Active Measure Reinforcement Learning for Observation Cost Minimization
National Research Council of Canada(加拿大国家研究委员会);University of Victoria(维多利亚大学);University of Waterloo(滑铁卢大学);Vector Institute for Artificial Intelligence(向量人工智能研究所)
Colin Bellinger, Rory Coles, Mark Crowley, Isaac Tamblyn
Standard reinforcement learning (RL) algorithms assume that the observation of the next state comes instantaneously and at no cost. In a wide variety of sequential decision making tasks ranging from medical treatment to scientific discovery, however, multiple classes of state observations are possible, each of which has an associated cost. We propose the active measure RL framework (Amrl) as an initial solution to this problem where the agent learns to maximize the costed return, which we define as the discounted sum of rewards minus the sum of observation costs. Our empirical evaluation demonstrates that Amrl-Q agents are able to learn a policy and state estimator in parallel during online training. During training the agent naturally shifts from its reliance on costly measurements of the environment to its state estimator in order to increase its reward. It does this without harm to the learned policy. Our results show that the Amrl-Q agent learns at a rate similar to standard Q-learning and Dyna-Q. Critically, by utilizing an active strategy, Amrl-Q achieves a higher costed return.
Deep reinforcement learning algorithms that estimate state and state-action value functions have been shown to be effective in a variety of challenging domains, including learning control strategies from raw image pixels. However, algorithms that estimate state and state-action value functions typically assume a fully observed state and must compensate for partial observations by using finite length observation histories or recurrent networks. In this work, we propose a new deep reinforcement learning algorithm based on counterfactual regret minimization that iteratively updates an approximati…
Generalization remains a challenging problem for deep reinforcement learning algorithms, which are often trained and tested on the same set of deterministic game environments. When test environments are unseen and perturbed but the nature of the task remains the same, generalization gaps can arise. In this work, we propose and evaluate a surprise minimizing agent on a generalization benchmark to show an additional reward learned from a simple density model can show robustness in procedurally generated game environments that provide constant source of entropy and stochasticity.
National Key Laboratory of Novel Software Technology(计算机软件新技术国家重点实验室);Nanjing University(南京大学)
In reinforcement learning, experience replay stores past samples for further reuse. Prioritized sampling is a promising technique to better utilize these samples. Previous criteria of prioritization include TD error, recentness and corrective feedback, which are mostly heuristically designed. In this work, we start from the regret minimization objective, and obtain an optimal prioritization strategy for Bellman update that can directly maximize the return of the policy. The theory suggests that data with higher hindsight TD error, better on-policiness and more accurate Q value should be assign…
Age and Power Minimization via Meta-Deep Reinforcement Learning in UAV Networks
Centre for Wireless Communications (CWC), University of Oulu(奥卢大学无线通信中心);CEMSE Division, King Abdullah University of Science and Technology (KAUST)(阿卜杜拉国王科技大学CEMSE学部)
ACECR, Nasir Branch(伊朗科技文化中心纳赛尔分支);Sharif University of Technology(谢里夫理工大学)
In this paper, a new reinforcement learning approach is proposed which is based on a powerful concept named Active Learning Method (ALM) in modeling. ALM expresses any multi-input-single-output system as a fuzzy combination of some single-input-singleoutput systems. The proposed method is an actor-critic system similar to Generalized Approximate Reasoning based Intelligent Control (GARIC) structure to adapt the ALM by delayed reinforcement signals. Our system uses Temporal Difference (TD) learning to model the behavior of useful actions of a control system. The goodness of an action is modeled…
Massachusetts Institute of Technology (MIT)(麻省理工学院)
We pose an active perception problem where an autonomous agent actively interacts with a second agent with potentially adversarial behaviors. Given the uncertainty in the intent of the other agent, the objective is to collect further evidence to help discriminate potential threats. The main technical challenges are the partial observability of the agent intent, the adversary modeling, and the corresponding uncertainty modeling. Note that an adversary agent may act to mislead the autonomous agent by using a deceptive strategy that is learned from past experiences. We propose an approach that co…
