Reinforcement Learning
Deep Reinforcement Learning
In this tutorial I will discuss how reinforcement learning (RL) can be combined with deep learning (DL). There are several ways to combine DL and RL together, including value-based, policy-based, and model-based approaches with planning. Several of these approaches have well-known divergence issues, and I will present simple methods for addressing these instabilities. The talk will include a case study of recent successes in the Atari 2600 domain, where a single agent can learn to play many different games directly from raw pixel input.
Basics of Computational Reinforcement Learning
In machine learning, the problem of reinforcement learning is concerned with using experience gained through interacting with the world and evaluative feedback to improve a system's ability to make behavioral decisions. This tutorial will introduce the fundamental concepts and vocabulary that underlie this field of study. It will also review recent advances in the theory and practice of reinforcement learning, including developments in fundamental technical areas such as generalization, planning, exploration and empirical methodology.
spragunr/deep_q_rl
This code should take 2-4 days to complete. The run_nature.py script uses parameters consistent with the Nature paper. The final policies should be better, but it will take 6-10 days to finish training. Either script will store output files in a folder prefixed with the name of the ROM. Pickled version of the network objects are stored after every epoch.
Using reinforcement learning in Python to teach a virtual car to avoid obstacles
I'd like to build a self-driving, self-learning RC car that can move around my apartment at top speed without running into anything--especially my cats. But before busting out the soldering iron and scaring the crap out of Echo and Bear, I figured it best to start in a virtual environment. I've learned a lot going from "what's reinforcement learning?" to watching my Robocar skillfully traverse the environment, so I decided to share those learnings with the world. Update, Feb 24, 2016: Part 2 is now available. Update, March 7, 2016: Part 3 is now available.
Guest Post (Part I): Demystifying Deep Reinforcement Learning - Nervana
Two years ago, a small company in London called DeepMind uploaded their pioneering paper "Playing Atari with Deep Reinforcement Learning" to Arxiv. In this paper they demonstrated how a computer learned to play Atari 2600 video games by observing just the screen pixels and receiving a reward when the game score increased. The result was remarkable, because the games and the goals in every game were very different and designed to be challenging for humans. The same model architecture, without any change, was used to learn seven different games, and in three of them the algorithm performed even better than a human! It has been hailed since then as the first step towards general artificial intelligence โ an AI that can survive in a variety of environments, instead of being confined to strict realms such as playing chess. No wonder DeepMind was immediately bought by Google and has been on the forefront of deep learning research ever since.
An Adaptive Mediating Agent for Teleconferences
Rajan, Rahul (Carnegie Mellon University) | Selker, Ted (University of California, Berkeley)
Conference calls represent a natural but limited communication channel between people. Lack of visual contact and limited bandwidth impoverish social cues people typically use to moderate their behavior. This paper presents a system capable of providing timely aural feedback enabling meeting participants to check themselves. The system is able to sense and recognize problems, reason about them, and make decisions on how and when to provide feedback based on an interaction policy. While a hand-crafted policy based on expert insight can be used, it is non-optimal and can be brittle. Instead, we use reinforcement learning to build a system that can adapt to users by interacting with them. To evaluate the system, we first conduct a user study and demonstrate its utility in getting meeting participants to contribute more equally. We then validate the adaptive feedback policy by demonstrating the agent's ability to adapt its action choices to different types of users.
Towards Interpretable Explanations for Transfer Learning in Sequential Tasks
Ramakrishnan, Ramya (Massachusetts Institute of Technology) | Shah, Julie ( Massachusetts Institute of Technology )
People increasingly rely on machine learning (ML) to make intelligent decisions. However, the ML results are often difficult to interpret and the algorithms do not support interaction to solicit clarification or explanation. In this paper, we highlight an emerging research area of interpretable explanations for transfer learning in sequential tasks, in which an agent must explain how it learns a new task given prior, common knowledge. The goal is to enhance a user's ability to trust and use the system output and to enable iterative feedback for improving the system. We review prior work in probabilistic systems, sequential decision-making, interpretable explanations, transfer learning, and interactive machine learning, and identify an intersection that deserves further research focus. We believe that developing adaptive, transparent learning models will build the foundation for better human-machine systems in applications for elder care, education, and health care.
Effective Transfer via Demonstrations in Reinforcement Learning: A Preliminary Study
Wang, Zhaodong (Washington State University) | Taylor, Matthew (Washington State University)
There are many successful methods for transferring information from one agent to another. One approach, taken in this work, is to have one (source) agent demonstrate a policy to a second (target) agent, and then have that second agent improve upon the policy. By allowing the target agent to observe the source agent's demonstrations, rather than relying on other types of direct knowledge transfer like Q-values, rules, or shared representations, we remove the need for the agents to know anything about each other's internal representation or have a shared language. In this work, we introduce a refinement to HAT, an existing transfer learning method, by integrating the target agent's confidence in its representation of the source agent's policy. Results show that a target agent can effectively 1) improve its initial performance relative to learning without transfer (jumpstart) and 2) improve its performance relative to the source agent (total reward). Furthermore, both the jumpstart and total reward are improved with this new refinement, relative to learning without transfer and relative to learning with HAT.
Exploratory Gradient Boosting for Reinforcement Learning in Complex Domains
Abel, David, Agarwal, Alekh, Diaz, Fernando, Krishnamurthy, Akshay, Schapire, Robert E.
High-dimensional observations and complex real-world dynamics present major challenges in reinforcement learning for both function approximation and exploration. We address both of these challenges with two complementary techniques: First, we develop a gradient-boosting style, non-parametric function approximator for learning on $Q$-function residuals. And second, we propose an exploration strategy inspired by the principles of state abstraction and information acquisition under uncertainty. We demonstrate the empirical effectiveness of these techniques, first, as a preliminary check, on two standard tasks (Blackjack and $n$-Chain), and then on two much larger and more realistic tasks with high-dimensional observation spaces. Specifically, we introduce two benchmarks built within the game Minecraft where the observations are pixel arrays of the agent's visual field. A combination of our two algorithmic techniques performs competitively on the standard reinforcement-learning tasks while consistently and substantially outperforming baselines on the two tasks with high-dimensional observation spaces. The new function approximator, exploration strategy, and evaluation benchmarks are each of independent interest in the pursuit of reinforcement-learning methods that scale to real-world domains.
Differentially Private Policy Evaluation
Balle, Borja, Gomrokchi, Maziar, Precup, Doina
Learning how to make decisions under uncertainty is becoming paramount in many practical applications, such as medical treatment design, energy management, adaptive user interfaces, recommender systems etc. Reinforcement learning [Sutton and Barto, 1998] provides a variety of algorithms capable of handling such tasks. However, in many practical applications, aside from obtaining good predictive performance, one might also require that the data used to learn the predictor be kept confidential. This is especially true in medical applications, where patient confidentiality is very important, and in other applications which are user-centric (such as recommender systems). Differential privacy (DP) [Dwork, 2006] is a very active research area, originating from cryptography, but which has now been embraced by the machine learning community. DP is a formal model of privacy used to design mechanisms that reduce the amount of information leaked by the result of queries to a database containing sensitive information about multiple users [Dwork, 2006].