and currently open research questions.
Imitation from Observation: Learning to Imitate Behaviors from Raw Video via Context Translation
Liu, YuXuan, Gupta, Abhishek, Abbeel, Pieter, Levine, Sergey
Imitation learning is an effective approach for autonomous systems to acquire control policies when an explicit reward function is unavailable, using supervision provided as demonstrations from an expert, typically a human operator. However, standard imitation learning methods assume that the agent receives examples of observation-action tuples that could be provided, for instance, to a supervised learning algorithm. This stands in contrast to how humans and animals imitate: we observe another person performing some behavior and then figure out which actions will realize that behavior, compensating for changes in viewpoint, surroundings, object positions and types, and other factors. We term this kind of imitation learning "imitation-from-observation," and propose an imitation learning method based on video prediction with context translation and deep reinforcement learning. This lifts the assumption in imitation learning that the demonstration should consist of observations in the same environment configuration, and enables a variety of interesting applications, including learning robotic skills that involve tool use simply by observing videos of human tool use. Our experimental results show the effectiveness of our approach in learning a wide range of real-world robotic tasks modeled after common household chores from videos of a human demonstrator, including sweeping, ladling almonds, pushing objects as well as a number of tasks in simulation.
Learning from Outside the Viability Kernel: Why we Should Build Robots that can Fall with Grace
Heim, Steve, Sprรถwitz, Alexander
Despite impressive results using reinforcement learning to solve complex problems from scratch, in robotics this has still been largely limited to model-based learning with very informative reward functions. One of the major challenges is that the reward landscape often has large patches with no gradient, making it difficult to sample gradients effectively. We show here that the robot state-initialization can have a more important effect on the reward landscape than is generally expected. In particular, we show the counter-intuitive benefit of including initializations that are unviable, in other words initializing in states that are doomed to fail.
A unified strategy for implementing curiosity and empowerment driven reinforcement learning
de Abril, Ildefons Magrans, Kanai, Ryota
Although there are many approaches to implement intrinsically motivated artificial agents, the combined usage of multiple intrinsic drives remains still a relatively unexplored research area. Specifically, we hypothesize that a mechanism capable of quantifying and controlling the evolution of the information flow between the agent and the environment could be the fundamental component for implementing a higher degree of autonomy into artificial intelligent agents. This paper propose a unified strategy for implementing two semantically orthogonal intrinsic motivations: curiosity and empowerment. Curiosity reward informs the agent about the relevance of a recent agent action, whereas empowerment is implemented as the opposite information flow from the agent to the environment that quantifies the agent's potential of controlling its own future. We show that an additional homeostatic drive is derived from the curiosity reward, which generalizes and enhances the information gain of a classical curious/heterostatic reinforcement learning agent. We show how a shared internal model by curiosity and empowerment facilitates a more efficient training of the empowerment function. Finally, we discuss future directions for further leveraging the interplay between these two intrinsic rewards.
Computational Theories of Curiosity-Driven Learning
What are the functions of curiosity? What are the mechanisms of curiosity-driven learning? We approach these questions about the living using concepts and tools from machine learning and developmental robotics. We argue that curiosity-driven learning enables organisms to make discoveries to solve complex problems with rare or deceptive rewards. By fostering exploration and discovery of a diversity of behavioural skills, and ignoring these rewards, curiosity can be efficient to bootstrap learning when there is no information, or deceptive information, about local improvement towards these problems. We also explain the key role of curiosity for efficient learning of world models. We review both normative and heuristic computational frameworks used to understand the mechanisms of curiosity in humans, conceptualizing the child as a sense-making organism. These frameworks enable us to discuss the bi-directional causal links between curiosity and learning, and to provide new hypotheses about the fundamental role of curiosity in self-organizing developmental structures through curriculum learning. We present various developmental robotics experiments that study these mechanisms in action, both supporting these hypotheses to understand better curiosity in humans and opening new research avenues in machine learning and artificial intelligence. Finally, we discuss challenges for the design of experimental paradigms for studying curiosity in psychology and cognitive neuroscience. Keywords: Curiosity, intrinsic motivation, lifelong learning, predictions, world model, rewards, free-energy principle, learning progress, machine learning, AI, developmental robotics, development, curriculum learning, self-organization.
Task-Relevant Object Discovery and Categorization for Playing First-person Shooter Games
Liang, Junchi, Boularias, Abdeslam
We consider the problem of learning to play first-person shooter (FPS) video games using raw screen images as observations and keyboard inputs as actions. The high-dimensionality of the observations in this type of applications leads to prohibitive needs of training data for model-free methods, such as the deep Q-network (DQN), and its recurrent variant DRQN. Thus, recent works focused on learning low-dimensional representations that may reduce the need for data. This paper presents a new and efficient method for learning such representations. Salient segments of consecutive frames are detected from their optical flow, and clustered based on their feature descriptors. The clusters typically correspond to different discovered categories of objects. Segments detected in new frames are then classified based on their nearest clusters. Because only a few categories are relevant to a given task, the importance of a category is defined as the correlation between its occurrence and the agent's performance. The result is encoded as a vector indicating objects that are in the frame and their locations, and used as a side input to DRQN. Experiments on the game Doom provide a good evidence for the benefit of this approach.
DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
Peng, Xue Bin, Abbeel, Pieter, Levine, Sergey, van de Panne, Michiel
A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.
Policy Gradients in a Nutshell โ Towards Data Science
Reinforcement Learning (RL) refers to both the learning problem and the sub-field of machine learning which has lately been in the news for great reasons. RL based systems have now beaten world champions of Go, helped operate datacenters better and mastered a wide variety of Atari games. The research community is seeing many more promising results. With enough motivation, let us now take a look at the Reinforcement Learning problem. Reinforcement Learning is the most general description of the learning problem where the aim is to maximize a long-term objective.