Ant Financial(蚂蚁金融);Georgia Institute of Technology(佐治亚理工学院)
Counterfactual Regret Minimization (CRF) is a fundamental and effective technique for solving Imperfect Information Games (IIG). However, the original CRF algorithm only works for discrete state and action spaces, and the resulting strategy is maintained as a tabular representation. Such tabular representation limits the method from being directly applied to large games and continuing to improve from a poor strategy profile. In this paper, we propose a double neural representation for the imperfect information games, where one neural network represents the cumulative regret, and the other repr…
Active learning aims to select a small subset of data for annotation such that a classifier learned on the data is highly accurate. This is usually done using heuristic selection methods, however the effectiveness of such methods is limited and moreover, the performance of heuristics varies between datasets. To address these shortcomings, we introduce a novel formulation by reframing the active learning as a reinforcement learning problem and explicitly learning a data selection policy, where the policy takes the role of the active learning heuristic. Importantly, our method allows the selecti…
Montreal Institute for Learning Algorithms(蒙特利尔学习算法研究所);University of Montreal(蒙特利尔大学);Future of Humanity Institute(人类未来研究所);University of Oxford(牛津大学);AI Impacts
Active reinforcement learning (ARL) is a variant on reinforcement learning where the agent does not observe the reward unless it chooses to pay a query cost c > 0. The central question of ARL is how to quantify the long-term value of reward information. Even in multi-armed bandits, computing the value of this information is intractable and we have to rely on heuristics. We propose and evaluate several heuristic approaches for ARL in multi-armed bandits and (tabular) Markov decision processes, and discuss and illustrate some challenging aspects of the ARL problem.
We study the problem of experiment design to learn causal structures from interventional data. We consider an active learning setting in which the experimenter decides to intervene on one of the variables in the system in each step and uses the results of the intervention to recover further causal relationships among the variables. The goal is to fully identify the causal structures with minimum number of interventions. We present the first deep reinforcement learning based solution for the problem of experiment design. In the proposed method, we embed input graphs to vectors using a graph neu…
SUNY at Buffalo(纽约州立大学布法罗分校);Baidu(百度);Salesforce(赛富时)
Reinforcement learning has attracted great attention recently, especially policy gradient algorithms, which have been demonstrated on challenging decision making and control tasks. In this paper, we propose an active multi-step TD algorithm with adaptive stepsizes to learn actor and critic. Specifically, our model consists of two components: active stepsize learning and adaptive multi-step TD algorithm. Firstly, we divide the time horizon into chunks and actively select state and action inside each chunk. Then given the selected samples, we propose the adaptive multi-step TD, which generalizes…
INESC-ID/Instituto Superior Técnico(INESC-ID/高等技术学院);INRIA Bordeaux Sud-Ouest(法国国立信息与自动化研究院波尔多西南分院)
This paper addresses the problem of learning a task from demonstration. We adopt the framework of inverse reinforcement learning, where tasks are represented in the form of a reward function. Our contribution is a novel active learning algorithm that enables the learning agent to query the expert for more informative demonstrations, thus leading to more sample-efficient learning. For this novel algorithm (Generalized Binary Search for Inverse Reinforcement Learning, or GBS-IRL), we provide a theoretical bound on sample complexity and illustrate its applicability on several different tasks. To …
Universidade Federal do Rio Grande (FURG)(里奥格兰德联邦大学(FURG));Universidad Tecnológica del Uruguay (UTEC)(乌拉圭技术大学(UTEC))
Unmanned Aerial Vehicles (UAV) have been standing out due to the wide range of applications in which they can be used autonomously. However, they need intelligent systems capable of providing a greater understanding of what they perceive to perform several tasks. They become more challenging in complex environments since there is a need to perceive the environment and act under environmental uncertainties to make a decision. In this context, a system that uses active perception can improve performance by seeking the best next view through the recognition of targets while displacement occurs. T…
