Reinforcement Learning
Recall Traces: Backtracking Models for Efficient Reinforcement Learning
Goyal, Anirudh, Brakel, Philemon, Fedus, William, Lillicrap, Timothy, Levine, Sergey, Larochelle, Hugo, Bengio, Yoshua
In many environments only a tiny subset of all states yield high reward. In these cases, few of the interactions with the environment provide a relevant learning signal. Hence, we may want to preferentially train on those high-reward states and the probable trajectories leading to them. To this end, we advocate for the use of a backtracking model that predicts the preceding states that terminate at a given high-reward state. We can train a model which, starting from a high value state (or one that is estimated to have high value), predicts and sample for which the (state, action)-tuples may have led to that high value state. These traces of (state, action) pairs, which we refer to as Recall Traces, sampled from this backtracking model starting from a high value state, are informative as they terminate in good states, and hence we can use these traces to improve a policy. We provide a variational interpretation for this idea and a practical algorithm in which the backtracking model samples from an approximate posterior distribution over trajectories which lead to large rewards. Our method improves the sample efficiency of both on- and off-policy RL algorithms across several environments and tasks.
Learning to Run challenge solutions: Adapting reinforcement learning methods for neuromusculoskeletal environments
Kidziński, Łukasz, Mohanty, Sharada Prasanna, Ong, Carmichael, Huang, Zhewei, Zhou, Shuchang, Pechenko, Anton, Stelmaszczyk, Adam, Jarosik, Piotr, Pavlov, Mikhail, Kolesnikov, Sergey, Plis, Sergey, Chen, Zhibo, Zhang, Zhizheng, Chen, Jiale, Shi, Jun, Zheng, Zhuobin, Yuan, Chun, Lin, Zhihui, Michalewski, Henryk, Miłoś, Piotr, Osiński, Błażej, Melnik, Andrew, Schilling, Malte, Ritter, Helge, Carroll, Sean, Hicks, Jennifer, Levine, Sergey, Salathé, Marcel, Delp, Scott
In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement learning approaches, based on algorithms such as Deep Deterministic Policy Gradient, Proximal Policy Optimization, and Trust Region Policy Optimization. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each of the eight teams implemented different modifications of the known algorithms.
What's New in Deep Learning Research: Knowledge Exploration with Parameter Noise
The exploration vs. exploitation dilemma is one of the fundamental balances in deep reinforcement learning applications. How much resources to devote to acquire knowledge that can improve future actions versus performing specific actions? This is one of the main heuristics that rule the behavior of reinforcement learning systems. In theory, optimal exploration should always conduce to more efficient knowledge but this is far from true in the real world. Developing techniques to improve the exploration of an environment is one of the pivotal challenge of the current generation of deep reinforcement learning models.
[P] Deep Reinforcement Learning Free Course • r/MachineLearning
Hello, I'm currently writing a series of free articles about Deep Reinforcement Learning, where we'll learn the main algorithms (from Q* learning to PPO), and how to implement them in Tensorflow. I wrote these articles because I wanted to have articles that begin with the big picture (understand the concept in simpler terms), then the mathematical implementation and finally a Tensorflow implementation explained step by step (each part of the code is commented). And too much articles missed the implementation part or just give the code without any comments. Let me see what you think! What architectures you want and any feedback.
Mood modelling within reinforcement learning
Simulating mood within a decision making process has been shown to allow cooperation to occur within the Prisoner's Dilemma. In this paper we propose how to integrate a mood model into the classical reinforcement learning algorithm Sarsa, and show how this addition can allow self-interested agents to be successful within a multi agent environment. The human-inspired moody agent will learn to cooperate in social dilemmas without the use of punishments or other external incentives. We use both the Prisoner's Dilemma and the Stag Hunt as our dilemmas. We show that the model provides improvements in both individual payoffs and levels of cooperation within the system when compared to the standard Sarsa model.
