Reinforcement Learning
Stochastic approximation for speeding up LSTD (and LSPI)
Prashanth, L. A., Korda, Nathaniel, Munos, Rémi
We propose a stochastic approximation (SA) based method with randomization of samples for policy evaluation using the least squares temporal difference (LSTD) algorithm. Our method results in an $O(d)$ improvement in complexity in comparison to regular LSTD, where $d$ is the dimension of the data. We provide convergence rate results for our proposed method, both in high probability and in expectation. Moreover, we also establish that using our scheme in place of LSTD does not impact the rate of convergence of the approximate value function to the true value function and hence a low-complexity LSPI variant that uses our SA based scheme has the same order of the performance bounds as that of regular LSPI. These rate results coupled with the low complexity of our method make it attractive for implementation in big data settings, where $d$ is large. Furthermore, we analyze a similar low-complexity alternative for least squares regression and provide finite-time bounds there. We demonstrate the practicality of our method for LSTD empirically by combining it with the LSPI algorithm in a traffic signal control application. We also conduct another set of experiments that combines the SA based low-complexity variant for least squares regression with the LinUCB algorithm for contextual bandits, using the large scale news recommendation dataset from Yahoo.
From classic AI techniques to Deep Reinforcement Learning
Building machines that can learn from examples, experience, or even from another machines at human level are the main goal of solving AI. That goal in other words is to create a machine that pass the Turing test: when a human is interacting with it, for the human it will not possible to conclude if it he is interacting with a human or a machine [Turing, A.M 1950]. The fundamental algorithms of deep learning were developed in the middle of 20th century. Since them the field was developed as a theory branch of stochastic operations research and computer science, but without any breakthrough application. But, in the last 20 years the synergy between big data sets, specially labeled data, and augmentation of computer power using graphics processor units, those algorithms have been developed in more complex techniques, technologies and reasoning logics enable to achieve several goals as reducing word error rates in speech recognition; cutting the error rate in an image recognition competition [Krizhevsky et al 2012] and beating a human champion at Go [Silver et al 2016].
Speeding up DQN on PyTorch: how to solve Pong in 30 minutes
Some time ago I've implemented all models from the article Rainbow: Combining Improvements in Deep Reinforcement Learning using PyTorch and my small RL library called PTAN. The code of eight systems is here if you're curious. To debug and test it I've used Pong game from Atari suite, mostly due to its simplicity, fast convergence, and hyperparameters robustness: you can use from 10 to 100 smaller size of replay buffer and it still will converge nicely. This is extremely helpful for a Deep RL enthusiast without access to the computational resources Google employees have. During implementation and debugging of the code, I was needed to run about 100–200 optimisations, so, it does matter how long one run takes: 2–3 days or just an hour. Nevertheless you always should keep a balance here: trying to squeeze as much performance as possible, you can introduce bugs, which will dramatically complicate already complex debugging and implementation process.
Malaria Likelihood Prediction By Effectively Surveying Households Using Deep Reinforcement Learning
Rajpurkar, Pranav, Polamreddi, Vinaya, Balakrishnan, Anusha
We build a deep reinforcement learning (RL) agent that can predict the likelihood of an individual testing positive for malaria by asking questions about their household. The RL agent learns to determine which survey question to ask next and when to stop to make a prediction about their likelihood of malaria based on their responses hitherto. The agent incurs a small penalty for each question asked, and a large reward/penalty for making the correct/wrong prediction; it thus has to learn to balance the length of the survey with the accuracy of its final predictions. Our RL agent is a Deep Q-network that learns a policy directly from the responses to the questions, with an action defined for each possible survey question and for each possible prediction class. We focus on Kenya, where malaria is a massive health burden, and train the RL agent on a dataset of 6481 households from the Kenya Malaria Indicator Survey 2015. To investigate the importance of having survey questions be adaptive to responses, we compare our RL agent to a supervised learning (SL) baseline that fixes its set of survey questions a priori. We evaluate on prediction accuracy and on the number of survey questions asked on a holdout set and find that the RL agent is able to predict with 80% accuracy, using only 2.5 questions on average. In addition, the RL agent learns to survey adaptively to responses and is able to match the SL baseline in prediction accuracy while significantly reducing survey length.