Humans can leverage hierarchical structures to split a task into sub-tasks and solve problems efficiently. Both imitation and reinforcement learning or a combination of them with hierarchical structures have been proven to be an efficient way for robots to learn complex tasks with sparse rewards. However, in the previous work of hierarchical imitation and reinforcement learning, the tested environments are in relatively simple 2D games, and the action spaces are discrete. Furthermore, many imitation learning works focusing on improving the policies learned from the expert polices that are hard…
Huawei R&D UK(华为英国研发部);Technical University Darmstadt(达姆施塔特工业大学);University College London(伦敦大学学院)
In this paper, we propose SAMBA, a novel framework for safe reinforcement learning that combines aspects from probabilistic modelling, information theory, and statistics. Our method builds upon PILCO to enable active exploration using novel(semi-)metrics for out-of-sample Gaussian process evaluation optimised through a multi-objective problem that supports conditional-value-at-risk constraints. We evaluate our algorithm on a variety of safe dynamical system benchmarks involving both low and high-dimensional state representations. Our results show orders of magnitude reductions in samples and v…
Bi-directional personalization reinforcement learning-based architecture with active learning using a multi-model data service for the travel nursing industry
Okinawa Institute of Science and Technology(冲绳科学技术大学院大学)
What is the difference between goal-directed and habitual behavior? We propose a novel computational framework of decision making with Bayesian inference, in which everything is integrated as an entire neural network model. The model learns to predict environmental state transitions by self-exploration and generating motor actions by sampling stochastic internal states ${z}$. Habitual behavior, which is obtained from the prior distribution of ${z}$, is acquired by reinforcement learning. Goal-directed behavior is determined from the posterior distribution of ${z}$ by planning, using active inf…
Ubiquitous Knowledge Processing Lab (UKP-TUDA)(泛在知识处理实验室(UKP-TUDA));Technische Universität Darmstadt(达姆施塔特工业大学)
We propose a method to perform automatic document summarisation without using reference summaries. Instead, our method interactively learns from users' preferences. The merit of preference-based interactive summarisation is that preferences are easier for users to provide than reference summaries. Existing preference-based interactive learning methods suffer from high sample complexity, i.e. they need to interact with the oracle for many rounds in order to converge. In this work, we propose a new objective function, which enables us to leverage active learning, preference learning and reinforc…
We frame Question Answering (QA) as a Reinforcement Learning task, an approach that we call Active Question Answering. We propose an agent that sits between the user and a black box QA system and learns to reformulate questions to elicit the best possible answers. The agent probes the system with, potentially many, natural language reformulations of an initial question and aggregates the returned evidence to yield the best answer. The reformulation system is trained end-to-end to maximize answer quality using policy gradient. We evaluate on SearchQA, a dataset of complex questions extracted fr…
Function approximation is a powerful approach for structuring large decision problems that has facilitated great achievements in the areas of reinforcement learning and game playing. Regression counterfactual regret minimization (RCFR) is a simple algorithm for approximately solving imperfect information games with normalized rectified linear unit (ReLU) parameterized policies. In contrast, the more conventional softmax parameterization is standard in the field of reinforcement learning and yields a regret bound with a better dependence on the number of actions. We derive approximation error-a…
Sackler Centre for Consciousness Science(萨克勒意识科学中心);Evolutionary & Adaptive Systems Research Group(进化与自适应系统研究组);University of Sussex(萨塞克斯大学);University of Edinburgh(爱丁堡大学);Canadian Institute for Advanced Research(加拿大高级研究所)
The central tenet of reinforcement learning (RL) is that agents seek to maximize the sum of cumulative rewards. In contrast, active inference, an emerging framework within cognitive and computational neuroscience, proposes that agents act to maximize the evidence for a biased generative model. Here, we illustrate how ideas from active inference can augment traditional RL approaches by (i) furnishing an inherent balance of exploration and exploitation, and (ii) providing a more flexible conceptualization of reward. Inspired by active inference, we develop and implement a novel objective for dec…
