A Pseudo-Random Number Generator (PRNG) is any algorithm generating a sequence of numbers approximating properties of random numbers. These numbers are widely employed in mid-level cryptography and in software applications. Test suites are used to evaluate PRNGs quality by checking statistical properties of the generated sequences. These sequences are commonly represented bit by bit. This paper proposes a Reinforcement Learning (RL) approach to the task of generating PRNGs from scratch by learning a policy to solve a partially observable Markov Decision Process (MDP), where the full state is the period of the generated sequence and the observation at each time step is the last sequence of bits appended to such state. We use a Long-Short Term Memory (LSTM) architecture to model the temporal relationship between observations at different time steps, by tasking the LSTM memory with the extraction of significant features of the hidden portion of the MDP's states. We show that modeling a PRNG with a partially observable MDP and a LSTM architecture largely improves the results of the fully observable feedforward RL approach introduced in previous work.
ODE-based Recurrent Model-free Reinforcement Learning for POMDPs
Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所);School of Artificial Intelligence, University of Chinese Academy of Sciences(中国科学院大学人工智能学院)
Deep Reinforcement Learning has enabled the learning of policies for complex tasks in partially observable environments, without explicitly learning the underlying model of the tasks. While such model-free methods achieve considerable performance, they often ignore the structure of task. We present a natural representation of to Reinforcement Learning (RL) problems using Recurrent Convolutional Neural Networks (RCNNs), to better exploit this inherent structure. We define 3 such RCNNs, whose forward passes execute an efficient Value Iteration, propagate beliefs of state in partially observable …
Recurrent meta reinforcement learning (meta-RL) agents are agents that employ a recurrent neural network (RNN) for the purpose of "learning a learning algorithm". After being trained on a pre-specified task distribution, the learned weights of the agent's RNN are said to implement an efficient learning algorithm through their activity dynamics, which allows the agent to quickly solve new tasks sampled from the same distribution. However, due to the black-box nature of these agents, the way in which they work is not yet fully understood. In this study, we shed light on the internal working mech…
Central Pattern Generators (CPGs) are biological neural circuits capable of producing coordinated rhythmic outputs in the absence of rhythmic input. As a result, they are responsible for most rhythmic motion in living organisms. This rhythmic control is broadly applicable to fields such as locomotive robotics and medical devices. In this paper, we explore the possibility of creating a self-sustaining CPG network for reinforcement learning that learns rhythmic motion more efficiently and across more general environments than the current multilayer perceptron (MLP) baseline models. Recent work i…
Beijing Institute of Technology(北京理工大学);Southeast University(东南大学);University of Wisconsin-Madison(威斯康星大学麦迪逊分校)
Variable speed limits (VSL) control is a flexible way to improve traffic condition,increase safety and reduce emission. There is an emerging trend of using reinforcement learning technique for VSL control and recent studies have shown promising results. Currently, deep learning is enabling reinforcement learning to develope autonomous control agents for problems that were previously intractable. In this paper, we propose a more effective deep reinforcement learning (DRL) model for differential variable speed limits (DVSL) control, in which the dynamic and different speed limits among lanes can…
Recurrent neural networks are often used for learning time-series data. Based on a few assumptions we model this learning task as a minimization problem of a nonlinear least-squares cost function. The special structure of the cost function allows us to build a connection to reinforcement learning. We exploit this connection and derive a convergent, policy iteration-based algorithm. Furthermore, we argue that RNN training can be fit naturally into the reinforcement learning framework.
Khoury College of Computer Sciences(Khoury计算机科学学院);Northeastern University(东北大学)
Real-world reinforcement learning tasks often involve some form of partial observability where the observations only give a partial or noisy view of the true state of the world. Such tasks typically require some form of memory, where the agent has access to multiple past observations, in order to perform well. One popular way to incorporate memory is by using a recurrent neural network to access the agent's history. However, recurrent neural networks in reinforcement learning are often fragile and difficult to train, susceptible to catastrophic forgetting and sometimes fail completely as a res…
This paper explores the performance of fitted neural Q iteration for reinforcement learning in several partially observable environments, using three recurrent neural network architectures: Long Short-Term Memory, Gated Recurrent Unit and MUT1, a recurrent neural architecture evolved from a pool of several thousands candidate architectures. A variant of fitted Q iteration, based on Advantage values instead of Q values, is also explored. The results show that GRU performs significantly better than LSTM and MUT1 for most of the problems considered, requiring less training episodes and less CPU t…
Recent advances in quantum computing (QC) and machine learning (ML) have drawn significant attention to the development of quantum machine learning (QML). Reinforcement learning (RL) is one of the ML paradigms which can be used to solve complex sequential decision making problems. Classical RL has been shown to be capable to solve various challenging tasks. However, RL algorithms in the quantum world are still in their infancy. One of the challenges yet to solve is how to train quantum RL in the partially observable environments. In this paper, we approach this challenge through building QRL a…
