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 Reinforcement Learning


A Novel Model for Arbitration between Planning and Habitual Control Systems

arXiv.org Machine Learning

It is well established that humans decision making and instrumental control uses multiple systems, some which use habitual action selection and some which require deliberate planning. Deliberate planning systems use predictions of action-outcomes using an internal model of the agent's environment, while habitual action selection systems learn to automate by repeating previously rewarded actions. Habitual control is computationally efficient but may be inflexible in changing environments. Conversely, deliberate planning may be computationally expensive, but flexible in dynamic environments. This paper proposes a general architecture comprising both control paradigms by introducing an arbitrator that controls which subsystem is used at any time. This system is implemented for a target-reaching task with a simulated two-joint robotic arm that comprises a supervised internal model and deep reinforcement learning. Through permutation of target-reaching conditions, we demonstrate that the proposed is capable of rapidly learning kinematics of the system without a priori knowledge, and is robust to (A) changing environmental reward and kinematics, and (B) occluded vision. The arbitrator model is compared to exclusive deliberate planning with the internal model and exclusive habitual control instances of the model. The results show how such a model can harness the benefits of both systems, using fast decisions in reliable circumstances while optimizing performance in changing environments. In addition, the proposed model learns very fast. Keywords: Machine Learning, Reinforcement Learning, Supervised Learning, Habitual controller, Planning, Internal Models, Decision Making 1. Introduction Much of the current reinforcement learning (RL) literature is in the domain of model-free control. Such a learning agent learns a value function from interacting with the environment, usually updating a proposed value function from a temporal difference between the previous expectation and a new experience [1, 2]. The value function is like a big lookup-table that can quickly supply evaluations for possible actions and hence provide guidance for actions in a fast and somewhat automated way. Such a decision system can be characterized as habitual. While habitual action selection takes time to learn and requires that similar previous situations have been encountered sufficiently, the advantage is that decisions and correspondingly actions can be generated in a timely manner. In contrast, a system that has some internal models of the environment can be used to derive a value function on demand for a specific situation.


Google supercomputer creates its own 'AI child'

Daily Mail - Science & tech

Google researchers have created an'AI child' that can outperform its human-made counterparts. The machine learns through'reinforcement learning' which means it trains for a task, reports back to its AI'parent' and then learns how it can do it better. The creation of this AI child is proof some machine-made programmes are now more accurate than ones created by humans. Google has created an AI'child' that can outperform its human counterparts. The machine learns through'reinforcement learning' which means it trains for a task, reports back to its AI'parent' and then learns how it can do it better.


#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various high-dimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table. These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results. Detailed analysis reveals important aspects of a good hash function: 1) having appropriate granularity and 2) encoding information relevant to solving the MDP. This exploration strategy achieves near state-of-the-art performance on both continuous control tasks and Atari 2600 games, hence providing a simple yet powerful baseline for solving MDPs that require considerable exploration.


Learning a Generative Model for Validity in Complex Discrete Structures

arXiv.org Machine Learning

Deep generative models have been successfully used to learn representations for high-dimensional discrete spaces by representing discrete objects as sequences, for which powerful sequence-based deep models can be employed. Unfortunately, these techniques are significantly hindered by the fact that these generative models often produce invalid sequences: sequences which do not represent any underlying discrete structure. As a step towards solving this problem, we propose to learn a deep recurrent validator model, which can estimate whether a partial sequence can function as the beginning of a full, valid sequence. This model not only discriminates between valid and invalid sequences, but also provides insight as to how individual sequence elements influence the validity of the overall sequence, and the existence of a corresponding discrete object. To learn this model we propose a reinforcement learning approach, where an oracle which can evaluate validity of complete sequences provides a sparse reward signal. We believe this is a key step toward learning generative models that faithfully produce valid sequences which represent discrete objects. We demonstrate its effectiveness in evaluating the validity of Python 3 source code for mathematical expressions, and improving the ability of a variational autoencoder trained on SMILES strings to decode valid molecular structures.