Qazvin Azad University(加兹温伊斯兰阿扎德大学);University of Leeds(利兹大学)
In this paper, we present an active vision method using a deep reinforcement learning approach for a humanoid soccer-playing robot. The proposed method adaptively optimises the viewpoint of the robot to acquire the most useful landmarks for self-localisation while keeping the ball into its viewpoint. Active vision is critical for humanoid decision-maker robots with a limited field of view. To deal with an active vision problem, several probabilistic entropy-based approaches have previously been proposed which are highly dependent on the accuracy of the self-localisation model. However, in this…
Delft University of Technology(代尔夫特理工大学);MRC Brain Network Dynamics Unit(医学研究委员会脑网络动力学组);University of Oxford(牛津大学)
Intelligent agents must pursue their goals in complex environments with partial information and often limited computational capacity. Reinforcement learning methods have achieved great success by creating agents that optimize engineered reward functions, but which often struggle to learn in sparse-reward environments, generally require many environmental interactions to perform well, and are typically computationally very expensive. Active inference is a model-based approach that directs agents to explore uncertain states while adhering to a prior model of their goal behaviour. This paper intr…
ETH Zurich(苏黎世联邦理工学院);Carnegie Mellon University(卡内基梅隆大学);Stanford University(斯坦福大学);University College London(伦敦大学学院);University of Alberta(阿尔伯塔大学)
Many real-world reinforcement learning tasks require control of complex dynamical systems that involve both costly data acquisition processes and large state spaces. In cases where the transition dynamics can be readily evaluated at specified states (e.g., via a simulator), agents can operate in what is often referred to as planning with a \emph{generative model}. We propose the AE-LSVI algorithm for best-policy identification, a novel variant of the kernelized least-squares value iteration (LSVI) algorithm that combines optimism with pessimism for active exploration (AE). AE-LSVI provably ide…
We propose a planning and perception mechanism for a robot (agent), that can only observe the underlying environment partially, in order to solve an image classification problem. A three-layer architecture is suggested that consists of a meta-layer that decides the intermediate goals, an action-layer that selects local actions as the agent navigates towards a goal, and a classification-layer that evaluates the reward and makes a prediction. We design and implement these layers using deep reinforcement learning. A generalized policy gradient algorithm is utilized to learn the parameters of thes…
Developing personal robots that can perform a diverse range of manipulation tasks in unstructured environments necessitates solving several challenges for robotic grasping systems. We take a step towards this broader goal by presenting the first RL-based system, to our knowledge, for a mobile manipulator that can (a) achieve targeted grasping generalizing to unseen target objects, (b) learn complex grasping strategies for cluttered scenes with occluded objects, and (c) perform active vision through its movable wrist camera to better locate objects. The system is informed of the desired target …
Nanyang Technological University(南洋理工大学);Sun Yat-sen University(中山大学);King’s College London(伦敦国王学院);Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所)
Existing value-factorized based Multi-Agent deep Reinforce-ment Learning (MARL) approaches are well-performing invarious multi-agent cooperative environment under thecen-tralized training and decentralized execution(CTDE) scheme,where all agents are trained together by the centralized valuenetwork and each agent execute its policy independently. How-ever, an issue remains open: in the centralized training process,when the environment for the team is partially observable ornon-stationary, i.e., the observation and action informationof all the agents cannot represent the global states, existingm…
Active Legibility in Multiagent Reinforcement Learning
School of Automation, Central South University(中南大学自动化学院);National Engineering Laboratory for Big Data System Computing Technology, Shenzhen University(深圳大学大数据系统计算技术国家工程实验室);Northumbria University(诺森比亚大学);School of Computer Science, Minnan Normal University(闽南师范大学计算机学院);University of Georgia(佐治亚大学)