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 Reinforcement Learning



Two geometric input transformation methods for fast online reinforcement learning with neural nets

arXiv.org Artificial Intelligence

We apply neural nets with ReLU gates in online reinforcement learning. Our goal is to train these networks in an incremental manner, without the computationally expensive experience replay. By studying how individual neural nodes behave in online training, we recognize that the global nature of ReLU gates can cause undesirable learning interference in each node's learning behavior. We propose reducing such interferences with two efficient input transformation methods that are geometric in nature and match well the geometric property of ReLU gates. The first one is tile coding, a classic binary encoding scheme originally designed for local generalization based on the topological structure of the input space. The second one (EmECS) is a new method we introduce; it is based on geometric properties of convex sets and topological embedding of the input space into the boundary of a convex set. We discuss the behavior of the network when it operates on the transformed inputs. We also compare it experimentally with some neural nets that do not use the same input transformations, and with the classic algorithm of tile coding plus a linear function approximator, and on several online reinforcement learning tasks, we show that the neural net with tile coding or EmECS can achieve not only faster learning but also more accurate approximations. Our results strongly suggest that geometric input transformation of this type can be effective for interference reduction and takes us a step closer to fully incremental reinforcement learning with neural nets.


Solving the Rubik's Cube Without Human Knowledge

arXiv.org Artificial Intelligence

A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman proficiency in Go, Chess, and Shogi without human data or domain knowledge. In these environments, a reward is always received at the end of the game; however, for many combinatorial optimization environments, rewards are sparse and episodes are not guaranteed to terminate. We introduce Autodidactic Iteration: a novel reinforcement learning algorithm that is able to teach itself how to solve the Rubik's Cube with no human assistance. Our algorithm is able to solve 100% of randomly scrambled cubes while achieving a median solve length of 30 moves -- less than or equal to solvers that employ human domain knowledge.


Evolutionary RL for Container Loading

arXiv.org Artificial Intelligence

Loading the containers on the ship from a yard, is an impor- tant part of port operations. Finding the optimal sequence for the loading of containers, is known to be computationally hard and is an example of combinatorial optimization, which leads to the application of simple heuristics in practice. In this paper, we propose an approach which uses a mix of Evolutionary Strategies and Reinforcement Learning (RL) tech- niques to find an approximation of the optimal solution. The RL based agent uses the Policy Gradient method, an evolutionary reward strategy and a Pool of good (not-optimal) solutions to find the approximation. We find that the RL agent learns near-optimal solutions that outperforms the heuristic solutions. We also observe that the RL agent assisted with a pool generalizes better for unseen problems than an RL agent without a pool. We present our results on synthetic data as well as on subsets of real-world problems taken from container terminal. The results validate that our approach does comparatively better than the heuristics solutions available, and adapts to unseen problems better.


A Reinforcement Learning Approach to Autonomous Speed Control in Robotic Systems

AAAI Conferences

Model-free reinforcement learning techniques have been successfully used in diverse robotic applications. In this paper, we design and implement the Q-learning algorithm, a widely used model-free algorithm to find the optimal speed control function for a fast moving train on a fixed track. The goal is to allow for the train to learn the fastest speed profile it may use on a track, without derailment. We contrast the performance of the learning algorithm with the performance of the human controlling trying to perform the same task. In order the test the proposed algorithm, a complete hardware and software testbed has been designed and implemented, allowing for the evaluation of the learning models over a physical environment. We conclude that in simple tasks, the performance on humans in speed control is similar to the performance of the reinforcement learning algorithm, but when a more complex track is considered, the proposed reinforcement learning learning models outperforms the humans.


A Comparison of Reinforcement Learning Methodologies in Two-Party and Three-Party Negotiation Dialogue

AAAI Conferences

We use reinforcement learning to learn dialogue policies in a collaborative furniture layout negotiation task. We employ a variety of methodologies (i.e., learning against a simulated user versus co-learning) and algorithms. Our policies achieve the best solution or a good solution to this problem for a variety of settings and initial conditions, including in the presence of noise (e.g., due to speech recognition or natural language understanding errors). Also, our policies perform well even in situations not observed during training. Policies trained against a simulated user perform well while interacting with policies trained through co-learning, and vice versa. Furthermore, policies trained in a two-party setting are successfully applied to a three-party setting, and vice versa.


Memoryless Exact Solutions for Deterministic MDPs with Sparse Rewards

arXiv.org Machine Learning

We propose an algorithm for deterministic continuous Markov Decision Processes with sparse rewards that computes the optimal policy exactly with no dependency on the size of the state space. The algorithm has time complexity of $O( |R|^3 \times |A|^2 )$ and memory complexity of $O( |R| \times |A| )$, where $|R|$ is the number of reward sources and $|A|$ is the number of actions. Furthermore, we describe a companion algorithm that can follow the optimal policy from any initial state without computing the entire value function, instead computing on-demand the value of states as they are needed. The algorithm to solve the MDP does not depend on the size of the state space for either time or memory complexity, and the ability to follow the optimal policy is linear in time and space with the path length of following the optimal policy from the initial state. We demonstrate the algorithm operation side by side with value iteration on tractable MDPs.


Language Expansion In Text-Based Games

arXiv.org Artificial Intelligence

Text-based games are suitable test-beds for designing agents that can learn by interaction with the environment in the form of natural language text. Very recently, deep reinforcement learning based agents have been successfully applied for playing text-based games. In this paper, we explore the possibility of designing a single agent to play several text-based games and of expanding the agent's vocabulary using the vocabulary of agents trained for multiple games. To this extent, we explore the application of recently proposed policy distillation method for video games to the text-based game setting. We also use text-based games as a test-bed to analyze and hence understand policy distillation approach in detail.


Hierarchical Reinforcement Learning with Deep Nested Agents

arXiv.org Artificial Intelligence

Deep hierarchical reinforcement learning has gained a lot of attention in recent years due to its ability to produce state-of-the-art results in challenging environments where non-hierarchical frameworks fail to learn useful policies. However, as problem domains become more complex, deep hierarchical reinforcement learning can become inefficient, leading to longer convergence times and poor performance. We introduce the Deep Nested Agent framework, which is a variant of deep hierarchical reinforcement learning where information from the main agent is propagated to the low level $nested$ agent by incorporating this information into the nested agent's state. We demonstrate the effectiveness and performance of the Deep Nested Agent framework by applying it to three scenarios in Minecraft with comparisons to a deep non-hierarchical single agent framework, as well as, a deep hierarchical framework.


Self-supervised Deep Reinforcement Learning with Generalized Computation Graphs for Robot Navigation

arXiv.org Artificial Intelligence

Enabling robots to autonomously navigate complex environments is essential for real-world deployment. Prior methods approach this problem by having the robot maintain an internal map of the world, and then use a localization and planning method to navigate through the internal map. However, these approaches often include a variety of assumptions, are computationally intensive, and do not learn from failures. In contrast, learning-based methods improve as the robot acts in the environment, but are difficult to deploy in the real-world due to their high sample complexity. To address the need to learn complex policies with few samples, we propose a generalized computation graph that subsumes value-based model-free methods and model-based methods, with specific instantiations interpolating between model-free and model-based. We then instantiate this graph to form a navigation model that learns from raw images and is sample efficient. Our simulated car experiments explore the design decisions of our navigation model, and show our approach outperforms single-step and $N$-step double Q-learning. We also evaluate our approach on a real-world RC car and show it can learn to navigate through a complex indoor environment with a few hours of fully autonomous, self-supervised training. Videos of the experiments and code can be found at github.com/gkahn13/gcg