We demonstrate a novel application of online transfer learning for a digital assets trading agent. This agent uses a powerful feature space representation in the form of an echo state network, the output of which is made available to a direct, recurrent reinforcement learning agent. The agent learns to trade the XBTUSD (Bitcoin versus US Dollars) perpetual swap derivatives contract on BitMEX on an intraday basis. By learning from the multiple sources of impact on the quadratic risk-adjusted utility that it seeks to maximise, the agent avoids excessive over-trading, captures a funding profit, a…
IBM Research UK(英国IBM研究院);Sci-Tech Daresbury(达尔斯伯里科技中心)
Reinforcement Learning (RL) has demonstrated state-of-the-art results in a number of autonomous system applications, however many of the underlying algorithms rely on black-box predictions. This results in poor explainability of the behaviour of these systems, raising concerns as to their use in safety-critical applications. Recent work has demonstrated that uncertainty-aware models exhibit more cautious behaviours through the incorporation of model uncertainty estimates. In this work, we build on Probabilistic Backpropagation to introduce a fully Bayesian Recurrent Neural Network architecture…
Okinawa Institute of Science and Technology(冲绳科学技术大学院大学)
Recurrent neural networks (RNNs) for reinforcement learning (RL) have shown distinct advantages, e.g., solving memory-dependent tasks and meta-learning. However, little effort has been spent on improving RNN architectures and on understanding the underlying neural mechanisms for performance gain. In this paper, we propose a novel, multiple-timescale, stochastic RNN for RL. Empirical results show that the network can autonomously learn to abstract sub-goals and can self-develop an action hierarchy using internal dynamics in a challenging continuous control task. Furthermore, we show that the se…
University of Siena(锡耶纳大学);University of Chieti-Pescara(基耶蒂-佩斯卡拉大学)
Pseudo-Random Numbers Generators (PRNGs) are algorithms produced to generate long sequences of statistically uncorrelated numbers, i.e. Pseudo-Random Numbers (PRNs). These numbers are widely employed in mid-level cryptography and in software applications. Test suites are used to evaluate PRNGs quality by checking statistical properties of the generated sequences. Machine learning techniques are often used to break these generators, for instance approximating a certain generator or a certain sequence using a neural network. But what about using machine learning to generate PRNs generators? This…
Multi-user delay constrained scheduling is important in many real-world applications including wireless communication, live streaming, and cloud computing. Yet, it poses a critical challenge since the scheduler needs to make real-time decisions to guarantee the delay and resource constraints simultaneously without prior information of system dynamics, which can be time-varying and hard to estimate. Moreover, many practical scenarios suffer from partial observability issues, e.g., due to sensing noise or hidden correlation. To tackle these challenges, we propose a deep reinforcement learning (D…
Currently, many applications in Machine Learning are based on define new models to extract more information about data, In this case Deep Reinforcement Learning with the most common application in video games like Atari, Mario, and others causes an impact in how to computers can learning by himself with only information called rewards obtained from any action. There is a lot of algorithms modeled and implemented based on Deep Recurrent Q-Learning proposed by DeepMind used in AlphaZero and Go. In this document, We proposed Deep Recurrent Double Q-Learning that is an implementation of Deep Reinf…
East China Normal University(华东师范大学);Georgia Tech(佐治亚理工学院)
Dynamic treatment recommendation systems based on large-scale electronic health records (EHRs) become a key to successfully improve practical clinical outcomes. Prior relevant studies recommend treatments either use supervised learning (e.g. matching the indicator signal which denotes doctor prescriptions), or reinforcement learning (e.g. maximizing evaluation signal which indicates cumulative reward from survival rates). However, none of these studies have considered to combine the benefits of supervised learning and reinforcement learning. In this paper, we propose Supervised Reinforcement L…
The Swiss AI Lab(瑞士人工智能实验室);Istituto Dalle Molle di Studi sull’Intelligenza Artificiale (IDSIA)(达勒·莫勒人工智能研究所(IDSIA));Università della Svizzera italiana (USI)(瑞士意大利语区大学(USI));Scuola universitaria professionale della Svizzera italiana (SUPSI)(瑞士意大利语区应用科学与艺术大学(SUPSI))
This paper addresses the general problem of reinforcement learning (RL) in partially observable environments. In 2013, our large RL recurrent neural networks (RNNs) learned from scratch to drive simulated cars from high-dimensional video input. However, real brains are more powerful in many ways. In particular, they learn a predictive model of their initially unknown environment, and somehow use it for abstract (e.g., hierarchical) planning and reasoning. Guided by algorithmic information theory, we describe RNN-based AIs (RNNAIs) designed to do the same. Such an RNNAI can be trained on never-…
We propose reinforcement learning on simple networks consisting of random connections of spiking neurons (both recurrent and feed-forward) that can learn complex tasks with very little trainable parameters. Such sparse and randomly interconnected recurrent spiking networks exhibit highly non-linear dynamics that transform the inputs into rich high-dimensional representations based on past context. The random input representations can be efficiently interpreted by an output (or readout) layer with trainable parameters. Systematic initialization of the random connections and training of the read…
