ترغب بنشر مسار تعليمي؟ اضغط هنا

Hierarchical Reinforcement Learning in StarCraft II with Human Expertise in Subgoals Selection

69   0   0.0 ( 0 )
 نشر من قبل Xinyi Xu Mr
 تاريخ النشر 2020
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

This work is inspired by recent advances in hierarchical reinforcement learning (HRL) (Barto and Mahadevan 2003; Hengst 2010), and improvements in learning efficiency from heuristic-based subgoal selection, experience replay (Lin 1993; Andrychowicz et al. 2017), and task-based curriculum learning (Bengio et al. 2009; Zaremba and Sutskever 2014). We propose a new method to integrate HRL, experience replay and effective subgoal selection through an implicit curriculum design based on human expertise to support sample-efficient learning and enhance interpretability of the agents behavior. Human expertise remains indispensable in many areas such as medicine (Buch, Ahmed, and Maruthappu 2018) and law (Cath 2018), where interpretability, explainability and transparency are crucial in the decision making process, for ethical and legal reasons. Our method simplifies the complex task sets for achieving the overall objectives by decomposing them into subgoals at different levels of abstraction. Incorporating relevant subjective knowledge also significantly reduces the computational resources spent in exploration for RL, especially in high speed, changing, and complex environments where the transition dynamics cannot be effectively learned and modelled in a short time. Experimental results in two StarCraft II (SC2) (Vinyals et al. 2017) minigames demonstrate that our method can achieve better sample efficiency than flat and end-to-end RL methods, and provides an effective method for explaining the agents performance.

قيم البحث

اقرأ أيضاً

Goal-conditioned reinforcement learning endows an agent with a large variety of skills, but it often struggles to solve tasks that require more temporally extended reasoning. In this work, we propose to incorporate imagined subgoals into policy learn ing to facilitate learning of complex tasks. Imagined subgoals are predicted by a separate high-level policy, which is trained simultaneously with the policy and its critic. This high-level policy predicts intermediate states halfway to the goal using the value function as a reachability metric. We dont require the policy to reach these subgoals explicitly. Instead, we use them to define a prior policy, and incorporate this prior into a KL-constrained policy iteration scheme to speed up and regularize learning. Imagined subgoals are used during policy learning, but not during test time, where we only apply the learned policy. We evaluate our approach on complex robotic navigation and manipulation tasks and show that it outperforms existing methods by a large margin.
Sparse Mobile CrowdSensing (MCS) is a novel MCS paradigm where data inference is incorporated into the MCS process for reducing sensing costs while its quality is guaranteed. Since the sensed data from different cells (sub-areas) of the target sensin g area will probably lead to diverse levels of inference data quality, cell selection (i.e., choose which cells of the target area to collect sensed data from participants) is a critical issue that will impact the total amount of data that requires to be collected (i.e., data collection costs) for ensuring a certain level of quality. To address this issue, this paper proposes a Deep Reinforcement learning based Cell selection mechanism for Sparse MCS, called DR-Cell. First, we properly model the key concepts in reinforcement learning including state, action, and reward, and then propose to use a deep recurrent Q-network for learning the Q-function that can help decide which cell is a better choice under a certain state during cell selection. Furthermore, we leverage the transfer learning techniques to reduce the amount of data required for training the Q-function if there are multiple correlated MCS tasks that need to be conducted in the same target area. Experiments on various real-life sensing datasets verify the effectiveness of DR-Cell over the state-of-the-art cell selection mechanisms in Sparse MCS by reducing up to 15% of sensed cells with the same data inference quality guarantee.
Particle physics experiments often require the reconstruction of decay patterns through a hierarchical clustering of the observed final-state particles. We show that this task can be phrased as a Markov Decision Process and adapt reinforcement learni ng algorithms to solve it. In particular, we show that Monte-Carlo Tree Search guided by a neural policy can construct high-quality hierarchical clusterings and outperform established greedy and beam search baselines.
74 - Wen-Ji Zhou , Yang Yu 2020
Hierarchical reinforcement learning (HRL) helps address large-scale and sparse reward issues in reinforcement learning. In HRL, the policy model has an inner representation structured in levels. With this structure, the reinforcement learning task is expected to be decomposed into corresponding levels with sub-tasks, and thus the learning can be more efficient. In HRL, although it is intuitive that a high-level policy only needs to make macro decisions in a low frequency, the exact frequency is hard to be simply determined. Previous HRL approaches often employed a fixed-time skip strategy or learn a terminal condition without taking account of the context, which, however, not only requires manual adjustments but also sacrifices some decision granularity. In this paper, we propose the emph{temporal-adaptive hierarchical policy learning} (TEMPLE) structure, which uses a temporal gate to adaptively control the high-level policy decision frequency. We train the TEMPLE structure with PPO and test its performance in a range of environments including 2-D rooms, Mujoco tasks, and Atari games. The results show that the TEMPLE structure can lead to improved performance in these environments with a sequential adaptive high-level control.
To successfully tackle challenging manipulation tasks, autonomous agents must learn a diverse set of skills and how to combine them. Recently, self-supervised agents that set their own abstract goals by exploiting the discovered structure in the envi ronment were shown to perform well on many different tasks. In particular, some of them were applied to learn basic manipulation skills in compositional multi-object environments. However, these methods learn skills without taking the dependencies between objects into account. Thus, the learned skills are difficult to combine in realistic environments. We propose a novel self-supervised agent that estimates relations between environment components and uses them to independently control different parts of the environment state. In addition, the estimated relations between objects can be used to decompose a complex goal into a compatible sequence of subgoals. We show that, by using this framework, an agent can efficiently and automatically learn manipulation tasks in multi-object environments with different relations between objects.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا