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 Maximum Entropy


Unsupervised Discovery of Inertial-Fusion Plasma Physics using Differentiable Kinetic Simulations and a Maximum Entropy Loss Function

arXiv.org Artificial Intelligence

Plasma supports collective modes and particle-wave interactions that leads to complex behavior in inertial fusion energy applications. While plasma can sometimes be modeled as a charged fluid, a kinetic description is useful towards the study of nonlinear effects in the higher dimensional momentum-position phase-space that describes the full complexity of plasma dynamics. We create a differentiable solver for the plasma kinetics 3D partial-differential-equation and introduce a domain-specific objective function. Using this framework, we perform gradient-based optimization of neural networks that provide forcing function parameters to the differentiable solver given a set of initial conditions. We apply this to an inertial-fusion relevant configuration and find that the optimization process exploits a novel physical effect that has previously remained undiscovered.


Maximum Entropy Population Based Training for Zero-Shot Human-AI Coordination

arXiv.org Artificial Intelligence

An AI agent should be able to coordinate with humans to solve tasks. We consider the problem of training a Reinforcement Learning (RL) agent without using any human data, i.e., in a zero-shot setting, to make it capable of collaborating with humans. Standard RL agents learn through self-play. Unfortunately, these agents only know how to collaborate with themselves and normally do not perform well with unseen partners, such as humans. The methodology of how to train a robust agent in a zero-shot fashion is still subject to research. Motivated from the maximum entropy RL, we derive a centralized population entropy objective to facilitate learning of a diverse population of agents, which is later used to train a robust agent to collaborate with unseen partners. The proposed method shows its effectiveness compared to baseline methods, including self-play PPO, the standard Population-Based Training (PBT), and trajectory diversity-based PBT, in the popular Overcooked game environment. We also conduct online experiments with real humans and further demonstrate the efficacy of the method in the real world. A supplementary video showing experimental results is available at https://youtu.be/Xh-FKD0AAKE.


Maximum Entropy Model-based Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning have demonstrated its ability to solve hard agent-environment interaction tasks on a super-human level. However, the application of reinforcement learning methods to practical and real-world tasks is currently limited due to most RL state-of-art algorithms' sample inefficiency, i.e., the need for a vast number of training episodes. For example, OpenAI Five algorithm that has beaten human players in Dota 2 has trained for thousands of years of game time. Several approaches exist that tackle the issue of sample inefficiency, that either offers a more efficient usage of already gathered experience or aim to gain a more relevant and diverse experience via a better exploration of an environment. However, to our knowledge, no such approach exists for model-based algorithms, that showed their high sample efficiency in solving hard control tasks with high-dimensional state space. This work connects exploration techniques and model-based reinforcement learning. We have designed a novel exploration method that takes into account features of the model-based approach. We also demonstrate through experiments that our method significantly improves the performance of the model-based algorithm Dreamer.


Homotopy Based Reinforcement Learning with Maximum Entropy for Autonomous Air Combat

arXiv.org Artificial Intelligence

The Intelligent decision of the unmanned combat aerial vehicle (UCAV) has long been a challenging problem. The conventional search method can hardly satisfy the real-time demand during high dynamics air combat scenarios. The reinforcement learning (RL) method can significantly shorten the decision time via using neural networks. However, the sparse reward problem limits its convergence speed and the artificial prior experience reward can easily deviate its optimal convergent direction of the original task, which raises great difficulties for the RL air combat application. In this paper, we propose a homotopy-based soft actor-critic method (HSAC) which focuses on addressing these problems via following the homotopy path between the original task with sparse reward and the auxiliary task with artificial prior experience reward. The convergence and the feasibility of this method are also proved in this paper. To confirm our method feasibly, we construct a detailed 3D air combat simulation environment for the RL-based methods training firstly, and we implement our method in both the attack horizontal flight UCAV task and the self-play confrontation task. Experimental results show that our method performs better than the methods only utilizing the sparse reward or the artificial prior experience reward. The agent trained by our method can reach more than 98.3% win rate in the attack horizontal flight UCAV task and average 67.4% win rate when confronted with the agents trained by the other two methods.


Count-Based Temperature Scheduling for Maximum Entropy Reinforcement Learning

arXiv.org Artificial Intelligence

Maximum Entropy Reinforcement Learning (MaxEnt RL) algorithms such as Soft Q-Learning (SQL) and Soft Actor-Critic trade off reward and policy entropy, which has the potential to improve training stability and robustness. Most MaxEnt RL methods, however, use a constant tradeoff coefficient (temperature), contrary to the intuition that the temperature should be high early in training to avoid overfitting to noisy value estimates and decrease later in training as we increasingly trust high value estimates to truly lead to good rewards. Moreover, our confidence in value estimates is state-dependent, increasing every time we use more evidence to update an estimate. In this paper, we present a simple state-based temperature scheduling approach, and instantiate it for SQL as Count-Based Soft Q-Learning (CBSQL). We evaluate our approach on a toy domain as well as in several Atari 2600 domains and show promising results.


