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 Reinforcement Learning


Active Imitation Learning via Reduction to I.I.D. Active Learning

arXiv.org Machine Learning

In standard passive imitation learning, the goal is to learn a target policy by passively observing full execution trajectories of it. Unfortunately, generating such trajectories can require substantial expert effort and be impractical in some cases. In this paper, we consider active imitation learning with the goal of reducing this effort by querying the expert about the desired action at individual states, which are selected based on answers to past queries and the learner's interactions with an environment simulator. We introduce a new approach based on reducing active imitation learning to i.i.d. active learning, which can leverage progress in the i.i.d. setting. Our first contribution, is to analyze reductions for both non-stationary and stationary policies, showing that the label complexity (number of queries) of active imitation learning can be substantially less than passive learning. Our second contribution, is to introduce a practical algorithm inspired by the reductions, which is shown to be highly effective in four test domains compared to a number of alternatives.


CLASSQ-L: A Q-Learning Algorithm for Adversarial Real-Time Strategy Games

AAAI Conferences

We present CLASS Q-L (for: class Q-learning) an application of the Q-learning reinforcement learning algorithm to play complete Wargus games. Wargus is a real-time strategy game where players control armies consisting of units of different classes (e.g., archers, knights). CLASS Q-L uses a single table for each class  of unit so that each unit is controlled and updates its class’ Q-table. This enables rapid learning as in Wargus there are many units of the same class. We present initial results of CLASS Q-L against a variety of opponents.


Optimistic Agents are Asymptotically Optimal

arXiv.org Artificial Intelligence

We use optimism to introduce generic asymptotically optimal reinforcement learning agents. They achieve, with an arbitrary finite or compact class of environments, asymptotically optimal behavior. Furthermore, in the finite deterministic case we provide finite error bounds.


Hybrid systems modeling for gas transmission network

arXiv.org Artificial Intelligence

Gas Transmission Networks are large-scale complex systems, and corresponding design and control problems are challenging. In this paper, we consider the problem of control and management of these systems in crisis situations. We present these networks by a hybrid systems framework that provides required analysis models. Further, we discuss decision-making using computational discrete and hybrid optimization methods. In particular, several reinforcement learning methods are employed to explore decision space and achieve the best policy in a specific crisis situation. Simulations are presented to illustrate the efficiency of the method.


Bellman Error Based Feature Generation using Random Projections on Sparse Spaces

arXiv.org Machine Learning

We address the problem of automatic generation of features for value function approximation. Bellman Error Basis Functions (BEBFs) have been shown to improve the error of policy evaluation with function approximation, with a convergence rate similar to that of value iteration. We propose a simple, fast and robust algorithm based on random projections to generate BEBFs for sparse feature spaces. We provide a finite sample analysis of the proposed method, and prove that projections logarithmic in the dimension of the original space are enough to guarantee contraction in the error. Empirical results demonstrate the strength of this method.


Learning to Interpret Natural Language Instructions

AAAI Conferences

We address the problem of training an artificial agent to follow verbal commands using a set of instructions paired with demonstration traces of appropriate behavior. From this data, a mapping from instructions to tasks is learned, enabling the agent to carry out new instructions in novel environments. Our system consists of three components: semantic parsing (SP), inverse reinforcement learning (IRL), and task abstraction (TA). SP parses sentences into logical form representations, but when learning begins, the domain/task specific meanings of these representations are unknown. IRL takes demonstration traces and determines the likely reward functions that gave rise to these traces, defined over a set of provided features. TA combines results from SP and IRL over a set of training instances to create abstract goal definitions of tasks. TA also provides SP domain specific meanings for its logical forms and provides IRL the set of task-relevant features.


Scalable Inverse Reinforcement Learning via Instructed Feature Construction

AAAI Conferences

Inverse reinforcement learning (IRL) techniques (Ng and Russell, 2000) provide a foundation for detecting abnormal agent behavior and predicting agent intent through estimating its reward function. Unfortunately, IRL algorithms suffer from the large dimensionality of the reward function space. Meanwhile, most applications that can benefit from an IRL-based approach to assessing agent intent, involve interaction with an analyst or domain expert. This paper proposes a procedure for scaling up IRL by eliciting good IRL basis functions from the domain expert. Further, we propose a new paradigm for modeling limited rationality. Unlike traditional models of limited rationality that assume an agent making stochastic choices with the value function being treated as if it is known, we propose that observed irrational behavior is actually due to uncertainty about the cost of future actions. This treatment normally leads to a POMDP formulation which is unnecessarily complicated, and we show that adding a simple noise term to the value function approximation accomplishes the same at a much smaller cost.


Algorithmic and Human Teaching of Sequential Decision Tasks

AAAI Conferences

A helpful teacher can significantly improve the learning rate of a learning agent. Teaching algorithms have been formally studied within the field of Algorithmic Teaching. These give important insights into how a teacher can select the most informative examples while teachinga new concept. However the field has so far focused purely on classification tasks. In this paper we introducea novel method for optimally teaching sequential decision tasks. We present an algorithm that automatically selects the set of most informative demonstrations andevaluate it on several navigation tasks. Next, we explore the idea of using this algorithm to produce instructions for humans on how to choose examples when teaching sequential decision tasks. We present a user study that demonstrates the utility of such instructions.


Adaptive Step-Size for Online Temporal Difference Learning

AAAI Conferences

The step-size, often denoted as α, is a key parameter for most incremental learning algorithms. Its importance is especially pronounced when performing online temporal difference (TD) learning with function approximation. Several methods have been developed to adapt the step-size online. These range from straightforward back-off strategies to adaptive algorithms based on gradient descent. We derive an adaptive upper bound on the step-size parameter to guarantee that online TD learning with linear function approximation will not diverge. We then empirically evaluate algorithms using this upper bound as a heuristic for adapting the step-size parameter online. We compare performance with related work including HL(λ) and Autostep. Our results show that this adaptive upper bound heuristic out-performs all existing methods without requiring any meta-parameters. This effectively eliminates the need to tune the learning rate of temporal difference learning with linear function approximation.


Competing with Humans at Fantasy Football: Team Formation in Large Partially-Observable Domains

AAAI Conferences

We present the first real-world benchmark for sequentially-optimal team formation, working within the framework of a class of online football prediction games known as Fantasy Football. We model the problem as a Bayesian reinforcement learning one, where the action space is exponential in the number of players and where the decision maker's beliefs are over multiple characteristics of each footballer. We then exploit domain knowledge to construct computationally tractable solution techniques in order to build a competitive automated Fantasy Football manager. Thus, we are able to establish the baseline performance in this domain, even without complete information on footballers' performances (accessible to human managers), showing that our agent is able to rank at around the top percentile when pitched against 2.5M human players.