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Direct Policy Gradients: Direct Optimization of Policies in Discrete Action Spaces

arXiv.org Artificial Intelligence

Direct optimization is an appealing approach to differentiating through discrete quantities. Rather than relying on REINFORCE or continuous relaxations of discrete structures, it uses optimization in discrete space to compute gradients through a discrete argmax operation. In this paper, we develop reinforcement learning algorithms that use direct optimization to compute gradients of the expected return in environments with discrete actions. We call the resulting algorithms "direct policy gradient" algorithms and investigate their properties, showing that there is a built-in variance reduction technique and that a parameter that was previously viewed as a numerical approximation can be interpreted as controlling risk sensitivity. We also tackle challenges in algorithm design, leveraging ideas from A$^\star$ Sampling to develop a practical algorithm. Empirically, we show that the algorithm performs well in illustrative domains, and that it can make use of domain knowledge about upper bounds on return-to-go to speed up training.


Meta-heuristic for non-homogeneous peak density spaces and implementation on 2 real-world parameter learning/tuning applications

arXiv.org Artificial Intelligence

Observer effect in physics (/psychology) regards bias in measurement (/perception) due to the interference of instrument (/knowledge). Based on these concepts, a new meta-heuristic algorithm is proposed for controlling memory usage per localities without pursuing Tabu-like cut-off approaches. In this paper, first, variations of observer effect are explained in different branches of science from physics to psychology. Then, a metaheuristic algorithm is proposed based on observer effect concepts and the used metrics are explained. The derived optimizer performance has been compared between 1st, non-homogeneous-peaks-density functions, and 2nd, homogeneous-peaks-density functions to verify the algorithm outperformance in the 1st scheme. Finally, performance analysis of the novel algorithms is derived using two real-world engineering applications in Electroencephalogram feature learning and Distributed Generator parameter tuning, each of which having nonlinearity and complex multi-modal peaks distributions as its characteristics. Also, the effect of version improvement has been assessed. The performance analysis among other optimizers in the same context suggests that the proposed algorithm is useful both solely and in hybrid Gradient Descent settings where problem's search space is nonhomogeneous in terms of local peaks density.


Curriculum Learning for Cumulative Return Maximization

arXiv.org Artificial Intelligence

Curriculum learning has been successfully used in reinforcement learning to accelerate the learning process, through knowledge transfer between tasks of increasing complexity. Critical tasks, in which suboptimal exploratory actions must be minimized, can benefit from curriculum learning, and its ability to shape exploration through transfer. We propose a task sequencing algorithm maximizing the cumulative return, that is, the return obtained by the agent across all the learning episodes. By maximizing the cumulative return, the agent not only aims at achieving high rewards as fast as possible, but also at doing so while limiting suboptimal actions. We experimentally compare our task sequencing algorithm to several popular metaheuristic algorithms for combinatorial optimization, and show that it achieves significantly better performance on the problem of cumulative return maximization. Furthermore, we validate our algorithm on a critical task, optimizing a home controller for a micro energy grid.


Neural Graph Evolution: Towards Efficient Automatic Robot Design

arXiv.org Machine Learning

Despite the recent successes in robotic locomotion control, the design of robot relies heavily on human engineering. Automatic robot design has been a long studied subject, but the recent progress has been slowed due to the large combinatorial search space and the difficulty in evaluating the found candidates. To address the two challenges, we formulate automatic robot design as a graph search problem and perform evolution search in graph space. We propose Neural Graph Evolution (NGE), which performs selection on current candidates and evolves new ones iteratively. Different from previous approaches, NGE uses graph neural networks to parameterize the control policies, which reduces evaluation cost on new candidates with the help of skill transfer from previously evaluated designs. In addition, NGE applies Graph Mutation with Uncertainty (GM-UC) by incorporating model uncertainty, which reduces the search space by balancing exploration and exploitation. We show that NGE significantly outperforms previous methods by an order of magnitude. As shown in experiments, NGE is the first algorithm that can automatically discover kinematically preferred robotic graph structures, such as a fish with two symmetrical flat side-fins and a tail, or a cheetah with athletic front and back legs. Instead of using thousands of cores for weeks, NGE efficiently solves searching problem within a day on a single 64 CPU-core Amazon EC2 machine.


General Video Game Rule Generation

arXiv.org Artificial Intelligence

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search-based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search-based generator generates remarkably diverse rulesets, but with an uneven quality.


