Reinforcement Learning
A Hybrid Q-Learning Sine-Cosine-based Strategy for Addressing the Combinatorial Test Suite Minimization Problem
Zamli, Kamal Z., Din, Fakhrud, Ahmed, Bestoun S., Bures, Miroslav
The sine-cosine algorithm (SCA) is a new population-based meta-heuristic algorithm. In addition to exploiting sine and cosine functions to perform local and global searches (hence the name sine-cosine), the SCA introduces several random and adaptive parameters to facilitate the search process. Although it shows promising results, the search process of the SCA is vulnerable to local minima/maxima due to the adoption of a fixed switch probability and the bounded magnitude of the sine and cosine functions (from -1 to 1). In this paper, we propose a new hybrid Q-learning sine-cosine- based strategy, called the Q-learning sine-cosine algorithm (QLSCA). Within the QLSCA, we eliminate the switching probability. Instead, we rely on the Q-learning algorithm (based on the penalty and reward mechanism) to dynamically identify the best operation during runtime. Additionally, we integrate two new operations (L\'evy flight motion and crossover) into the QLSCA to facilitate jumping out of local minima/maxima and enhance the solution diversity. To assess its performance, we adopt the QLSCA for the combinatorial test suite minimization problem. Experimental results reveal that the QLSCA is statistically superior with regard to test suite size reduction compared to recent state-of-the-art strategies, including the original SCA, the particle swarm test generator (PSTG), adaptive particle swarm optimization (APSO) and the cuckoo search strategy (CS) at the 95% confidence level. However, concerning the comparison with discrete particle swarm optimization (DPSO), there is no significant difference in performance at the 95% confidence level. On a positive note, the QLSCA statistically outperforms the DPSO in certain configurations at the 90% confidence level.
Decoupling Dynamics and Reward for Transfer Learning
Zhang, Amy, Satija, Harsh, Pineau, Joelle
Current reinforcement learning (RL) methods can successfully learn single tasks but often generalize poorly to modest perturbations in task domain or training procedure. In this work, we present a decoupled learning strategy for RL that creates a shared representation space where knowledge can be robustly transferred. We separate learning the task representation, the forward dynamics, the inverse dynamics and the reward function of the domain, and show that this decoupling improves performance within the task, transfers well to changes in dynamics and reward, and can be effectively used for online planning. Empirical results show good performance in both continuous and discrete RL domains.
Deep Reinforcement Learning to Acquire Navigation Skills for Wheel-Legged Robots in Complex Environments
Chen, Xi, Ghadirzadeh, Ali, Folkesson, John, Jensfelt, Patric
Mobile robot navigation in complex and dynamic environments is a challenging but important problem. Reinforcement learning approaches fail to solve these tasks efficiently due to reward sparsities, temporal complexities and high-dimensionality of sensorimotor spaces which are inherent in such problems. We present a novel approach to train action policies to acquire navigation skills for wheel-legged robots using deep reinforcement learning. The policy maps height-map image observations to motor commands to navigate to a target position while avoiding obstacles. We propose to acquire the multifaceted navigation skill by learning and exploiting a number of manageable navigation behaviors. We also introduce a domain randomization technique to improve the versatility of the training samples. We demonstrate experimentally a significant improvement in terms of data-efficiency, success rate, robustness against irrelevant sensory data, and also the quality of the maneuver skills.
Interactive Language Acquisition with One-shot Visual Concept Learning through a Conversational Game
Zhang, Haichao, Yu, Haonan, Xu, Wei
Building intelligent agents that can communicate with and learn from humans in natural language is of great value. Supervised language learning is limited by the ability of capturing mainly the statistics of training data, and is hardly adaptive to new scenarios or flexible for acquiring new knowledge without inefficient retraining or catastrophic forgetting. We highlight the perspective that conversational interaction serves as a natural interface both for language learning and for novel knowledge acquisition and propose a joint imitation and reinforcement approach for grounded language learning through an interactive conversational game. The agent trained with this approach is able to actively acquire information by asking questions about novel objects and use the just-learned knowledge in subsequent conversations in a one-shot fashion. Results compared with other methods verified the effectiveness of the proposed approach.
Scalable Bilinear $\pi$ Learning Using State and Action Features
Chen, Yichen, Li, Lihong, Wang, Mengdi
Approximate linear programming (ALP) represents one of the major algorithmic families to solve large-scale Markov decision processes (MDP). In this work, we study a primal-dual formulation of the ALP, and develop a scalable, model-free algorithm called bilinear $\pi$ learning for reinforcement learning when a sampling oracle is provided. This algorithm enjoys a number of advantages. First, it adopts (bi)linear models to represent the high-dimensional value function and state-action distributions, using given state and action features. Its run-time complexity depends on the number of features, not the size of the underlying MDPs. Second, it operates in a fully online fashion without having to store any sample, thus having minimal memory footprint. Third, we prove that it is sample-efficient, solving for the optimal policy to high precision with a sample complexity linear in the dimension of the parameter space.
Action Categorization for Computationally Improved Task Learning and Planning
Nair, Lakshmi, Chernova, Sonia
This paper explores the problem of task learning and planning, contributing the Action-Category Representation (ACR) to improve computational performance of both Planning and Reinforcement Learning (RL). ACR is an algorithm-agnostic, abstract data representation that maps objects to action categories (groups of actions), inspired by the psychological concept of action codes. We validate our approach in StarCraft and Lightworld domains; our results demonstrate several benefits of ACR relating to improved computational performance of planning and RL, by reducing the action space for the agent.
Multiagent Soft Q-Learning
Wei, Ermo, Wicke, Drew, Freelan, David, Luke, Sean
Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.
Shared autonomy via deep reinforcement learning
Imagine a drone pilot remotely flying a quadrotor, using an onboard camera to navigate and land. Unfamiliar flight dynamics, terrain, and network latency can make this system challenging for a human to control. One approach to this problem is to train an autonomous agent to perform tasks like patrolling and mapping without human intervention. This strategy works well when the task is clearly specified and the agent can observe all the information it needs to succeed. Unfortunately, many real-world applications that involve human users do not satisfy these conditions: the user's intent is often private information that the agent cannot directly access, and the task may be too complicated for the user to precisely define.
Lessons Learned Reproducing a Deep Reinforcement Learning Paper
There are a lot of neat things going on in deep reinforcement learning. One of the coolest things from last year was OpenAI and DeepMind's work on training an agent using feedback from a human rather than a classical reward signal. There's a great blog post about it at Learning from Human Preferences, and the original paper is at Deep Reinforcement Learning from Human Preferences. I've seen a few recommendations that reproducing papers is a good way of levelling up machine learning skills, and I decided this could be an interesting one to try with. It was indeed a super fun project, and I'm happy to have tackled it - but looking back, I realise it wasn't exactly the experience I thought it would be. If you're thinking about reproducing papers too, here are some notes on what surprised me about working with deep RL.
No Metrics Are Perfect: Adversarial Reward Learning for Visual Storytelling
Wang, Xin, Chen, Wenhu, Wang, Yuan-Fang, Wang, William Yang
Though impressive results have been achieved in visual captioning, the task of generating abstract stories from photo streams is still a little-tapped problem. Different from captions, stories have more expressive language styles and contain many imaginary concepts that do not appear in the images. Thus it poses challenges to behavioral cloning algorithms. Furthermore, due to the limitations of automatic metrics on evaluating story quality, reinforcement learning methods with hand-crafted rewards also face difficulties in gaining an overall performance boost. Therefore, we propose an Adversarial REward Learning (AREL) framework to learn an implicit reward function from human demonstrations, and then optimize policy search with the learned reward function. Though automatic evaluation indicates slight performance boost over state-of-the-art (SOTA) methods in cloning expert behaviors, human evaluation shows that our approach achieves significant improvement in generating more human-like stories than SOTA systems.