We introduce a new recurrent agent architecture and associated auxiliary losses which improve reinforcement learning in partially observable tasks requiring long-term memory. We employ a temporal hierarchy, using a slow-ticking recurrent core to allow information to flow more easily over long time spans, and three fast-ticking recurrent cores with connections designed to create an information asymmetry. The \emph{reaction} core incorporates new observations with input from the slow core to produce the agent's policy; the \emph{perception} core accesses only short-term observations and informs …
Neural networks can achieve excellent results in a wide variety of applications. However, when they attempt to sequentially learn, they tend to learn the new task while catastrophically forgetting previous ones. We propose a model that overcomes catastrophic forgetting in sequential reinforcement learning by combining ideas from continual learning in both the image classification domain and the reinforcement learning domain. This model features a dual memory system which separates continual learning from reinforcement learning and a pseudo-rehearsal system that "recalls" items representative o…
Uncertainty Representations in State-Space Layers for Deep Reinforcement Learning under Partial Observability
Bosch Corporate Research(博世企业研究院);Technical University Darmstadt(达姆施塔特工业大学);German Research Center for AI (DFKI)(德国人工智能研究中心);Centre for Cognitive Science(认知科学中心)
Many real-world reinforcement learning problems have a hierarchical nature, and often exhibit some degree of partial observability. While hierarchy and partial observability are usually tackled separately (for instance by combining recurrent neural networks and options), we show that addressing both problems simultaneously is simpler and more efficient in many cases. More specifically, we make the initiation set of options conditional on the previously-executed option, and show that options with such Option-Observation Initiation Sets (OOIs) are at least as expressive as Finite State Controlle…
This paper presents a framework to tackle combinatorial optimization problems using neural networks and reinforcement learning. We focus on the traveling salesman problem (TSP) and train a recurrent network that, given a set of city coordinates, predicts a distribution over different city permutations. Using negative tour length as the reward signal, we optimize the parameters of the recurrent network using a policy gradient method. We compare learning the network parameters on a set of training graphs against learning them on individual test graphs. Despite the computational expense, without …
Hierarchical DQN (h-DQN) is a two-level architecture of feedforward neural networks where the meta level selects goals and the lower level takes actions to achieve the goals. We show tasks that cannot be solved by h-DQN, exemplifying the limitation of this type of hierarchical framework (HF). We describe the recurrent hierarchical framework (RHF), generalizing architectures that use a recurrent neural network at the meta level. We analyze the expressiveness of HF and RHF using context-sensitive grammars. We show that RHF is more expressive than HF. We perform experiments comparing an implement…
Tongji University(同济大学);Fudan University(复旦大学);Technical University of Munich(慕尼黑工业大学)
An effective way to achieve intelligence is to simulate various intelligent behaviors in the human brain. In recent years, bio-inspired learning methods have emerged, and they are different from the classical mathematical programming principle. In the perspective of brain inspiration, reinforcement learning has gained additional interest in solving decision-making tasks as increasing neuroscientific research demonstrates that significant links exist between reinforcement learning and specific neural substrates. Because of the tremendous research that focuses on human brains and reinforcement l…
Deep reinforcement learning has shown its success in game playing. However, 2.5D fighting games would be a challenging task to handle due to ambiguity in visual appearances like height or depth of the characters. Moreover, actions in such games typically involve particular sequential action orders, which also makes the network design very difficult. Based on the network of Asynchronous Advantage Actor-Critic (A3C), we create an OpenAI-gym-like gaming environment with the game of Little Fighter 2 (LF2), and present a novel A3C+ network for learning RL agents. The introduced model includes a Rec…
Communication is not only an action of choosing a signal, but needs to consider the context and sensor signals. It also needs to decide what information is communicated and how it is represented in or understood from signals. Therefore, communication should be realized comprehensively together with its purpose and other functions. The recent successful results in end-to-end reinforcement learning (RL) show the importance of comprehensive learning and the usefulness of end-to-end RL. Although little is known, we have shown that a variety of communications emerge through RL using a (recurrent) n…
Due to its perceptual limitations, an agent may have too little information about the state of the environment to act optimally. In such cases, it is important to keep track of the observation history to uncover hidden state. Recent deep reinforcement learning methods use recurrent neural networks (RNN) to memorize past observations. However, these models are expensive to train and have convergence difficulties, especially when dealing with high dimensional input spaces. In this paper, we propose influence-aware memory (IAM), a theoretically inspired memory architecture that tries to alleviate…
Koç University(科奇大学);College of Engineering, Koç University(科奇大学工程学院)
The ability to generate appropriate verbal and non-verbal backchannels by an agent during human-robot interaction greatly enhances the interaction experience. Backchannels are particularly important in applications like tutoring and counseling, which require constant attention and engagement of the user. We present here a method for training a robot for backchannel generation during a human-robot interaction within the reinforcement learning (RL) framework, with the goal of maintaining high engagement level. Since online learning by interaction with a human is highly time-consuming and impract…