Deep Reinforcement Learning that Matters
Henderson, Peter, Islam, Riashat, Bachman, Philip, Pineau, Joelle, Precup, Doina, Meger, David
In recent years, significant progress has been made in solving challenging problems across various domains using deep reinforcement learning (RL). Reproducing existing work and accurately judging the improvements offered by novel methods is vital to sustaining this progress. Unfortunately, reproducing results for state-of-the-art deep RL methods is seldom straightforward. In particular, non-determinism in standard benchmark environments, combined with variance intrinsic to the methods, can make reported results tough to interpret. Without significance metrics and tighter standardization of experimental reporting, it is difficult to determine whether improvements over the prior state-of-the-art are meaningful. In this paper, we investigate challenges posed by reproducibility, proper experimental techniques, and reporting procedures. We illustrate the variability in reported metrics and results when comparing against common baselines and suggest guidelines to make future results in deep RL more reproducible. We aim to spur discussion about how to ensure continued progress in the field by minimizing wasted effort stemming from results that are non-reproducible and easily misinterpreted.
BBQ-Networks: Efficient Exploration in Deep Reinforcement Learning for Task-Oriented Dialogue Systems
Lipton, Zachary C., Li, Xiujun, Gao, Jianfeng, Li, Lihong, Ahmed, Faisal, Deng, Li
We present a new algorithm that significantly improves the efficiency of exploration for deep Q-learning agents in dialogue systems. Our agents explore via Thompson sampling, drawing Monte Carlo samples from a Bayes-by-Backprop neural network. Our algorithm learns much faster than common exploration strategies such as $\epsilon$-greedy, Boltzmann, bootstrapping, and intrinsic-reward-based ones. Additionally, we show that spiking the replay buffer with experiences from just a few successful episodes can make Q-learning feasible when it might otherwise fail.
Feature Control as Intrinsic Motivation for Hierarchical Reinforcement Learning
Dilokthanakul, Nat, Kaplanis, Christos, Pawlowski, Nick, Shanahan, Murray
The problem of sparse rewards is one of the hardest challenges in contemporary reinforcement learning. Hierarchical reinforcement learning (HRL) tackles this problem by using a set of temporally-extended actions, or options, each of which has its own subgoal. These subgoals are normally handcrafted for specific tasks. Here, though, we introduce a generic class of subgoals with broad applicability in the visual domain. Underlying our approach (in common with work using "auxiliary tasks") is the hypothesis that the ability to control aspects of the environment is an inherently useful skill to have. We incorporate such subgoals in an end-to-end hierarchical reinforcement learning system and test two variants of our algorithm on a number of games from the Atari suite. We highlight the advantage of our approach in one of the hardest games -- Montezuma's revenge -- for which the ability to handle sparse rewards is key. Our agent learns several times faster than the current state-of-the-art HRL agent in this game, reaching a similar level of performance. UPDATE 22/11/17: We found that a standard A3C agent with a simple shaped reward, i.e. extrinsic reward + feature control intrinsic reward, has comparable performance to our agent in Montezuma Revenge. In light of the new experiments performed, the advantage of our HRL approach can be attributed more to its ability to learn useful features from intrinsic rewards rather than its ability to explore and reuse abstracted skills with hierarchical components. This has led us to a new conclusion about the result.
Deep Q-learning from Demonstrations
Hester, Todd, Vecerik, Matej, Pietquin, Olivier, Lanctot, Marc, Schaul, Tom, Piot, Bilal, Horgan, Dan, Quan, John, Sendonaris, Andrew, Dulac-Arnold, Gabriel, Osband, Ian, Agapiou, John, Leibo, Joel Z., Gruslys, Audrunas
Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.
Bridging the Gap Between Value and Policy Based Reinforcement Learning
Nachum, Ofir, Norouzi, Mohammad, Xu, Kelvin, Schuurmans, Dale
We establish a new connection between value and policy based reinforcement learning (RL) based on a relationship between softmax temporal value consistency and policy optimality under entropy regularization. Specifically, we show that softmax consistent action values correspond to optimal entropy regularized policy probabilities along any action sequence, regardless of provenance. From this observation, we develop a new RL algorithm, Path Consistency Learning (PCL), that minimizes a notion of soft consistency error along multi-step action sequences extracted from both on- and off-policy traces. We examine the behavior of PCL in different scenarios and show that PCL can be interpreted as generalizing both actor-critic and Q-learning algorithms. We subsequently deepen the relationship by showing how a single model can be used to represent both a policy and the corresponding softmax state values, eliminating the need for a separate critic. The experimental evaluation demonstrates that PCL significantly outperforms strong actor-critic and Q-learning baselines across several benchmarks.
Transferring Agent Behaviors from Videos via Motion GANs
Edwards, Ashley D., Isbell, Charles L. Jr
A major bottleneck for developing general reinforcement learning agents is determining rewards that will yield desirable behaviors under various circumstances. We introduce a general mechanism for automatically specifying meaningful behaviors from raw pixels. In particular, we train a generative adversarial network to produce short sub-goals represented through motion templates. We demonstrate that this approach generates visually meaningful behaviors in unknown environments with novel agents and describe how these motions can be used to train reinforcement learning agents.