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 Reinforcement Learning


Expected Policy Gradients

arXiv.org Machine Learning

We propose expected policy gradients (EPG), which unify stochastic policy gradients (SPG) and deterministic policy gradients (DPG) for reinforcement learning. Inspired by expected sarsa, EPG integrates across the action when estimating the gradient, instead of relying only on the action in the sampled trajectory. We establish a new general policy gradient theorem, of which the stochastic and deterministic policy gradient theorems are special cases. We also prove that EPG reduces the variance of the gradient estimates without requiring deterministic policies and, for the Gaussian case, with no computational overhead. Finally, we show that it is optimal in a certain sense to explore with a Gaussian policy such that the covariance is proportional to the exponential of the scaled Hessian of the critic with respect to the actions. We present empirical results confirming that this new form of exploration substantially outperforms DPG with the Ornstein-Uhlenbeck heuristic in four challenging MuJoCo domains.


Reinforcement Learning Cheat Sheet โ€“ Towards Data Science

@machinelearnbot

Disclaimer: This is a work in progress project there may be errors! In order to fast recap my knowledge of Reinforcement Learning, I created this Cheat Sheet with all the basic formulas and algorithms. I hope this may be useful to you. You can find the full pdf here, and the repo here. Thanks to AlexandreBeaulne that added Contraction Mapping, Sarsa and cleanup the latex.


Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents

Journal of Artificial Intelligence Research

The Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community, leading to some high-profile success stories such as the much publicized Deep Q-Networks (DQN). In this article we take a big picture look at how the ALE is being used by the research community. We show how diverse the evaluation methodologies in the ALE have become with time, and highlight some key concerns when evaluating agents in the ALE. We use this discussion to present some methodological best practices and provide new benchmark results using these best practices. To further the progress in the field, we introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. We conclude this big picture look by revisiting challenges posed when the ALE was introduced, summarizing the state-of-the-art in various problems and highlighting problems that remain open.


Setting up a Reinforcement Learning Task with a Real-World Robot

arXiv.org Machine Learning

Despite some recent successes (e.g., Levine et al. 2016, Gu et al. 2017), real-world robots are under-utilized in the quest for general reinforcement learning (RL) agents, which at this time is primarily confined to simulation. This underutilization is largely due to frustrations around unreliable and poor learning performance with robots. Although several RL methods are recently shown to be highly effective in simulations (Duan et al. 2016), they often yield poor performance when applied off-the-shelf to real-world tasks. Such ineffectiveness is sometimes attributed to some of the integral aspects of the real world including slow rate of data collection, partial observability, noisy sensors, safety, and frailty of physical devices. This barrier contributed to a reliance on indirect approaches such as simulation-to-reality transfer (Rusu et al. 2017) and collective learning (Yahya et al. 2017, Gu et al. 2017), which sometimes compensate for failures to learn from a single stream of real experience. One oft-ignored shortcoming in real-world RL research is the lack of benchmark learning tasks or standards for setting up experiments with robots. Experiments with simulated robots are typically done on benchmark tasks with easily available simulators and standardized interfaces, relieving experimenters of many task-setup details such as the action space, the action cycle time and system delays. On the other hand, setting up a learning task with real-world robots is far from obvious. An experimenter has to put a lot of work into establishing a device-specific sensorimotor interface between the learning agent and the robot as well as determining all the aspects of the environment that define the learning task.


Simple random search provides a competitive approach to reinforcement learning

arXiv.org Machine Learning

A common belief in model-free reinforcement learning is that methods based on random search in the parameter space of policies exhibit significantly worse sample complexity than those that explore the space of actions. We dispel such beliefs by introducing a random search method for training static, linear policies for continuous control problems, matching state-of-the-art sample efficiency on the benchmark MuJoCo locomotion tasks. Our method also finds a nearly optimal controller for a challenging instance of the Linear Quadratic Regulator, a classical problem in control theory, when the dynamics are not known. Computationally, our random search algorithm is at least 15 times more efficient than the fastest competing model-free methods on these benchmarks. We take advantage of this computational efficiency to evaluate the performance of our method over hundreds of random seeds and many different hyperparameter configurations for each benchmark task. Our simulations highlight a high variability in performance in these benchmark tasks, suggesting that commonly used estimations of sample efficiency do not adequately evaluate the performance of RL algorithms.


