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 Reinforcement Learning


Variance Reduction Methods for Sublinear Reinforcement Learning

arXiv.org Machine Learning

This work considers the problem of provably optimal reinforcement learning for (episodic) finite horizon MDPs, i.e. how an agent learns to maximize his/her (long term) reward in an uncertain environment. The main contribution is in providing a novel algorithm --- Variance-reduced Upper Confidence Q-learning (vUCQ) --- which enjoys a regret bound of $\widetilde{O}(\sqrt{HSAT} + H^5SA)$, where the $T$ is the number of time steps the agent acts in the MDP, $S$ is the number of states, $A$ is the number of actions, and $H$ is the (episodic) horizon time. This is the first regret bound that is both sub-linear in the model size and asymptotically optimal. The algorithm is sub-linear in that the time to achieve $\epsilon$-average regret (for any constant $\epsilon$) is $O(SA)$, which is a number of samples that is far less than that required to learn any (non-trivial) estimate of the transition model (the transition model is specified by $O(S^2A)$ parameters). The importance of sub-linear algorithms is largely the motivation for algorithms such as $Q$-learning and other "model free" approaches. vUCQ algorithm also enjoys minimax optimal regret in the long run, matching the $\Omega(\sqrt{HSAT})$ lower bound. Variance-reduced Upper Confidence Q-learning (vUCQ) is a successive refinement method in which the algorithm reduces the variance in $Q$-value estimates and couples this estimation scheme with an upper confidence based algorithm. Technically, the coupling of both of these techniques is what leads to the algorithm enjoying both the sub-linear regret property and the (asymptotically) optimal regret.


Fully Decentralized Multi-Agent Reinforcement Learning with Networked Agents

arXiv.org Machine Learning

We consider the problem of \emph{fully decentralized} multi-agent reinforcement learning (MARL), where the agents are located at the nodes of a time-varying communication network. Specifically, we assume that the reward functions of the agents might correspond to different tasks, and are only known to the corresponding agent. Moreover, each agent makes individual decisions based on both the information observed locally and the messages received from its neighbors over the network. Within this setting, the collective goal of the agents is to maximize the globally averaged return over the network through exchanging information with their neighbors. To this end, we propose two decentralized actor-critic algorithms with function approximation, which are applicable to large-scale MARL problems where both the number of states and the number of agents are massively large. Under the decentralized structure, the actor step is performed individually by each agent with no need to infer the policies of others. For the critic step, we propose a consensus update via communication over the network. Our algorithms are fully incremental and can be implemented in an online fashion. Convergence analyses of the algorithms are provided when the value functions are approximated within the class of linear functions. Extensive simulation results with both linear and nonlinear function approximations are presented to validate the proposed algorithms. Our work appears to be the first study of fully decentralized MARL algorithms for networked agents with function approximation, with provable convergence guarantees.


Navigating Occluded Intersections with Autonomous Vehicles using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Providing an efficient strategy to navigate safely through unsignaled intersections is a difficult task that requires determining the intent of other drivers. We explore the effectiveness of Deep Reinforcement Learning to handle intersection problems. Using recent advances in Deep RL, we are able to learn policies that surpass the performance of a commonly-used heuristic approach in several metrics including task completion time and goal success rate and have limited ability to generalize. We then explore a system's ability to learn active sensing behaviors to enable navigating safely in the case of occlusions. Our analysis, provides insight into the intersection handling problem, the solutions learned by the network point out several shortcomings of current rule-based methods, and the failures of our current deep reinforcement learning system point to future research directions.


Reinforcement and Imitation Learning for Diverse Visuomotor Skills

arXiv.org Artificial Intelligence

We propose a model-free deep reinforcement learning method that leverages a small amount of demonstration data to assist a reinforcement learning agent. We apply this approach to robotic manipulation tasks and train end-to-end visuomotor policies that map directly from RGB camera inputs to joint velocities. We demonstrate that our approach can solve a wide variety of visuomotor tasks, for which engineering a scripted controller would be laborious. Our experiments indicate that our reinforcement and imitation agent achieves significantly better performances than agents trained with reinforcement learning or imitation learning alone. We also illustrate that these policies, trained with large visual and dynamics variations, can achieve preliminary successes in zero-shot sim2real transfer. A brief visual description of this work can be viewed in https://youtu.be/EDl8SQUNjj0


AlphaGo, Reinforcement Learning, and the Future of Artificial Intelligence

#artificialintelligence

Last year, Google Deepmind took a giant step forward in proving the value of deep learning when the latest version of their Go-playing computer program, AlphaGo Zero, beat the previous model after only three days of self-training. This is an impressive feat by itself. The implications for business and enterprise analytics, however, are more exciting. Reinforcement learning is a type of machine learning where the machine is allowed to automatically determine the "ideal behavior" within a specific situation in order to obtain the optimal outcome. There are two parts to this.


