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 Reinforcement Learning


Active Reinforcement Learning with Monte-Carlo Tree Search

arXiv.org Machine Learning

Active Reinforcement Learning (ARL) is a twist on RL where the agent observes reward information only if it pays a cost. This subtle change makes exploration substantially more challenging. Powerful principles in RL like optimism, Thompson sampling, and random exploration do not help with ARL. We relate ARL in tabular environments to Bayes-Adaptive MDPs. We provide an ARL algorithm using Monte-Carlo Tree Search that is asymptotically Bayes optimal. Experimentally, this algorithm is near-optimal on small Bandit problems and MDPs. On larger MDPs it outperforms a Q-learner augmented with specialised heuristics for ARL. By analysing exploration behaviour in detail, we uncover obstacles to scaling up simulation-based algorithms for ARL.


How AI hast taught itself to walk without any human help

@machinelearnbot

Artificial Intelligence agents created by Google's DeepMind has taught itself to walk without receiving any human instructions beyond the task to somehow move forward. This reinforcement learning helps an AI to move efficiently in an unknown terrain without programming.


Types of machine learning algorithms en.proft.me

#artificialintelligence

Regardless of whether the learner is a human or machine, the basic learning process is similar. Machine learning algorithms are divided into categories according to their purpose. There are lots of overlaps in which ML algorithms are applied to a particular problem. As a result, for the same problem, there could be many different ML models possible. So, coming out with the best ML model is an art that requires a lot of patience and trial and error.


Watch this AI figure out how to place blocks in Minecraft

#artificialintelligence

Artificial intelligence doesn't compare favorably to humans when it comes to problem solving. Ask any eight year old child to place a few blocks on a grid in Minecraft and they'll almost certainly be bored by the task. Stephan Alaniz, a researcher with the Department of Electrical Engineering and Computer Science Technische Universitat Berlin, yesterday published a white paper titled "Deep Reinforcement Learning with Model Learning and Monte Carlo Tree Search in Minecraft." In his paper the scientist explains his efforts to create a superior method for training an AI to perform simple tasks based on visual input. If we're ever going to have robots that can live and work among humans seamlessly without damaging us or our property they're going to have to understand how to interact with the environment using visual context. One of the most popular ways to train AI for this task is using video games with simple controls.


Accelerating Learning in Constructive Predictive Frameworks with the Successor Representation

arXiv.org Machine Learning

Here we propose using the successor representation (SR) to accelerate learning in a constructive knowledge system based on general value functions (GVFs). In real-world settings like robotics for unstructured and dynamic environments, it is infeasible to model all meaningful aspects of a system and its environment by hand due to both complexity and size. Instead, robots must be capable of learning and adapting to changes in their environment and task, incrementally constructing models from their own experience. GVFs, taken from the field of reinforcement learning (RL), are a way of modeling the world as predictive questions. One approach to such models proposes a massive network of interconnected and interdependent GVFs, which are incrementally added over time. It is reasonable to expect that new, incrementally added predictions can be learned more swiftly if the learning process leverages knowledge gained from past experience. The SR provides such a means of separating the dynamics of the world from the prediction targets and thus capturing regularities that can be reused across multiple GVFs. As a primary contribution of this work, we show that using SR-based predictions can improve sample efficiency and learning speed in a continual learning setting where new predictions are incrementally added and learned over time. We analyze our approach in a grid-world and then demonstrate its potential on data from a physical robot arm.


Building an AI that Can Beat You at Your Own Game โ€“ Towards Data Science

#artificialintelligence

The full instructions are here, and a sample game is here. AIs are now better than humans at Backgammon, Checkers, Chess, Othello, and Go. See Audrey Keurenkov's A'Brief' History of Game AI Up to AlphaGo for a more in-depth timeline. In 2017, Michael Tucker, Nikhil Prabala, and I set out to create PAI, the world's first AI for Pathwayz. The AIs for Othello and Backgammon were especially relevant to our development of PAI. Othello, like Pathwayz, is a relatively young game -- at least compared to the ancient Backgammon, Checkers, Chess, and Go.


Deep Reinforcement Learning with Model Learning and Monte Carlo Tree Search in Minecraft

arXiv.org Machine Learning

Deep reinforcement learning has been successfully applied to several visual-input tasks using model-free methods. In this paper, we propose a model-based approach that combines learning a DNN-based transition model with Monte Carlo tree search to solve a block-placing task in Minecraft. Our learned transition model predicts the next frame and the rewards one step ahead given the last four frames of the agent's first-person-view image and the current action. Then a Monte Carlo tree search algorithm uses this model to plan the best sequence of actions for the agent to perform. On the proposed task in Minecraft, our model-based approach reaches the performance comparable to the Deep Q-Network's, but learns faster and, thus, is more training sample efficient. Keywords: Acknowledgements Reinforcement Learning, Model-Based Reinforcement Learning, Deep Learning, Model Learning, Monte Carlo Tree Search I would like to express my sincere gratitude to my supervisor Dr. Stefan Uhlich for his continuous support, patience, and immense knowledge that helped me a lot during this study. My thanks and appreciation also go to my colleague Anna Konobelkina for insightful comments on the paper as well as to Sony Europe Limited for providing the resources for this project.


Everett

AAAI Conferences

Humans, like all animals, both cooperate and compete with each other. Through these interactions we learn to observe, act, and manipulate to maximise our utility function, and continue doing so as others learn with us. This is a decentralised non-stationary learning problem, where to survive and flourish an agent must adapt to the gradual changes of other agents as they learn, as well as capitalise on sudden shifts in their behaviour. To learn in the presence of such non-stationarity, we introduce the Switching Agent Model (SAM) that combines traditional deep reinforcement learning โ€“ which typically performs poorly in such settings โ€“ with opponent modelling, using uncertainty estimations to robustly switch between multiple policies. We empirically show the success of our approach in a multi-agent continuous-action environment, demonstrating SAM's ability to identify, track, and adapt to gradual and sudden changes in the behaviour of non-stationary agents.


Learning to Act in Partially Structured Dynamic Environment

AAAI Conferences

We investigate the scenario that a robot needs to reach a designated goal after taking a sequence of appropriate actions in a non-static environment that is partially structured.One application example is to control a marine vehicle to move in the ocean. The ocean environment is dynamic and the ocean waves typically result in strong disturbances that can disturb the vehicle's motion. Modeling such dynamic environment is non-trivial, and integrating such model in the robotic motion control is particularly difficult. Fortunately, the ocean currents usually form some local patterns (e.g. vortex) and thus the environment is partially structured. The historically observed data can be used to train the robot to learn to interact with the ocean flow disturbances. In this paper we propose a method that applies the deep reinforcement learning framework to learn such partially structured complex disturbances.Our preliminary results show that, by training the robot under artificial and real ocean disturbances, the robot is able to successfully act in complex and spatiotemporal environments.


Model-Based Reinforcement Learning under Periodical Observability

AAAI Conferences

The uncertainty induced by unknown attacker locations is one of the problems in deploying AI methods to security domains. We study a model with partial observability of the attacker location and propose a novel reinforcement learning method using partial information about attacker behaviour coming from the system. This method is based on deriving beliefs about underlying states using Bayesian inference. These beliefs are then used in the QMDP algorithm. We particularly design the algorithm for spatial security games, where the defender faces intelligent and adversarial opponents.