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Control of Memory, Active Perception, and Action in Minecraft

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 Added by Junhyuk Oh
 Publication date 2016
and research's language is English




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In this paper, we introduce a new set of reinforcement learning (RL) tasks in Minecraft (a flexible 3D world). We then use these tasks to systematically compare and contrast existing deep reinforcement learning (DRL) architectures with our new memory-based DRL architectures. These tasks are designed to emphasize, in a controllable manner, issues that pose challenges for RL methods including partial observability (due to first-person visual observations), delayed rewards, high-dimensional visual observations, and the need to use active perception in a correct manner so as to perform well in the tasks. While these tasks are conceptually simple to describe, by virtue of having all of these challenges simultaneously they are difficult for current DRL architectures. Additionally, we evaluate the generalization performance of the architectures on environments not used during training. The experimental results show that our new architectures generalize to unseen environments better than existing DRL architectures.



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We introduce a unified objective for action and perception of intelligent agents. Extending representation learning and control, we minimize the joint divergence between the combined system of agent and environment and a target distribution. Intuitively, such agents use perception to align their beliefs with the world, and use actions to align the world with their beliefs. Minimizing the joint divergence to an expressive target maximizes the mutual information between the agents representations and inputs, thus inferring representations that are informative of past inputs and exploring future inputs that are informative of the representations. This lets us explain intrinsic objectives, such as representation learning, information gain, empowerment, and skill discovery from minimal assumptions. Moreover, interpreting the target distribution as a latent variable model suggests powerful world models as a path toward highly adaptive agents that seek large niches in their environments, rendering task rewards optional. The framework provides a common language for comparing a wide range of objectives, advances the understanding of latent variables for decision making, and offers a recipe for designing novel objectives. We recommend deriving future agent objectives the joint divergence to facilitate comparison, to point out the agents target distribution, and to identify the intrinsic objective terms needed to reach that distribution.
112 - Martin Biehl 2018
Active inference is an ambitious theory that treats perception, inference and action selection of autonomous agents under the heading of a single principle. It suggests biologically plausible explanations for many cognitive phenomena, including consciousness. In active inference, action selection is driven by an objective function that evaluates possible future actions with respect to current, inferred beliefs about the world. Active inference at its core is independent from extrinsic rewards, resulting in a high level of robustness across e.g. different environments or agent morphologies. In the literature, paradigms that share this independence have been summarised under the notion of intrinsic motivations. In general and in contrast to active inference, these models of motivation come without a commitment to particular inference and action selection mechanisms. In this article, we study if the inference and action selection machinery of active inference can also be used by alternatives to the originally included intrinsic motivation. The perception-action loop explicitly relates inference and action selection to the environment and agent memory, and is consequently used as foundation for our analysis. We reconstruct the active inference approach, locate the original formulation within, and show how alternative intrinsic motivations can be used while keeping many of the original features intact. Furthermore, we illustrate the connection to universal reinforcement learning by means of our formalism. Active inference research may profit from comparisons of the dynamics induced by alternative intrinsic motivations. Research on intrinsic motivations may profit from an additional way to implement intrinsically motivated agents that also share the biological plausibility of active inference.
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The ability to perceive and reason about social interactions in the context of physical environments is core to human social intelligence and human-machine cooperation. However, no prior dataset or benchmark has systematically evaluated physically grounded perception of complex social interactions that go beyond short actions, such as high-fiving, or simple group activities, such as gathering. In this work, we create a dataset of physically-grounded abstract social events, PHASE, that resemble a wide range of real-life social interactions by including social concepts such as helping another agent. PHASE consists of 2D animations of pairs of agents moving in a continuous space generated procedurally using a physics engine and a hierarchical planner. Agents have a limited field of view, and can interact with multiple objects, in an environment that has multiple landmarks and obstacles. Using PHASE, we design a social recognition task and a social prediction task. PHASE is validated with human experiments demonstrating that humans perceive rich interactions in the social events, and that the simulated agents behave similarly to humans. As a baseline model, we introduce a Bayesian inverse planning approach, SIMPLE (SIMulation, Planning and Local Estimation), which outperforms state-of-the-art feed-forward neural networks. We hope that PHASE can serve as a difficult new challenge for developing new models that can recognize complex social interactions.
Pre-training Reinforcement Learning agents in a task-agnostic manner has shown promising results. However, previous works still struggle in learning and discovering meaningful skills in high-dimensional state-spaces, such as pixel-spaces. We approach the problem by leveraging unsupervised skill discovery and self-supervised learning of state representations. In our work, we learn a compact latent representation by making use of variational and contrastive techniques. We demonstrate that both enable RL agents to learn a set of basic navigation skills by maximizing an information theoretic objective. We assess our method in Minecraft 3D pixel maps with different complexities. Our results show that representations and conditioned policies learned from pixels are enough for toy examples, but do not scale to realistic and complex maps. To overcome these limitations, we explore alternative input observations such as the relative position of the agent along with the raw pixels.

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