Using Options and Covariance Testing for Long Horizon Off-Policy Policy Evaluation

arXiv.org Artificial Intelligence

Evaluating a policy by deploying it in the real world can be risky and costly. Off-policy policy evaluation (OPE) algorithms use historical data collected from running a previous policy to evaluate a new policy, which provides a means for evaluating a policy without requiring it to ever be deployed. Importance sampling is a popular OPE method because it is robust to partial observability and works with continuous states and actions. However, the amount of historical data required by importance sampling can scale exponentially with the horizon of the problem: the number of sequential decisions that are made. We propose using policies over temporally extended actions, called options, and show that combining these policies with importance sampling can significantly improve performance for long-horizon problems. In addition, we can take advantage of special cases that arise due to options-based policies to further improve the performance of importance sampling. We further generalize these special cases to a general covariance testing rule that can be used to decide which weights to drop in an IS estimate, and derive a new IS algorithm called Incremental Importance Sampling that can provide significantly more accurate estimates for a broad class of domains.


One-Shot Imitation Learning

arXiv.org Artificial Intelligence

Imitation learning has been commonly applied to solve different tasks in isolation. This usually requires either careful feature engineering, or a significant number of samples. This is far from what we desire: ideally, robots should be able to learn from very few demonstrations of any given task, and instantly generalize to new situations of the same task, without requiring task-specific engineering. In this paper, we propose a meta-learning framework for achieving such capability, which we call one-shot imitation learning. Specifically, we consider the setting where there is a very large set of tasks, and each task has many instantiations. For example, a task could be to stack all blocks on a table into a single tower, another task could be to place all blocks on a table into two-block towers, etc. In each case, different instances of the task would consist of different sets of blocks with different initial states. At training time, our algorithm is presented with pairs of demonstrations for a subset of all tasks. A neural net is trained that takes as input one demonstration and the current state (which initially is the initial state of the other demonstration of the pair), and outputs an action with the goal that the resulting sequence of states and actions matches as closely as possible with the second demonstration. At test time, a demonstration of a single instance of a new task is presented, and the neural net is expected to perform well on new instances of this new task. The use of soft attention allows the model to generalize to conditions and tasks unseen in the training data. We anticipate that by training this model on a much greater variety of tasks and settings, we will obtain a general system that can turn any demonstrations into robust policies that can accomplish an overwhelming variety of tasks. Videos available at https://bit.ly/nips2017-oneshot .


google-s-ai-built-it-s-own-ai-that-outperforms-any-made-by-humans

#artificialintelligence

In May 2017, researchers at Google Brain announced the creation of AutoML, an artificial intelligence (AI) that's capable of generating its own AIs. More recently, they decided to present AutoML with its biggest challenge to date, and the AI that can build AI created a'child' that outperformed all of its human-made counterparts. The Google researchers automated the design of machine learning models using an approach called reinforcement learning. AutoML acts as a controller neural network that develops a child AI network for a specific task. For this particular child AI, which the researchers called NASNet, the task was recognising objects - people, cars, traffic lights, handbags, backpacks, etc. - in a video in real-time.


Thinking Fast and Slow with Deep Learning and Tree Search

arXiv.org Artificial Intelligence

Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans. In this paper, we present Expert Iteration (ExIt), a novel reinforcement learning algorithm which decomposes the problem into separate planning and generalisation tasks. Planning new policies is performed by tree search, while a deep neural network generalises those plans. Subsequently, tree search is improved by using the neural network policy to guide search, increasing the strength of new plans. In contrast, standard deep Reinforcement Learning algorithms rely on a neural network not only to generalise plans, but to discover them too. We show that ExIt outperforms REINFORCE for training a neural network to play the board game Hex, and our final tree search agent, trained tabula rasa, defeats MoHex 1.0, the most recent Olympiad Champion player to be publicly released.


Model-based Reinforcement Learning with Neural Network Dynamics

@machinelearnbot

A learned neural network dynamics model enables a hexapod robot to learn to run and follow desired trajectories, using just 17 minutes of real-world experience. Enabling robots to act autonomously in the real-world is difficult. Even with expensive robots and teams of world-class researchers, robots still have difficulty autonomously navigating and interacting in complex, unstructured environments. Why are autonomous robots not out in the world among us? Engineering systems that can cope with all the complexities of our world is hard.


Model-based reinforcement learning with neural network dynamics

Robohub

Enabling robots to act autonomously in the real-world is difficult. Even with expensive robots and teams of world-class researchers, robots still have difficulty autonomously navigating and interacting in complex, unstructured environments. A learned neural network dynamics model enables a hexapod robot to learn to run and follow desired trajectories, using just 17 minutes of real-world experience. Why are autonomous robots not out in the world among us? Engineering systems that can cope with all the complexities of our world is hard.