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 Reinforcement Learning


Integrating Episodic Memory into a Reinforcement Learning Agent using Reservoir Sampling

arXiv.org Machine Learning

Episodic memory is a psychology term which refers to the ability to recall specific events from the past. We suggest one advantage of this particular type of memory is the ability to easily assign credit to a specific state when remembered information is found to be useful. Inspired by this idea, and the increasing popularity of external memory mechanisms to handle long-term dependencies in deep learning systems, we propose a novel algorithm which uses a reservoir sampling procedure to maintain an external memory consisting of a fixed number of past states. The algorithm allows a deep reinforcement learning agent to learn online to preferentially remember those states which are found to be useful to recall later on. Critically this method allows for efficient online computation of gradient estimates with respect to the write process of the external memory. Thus unlike most prior mechanisms for external memory it is feasible to use in an online reinforcement learning setting. Much of reinforcement learning (RL) theory is based on the assumption that the environment has the Markov property, meaning that future states are independent of past states given the present state. This implies the agent has all the information it needs to make an optimal decision at each time and therefore has no need to remember the past. This is however not realistic in general, realistic problems often require significant information from the past to make an informed decision in the present, and there is often no obvious way to incorporate the relevant information into an expanded present state.


A Reinforcement Learning Approach to Age of Information in Multi-User Networks

arXiv.org Machine Learning

We consider a source node that communicates the most up-to-date status packets to multiple users (see Figure 1). We are interested in the average age of information (AoI) [1]-[3] at the users, for a system in which the source node samples an underlying timevarying process and schedules the transmission of the sample values over imperfect links. The AoI at each user at any point in time can simply be defined as the amount of time elapsed since the most recent status update at that user was generated. Most of the earlier work on AoI consider queue-based models, in which the status updates arrive at the source node randomly following a memoryless Poisson process, and are stored in a buffer before being transmitted to the destination [2], [3]. Instead, in the so-called generate-at-will model [1], [4]-[7], also considered in this paper, the status updates of the underlying process of interest can be generated at any time by the source node. AoI in multi-user networks has been studied in [6]- [11]. It is shown in [8] that the scheduling problem for the age minimization is NPhard in general. Scheduling transmissions to multiple receivers is investigated in [7], focusing on a perfect transmission medium, and the optimal scheduling algorithm is shown to be threshold-type. Average AoI has also been studied when status updates over unreliable multi-access channels [10] and multi-cast networks [11] are considered.


Learning convex bounds for linear quadratic control policy synthesis

arXiv.org Machine Learning

Learning to make decisions from observed data in dynamic environments remains a problem of fundamental importance in a number of fields, from artificial intelligence and robotics, to medicine and finance. This paper concerns the problem of learning control policies for unknown linear dynamical systems so as to maximize a quadratic reward function. We present a method to optimize the expected value of the reward over the posterior distribution of the unknown system parameters, given data. The algorithm involves sequential convex programing, and enjoys reliable local convergence and robust stability guarantees. Numerical simulations and stabilization of a real-world inverted pendulum are used to demonstrate the approach, with strong performance and robustness properties observed in both.



Strategic Object Oriented Reinforcement Learning

arXiv.org Artificial Intelligence

Humans learn to play video games significantly faster than state-of-the-art reinforcement learning (RL) algorithms. Inspired by this, we introduce strategic object oriented reinforcement learning (SOORL) to learn simple dynamics model through automatic model selection and perform efficient planning with strategic exploration. We compare different exploration strategies in a model-based setting in which exact planning is impossible. Additionally, we test our approach on perhaps the hardest Atari game Pitfall! and achieve significantly improved exploration and performance over prior methods.


