behavior function
$\beta$-DQN: Improving Deep Q-Learning By Evolving the Behavior
Zhang, Hongming, Bai, Fengshuo, Xiao, Chenjun, Gao, Chao, Xu, Bo, Müller, Martin
While many sophisticated exploration methods have been proposed, their lack of generality and high computational cost often lead researchers to favor simpler methods like $\epsilon$-greedy. Motivated by this, we introduce $\beta$-DQN, a simple and efficient exploration method that augments the standard DQN with a behavior function $\beta$. This function estimates the probability that each action has been taken at each state. By leveraging $\beta$, we generate a population of diverse policies that balance exploration between state-action coverage and overestimation bias correction. An adaptive meta-controller is designed to select an effective policy for each episode, enabling flexible and explainable exploration. $\beta$-DQN is straightforward to implement and adds minimal computational overhead to the standard DQN. Experiments on both simple and challenging exploration domains show that $\beta$-DQN outperforms existing baseline methods across a wide range of tasks, providing an effective solution for improving exploration in deep reinforcement learning.
Upside-Down Reinforcement Learning for More Interpretable Optimal Control
Cardenas-Cartagena, Juan, Falzari, Massimiliano, Zullich, Marco, Sabatelli, Matthia
Model-Free Reinforcement Learning (RL) algorithms either learn how to map states to expected rewards or search for policies that can maximize a certain performance function. Model-Based algorithms instead, aim to learn an approximation of the underlying model of the RL environment and then use it in combination with planning algorithms. Upside-Down Reinforcement Learning (UDRL) is a novel learning paradigm that aims to learn how to predict actions from states and desired commands. This task is formulated as a Supervised Learning problem and has successfully been tackled by Neural Networks (NNs). In this paper, we investigate whether function approximation algorithms other than NNs can also be used within a UDRL framework. Our experiments, performed over several popular optimal control benchmarks, show that tree-based methods like Random Forests and Extremely Randomized Trees can perform just as well as NNs with the significant benefit of resulting in policies that are inherently more interpretable than NNs, therefore paving the way for more transparent, safe, and robust RL.
Data-Driven Response Regime Exploration and Identification for Dynamical Systems
Data-Driven Response Regime Exploration and Identification (DR$^2$EI) is a novel and fully data-driven method for identifying and classifying response regimes of a dynamical system without requiring human intervention. This approach is a valuable tool for exploring and discovering response regimes in complex dynamical systems, especially when the governing equations and the number of response regimes are unknown, and the system is expensive to sample. Additionally, the method is useful for order reduction, as it can be used to identify the most dominant response regimes of a given dynamical system. DR$^2$EI utilizes unsupervised learning algorithms to transform the system's response into an embedding space that facilitates regime classification. An active sequential sampling approach based on Gaussian Process Regression (GPR) is used to efficiently sample the parameter space, quantify uncertainty, and provide optimal trade-offs between exploration and exploitation. The performance of the DR$^2$EI method was evaluated by analyzing three established dynamical systems: the mathematical pendulum, the Lorenz system, and the Duffing oscillator. The method was shown to effectively identify a variety of response regimes with both similar and distinct topological features and frequency content, demonstrating its versatility in capturing a wide range of behaviors. While it may not be possible to guarantee that all possible regimes will be identified, the method provides an automated and efficient means for exploring the parameter space of a dynamical system and identifying its underlying "sufficiently dominant" response regimes without prior knowledge of the system's equations or behavior.
Agent Spaces
Raisbeck, John C., Allen, Matthew W., Lee, Hakho
Exploration is one of the most important tasks in Reinforcement Learning, but it is not well-defined beyond finite problems in the Dynamic Programming paradigm (see Subsection 2.4). We provide a reinterpretation of exploration which can be applied to any online learning method. We come to this definition by approaching exploration from a new direction. After finding that concepts of exploration created to solve simple Markov decision processes with Dynamic Programming are no longer broadly applicable, we reexamine exploration. Instead of extending the ends of dynamic exploration procedures, we extend their means. That is, rather than repeatedly sampling every state-action pair possible in a process, we define the act of modifying an agent to itself be explorative. The resulting definition of exploration can be applied in infinite problems and non-dynamic learning methods, which the dynamic notion of exploration cannot tolerate. To understand the way that modifications of an agent affect learning, we describe a novel structure on the set of agents: a collection of distances (see footnote 7) $d_{a} \in A$, which represent the perspectives of each agent possible in the process. Using these distances, we define a topology and show that many important structures in Reinforcement Learning are well behaved under the topology induced by convergence in the agent space.
Behavior-Guided Actor-Critic: Improving Exploration via Learning Policy Behavior Representation for Deep Reinforcement Learning
In this work, we propose Behavior-Guided Actor-Critic (BAC), an off-policy actor-critic deep RL algorithm. BAC mathematically formulates the behavior of the policy through autoencoders by providing an accurate estimation of how frequently each state-action pair was visited while taking into consideration state dynamics that play a crucial role in determining the trajectories produced by the policy. The agent is encouraged to change its behavior consistently towards less-visited state-action pairs while attaining good performance by maximizing the expected discounted sum of rewards, resulting in an efficient exploration of the environment and good exploitation of all high reward regions. One prominent aspect of our approach is that it is applicable to both stochastic and deterministic actors in contrast to maximum entropy deep reinforcement learning algorithms. Results show considerably better performances of BAC when compared to several cutting-edge learning algorithms.
Training Agents using Upside-Down Reinforcement Learning
Srivastava, Rupesh Kumar, Shyam, Pranav, Mutz, Filipe, Jaśkowski, Wojciech, Schmidhuber, Jürgen
Traditional Reinforcement Learning (RL) algorithms either predict rewards with value functions or maximize them using policy search. We study an alternative: Upside-Down Reinforcement Learning (Upside-Down RL or UDRL), that solves RL problems primarily using supervised learning techniques. Many of its main principles are outlined in a companion report [34]. Here we present the first concrete implementation of UDRL and demonstrate its feasibility on certain episodic learning problems. Experimental results show that its performance can be surprisingly competitive with, and even exceed that of traditional baseline algorithms developed over decades of research.
Software for ANN training on a Ring Array Processor
Kohn, Phil, Bilmes, Jeff, Morgan, Nelson, Beck, James
Experimental research on Artificial Neural Network (ANN) algorithms requires either writing variations on the same program or making one monolithic program with many parameters and options. By using an object-oriented library, the size of these experimental programs is reduced while making them easier to read, write and modify. An efficient and flexible realization of this idea is Connectionist Layered Object-oriented Network Simulator (CLONES).
Software for ANN training on a Ring Array Processor
Kohn, Phil, Bilmes, Jeff, Morgan, Nelson, Beck, James
Experimental research on Artificial Neural Network (ANN) algorithms requires either writing variations on the same program or making one monolithic program with many parameters and options. By using an object-oriented library, the size of these experimental programs is reduced while making them easier to read, write and modify. An efficient and flexible realization of this idea is Connectionist Layered Object-oriented Network Simulator (CLONES).
Software for ANN training on a Ring Array Processor
Kohn, Phil, Bilmes, Jeff, Morgan, Nelson, Beck, James
Experimental research on Artificial Neural Network (ANN) algorithms requires either writing variations on the same program or making one monolithic program with many parameters and options. By using an object-oriented library, the size of these experimental programs is reduced while making them easier to read, write and modify. An efficient and flexible realization of this idea is Connectionist LayeredObject-oriented Network Simulator (CLONES).