3 ways AI can Advance Advertising
Claudia Collu, Chief Commercial Officer, Claudia, writes about AI's impact and how it is transforming advertising Machines with a mind of their own are now an accepted part of the world we inhabit, with the artificial intelligence (AI) market predicted to grow to more than $47 billion by 2020. According to the Gartner Hype Cycle, machine learning (ML) – a subfield of AI – is currently at the'peak of inflated expectation', but is just two to five years away from mainstream adoption. Nowhere is the ubiquity of AI more apparent than the advertising industry, where machine learning has already revolutionized media trading, enabling programmatic algorithms to make decisions in real time, based on huge volumes of data. But this is a broad discipline with many intricacies and the advertising industry is already moving from traditional rule-based ML to more fluid algorithms inspired by the psychology of human behavior. A particular strain of machine learning known as deep learning (DL) uses neural networks to mimic human decision-making. The ad industry is increasingly using reinforcement learning (RL) – a specific part of DL – to leverage trial and error, learning just as humans do based on rewards and penalties.
Learning to Adapt: Meta-Learning for Model-Based Control
Clavera, Ignasi, Nagabandi, Anusha, Fearing, Ronald S., Abbeel, Pieter, Levine, Sergey, Finn, Chelsea
Although reinforcement learning methods can achieve impressive results in simulation, the real world presents two major challenges: generating samples is exceedingly expensive, and unexpected perturbations can cause proficient but narrowly-learned policies to fail at test time. In this work, we propose to learn how to quickly and effectively adapt online to new situations as well as to perturbations. To enable sample-efficient meta-learning, we consider learning online adaptation in the context of model-based reinforcement learning. Our approach trains a global model such that, when combined with recent data, the model can be be rapidly adapted to the local context. Our experiments demonstrate that our approach can enable simulated agents to adapt their behavior online to novel terrains, to a crippled leg, and in highly-dynamic environments.
QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
Rashid, Tabish, Samvelyan, Mikayel, de Witt, Christian Schroeder, Farquhar, Gregory, Foerster, Jakob, Whiteson, Shimon
In many real-world settings, a team of agents must coordinate their behaviour while acting in a decentralised way. At the same time, it is often possible to train the agents in a centralised fashion in a simulated or laboratory setting, where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a network that estimates joint action-values as a complex non-linear combination of per-agent values that condition only on local observations. We structurally enforce that the joint-action value is monotonic in the per-agent values, which allows tractable maximisation of the joint action-value in off-policy learning, and guarantees consistency between the centralised and decentralised policies. We evaluate QMIX on a challenging set of StarCraft II micromanagement tasks, and show that QMIX significantly outperforms existing value-based multi-agent reinforcement learning methods.
Simple Reinforcement Learning with Tensorflow Part 0: Q-Learning with Tables and Neural Networks
For this tutorial in my Reinforcement Learning series, we are going to be exploring a family of RL algorithms called Q-Learning algorithms. These are a little different than the policy-based algorithms that will be looked at in the the following tutorials (Parts 1–3). Instead of starting with a complex and unwieldy deep neural network, we will begin by implementing a simple lookup-table version of the algorithm, and then show how to implement a neural-network equivalent using Tensorflow. Given that we are going back to basics, it may be best to think of this as Part-0 of the series. It will hopefully give an intuition into what is really happening in Q-Learning that we can then build on going forward when we eventually combine the policy gradient and Q-learning approaches to build state-of-the-art RL agents (If you are more interested in Policy Networks, or already have a grasp on Q-Learning, feel free to start the tutorial series here instead).
5 Things You Need to Know about Reinforcement Learning
Reinforcement Learning is one of the hottest research topics currently and its popularity is only growing day by day. Let's look at 5 useful things to know about RL. Reinforcement Learning(RL) is a type of machine learning technique that enables an agent to learn in an interactive environment by trial and error using feedback from its own actions and experiences. Though both supervised and reinforcement learning use mapping between input and output, unlike supervised learning where feedback provided to the agent is correct set of actions for performing a task, reinforcement learning uses rewards and punishment as signals for positive and negative behavior. As compared to unsupervised learning, reinforcement learning is different in terms of goals. While the goal in unsupervised learning is to find similarities and differences between data points, in reinforcement learning the goal is to find a suitable action model that would maximize the total cumulative reward of the agent.