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Model-based Meta Reinforcement Learning using Graph Structured Surrogate Models

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 Added by Qi Wang
 Publication date 2021
and research's language is English




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Reinforcement learning is a promising paradigm for solving sequential decision-making problems, but low data efficiency and weak generalization across tasks are bottlenecks in real-world applications. Model-based meta reinforcement learning addresses these issues by learning dynamics and leveraging knowledge from prior experience. In this paper, we take a closer look at this framework, and propose a new Thompson-sampling based approach that consists of a new model to identify task dynamics together with an amortized policy optimization step. We show that our model, called a graph structured surrogate model (GSSM), outperforms state-of-the-art methods in predicting environment dynamics. Additionally, our approach is able to obtain high returns, while allowing fast execution during deployment by avoiding test time policy gradient optimization.



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Meta-reinforcement learning (meta-RL) aims to learn from multiple training tasks the ability to adapt efficiently to unseen test tasks. Despite the success, existing meta-RL algorithms are known to be sensitive to the task distribution shift. When the test task distribution is different from the training task distribution, the performance may degrade significantly. To address this issue, this paper proposes Model-based Adversarial Meta-Reinforcement Learning (AdMRL), where we aim to minimize the worst-case sub-optimality gap -- the difference between the optimal return and the return that the algorithm achieves after adaptation -- across all tasks in a family of tasks, with a model-based approach. We propose a minimax objective and optimize it by alternating between learning the dynamics model on a fixed task and finding the adversarial task for the current model -- the task for which the policy induced by the model is maximally suboptimal. Assuming the family of tasks is parameterized, we derive a formula for the gradient of the suboptimality with respect to the task parameters via the implicit function theorem, and show how the gradient estimator can be efficiently implemented by the conjugate gradient method and a novel use of the REINFORCE estimator. We evaluate our approach on several continuous control benchmarks and demonstrate its efficacy in the worst-case performance over all tasks, the generalization power to out-of-distribution tasks, and in training and test time sample efficiency, over existing state-of-the-art meta-RL algorithms.
There has been rapidly growing interest in meta-learning as a method for increasing the flexibility and sample efficiency of reinforcement learning. One problem in this area of research, however, has been a scarcity of adequate benchmark tasks. In general, the structure underlying past benchmarks has either been too simple to be inherently interesting, or too ill-defined to support principled analysis. In the present work, we introduce a new benchmark for meta-RL research, which combines structural richness with structural transparency. Alchemy is a 3D video game, implemented in Unity, which involves a latent causal structure that is resampled procedurally from episode to episode, affording structure learning, online inference, hypothesis testing and action sequencing based on abstract domain knowledge. We evaluate a pair of powerful RL agents on Alchemy and present an in-depth analysis of one of these agents. Results clearly indicate a frank and specific failure of meta-learning, providing validation for Alchemy as a challenging benchmark for meta-RL. Concurrent with this report, we are releasing Alchemy as public resource, together with a suite of analysis tools and sample agent trajectories.
While conventional reinforcement learning focuses on designing agents that can perform one task, meta-learning aims, instead, to solve the problem of designing agents that can generalize to different tasks (e.g., environments, obstacles, and goals) that were not considered during the design or the training of these agents. In this spirit, in this paper, we consider the problem of training a provably safe Neural Network (NN) controller for uncertain nonlinear dynamical systems that can generalize to new tasks that were not present in the training data while preserving strong safety guarantees. Our approach is to learn a set of NN controllers during the training phase. When the task becomes available at runtime, our framework will carefully select a subset of these NN controllers and compose them to form the final NN controller. Critical to our approach is the ability to compute a finite-state abstraction of the nonlinear dynamical system. This abstract model captures the behavior of the closed-loop system under all possible NN weights, and is used to train the NNs and compose them when the task becomes available. We provide theoretical guarantees that govern the correctness of the resulting NN. We evaluated our approach on the problem of controlling a wheeled robot in cluttered environments that were not present in the training data.
Learning quickly is of great importance for machine intelligence deployed in online platforms. With the capability of transferring knowledge from learned tasks, meta-learning has shown its effectiveness in online scenarios by continuously updating the model with the learned prior. However, current online meta-learning algorithms are limited to learn a globally-shared meta-learner, which may lead to sub-optimal results when the tasks contain heterogeneous information that are distinct by nature and difficult to share. We overcome this limitation by proposing an online structured meta-learning (OSML) framework. Inspired by the knowledge organization of human and hierarchical feature representation, OSML explicitly disentangles the meta-learner as a meta-hierarchical graph with different knowledge blocks. When a new task is encountered, it constructs a meta-knowledge pathway by either utilizing the most relevant knowledge blocks or exploring new blocks. Through the meta-knowledge pathway, the model is able to quickly adapt to the new task. In addition, new knowledge is further incorporated into the selected blocks. Experiments on three datasets demonstrate the effectiveness and interpretability of our proposed framework in the context of both homogeneous and heterogeneous tasks.
91 - Yanan Wang , Yong Ge , Li Li 2020
Reinforcement learning (RL) has shown great promise in optimizing long-term user interest in recommender systems. However, existing RL-based recommendation methods need a large number of interactions for each user to learn a robust recommendation policy. The challenge becomes more critical when recommending to new users who have a limited number of interactions. To that end, in this paper, we address the cold-start challenge in the RL-based recommender systems by proposing a meta-level model-based reinforcement learning approach for fast user adaptation. In our approach, we learn to infer each users preference with a user context variable that enables recommendation systems to better adapt to new users with few interactions. To improve adaptation efficiency, we learn to recover the user policy and reward from only a few interactions via an inverse reinforcement learning method to assist a meta-level recommendation agent. Moreover, we model the interaction relationship between the user model and recommendation agent from an information-theoretic perspective. Empirical results show the effectiveness of the proposed method when adapting to new users with only a single interaction sequence. We further provide a theoretical analysis of the recommendation performance bound.

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