Causal Discovery with Reinforcement Learning

arXiv.org Machine Learning

Discovering causal structure among a set of variables is a fundamental problem in many empirical sciences. Traditional score-based casual discovery methods rely on various local heuristics to search for a directly acyclic graph (DAG) according to a predefined score function. While these methods, e.g., greedy equivalence search (GES), may have attractive results with infinite samples and certain model assumptions, they are less satisfactory in practice due to finite data and possible violation of assumptions. Motivated by recent advances in neural combinatorial optimization, we propose to use reinforcement learning (RL) to search for the DAG with the best scoring. Our encoder-decoder model takes observable data as input and generates graph adjacency matrices that are used to compute corresponding rewards. The reward incorporates both the predefined score function and two penalty terms for enforcing acyclicity. In contrast with typical RL applications where the goal is to learn a policy, we use RL as a search strategy and our final output would be the graph, among all graphs generated during training, that achieves the best reward. We conduct experiments on both synthetic and real data, and show that the proposed approach not only has an improved search ability but also allows for a flexible score function under the acyclicity constraint.


Online Learning and Planning in Partially Observable Domains without Prior Knowledge

arXiv.org Artificial Intelligence

How an agent can act optimally in stochastic, partially observable domains is a challenge problem, the standard approach to address this issue is to learn the domain model firstly and then based on the learned model to find the (near) optimal policy. However, offline learning the model often needs to store the entire training data and cannot utilize the data generated in the planning phase. Furthermore, current research usually assumes the learned model is accurate or presupposes knowledge of the nature of the unobservable part of the world. In this paper, for systems with discrete settings, with the benefits of Predictive State Representations~(PSRs), a model-based planning approach is proposed where the learning and planning phases can both be executed online and no prior knowledge of the underlying system is required. Experimental results show compared to the state-of-the-art approaches, our algorithm achieved a high level of performance with no prior knowledge provided, along with theoretical advantages of PSRs. Source code is available at https://github.com/DMU-XMU/PSR-MCTS-Online.


Two-step Constructive Approaches for Dungeon Generation

arXiv.org Artificial Intelligence

This paper presents a two-step generative approach for creating While research on level generation focuses on level generators dungeons in the rogue-like puzzle game MiniDungeons 2. Generation based on stochastic search [14], constraint solving [11, 12], or machine is split into two steps, initially producing the architectural learning [13], level generation in published games is mostly layout of the level as its walls and floor tiles, and then furnishing it carried out via constructive algorithms. Unlike generate-and-test with game objects representing the player's start and goal position, processes, constructive generators do not evaluate and regenerate challenges and rewards. Three layout creators and three furnishers output; for example, cellular automata and grammars can be used are introduced in this paper, which can be combined in different for constructive generation, as well as more freeform approaches ways in the two-step generative process for producing diverse dungeons such as diggers [10]. Such generators are computationally lightweight levels. Layout creators generate the floors and walls of a level, since they do not evaluate their generated output. This while furnishers populate it with monsters, traps, and treasures.


Reinforcement Learning for Integer Programming: Learning to Cut

arXiv.org Machine Learning

Integer programming (IP) is a general optimization framework widely applicable to a variety of unstructured and structured problems arising in, e.g., scheduling, production planning, and graph optimization. As IP models many provably hard to solve problems, modern IP solvers rely on many heuristics. These heuristics are usually human-designed, and naturally prone to suboptimality. The goal of this work is to show that the performance of those solvers can be greatly enhanced using reinforcement learning (RL). In particular, we investigate a specific methodology for solving IPs, known as the Cutting Plane Method. This method is employed as a subroutine by all modern IP solvers. We present a deep RL formulation, network architecture, and algorithms for intelligent adaptive selection of cutting planes (aka cuts). Across a wide range of IP tasks, we show that the trained RL agent significantly outperforms human-designed heuristics, and effectively generalizes to 10X larger instances and across IP problem classes. The trained agent is also demonstrated to benefit the popular downstream application of cutting plane methods in Branch-and-Cut algorithm, which is the backbone of state-of-the-art commercial IP solvers.


SPoC: Search-based Pseudocode to Code

arXiv.org Machine Learning

We consider the task of mapping pseudocode to long programs that are functionally correct. Given test cases as a mechanism to validate programs, we search over the space of possible translations of the pseudocode to find a program that passes the validation. However, without proper credit assignment to localize the sources of program failures, it is difficult to guide search toward more promising programs. We propose to perform credit assignment based on signals from compilation errors, which constitute 88.7% of program failures. Concretely, we treat the translation of each pseudocode line as a discrete portion of the program, and whenever a synthesized program fails to compile, an error localization method tries to identify the portion of the program responsible for the failure. We then focus search over alternative translations of the pseudocode for those portions. For evaluation, we collected the SPoC dataset (Search-based Pseudocode to Code) containing 18,356 programs with human-authored pseudocode and test cases. Under a budget of 100 program compilations, performing search improves the synthesis success rate over using the top-one translation of the pseudocode from 25.6% to 44.7%.