Reinforcement Learning
NeuroEvolution : Flappy Bird Machine Learning • /r/artificial
Definitely! Asynchronous Deep Reinforcement Learning has really set a new standard to Deep Reinforcement Learning. One of its most important features is that you train a "global" model asynchronously through several agents, which basically means that you can have anywhere in between 8-32 agents training and sharing a global model at the same time. It requires far less memory than e.g. Experience Replay and also allows the agent to potentially converge much faster as it explores a broader state space asynchronously.
VIME: Variational Information Maximizing Exploration
Houthooft, Rein, Chen, Xi, Chen, Xi, Duan, Yan, Schulman, John, Turck, Filip De, Abbeel, Pieter
Scalable and effective exploration remains a key challenge in reinforcement learning (RL). While there are methods with optimality guarantees in the setting of discrete state and action spaces, these methods cannot be applied in high-dimensional deep RL scenarios. As such, most contemporary RL relies on simple heuristics such as epsilon-greedy exploration or adding Gaussian noise to the controls. This paper introduces Variational Information Maximizing Exploration (VIME), an exploration strategy based on maximization of information gain about the agent's belief of environment dynamics. We propose a practical implementation, using variational inference in Bayesian neural networks which efficiently handles continuous state and action spaces. VIME modifies the MDP reward function, and can be applied with several different underlying RL algorithms. We demonstrate that VIME achieves significantly better performance compared to heuristic exploration methods across a variety of continuous control tasks and algorithms, including tasks with very sparse rewards.
Guided Policy Search via Approximate Mirror Descent
Montgomery, William H., Levine, Sergey
Guided policy search algorithms can be used to optimize complex nonlinear policies, such as deep neural networks, without directly computing policy gradients in the high-dimensional parameter space. Instead, these methods use supervised learning to train the policy to mimic a "teacher" algorithm, such as a trajectory optimizer or a trajectory-centric reinforcement learning method. Guided policy search methods provide asymptotic local convergence guarantees by construction, but it is not clear how much the policy improves within a small, finite number of iterations. We show that guided policy search algorithms can be interpreted as an approximate variant of mirror descent, where the projection onto the constraint manifold is not exact. We derive a new guided policy search algorithm that is simpler and provides appealing improvement and convergence guarantees in simplified convex and linear settings, and show that in the more general nonlinear setting, the error in the projection step can be bounded. We provide empirical results on several simulated robotic navigation and manipulation tasks that show that our method is stable and achieves similar or better performance when compared to prior guided policy search methods, with a simpler formulation and fewer hyperparameters.
Generative Adversarial Imitation Learning
Consider learning a policy from example expert behavior, without interaction with the expert or access to a reinforcement signal. One approach is to recover the expert's cost function with inverse reinforcement learning, then extract a policy from that cost function with reinforcement learning. This approach is indirect and can be slow. We propose a new general framework for directly extracting a policy from data as if it were obtained by reinforcement learning following inverse reinforcement learning. We show that a certain instantiation of our framework draws an analogy between imitation learning and generative adversarial networks, from which we derive a model-free imitation learning algorithm that obtains significant performance gains over existing model-free methods in imitating complex behaviors in large, high-dimensional environments.
Learning values across many orders of magnitude
Hasselt, Hado P. van, Guez, Arthur, Guez, Arthur, Hessel, Matteo, Mnih, Volodymyr, Silver, David
Most learning algorithms are not invariant to the scale of the signal that is being approximated. We propose to adaptively normalize the targets used in the learning updates. This is important in value-based reinforcement learning, where the magnitude of appropriate value approximations can change over time when we update the policy of behavior. Our main motivation is prior work on learning to play Atari games, where the rewards were clipped to a predetermined range. This clipping facilitates learning across many different games with a single learning algorithm, but a clipped reward function can result in qualitatively different behavior. Using adaptive normalization we can remove this domain-specific heuristic without diminishing overall performance.
Linear Feature Encoding for Reinforcement Learning
Song, Zhao, Parr, Ronald E., Liao, Xuejun, Carin, Lawrence
Feature construction is of vital importance in reinforcement learning, as the quality of a value function or policy is largely determined by the corresponding features. The recent successes of deep reinforcement learning (RL) only increase the importance of understanding feature construction. Typical deep RL approaches use a linear output layer, which means that deep RL can be interpreted as a feature construction/encoding network followed by linear value function approximation. This paper develops and evaluates a theory of linear feature encoding. We extend theoretical results on feature quality for linear value function approximation from the uncontrolled case to the controlled case. We then develop a supervised linear feature encoding method that is motivated by insights from linear value function approximation theory, as well as empirical successes from deep RL. The resulting encoder is a surprisingly effective method for linear value function approximation using raw images as inputs.
Deep Exploration via Bootstrapped DQN
Osband, Ian, Blundell, Charles, Pritzel, Alexander, Roy, Benjamin Van
Efficient exploration remains a major challenge for reinforcement learning (RL). Common dithering strategies for exploration, such as epsilon-greedy, do not carry out temporally-extended (or deep) exploration; this can lead to exponentially larger data requirements. However, most algorithms for statistically efficient RL are not computationally tractable in complex environments. Randomized value functions offer a promising approach to efficient exploration with generalization, but existing algorithms are not compatible with nonlinearly parameterized value functions. As a first step towards addressing such contexts we develop bootstrapped DQN. We demonstrate that bootstrapped DQN can combine deep exploration with deep neural networks for exponentially faster learning than any dithering strategy. In the Arcade Learning Environment bootstrapped DQN substantially improves learning speed and cumulative performance across most games.
Cooperative Inverse Reinforcement Learning
Hadfield-Menell, Dylan, Russell, Stuart J., Abbeel, Pieter, Dragan, Anca
For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial- information game with two agents, human and robot; both are rewarded according to the human’s reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.
Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation
Kulkarni, Tejas D., Narasimhan, Karthik, Saeedi, Ardavan, Tenenbaum, Josh
Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning. A top-level q-value function learns a policy over intrinsic goals, while a lower-level function learns a policy over atomic actions to satisfy the given goals. h-DQN allows for flexible goal specifications, such as functions over entities and relations. This provides an efficient space for exploration in complicated environments. We demonstrate the strength of our approach on two problems with very sparse and delayed feedback: (1) a complex discrete stochastic decision process with stochastic transitions, and (2) the classic ATARI game -- `Montezuma's Revenge'.
Strategic Attentive Writer for Learning Macro-Actions
Vezhnevets, Alexander, Mnih, Volodymyr, Osindero, Simon, Graves, Alex, Vinyals, Oriol, Agapiou, John, kavukcuoglu, koray
We present a novel deep recurrent neural network architecture that learns to build implicit plans in an end-to-end manner purely by interacting with an environment in reinforcement learning setting. The network builds an internal plan, which is continuously updated upon observation of the next input from the environment. It can also partition this internal representation into contiguous sub-sequences by learning for how long the plan can be committed to -- i.e. followed without replaning. Combining these properties, the proposed model, dubbed STRategic Attentive Writer (STRAW) can learn high-level, temporally abstracted macro-actions of varying lengths that are solely learnt from data without any prior information. These macro-actions enable both structured exploration and economic computation. We experimentally demonstrate that STRAW delivers strong improvements on several ATARI games by employing temporally extended planning strategies (e.g. Ms. Pacman and Frostbite). It is at the same time a general algorithm that can be applied on any sequence data. To that end, we also show that when trained on text prediction task, STRAW naturally predicts frequent n-grams (instead of macro-actions), demonstrating the generality of the approach.