Do you want to publish a course? Click here

Object Exchangeability in Reinforcement Learning: Extended Abstract

165   0   0.0 ( 0 )
 Added by John Mern
 Publication date 2019
and research's language is English




Ask ChatGPT about the research

Although deep reinforcement learning has advanced significantly over the past several years, sample efficiency remains a major challenge. Careful choice of input representations can help improve efficiency depending on the structure present in the problem. In this work, we present an attention-based method to project inputs into an efficient representation space that is invariant under changes to input ordering. We show that our proposed representation results in a search space that is a factor of m! smaller for inputs of m objects. Our experiments demonstrate improvements in sample efficiency for policy gradient methods on a variety of tasks. We show that our representation allows us to solve problems that are otherwise intractable when using naive approaches.



rate research

Read More

Current deep reinforcement learning (RL) approaches incorporate minimal prior knowledge about the environment, limiting computational and sample efficiency. textit{Objects} provide a succinct and causal description of the world, and many recent works have proposed unsupervised object representation learning using priors and losses over static object properties like visual consistency. However, object dynamics and interactions are also critical cues for objectness. In this paper we propose a framework for reasoning about object dynamics and behavior to rapidly determine minimal and task-specific object representations. To demonstrate the need to reason over object behavior and dynamics, we introduce a suite of RGBD MuJoCo object collection and avoidance tasks that, while intuitive and visually simple, confound state-of-the-art unsupervised object representation learning algorithms. We also highlight the potential of this framework on several Atari games, using our object representation and standard RL and planning algorithms to learn dramatically faster than existing deep RL algorithms.
Much of the current work on reinforcement learning studies episodic settings, where the agent is reset between trials to an initial state distribution, often with well-shaped reward functions. Non-episodic settings, where the agent must learn through continuous interaction with the world without resets, and where the agent receives only delayed and sparse reward signals, is substantially more difficult, but arguably more realistic considering real-world environments do not present the learner with a convenient reset mechanism and easy reward shaping. In this paper, instead of studying algorithmic improvements that can address such non-episodic and sparse reward settings, we instead study the kinds of environment properties that can make learning under such conditions easier. Understanding how properties of the environment impact the performance of reinforcement learning agents can help us to structure our tasks in ways that make learning tractable. We first discuss what we term environment shaping -- modifications to the environment that provide an alternative to reward shaping, and may be easier to implement. We then discuss an even simpler property that we refer to as dynamism, which describes the degree to which the environment changes independent of the agents actions and can be measured by environment transition entropy. Surprisingly, we find that even this property can substantially alleviate the challenges associated with non-episodic RL in sparse reward settings. We provide an empirical evaluation on a set of new tasks focused on non-episodic learning with sparse rewards. Through this study, we hope to shift the focus of the community towards analyzing how properties of the environment can affect learning and the ultimate type of behavior that is learned via RL.
421 - Zhuangdi Zhu , Kaixiang Lin , 2020
Reinforcement Learning (RL) is a key technique to address sequential decision-making problems and is crucial to realize advanced artificial intelligence. Recent years have witnessed remarkable progress in RL by virtue of the fast development of deep neural networks. Along with the promising prospects of RL in numerous domains, such as robotics and game-playing, transfer learning has arisen as an important technique to tackle various challenges faced by RL, by transferring knowledge from external expertise to accelerate the learning process. In this survey, we systematically investigate the recent progress of transfer learning approaches in the context of deep reinforcement learning. Specifically, we provide a framework for categorizing the state-of-the-art transfer learning approaches, under which we analyze their goals, methodologies, compatible RL backbones, and practical applications. We also draw connections between transfer learning and other relevant topics from the RL perspective and explore their potential challenges as well as open questions that await future research progress.
Using privileged information during training can improve the sample efficiency and performance of machine learning systems. This paradigm has been applied to reinforcement learning (RL), primarily in the form of distillation or auxiliary tasks, and less commonly in the form of augmenting the inputs of agents. In this work, we investigate Privileged Information Dropout (pid) for achieving the latter which can be applied equally to value-based and policy-based RL algorithms. Within a simple partially-observed environment, we demonstrate that pid outperforms alternatives for leveraging privileged information, including distillation and auxiliary tasks, and can successfully utilise different types of privileged information. Finally, we analyse its effect on the learned representations.
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency information is used as a part of the state representation for exploration purposes. We demonstrate that combining actor-critic algorithm with count-based exploration using our representation achieves impressive results on a set of notoriously challenging Atari games due to sparse rewards. For example, we report a state-of-the-art score of >11,000 points on Montezumas Revenge without using expert demonstrations, explicit high-level information (e.g., RAM states), or supervisory data. Our experiments confirm that contingency-awareness is indeed an extremely powerful concept for tackling exploration problems in reinforcement learning and opens up interesting research questions for further investigations.

suggested questions

comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا