Reinforcement Learning
Efficient Probabilistic Performance Bounds for Inverse Reinforcement Learning
Brown, Daniel S., Niekum, Scott
In the field of reinforcement learning there has been recent progress towards safety and high-confidence bounds on policy performance. However, to our knowledge, no practical methods exist for determining high-confidence policy performance bounds in the inverse reinforcement learning setting---where the true reward function is unknown and only samples of expert behavior are given. We propose a sampling method based on Bayesian inverse reinforcement learning that uses demonstrations to determine practical high-confidence upper bounds on the $\alpha$-worst-case difference in expected return between any evaluation policy and the optimal policy under the expert's unknown reward function. We evaluate our proposed bound on both a standard grid navigation task and a simulated driving task and achieve tighter and more accurate bounds than a feature count-based baseline. We also give examples of how our proposed bound can be utilized to perform risk-aware policy selection and risk-aware policy improvement. Because our proposed bound requires several orders of magnitude fewer demonstrations than existing high-confidence bounds, it is the first practical method that allows agents that learn from demonstration to express confidence in the quality of their learned policy.
Inverse Risk-Sensitive Reinforcement Learning
Ratliff, Lillian J., Mazumdar, Eric
HE modeling and learning of human decision-making behavior is increasingly becoming important as critical systems begin to rely more on automation and artificial intelligence. Yet, in this task we face a number of challenges, not least of which is the fact that humans are known to behave in ways that are not completely rational. There is mounting evidence to support the fact that humans often use reference points--e.g., the status quo or former experiences or recent expectaions about the future that are otherwise perceived to be related to the decision the human is making [1], [2]. It has also been observed that their decisions are impacted by their perception of the external world (exogenous factors) and their present state of mind (endogenous factors) as well as how the decision is framed or presented [3]. The success of descriptive behavioral models in capturing human behavior has long been touted by the psychology community and, more recently, by the economics community. In the engineering context, humans have largely been modeled, under rationality assumptions, from the so-called normative point of view where things are modeled as they ought to be, which is counter to a descriptive as is point of view. However, risk-sensitivity in the context of learning to control stochastic dynamical systems (see, e.g., [4], [5]) has been fairly extensively explored in engineering. Many of these approaches are targeted at mitigating risks due to uncertainties in controlling a system such as a plant or robot where risk-aversion is captured by leveraging techniques such as exponential utility functions or minimizing mean-variance criteria. Complex risk-sensitive behavior arising from human interaction with automation is only recently coming into focus.
Classification with Costly Features using Deep Reinforcement Learning
Janisch, Jaromรญr, Pevnรฝ, Tomรกลก, Lisรฝ, Viliam
We study a classification problem where each feature can be acquired for a cost and the goal is to optimize the trade-off between classification precision and the total feature cost. We frame the problem as a sequential decision-making problem, where we classify one sample in each episode. At each step, an agent can use values of acquired features to decide whether to purchase another one or whether to classify the sample. We use vanilla Double Deep Q-learning, a standard reinforcement learning technique, to find a classification policy. We show that this generic approach outperforms Adapt-Gbrt, currently the best-performing algorithm developed specifically for classification with costly features.
Teaching a Machine to Read Maps with Deep Reinforcement Learning
Brunner, Gino, Richter, Oliver, Wang, Yuyi, Wattenhofer, Roger
The ability to use a 2D map to navigate a complex 3D environment is quite remarkable, and even difficult for many humans. Localization and navigation is also an important problem in domains such as robotics, and has recently become a focus of the deep reinforcement learning community. In this paper we teach a reinforcement learning agent to read a map in order to find the shortest way out of a random maze it has never seen before. Our system combines several state-of-the-art methods such as A3C and incorporates novel elements such as a recurrent localization cell. Our agent learns to localize itself based on 3D first person images and an approximate orientation angle. The agent generalizes well to bigger mazes, showing that it learned useful localization and navigation capabilities.
Under the Hood with Reinforcement Learning โ Understanding Basic RL Models
Summary: Reinforcement Learning (RL) is likely to be the next big push in artificial intelligence. But the concept of modeling in RL is very different from our statistical techniques and deep learning. In this two part series we'll take a look at the basics of RL models, how they're built and used. In the next part, we'll address some of the complexities that make development a challenge. Now that we have pretty much conquered speech, text, and image processing with deep neural nets, it's time to turn our attention to what comes next. It's likely that the next most important area of development for AI will be reinforcement learning (RL).
Playing the Beer Game Using Reinforcement Learning
The beer game is a widely used in-class game that is played in supply chain management classes to demonstrate a phenomenon known as the bullwhip effect. The game consists of a serial supply chain network with four players--a retailer, a wholesaler, a distributor, and a manufacturer. In each period of the game, the retailer experiences a random demand from customers. Then the four players each decide how much inventory of "beer" to order. The retailer orders from the wholesaler, the wholesaler orders from the distributor, the distributor from the manufacturer, and the manufacturer orders from an external supplier that is not a player in the game.
Deep Reinforcement Learning Models: Tips & Tricks for Writing Reward Functions
In this post, I'm going to cover tricks and best practices for how to write the most effective reward functions for reinforcement learning models. If you're unfamiliar with deep reinforcement learning, you can learn more about it here before jumping into the post below. Crafting reward functions for reinforcement learning models is not easy. It's not easy for the same reason that crafting incentive plans for employees is not easy. We get things affectionately known as the cobra effect.
[D] What are you currently 'stuck' on right now / these days? โข r/MachineLearning
Currently I'm searching for a Reinforcement Learning toolkit for autonomous driving to test the influence of several safety aspects during learning as a reward function. So far I have tested OpenAI Gym with the "Neon racer" environment, which does not provide those information. Are there any other toolkits you would suggest me for this purpose?
Object Manipulation Learning by Imitation
We aim to enable robot to learn object manipulation by imitation. Given external observations of demonstrations on object manipulations, we believe that two underlying problems to address in learning by imitation is 1) segment a given demonstration into skills that can be individually learned and reused, and 2) formulate the correct RL (Reinforcement Learning) problem that only considers the relevant aspects of each skill so that the policy for each skill can be effectively learned. Previous works made certain progress in this direction, but none has taken private information into account. The public information is the information that is available in the external observations of demonstration, and the private information is the information that are only available to the agent that executes the actions, such as tactile sensations. Our contribution is that we provide a method for the robot to automatically segment the demonstration of object manipulations into multiple skills, and formulate the correct RL problem for each skill, and automatically decide whether the private information is an important aspect of each skill based on interaction with the world. Our experiment shows that our robot learns to pick up a block, and stack it onto another block by imitating an observed demonstration. The evaluation is based on 1) whether the demonstration is reasonably segmented, 2) whether the correct RL problems are formulated, 3) and whether a good policy is learned.
Lecture 14 Deep Reinforcement Learning
In Lecture 14 we move from supervised learning to reinforcement learning (RL), in which an agent must learn to interact with an environment in order to maximize its reward. We discuss different algorithms for reinforcement learning including Q-Learning, policy gradients, and Actor-Critic. We show how deep reinforcement learning has been used to play Atari games and to achieve super-human Go performance in AlphaGo. Core to many of these applications are visual recognition tasks such as image classification, localization and detection. Recent developments in neural network (aka "deep learning") approaches have greatly advanced the performance of these state-of-the-art visual recognition systems.