My Learning and Conferences for the Next Few Months

#artificialintelligence

Learning opportunities are endless these days. This month I visited "Age of AI," a small conference in San Francisco. On a micro level, there were a few talks about recent breakthroughs in reinforcement learning and generative adversarial networks. On a macro level, there were good talks on founding new AI startups, the impact of quantum computing, and, of course, a great talk about future of the AI by Tim Urban.


Deep Bayesian Bandits Showdown: An Empirical Comparison of Bayesian Deep Networks for Thompson Sampling

arXiv.org Machine Learning

Recent advances in deep reinforcement learning have made significant strides in performance on applications such as Go and Atari games. However, developing practical methods to balance exploration and exploitation in complex domains remains largely unsolved. Thompson Sampling and its extension to reinforcement learning provide an elegant approach to exploration that only requires access to posterior samples of the model. At the same time, advances in approximate Bayesian methods have made posterior approximation for flexible neural network models practical. Thus, it is attractive to consider approximate Bayesian neural networks in a Thompson Sampling framework. To understand the impact of using an approximate posterior on Thompson Sampling, we benchmark well-established and recently developed methods for approximate posterior sampling combined with Thompson Sampling over a series of contextual bandit problems. We found that many approaches that have been successful in the supervised learning setting underperformed in the sequential decision-making scenario. In particular, we highlight the challenge of adapting slowly converging uncertainty estimates to the online setting.


[D] Reinforcement Learning never worked, and 'deep' only helped a bit. โ€ข r/MachineLearning

@machinelearnbot

To what extent have RL researchers tapped into Experimental Design theory from statisticians? They have focused on minimizing costs of data collection that optimizes predictability / explainability for all sorts of problems.


Learning to Trade with Reinforcement Learning

@machinelearnbot

The academic Deep Learning research community has largely stayed away from the financial markets. Maybe that's because the finance industry has a bad reputation, the problem doesn't seem interesting from a research perspective, or because data is difficult and expensive to obtain. In this post, I'm going to argue that training Reinforcement Learning agents to trade in the financial (and cryptocurrency) markets can be an extremely interesting research problem. I believe that it has not received enough attention from the research community but has the potential to push the state-of-the art of many related fields. It is quite similar to training agents for multiplayer games such as DotA, and many of the same research problems carry over. Knowing virtually nothing about trading, I have spent the past few months working on a project in this field. This is not a "price prediction using Deep Learning" post. So, if you're looking for example code and models you may be disappointed. Instead, I want to talk on a more high level about why learning to trade using Machine Learning is difficult, what some of the challenges are, and where I think Reinforcement Learning fits in. If there's enough interest in this area I may follow up with another post that includes concrete examples. I expect most readers to have no background in trading, just like I didn't, so I will start out with covering some of the basics. I'm by no means an expert, so please let me know in the comments so if you find mistakes. I will use cryptocurrencies as a running example in this post, but the same concepts apply to most of the financial markets. The reason to use cryptocurrencies is that data is free, public, and easily accessible. Anyone can sign up to trade. The barriers to trading in the financial markets are a little higher, and data can be expensive.


Action-depedent Control Variates for Policy Optimization via Stein's Identity

arXiv.org Machine Learning

Policy gradient methods have achieved remarkable successes in solving challenging reinforcement learning problems. However, it still often suffers from the large variance issue on policy gradient estimation, which leads to poor sample efficiency during training. In this work, we propose a control variate method to effectively reduce variance for policy gradient methods. Motivated by the Stein's identity, our method extends the previous control variate methods used in REINFORCE and advantage actor-critic by introducing more general action-dependent baseline functions. Empirical studies show that our method significantly improves the sample efficiency of the state-of-the-art policy gradient approaches.