ترغب بنشر مسار تعليمي؟ اضغط هنا

Cooperative Inverse Reinforcement Learning

118   0   0.0 ( 0 )
 نشر من قبل Dylan Hadfield-Menell
 تاريخ النشر 2016
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial-information game with two agents, human and robot; both are rewarded according to the humans reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.



قيم البحث

اقرأ أيضاً

Making decisions in the presence of a strategic opponent requires one to take into account the opponents ability to actively mask its intended objective. To describe such strategic situations, we introduce the non-cooperative inverse reinforcement le arning (N-CIRL) formalism. The N-CIRL formalism consists of two agents with completely misaligned objectives, where only one of the agents knows the true objective function. Formally, we model the N-CIRL formalism as a zero-sum Markov game with one-sided incomplete information. Through interacting with the more informed player, the less informed player attempts to both infer, and act according to, the true objective function. As a result of the one-sided incomplete information, the multi-stage game can be decomposed into a sequence of single-stage games expressed by a recursive formula. Solving this recursive formula yields the value of the N-CIRL game and the more informed players equilibrium strategy. Another recursive formula, constructed by forming an auxiliary game, termed the dual game, yields the less informed players strategy. Building upon these two recursive formulas, we develop a computationally tractable algorithm to approximately solve for the equilibrium strategies. Finally, we demonstrate the benefits of our N-CIRL formalism over the existing multi-agent IRL formalism via extensive numerical simulation in a novel cyber security setting.
We introduce a new generative model for human planning under the Bayesian Inverse Reinforcement Learning (BIRL) framework which takes into account the fact that humans often plan using hierarchical strategies. We describe the Bayesian Inverse Hierarc hical RL (BIHRL) algorithm for inferring the values of hierarchical planners, and use an illustrative toy model to show that BIHRL retains accuracy where standard BIRL fails. Furthermore, BIHRL is able to accurately predict the goals of `Wikispeedia game players, with inclusion of hierarchical structure in the model resulting in a large boost in accuracy. We show that BIHRL is able to significantly outperform BIRL even when we only have a weak prior on the hierarchical structure of the plans available to the agent, and discuss the significant challenges that remain for scaling up this framework to more realistic settings.
Exploration is critical for good results in deep reinforcement learning and has attracted much attention. However, existing multi-agent deep reinforcement learning algorithms still use mostly noise-based techniques. Very recently, exploration methods that consider cooperation among multiple agents have been developed. However, existing methods suffer from a common challenge: agents struggle to identify states that are worth exploring, and hardly coordinate exploration efforts toward those states. To address this shortcoming, in this paper, we propose cooperative multi-agent exploration (CMAE): agents share a common goal while exploring. The goal is selected from multiple projected state spaces via a normalized entropy-based technique. Then, agents are trained to reach this goal in a coordinated manner. We demonstrate that CMAE consistently outperforms baselines on various tasks, including a sparse-reward version of the multiple-particle environment (MPE) and the Starcraft multi-agent challenge (SMAC).
Traffic simulators act as an essential component in the operating and planning of transportation systems. Conventional traffic simulators usually employ a calibrated physical car-following model to describe vehicles behaviors and their interactions w ith traffic environment. However, there is no universal physical model that can accurately predict the pattern of vehicles behaviors in different situations. A fixed physical model tends to be less effective in a complicated environment given the non-stationary nature of traffic dynamics. In this paper, we formulate traffic simulation as an inverse reinforcement learning problem, and propose a parameter sharing adversarial inverse reinforcement learning model for dynamics-robust simulation learning. Our proposed model is able to imitate a vehicles trajectories in the real world while simultaneously recovering the reward function that reveals the vehicles true objective which is invariant to different dynamics. Extensive experiments on synthetic and real-world datasets show the superior performance of our approach compared to state-of-the-art methods and its robustness to variant dynamics of traffic.
Multi-agent reinforcement learning (MARL) under partial observability has long been considered challenging, primarily due to the requirement for each agent to maintain a belief over all other agents local histories -- a domain that generally grows ex ponentially over time. In this work, we investigate a partially observable MARL problem in which agents are cooperative. To enable the development of tractable algorithms, we introduce the concept of an information state embedding that serves to compress agents histories. We quantify how the compression error influences the resulting value functions for decentralized control. Furthermore, we propose an instance of the embedding based on recurrent neural networks (RNNs). The embedding is then used as an approximate information state, and can be fed into any MARL algorithm. The proposed embed-then-learn pipeline opens the black-box of existing (partially observable) MARL algorithms, allowing us to establish some theoretical guarantees (error bounds of value functions) while still achieving competitive performance with many end-to-end approaches.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا