Reinforcement Learning
Programmatically Interpretable Reinforcement Learning
Verma, Abhinav, Murali, Vijayaraghavan, Singh, Rishabh, Kohli, Pushmeet, Chaudhuri, Swarat
We study the problem of generating interpretable and verifiable policies through reinforcement learning. Unlike the popular Deep Reinforcement Learning (DRL) paradigm, in which the policy is represented by a neural network, the aim in Programmatically Interpretable Reinforcement Learning is to find a policy that can be represented in a high-level programming language. Such programmatic policies have the benefits of being more easily interpreted than neural networks, and being amenable to verification by symbolic methods. We propose a new method, called Neurally Directed Program Search (NDPS), for solving the challenging nonsmooth optimization problem of finding a programmatic policy with maxima reward. NDPS works by first learning a neural policy network using DRL, and then performing a local search over programmatic policies that seeks to minimize a distance from this neural "oracle". We evaluate NDPS on the task of learning to drive a simulated car in the TORCS car-racing environment. We demonstrate that NDPS is able to discover human-readable policies that pass some significant performance bars. We also find that a well-designed policy language can serve as a regularizer, and result in the discovery of policies that lead to smoother trajectories and are more easily transferred to environments not encountered during training.
A Human Mixed Strategy Approach to Deep Reinforcement Learning
Nguyen, Ngoc Duy, Nahavandi, Saeid, Nguyen, Thanh
In 2015, Google's DeepMind announced an advancement in creating an autonomous agent based on deep reinforcement learning (DRL) that could beat a professional player in a series of 49 Atari games. However, the current manifestation of DRL is still immature, and has significant drawbacks. One of DRL's imperfections is its lack of "exploration" during the training process, especially when working with high-dimensional problems. In this paper, we propose a mixed strategy approach that mimics behaviors of human when interacting with environment, and create a "thinking" agent that allows for more efficient exploration in the DRL training process. The simulation results based on the Breakout game show that our scheme achieves a higher probability of obtaining a maximum score than does the baseline DRL algorithm, i.e., the asynchronous advantage actor-critic method. The proposed scheme therefore can be applied effectively to solving a complicated task in a real-world application.
Introduction to Various Reinforcement Learning Algorithms. Part II (TRPO, PPO)
Advantage is a term that is commonly used in numerous advanced RL algorithms, such as A3C, NAF, and the algorithms that I am going to discuss (perhaps I will write another blog post for these two algorithms). To view it in a more intuitive manner, think of it as how good an action is compared to the average action for a specific state. But why do we need advantage? I will use an example posted in this forum to illustrate the idea of advantage. Have you ever played a game called "Catch"? In the game, fruits will be dropping down from the top of the screen.
How Alibaba Used Reinforcement Learning To Change Real-Time Bidding
Bidding optimisation is considered among toughest critical problems in online advertising. Bidding strategies adopt different search pattern, for example, Sponsored Search (SS) which depends on the randomness of the user's behaviour and the nature of the platform. Display advertising is considered as one of the simple techniques for auction and has taken over Real-Time Bidding resulting in a better performance for the advertisers. In this article, we will explore how Deep Learning techniques are implemented to optimise the Sponsored Search Real Time Bidding (SS-RTB) system in a stochastic environment. A Reinforcement Learning solution for handling the stochastic environment is proposed in the paper titled Deep Reinforcement Learning For Sponsored Search Real Time Bidding by Alibaba group, where the state transition probability is considered for every two days.
Information Maximizing Exploration with a Latent Dynamics Model
Barron, Trevor, Obst, Oliver, Amor, Heni Ben
All reinforcement learning algorithms must handle the trade-off between exploration and exploitation. Many state-of-the-art deep reinforcement learning methods use noise in the action selection, such as Gaussian noise in policy gradient methods or $\epsilon$-greedy in Q-learning. While these methods are appealing due to their simplicity, they do not explore the state space in a methodical manner. We present an approach that uses a model to derive reward bonuses as a means of intrinsic motivation to improve model-free reinforcement learning. A key insight of our approach is that this dynamics model can be learned in the latent feature space of a value function, representing the dynamics of the agent and the environment. This method is both theoretically grounded and computationally advantageous, permitting the efficient use of Bayesian information-theoretic methods in high-dimensional state spaces. We evaluate our method on several continuous control tasks, focusing on improving exploration.
Machine Learning Explained: Understanding Supervised, Unsupervised & Reinforcement Learning
Machine Learning is guiding Artificial Intelligence capabilities. Image Classification, Recommendation Systems, and AI in Gaming, are popular uses of Machine Learning capabilities in our everyday lives. How can we better understand Supervised, Unsupervised, and Reinforcement Learning? Let's start with Supervised Learning, which makes up most of the uses for Machine Learning today. In Supervised Learning, the machine already knows the output of the algorithm before it starts working on it.
Renewal Monte Carlo: Renewal theory based reinforcement learning
Subramanian, Jayakumar, Mahajan, Aditya
In this paper, we present an online reinforcement learning algorithm, called Renewal Monte Carlo (RMC), for infinite horizon Markov decision processes with a designated start state. RMC is a Monte Carlo algorithm and retains the advantages of Monte Carlo methods including low bias, simplicity, and ease of implementation while, at the same time, circumvents their key drawbacks of high variance and delayed (end of episode) updates. The key ideas behind RMC are as follows. First, under any reasonable policy, the reward process is ergodic. So, by renewal theory, the performance of a policy is equal to the ratio of expected discounted reward to the expected discounted time over a regenerative cycle. Second, by carefully examining the expression for performance gradient, we propose a stochastic approximation algorithm that only requires estimates of the expected discounted reward and discounted time over a regenerative cycle and their gradients. We propose two unbiased estimators for evaluating performance gradients---a likelihood ratio based estimator and a simultaneous perturbation based estimator---and show that for both estimators, RMC converges to a locally optimal policy. We generalize the RMC algorithm to post-decision state models and also present a variant that converges faster to an approximately optimal policy. We conclude by presenting numerical experiments on a randomly generated MDP, event-triggered communication, and inventory management.
Synthesizing Programs for Images using Reinforced Adversarial Learning
Ganin, Yaroslav, Kulkarni, Tejas, Babuschkin, Igor, Eslami, S. M. Ali, Vinyals, Oriol
Advances in deep generative networks have led to impressive results in recent years. Nevertheless, such models can often waste their capacity on the minutiae of datasets, presumably due to weak inductive biases in their decoders. This is where graphics engines may come in handy since they abstract away low-level details and represent images as high-level programs. Current methods that combine deep learning and renderers are limited by hand-crafted likelihood or distance functions, a need for large amounts of supervision, or difficulties in scaling their inference algorithms to richer datasets. To mitigate these issues, we present SPIRAL, an adversarially trained agent that generates a program which is executed by a graphics engine to interpret and sample images. The goal of this agent is to fool a discriminator network that distinguishes between real and rendered data, trained with a distributed reinforcement learning setup without any supervision. A surprising finding is that using the discriminator's output as a reward signal is the key to allow the agent to make meaningful progress at matching the desired output rendering. To the best of our knowledge, this is the first demonstration of an end-to-end, unsupervised and adversarial inverse graphics agent on challenging real world (MNIST, Omniglot, CelebA) and synthetic 3D datasets.
Universal Planning Networks
Srinivas, Aravind, Jabri, Allan, Abbeel, Pieter, Levine, Sergey, Finn, Chelsea
A key challenge in complex visuomotor control is learning abstract representations that are effective for specifying goals, planning, and generalization. To this end, we introduce universal planning networks (UPN). UPNs embed differentiable planning within a goal-directed policy. This planning computation unrolls a forward model in a latent space and infers an optimal action plan through gradient descent trajectory optimization. The plan-by-gradient-descent process and its underlying representations are learned end-to-end to directly optimize a supervised imitation learning objective. We find that the representations learned are not only effective for goal-directed visual imitation via gradient-based trajectory optimization, but can also provide a metric for specifying goals using images. The learned representations can be leveraged to specify distance-based rewards to reach new target states for model-free reinforcement learning, resulting in substantially more effective learning when solving new tasks described via image-based goals. We were able to achieve successful transfer of visuomotor planning strategies across robots with significantly different morphologies and actuation capabilities.
Towards Intelligent Vehicular Networks: A Machine Learning Framework
Liang, Le, Ye, Hao, Li, Geoffrey Ye
As wireless networks evolve towards high mobility and providing better support for connected vehicles, a number of new challenges arise due to the resulting high dynamics in vehicular environments and thus motive rethinking of traditional wireless design methodologies. Future intelligent vehicles, which are at the heart of high mobility networks, are increasingly equipped with multiple advanced onboard sensors and keep generating large volumes of data. Machine learning, as an effective approach to artificial intelligence, can provide a rich set of tools to exploit such data for the benefit of the networks. In this article, we first identify the distinctive characteristics of high mobility vehicular networks and motivate the use of machine learning to address the resulting challenges. After a brief introduction of the major concepts of machine learning, we discuss its applications to learn the dynamics of vehicular networks and make informed decisions to optimize network performance. In particular, we discuss in greater detail the application of reinforcement learning in managing network resources as an alternative to the prevalent optimization approach. Finally, some open issues worth further investigation are highlighted.