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Entropy is all you need for Inter-Seed Cross-Play in Hanabi

arXiv.org Artificial Intelligence

We find that in Hanabi, one of the most complex and popular benchmarks for zero-shot coordination and ad-hoc teamplay, a standard implementation of independent PPO with a slightly higher entropy coefficient 0.05 instead of the typically used 0.01, achieves a new state-of-the-art in cross-play between different seeds, beating by a significant margin all previous specialized algorithms, which were specifically designed for this setting. We provide an intuition for why sufficiently high entropy regularization ensures that different random seed produce joint policies which are mutually compatible. We also empirically find that a high $ฮป_{\text{GAE}}$ around 0.9, and using RNNs instead of just feed-forward layers in the actor-critic architecture, strongly increase inter-seed cross-play. While these results demonstrate the dramatic effect that hyperparameters can have not just on self-play scores but also on cross-play scores, we show that there are simple Dec-POMDPs though, in which standard policy gradient methods with increased entropy regularization are not able to achieve perfect inter-seed cross-play, thus demonstrating the continuing necessity for new algorithms for zero-shot coordination.


1.5M Steps 3.1M Steps RND BeBold 6.4M Steps 4.6M Steps 7.5M Steps 9.8M Steps 1.0M Steps 1.4M Steps 3.4M Steps 2.4M Steps 3.9M Steps 4.8M Steps

Neural Information Processing Systems

We provide final testing performance for NovelD and all baselines in MiniGrid. We also provide more intrinsic analysis similar to Sec. 4.2 in a seven-room environment in Figure 1. There are other categories of static environment. The initial position of the agent and goal can be random. The position of the agent and goal is randomized.


8caaf08e49ddbad6694fae067442ee21-Supplemental-Datasets_and_Benchmarks.pdf

Neural Information Processing Systems

Both typical step API and more low-level APIs recv, send are provided. And the workstation has 32 AMD CPU cores, with AMD Ryzen 9 5950X 16-Core Processor. EnvPool on these two configurations can demonstrate its effectiveness with small-scale experiments. The ActionBufferQueue can thus be tailored for our specific case for optimal performance. We use two atomic counters to keep track of the head and tail of the queue.



Evidence on the Regularisation Properties of Maximum-Entropy Reinforcement Learning

arXiv.org Artificial Intelligence

The generalisation and robustness properties of policies learnt through Maximum-Entropy Reinforcement Learning are investigated on chaotic dynamical systems with Gaussian noise on the observable. First, the robustness under noise contamination of the agent's observation of entropy regularised policies is observed. Second, notions of statistical learning theory, such as complexity measures on the learnt model, are borrowed to explain and predict the phenomenon. Results show the existence of a relationship between entropy-regularised policy optimisation and robustness to noise, which can be described by the chosen complexity measures.


Rewarded Region Replay (R3) for Policy Learning with Discrete Action Space

arXiv.org Artificial Intelligence

We introduce a new on-policy algorithm called Rewarded Region Replay (R3), which significantly improves on PPO in solving environments with discrete action spaces. R3 improves sample efficiency by using a replay buffer which contains past successful trajectories with reward above a certain threshold, which are used to update a PPO agent with importance sampling. Crucially, we discard the importance sampling factors which are above a certain ratio to reduce variance and stabilize training. We found that R3 significantly outperforms PPO in Minigrid environments with sparse rewards and discrete action space, such as DoorKeyEnv and CrossingEnv, and moreover we found that the improvement margin of our method versus baseline PPO increases with the complexity of the environment. We also benchmarked the performance of R3 against DDQN (Double Deep Q-Network), which is a standard baseline in off-policy methods for discrete actions, and found that R3 also outperforms DDQN agent in DoorKeyEnv. Lastly, we adapt the idea of R3 to dense reward setting to obtain the Dense R3 algorithm (or DR3) and benchmarked it against PPO on Cartpole-V1 environment. We found that DR3 outperforms PPO significantly on this dense reward environment.


Proximal Policy Optimization with Adaptive Exploration

arXiv.org Artificial Intelligence

Proximal Policy Optimization with Adaptive Exploration (axPPO) is introduced as a novel learning algorithm. This paper investigates the exploration-exploitation tradeoff within the context of reinforcement learning and aims to contribute new insights into reinforcement learning algorithm design. The proposed adaptive exploration framework dynamically adjusts the exploration magnitude during training based on the recent performance of the agent. Our proposed method outperforms standard PPO algorithms in learning efficiency, particularly when significant exploratory behavior is needed at the beginning of the learning process.


The Best Path Algorithm automatic variables selection via High Dimensional Graphical Models

arXiv.org Artificial Intelligence

This paper proposes a new algorithm for an automatic variable selection procedure in High Dimensional Graphical Models. The algorithm selects the relevant variables for the node of interest on the basis of mutual information. Several contributions in literature have investigated the use of mutual information in selecting the appropriate number of relevant features in a large data-set, but most of them have focused on binary outcomes or required high computational effort. The algorithm here proposed overcomes these drawbacks as it is an extension of Chow and Liu's algorithm. Once, the probabilistic structure of a High Dimensional Graphical Model is determined via the said algorithm, the best path-step, including variables with the most explanatory/predictive power for a variable of interest, is determined via the computation of the entropy coefficient of determination. The latter, being based on the notion of (symmetric) Kullback-Leibler divergence, turns out to be closely connected to the mutual information of the involved variables. The application of the algorithm to a wide range of real-word and publicly data-sets has highlighted its potential and greater effectiveness compared to alternative extant methods.