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 deep reinforcement learning agent


Testing of Deep Reinforcement Learning Agents with Surrogate Models

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) has received a lot of attention from the research community in recent years. As the technology moves away from game playing to practical contexts, such as autonomous vehicles and robotics, it is crucial to evaluate the quality of DRL agents. In this paper, we propose a search-based approach to test such agents. Our approach, implemented in a tool called Indago, trains a classifier on failure and non-failure environment (i.e., pass) configurations resulting from the DRL training process. The classifier is used at testing time as a surrogate model for the DRL agent execution in the environment, predicting the extent to which a given environment configuration induces a failure of the DRL agent under test. The failure prediction acts as a fitness function, guiding the generation towards failure environment configurations, while saving computation time by deferring the execution of the DRL agent in the environment to those configurations that are more likely to expose failures. Experimental results show that our search-based approach finds 50% more failures of the DRL agent than state-of-the-art techniques. Moreover, such failures are, on average, 78% more diverse; similarly, the behaviors of the DRL agent induced by failure configurations are 74% more diverse.


An Analysis of Deep Reinforcement Learning Agents for Text-based Games

arXiv.org Artificial Intelligence

Text-based games(TBG) are complex environments which allow users or computer agents to make textual interactions and achieve game goals.In TBG agent design and training process, balancing the efficiency and performance of the agent models is a major challenge. Finding TBG agent deep learning modules' performance in standardized environments, and testing their performance among different evaluation types is also important for TBG agent research. We constructed a standardized TBG agent with no hand-crafted rules, formally categorized TBG evaluation types, and analyzed selected methods in our environment.


Training a Deep Reinforcement Learning Agent to Play Snake

#artificialintelligence

Those of us who have ever used a Nokia mobile phone two decades ago will remember the Snake game that was first introduced on the Nokia 6110. An adaption of an arcade game from 1976, it eventually found itself on 400 million phones. Indeed, there is even a "World Snake Day" for nostalgic fans to remember this bygone era. But can you train a deep reinforcement learning agent to play the game? Data scientist Hennie de Harder decided to find out and chronicled her journey of pitting an agent against a Python version of the game in a blog post on Towards Data Science. One of three basic machine learning paradigms, reinforcement learning is an area of machine learning concerned with software agents that take action based on maximizing predefined rewards.


LeDeepChef: Deep Reinforcement Learning Agent for Families of Text-Based Games

arXiv.org Artificial Intelligence

While Reinforcement Learning (RL) approaches lead to significant achievements in a variety of areas in recent history, natural language tasks remained mostly unaffected, due to the compositional and combinatorial nature that makes them notoriously hard to optimize. With the emerging field of Text-Based Games (TBGs), researchers try to bridge this gap. Inspired by the success of RL algorithms on Atari games, the idea is to develop new methods in a restricted game world and then gradually move to more complex environments. Previous work in the area of TBGs has mainly focused on solving individual games. We, however, consider the task of designing an agent that not just succeeds in a single game, but performs well across a whole family of games, sharing the same theme. In this work, we present our deep RL agent--LeDeepChef--that shows generalization capabilities to never-before-seen games of the same family with different environments and task descriptions. The agent participated in Microsoft Research's "First TextWorld Problems: A Language and Reinforcement Learning Challenge" and outperformed all but one competitor on the final test set. The games from the challenge all share the same theme, namely cooking in a modern house environment, but differ significantly in the arrangement of the rooms, the presented objects, and the specific goal (recipe to cook). To build an agent that achieves high scores across a whole family of games, we use an actor-critic framework and prune the action-space by using ideas from hierarchical reinforcement learning and a specialized module trained on a recipe database.


Targeted Attacks on Deep Reinforcement Learning Agents through Adversarial Observations

arXiv.org Machine Learning

While previous approaches perform untargeted attacks on the state of the agent, we propose a method to perform targeted attacks to lure an agent into consistently following a desired policy. We place ourselves in a realistic setting, where attacks are performed on observations of the environment rather than the internal state of the agent and develop constant attacks instead of per-observation ones. We illustrate our method by attacking deep RL agents playing Atari games and show that universal additive masks can be applied not only to degrade performance but to take control of an agent.


Let's Play Again: Variability of Deep Reinforcement Learning Agents in Atari Environments

arXiv.org Artificial Intelligence

Reproducibility in reinforcement learning is challenging: uncontrolled stochasticity from many sources, such as the learning algorithm, the learned policy, and the environment itself have led researchers to report the performance of learned agents using aggregate metrics of performance over multiple random seeds for a single environment. Unfortunately, there are still pernicious sources of variability in reinforcement learning agents that make reporting common summary statistics an unsound metric for performance. Our experiments demonstrate the variability of common agents used in the popular OpenAI Baselines repository. We make the case for reporting post-training agent performance as a distribution, rather than a point estimate.