Goto

Collaborating Authors

 Reinforcement Learning



Project Malmo: Enabling AI technology that can collaborate with humans - Microsoft Research

#artificialintelligence

Project Malmo, a platform that uses the world of Minecraft as a testing ground for advanced artificial intelligence research and innovation, is available for novice to experienced programmers on GitHub via an open-source license. The system is primarily designed to help researchers develop sophisticated AI that can do things like learn, converse, make decisions and complete complex tasks. It supports research on a range of methods such as reinforcement learning, deep learning and symbolic AI, allowing researchers to compare and integrate different approaches to advance AI understanding, reasoning, learning and communications. Project Malmo is available at aka.ms/github-malmo


Transfer Learning Across Patient Variations with Hidden Parameter Markov Decision Processes

arXiv.org Machine Learning

Due to physiological variation, patients diagnosed with the same condition may exhibit divergent, but related, responses to the same treatments. Hidden Parameter Markov Decision Processes (HiP-MDPs) tackle this transfer-learning problem by embedding these tasks into a low-dimensional space. However, the original formulation of HiP-MDP had a critical flaw: the embedding uncertainty was modelled independently of the agent's state uncertainty, requiring an unnatural training procedure in which all tasks visited every part of the state space--possible for robots that can be moved to a particular location, impossible for human patients. We update the HiP-MDP framework and extend it to more robustly develop personalized medicine strategies for HIV treatment.


Playing Doom with SLAM-Augmented Deep Reinforcement Learning

arXiv.org Machine Learning

A number of recent approaches to policy learning in 2D game domains have been successful going directly from raw input images to actions. However when employed in complex 3D environments, they typically suffer from challenges related to partial observability, combinatorial exploration spaces, path planning, and a scarcity of rewarding scenarios. Inspired from prior work in human cognition that indicates how humans employ a variety of semantic concepts and abstractions (object categories, localisation, etc.) to reason about the world, we build an agent-model that incorporates such abstractions into its policy-learning framework. We augment the raw image input to a Deep Q-Learning Network (DQN), by adding details of objects and structural elements encountered, along with the agent's localisation. The different components are automatically extracted and composed into a topological representation using on-the-fly object detection and 3D-scene reconstruction. We evaluate the efficacy of our approach in "Doom", a 3D first-person combat game that exhibits a number of challenges discussed, and show that our augmented framework consistently learns better, more effective policies.


Contextual Decision Processes with Low Bellman Rank are PAC-Learnable

arXiv.org Machine Learning

We introduce a new model called contextual decision processes, that unifies and generalizes most prior settings. Our first contribution is a complexity measure, the Bellman rank, that we show enables tractable learning of near-optimal behavior in these processes and is naturally small for many well-studied reinforcement learning settings. Our second contribution is a new reinforcement learning algorithm that engages in systematic exploration to learn contextual decision processes with low Bellman rank. Our algorithm provably learns near-optimal behavior with a number of samples that is polynomial in all relevant parameters but independent of the number of unique observations. The approach uses Bellman error minimization with optimistic exploration and provides new insights into efficient exploration for reinforcement learning with function approximation.


A Deep Hierarchical Approach to Lifelong Learning in Minecraft

arXiv.org Artificial Intelligence

We propose a lifelong learning system that has the ability to reuse and transfer knowledge from one task to another while efficiently retaining the previously learned knowledgebase. Knowledge is transferred by learning reusable skills to solve tasks in Minecraft, a popular video game which is an unsolved and high-dimensional lifelong learning problem. These reusable skills, which we refer to as Deep Skill Networks, are then incorporated into our novel Hierarchical Deep Reinforcement Learning Network (H-DRLN) architecture using two techniques: (1) a deep skill array and (2) skill distillation, our novel variation of policy distillation (Rusu et al. 2015) for learning skills. Skill distillation enables the H-DRLN to efficiently retain knowledge and therefore scale in lifelong learning, by accumulating knowledge and encapsulating multiple reusable skills into a single distilled network. The H-DRLN exhibits superior performance and lower learning sample complexity compared to the regular Deep Q Network (Mnih et al. 2015) in sub-domains of Minecraft.


dennybritz/reinforcement-learning

#artificialintelligence

In addition to exercises and solution, each folder also contains a list of learning goals, a brief concept summary, and links to the relevant readings. All code is written in Python 3 and uses RL environments from OpenAI Gym. Advanced techniques use Tensorflow for neural network implementations.


Exploration for Multi-task Reinforcement Learning with Deep Generative Models

arXiv.org Machine Learning

Exploration in multi-task reinforcement learning is critical in training agents to deduce the underlying MDP. Many of the existing exploration frameworks such as $E^3$, $R_{max}$, Thompson sampling assume a single stationary MDP and are not suitable for system identification in the multi-task setting. We present a novel method to facilitate exploration in multi-task reinforcement learning using deep generative models. We supplement our method with a low dimensional energy model to learn the underlying MDP distribution and provide a resilient and adaptive exploration signal to the agent. We evaluate our method on a new set of environments and provide intuitive interpretation of our results.


Reinforcement Learning and AI

@machinelearnbot

If you poled a group of data scientist just a few years back about how many machine learning problem types there are you would almost certainly have gotten a binary response: problem types were clearly divided into supervised and unsupervised. Supervised: You've got labeled data (clearly defined examples). Unsupervised: You've got data but it's not labeled. See if there's a structure in there. Supervised: You've got labeled data (clearly defined examples).


Deep Reinforcement Learning for Multi-Domain Dialogue Systems

arXiv.org Artificial Intelligence

Standard deep reinforcement learning methods such as Deep Q-Networks (DQN) for multiple tasks (domains) face scalability problems. We propose a method for multi-domain dialogue policy learning---termed NDQN, and apply it to an information-seeking spoken dialogue system in the domains of restaurants and hotels. Experimental results comparing DQN (baseline) versus NDQN (proposed) using simulations report that our proposed method exhibits better scalability and is promising for optimising the behaviour of multi-domain dialogue systems.