Bid Optimization using Maximum Entropy Reinforcement Learning

arXiv.org Artificial Intelligence

Real-time bidding (RTB) has become a critical way of online advertising. In RTB, an advertiser can participate in bidding ad impressions to display its advertisements. The advertiser determines every impression's bidding price according to its bidding strategy. Therefore, a good bidding strategy can help advertisers improve cost efficiency. This paper focuses on optimizing a single advertiser's bidding strategy using reinforcement learning (RL) in RTB. Unfortunately, it is challenging to optimize the bidding strategy through RL at the granularity of impression due to the highly dynamic nature of the RTB environment. In this paper, we first utilize a widely accepted linear bidding function to compute every impression's base price and optimize it by a mutable adjustment factor derived from the RTB auction environment, to avoid optimizing every impression's bidding price directly. Specifically, we use the maximum entropy RL algorithm (Soft Actor-Critic) to optimize the adjustment factor generation policy at the impression-grained level. Finally, the empirical study on a public dataset demonstrates that the proposed bidding strategy has superior performance compared with the baselines.


Maximum Entropy Dueling Network Architecture

arXiv.org Artificial Intelligence

In recent years, there have been many deep structures for Reinforcement Learning, mainly for value function estimation and representations. These methods achieved great success in Atari 2600 domain. In this paper, we propose an improved architecture based upon Dueling Networks, in this architecture, there are two separate estimators, one approximate the state value function and the other, state advantage function. This improvement based on Maximum Entropy, shows better policy evaluation compared to the original network and other value-based architectures in Atari domain.


Maximum Entropy Weighted Independent Set Pooling for Graph Neural Networks

arXiv.org Artificial Intelligence

In this paper, we propose a novel pooling layer for graph neural networks based on maximizing the mutual information between the pooled graph and the input graph. Since the maximum mutual information is difficult to compute, we employ the Shannon capacity of a graph as an inductive bias to our pooling method. More precisely, we show that the input graph to the pooling layer can be viewed as a representation of a noisy communication channel. For such a channel, sending the symbols belonging to an independent set of the graph yields a reliable and error-free transmission of information. We show that reaching the maximum mutual information is equivalent to finding a maximum weight independent set of the graph where the weights convey entropy contents. Through this communication theoretic standpoint, we provide a distinct perspective for posing the problem of graph pooling as maximizing the information transmission rate across a noisy communication channel, implemented by a graph neural network. We evaluate our method, referred to as Maximum Entropy Weighted Independent Set Pooling (MEWISPool), on graph classification tasks and the combinatorial optimization problem of the maximum independent set. Empirical results demonstrate that our method achieves the state-of-the-art and competitive results on graph classification tasks and the maximum independent set problem in several benchmark datasets.


Closed-Form Analytical Results for Maximum Entropy Reinforcement Learning

arXiv.org Machine Learning

We introduce a mapping between Maximum Entropy Reinforcement Learning (MaxEnt RL) and Markovian processes conditioned on rare events. In the long time limit, this mapping allows us to derive analytical expressions for the optimal policy, dynamics and initial state distributions for the general case of stochastic dynamics in MaxEnt RL. We find that soft-$\mathcal{Q}$ functions in MaxEnt RL can be obtained from the Perron-Frobenius eigenvalue and the corresponding left eigenvector of a regular, non-negative matrix derived from the underlying Markov Decision Process (MDP). The results derived lead to novel algorithms for model-based and model-free MaxEnt RL, which we validate by numerical simulations. The mapping established in this work opens further avenues for the application of novel analytical and computational approaches to problems in MaxEnt RL. We make our code available at: https://github.com/argearriojas/maxent-rl-mdp-scripts


Maximum entropy RL (provably) solves some robust RL problems

AIHub

Nearly all real-world applications of reinforcement learning involve some degree of shift between the training environment and the testing environment. However, prior work has observed that even small shifts in the environment cause most RL algorithms to perform markedly worse. As we aim to scale reinforcement learning algorithms and apply them in the real world, it is increasingly important to learn policies that are robust to changes in the environment. Broadly, prior approaches to handling distribution shift in RL aim to maximize performance in either the average case or the worst case. While these methods have been successfully applied to a number of areas (e.g., self-driving cars, robot locomotion and manipulation), their success rests critically on the design of the distribution of environments.