What Doubling Tricks Can and Can't Do for Multi-Armed Bandits

arXiv.org Machine Learning

An online reinforcement learning algorithm is anytime if it does not need to know in advance the horizon T of the experiment. A well-known technique to obtain an anytime algorithm from any non-anytime algorithm is the "Doubling Trick". In the context of adversarial or stochastic multi-armed bandits, the performance of an algorithm is measured by its regret, and we study two families of sequences of growing horizons (geometric and exponential) to generalize previously known results that certain doubling tricks can be used to conserve certain regret bounds. In a broad setting, we prove that a geometric doubling trick can be used to conserve (minimax) bounds in $R\_T = O(\sqrt{T})$ but cannot conserve (distribution-dependent) bounds in $R\_T = O(\log T)$. We give insights as to why exponential doubling tricks may be better, as they conserve bounds in $R\_T = O(\log T)$, and are close to conserving bounds in $R\_T = O(\sqrt{T})$.


Variance Reduction for Policy Gradient with Action-Dependent Factorized Baselines

arXiv.org Machine Learning

Policy gradient methods have enjoyed great success in deep reinforcement learning but suffer from high variance of gradient estimates. The high variance problem is particularly exasperated in problems with long horizons or high-dimensional action spaces. To mitigate this issue, we derive a bias-free action-dependent baseline for variance reduction which fully exploits the structural form of the stochastic policy itself and does not make any additional assumptions about the MDP. We demonstrate and quantify the benefit of the action-dependent baseline through both theoretical analysis as well as numerical results, including an analysis of the suboptimality of the optimal state-dependent baseline. The result is a computationally efficient policy gradient algorithm, which scales to high-dimensional control problems, as demonstrated by a synthetic 2000-dimensional target matching task. Our experimental results indicate that action-dependent baselines allow for faster learning on standard reinforcement learning benchmarks and high-dimensional hand manipulation and synthetic tasks. Finally, we show that the general idea of including additional information in baselines for improved variance reduction can be extended to partially observed and multi-agent tasks.


Composable Deep Reinforcement Learning for Robotic Manipulation

arXiv.org Machine Learning

Model-free deep reinforcement learning has been shown to exhibit good performance in domains ranging from video games to simulated robotic manipulation and locomotion. However, model-free methods are known to perform poorly when the interaction time with the environment is limited, as is the case for most real-world robotic tasks. In this paper, we study how maximum entropy policies trained using soft Q-learning can be applied to real-world robotic manipulation. The application of this method to real-world manipulation is facilitated by two important features of soft Q-learning. First, soft Q-learning can learn multimodal exploration strategies by learning policies represented by expressive energy-based models. Second, we show that policies learned with soft Q-learning can be composed to create new policies, and that the optimality of the resulting policy can be bounded in terms of the divergence between the composed policies. This compositionality provides an especially valuable tool for real-world manipulation, where constructing new policies by composing existing skills can provide a large gain in efficiency over training from scratch. Our experimental evaluation demonstrates that soft Q-learning is substantially more sample efficient than prior model-free deep reinforcement learning methods, and that compositionality can be performed for both simulated and real-world tasks.


Sufficient Markov Decision Processes with Alternating Deep Neural Networks

arXiv.org Machine Learning

Markov decision processes (MDPs) (Bellman, 1957; Puterman, 2014) are the primary mathematical model for representing sequential decision problems with an indefinite time horizon (Bertsekas and Tsitsiklis, 1996; Sutton and Barto, 1998; Bather, 2000; Si, 2004; Powell, 2007; Wiering and Van Otterlo, 2012). This class of models is quite general as almost any decision process can be made into an MDP by concatenating data over multiple decision points (see Section 2 for a precise statement); however, coercing a decision process into the MDP framework in this way can lead to high-dimensional system state information that is difficult to model effectively. One common approach to construct a low-dimensional decision process from a high-dimensional MDP is to create a finite discretization of the space of possible system states and to treat the resultant process as a finite MDP (Gordon, 1995; Murao and Kitamura, 1997; Sutton and Barto, 1998; Kamio et al., 2004; Whiteson et al., 2007). However, such discretization can result in a significant loss of information and can be difficult to apply when the system state information is continuous and high-dimensional. Another common approach to dimension reduction is to construct a low-dimensional summary of the underlying system states, e.g., by applying principal components analysis (Jolliffe, 1986), multidimensional scaling (Borg and Groenen, 1997), or by constructing a local linear embedding (Roweis and Saul, 2000).


Ten Machine Learning Algorithms You Should Know to Become a Data Scientist

#artificialintelligence

Let's say I am given an Excel sheet with data about various fruits and I have to tell which look like Apples. What I will do is ask a question "Which fruits are red and round?" and divide all fruits which answer yes and no to the question. Now, All Red and Round fruits might not be apples and all apples won't be red and round. So I will ask a question "Which fruits have red or yellow color hints on them? " on red and round fruits and will ask "Which fruits are green and round?" on not red and round fruits. Based on these questions I can tell with considerable accuracy which are apples. This cascade of questions is what a decision tree is. However, this is a decision tree based on my intuition.