Learning a Prior over Intent via Meta-Inverse Reinforcement Learning

arXiv.org Machine Learning

A significant challenge for the practical application of reinforcement learning in the real world is the need to specify an oracle reward function that correctly defines a task. Inverse reinforcement learning (IRL) seeks to avoid this challenge by instead inferring a reward function from expert behavior. While appealing, it can be impractically expensive to collect datasets of demonstrations that cover the variation common in the real world (e.g. opening any type of door). Thus in practice, IRL must commonly be performed with only a limited set of demonstrations where it can be exceedingly difficult to unambiguously recover a reward function. In this work, we exploit the insight that demonstrations from other tasks can be used to constrain the set of possible reward functions by learning a "prior" that is specifically optimized for the ability to infer expressive reward functions from limited numbers of demonstrations. We demonstrate that our method can efficiently recover rewards from images for novel tasks and provide intuition as to how our approach is analogous to learning a prior.


Sequential Attacks on Agents for Long-Term Adversarial Goals

arXiv.org Machine Learning

Reinforcement learning (RL) has advanced greatly in the past few years with the employment of effective deep neural networks (DNNs) on the policy networks. With the great effectiveness came serious vulnerability issues with DNNs that small adversarial perturbations on the input can change the output of the network. Several works have pointed out that learned agents with a DNN policy network can be manipulated against achieving the original task through a sequence of small perturbations on the input states. In this paper, we demonstrate furthermore that it is also possible to impose an arbitrary adversarial reward on the victim policy network through a sequence of attacks. Our method involves the latest adversarial attack technique, Adversarial Transformer Network (ATN), that learns to generate the attack and is easy to integrate into the policy network. As a result of our attack, the victim agent is misguided to optimise for the adversarial reward over time. Our results expose serious security threats for RL applications in safety-critical systems including drones, medical analysis, and self-driving cars.


Sample-Efficient Deep Reinforcement Learning via Episodic Backward Update

arXiv.org Machine Learning

We propose Episodic Backward Update - a new algorithm to boost the performance of a deep reinforcement learning agent by a fast reward propagation. In contrast to the conventional use of the experience replay with uniform random sampling, our agent samples a whole episode and successively propagates the value of a state to its previous states. Our computationally efficient recursive algorithm allows sparse and delayed rewards to propagate efficiently through all transitions of a sampled episode. We evaluate our algorithm on 2D MNIST Maze environment and 49 games of the Atari 2600 environment and show that our method improves sample efficiency with a competitive amount of computational cost.


Variational Inverse Control with Events: A General Framework for Data-Driven Reward Definition

arXiv.org Machine Learning

The design of a reward function often poses a major practical challenge to real-world applications of reinforcement learning. Approaches such as inverse reinforcement learning attempt to overcome this challenge, but require expert demonstrations, which can be difficult or expensive to obtain in practice. We propose variational inverse control with events (VICE), which generalizes inverse reinforcement learning methods to cases where full demonstrations are not needed, such as when only samples of desired goal states are available. Our method is grounded in an alternative perspective on control and reinforcement learning, where an agent's goal is to maximize the probability that one or more events will happen at some point in the future, rather than maximizing cumulative rewards. We demonstrate the effectiveness of our methods on continuous control tasks, with a focus on high-dimensional observations like images where rewards are hard or even impossible to specify.


r/MachineLearning - [D] Reinforcement learning measuring ground truth

@machinelearnbot

Analyzing the performance of the "ground truth" agent will vary in difficulty based on the task, in terms of a stochastic vs. deterministic environment, how obvious the reward function is (as simple as distance traveled, or more difficult like the score in Tetris), etc. A "ground truth" agent implies perfect performance which is extremely difficult to obtain for any but the most simple environments. If you are mainly just interested in looking at how to model an agent's behaviors, then the performance of the "ground truth" agent maybe won't matter. But if the performance of the "ground truth" agent does matter (it is part of an evolutionary process or something), then perhaps you could do something like record your own actions at the task (if doable), or compare the score to that of some baseline. Can you share more details about your project, like the environment you're using, what exactly you're trying to get out of it, what the project is for, etc.? This will help to get you a better answer.