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arXiv:1903.00374공식 코드 · Papers with Code

Model-Based Reinforcement Learning for Atari

Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more, in fact, than a human would need to learn the same games. How can people learn so quickly? Part of the answer may be that people can learn how the game works and predict which actions will lead to desirable outcomes. In this paper, we explore how video prediction models can similarly enable agents to solve Atari games with fewer interactions than model-free methods. We describe Simulated Policy Learning (SimPLe), a complete model-based deep RL algorithm based on video prediction models and present a comparison of several model architectures, including a novel architecture that yields the best results in our setting. Our experiments evaluate SimPLe on a range of Atari games in low data regime of 100k interactions between the agent and the environment, which corresponds to two hours of real-time play. In most games SimPLe outperforms state-of-the-art model-free algorithms, in some games by over an order of magnitude.

arXiv:1902.08705공식 코드 · Papers with Code

A General Framework for Structured Learning of Mechanical Systems

Learning accurate dynamics models is necessary for optimal, compliant control of robotic systems. Current approaches to white-box modeling using analytic parameterizations, or black-box modeling using neural networks, can suffer from high bias or high variance. We address the need for a flexible, gray-box model of mechanical systems that can seamlessly incorporate prior knowledge where it is available, and train expressive function approximators where it is not. We propose to parameterize a mechanical system using neural networks to model its Lagrangian and the generalized forces that act on it. We test our method on a simulated, actuated double pendulum. We show that our method outperforms a naive, black-box model in terms of data-efficiency, as well as performance in model-based reinforcement learning. We also conduct a systematic study of our method's ability to incorporate available prior knowledge about the system to improve data efficiency.

arXiv:1902.00673

Belief dynamics extraction

Animal behavior is not driven simply by its current observations, but is strongly influenced by internal states. Estimating the structure of these internal states is crucial for understanding the neural basis of behavior. In principle, internal states can be estimated by inverting behavior models, as in inverse model-based Reinforcement Learning. However, this requires careful parameterization and risks model-mismatch to the animal. Here we take a data-driven approach to infer latent states directly from observations of behavior, using a partially observable switching semi-Markov process. This process has two elements critical for capturing animal behavior: it captures non-exponential distribution of times between observations, and transitions between latent states depend on the animal's actions, features that require more complex non-markovian models to represent. To demonstrate the utility of our approach, we apply it to the observations of a simulated optimal agent performing a foraging task, and find that latent dynamics extracted by the model has correspondences with the belief dynamics of the agent. Finally, we apply our model to identify latent states in the behaviors of monkey performing a foraging task, and find clusters of latent states that identify periods of time consistent with expectant waiting. This data-driven behavioral model will be valuable for inferring latent cognitive states, and thereby for measuring neural representations of those states.

arXiv:1902.01240공식 코드 · Papers with Code

PIPPS: Flexible Model-Based Policy Search Robust to the Curse of Chaos

Previously, the exploding gradient problem has been explained to be central in deep learning and model-based reinforcement learning, because it causes numerical issues and instability in optimization. Our experiments in model-based reinforcement learning imply that the problem is not just a numerical issue, but it may be caused by a fundamental chaos-like nature of long chains of nonlinear computations. Not only do the magnitudes of the gradients become large, the direction of the gradients becomes essentially random. We show that reparameterization gradients suffer from the problem, while likelihood ratio gradients are robust. Using our insights, we develop a model-based policy search framework, Probabilistic Inference for Particle-Based Policy Search (PIPPS), which is easily extensible, and allows for almost arbitrary models and policies, while simultaneously matching the performance of previous data-efficient learning algorithms. Finally, we invent the total propagation algorithm, which efficiently computes a union over all pathwise derivative depths during a single backwards pass, automatically giving greater weight to estimators with lower variance, sometimes improving over reparameterization gradients by $10^6$ times.

arXiv:1901.11437

Successor Features Combine Elements of Model-Free and Model-based Reinforcement Learning

A key question in reinforcement learning is how an intelligent agent can generalize knowledge across different inputs. By generalizing across different inputs, information learned for one input can be immediately reused for improving predictions for another input. Reusing information allows an agent to compute an optimal decision-making strategy using less data. State representation is a key element of the generalization process, compressing a high-dimensional input space into a low-dimensional latent state space. This article analyzes properties of different latent state spaces, leading to new connections between model-based and model-free reinforcement learning. Successor features, which predict frequencies of future observations, form a link between model-based and model-free learning: Learning to predict future expected reward outcomes, a key characteristic of model-based agents, is equivalent to learning successor features. Learning successor features is a form of temporal difference learning and is equivalent to learning to predict a single policy's utility, which is a characteristic of model-free agents. Drawing on the connection between model-based reinforcement learning and successor features, we demonstrate that representations that are predictive of future reward outcomes generalize across variations in both transitions and rewards. This result extends previous work on successor features, which is constrained to fixed transitions and assumes re-learning of the transferred state representation.

arXiv:1901.10251

Multi-Agent Reinforcement Learning with Multi-Step Generative Models

We consider model-based reinforcement learning (MBRL) in 2-agent, high-fidelity continuous control problems -- an important domain for robots interacting with other agents in the same workspace. For non-trivial dynamical systems, MBRL typically suffers from accumulating errors. Several recent studies have addressed this problem by learning latent variable models for trajectory segments and optimizing over behavior in the latent space. In this work, we investigate whether this approach can be extended to 2-agent competitive and cooperative settings. The fundamental challenge is how to learn models that capture interactions between agents, yet are disentangled to allow for optimization of each agent behavior separately. We propose such models based on a disentangled variational auto-encoder, and demonstrate our approach on a simulated 2-robot manipulation task, where one robot can either help or distract the other. We show that our approach has better sample efficiency than a strong model-free RL baseline, and can learn both cooperative and adversarial behavior from the same data.

arXiv:1901.03737

Low Level Control of a Quadrotor with Deep Model-Based Reinforcement Learning

Designing effective low-level robot controllers often entail platform-specific implementations that require manual heuristic parameter tuning, significant system knowledge, or long design times. With the rising number of robotic and mechatronic systems deployed across areas ranging from industrial automation to intelligent toys, the need for a general approach to generating low-level controllers is increasing. To address the challenge of rapidly generating low-level controllers, we argue for using model-based reinforcement learning (MBRL) trained on relatively small amounts of automatically generated (i.e., without system simulation) data. In this paper, we explore the capabilities of MBRL on a Crazyflie centimeter-scale quadrotor with rapid dynamics to predict and control at <50Hz. To our knowledge, this is the first use of MBRL for controlled hover of a quadrotor using only on-board sensors, direct motor input signals, and no initial dynamics knowledge. Our controller leverages rapid simulation of a neural network forward dynamics model on a GPU-enabled base station, which then transmits the best current action to the quadrotor firmware via radio. In our experiments, the quadrotor achieved hovering capability of up to 6 seconds with 3 minutes of experimental training data.

arXiv:1901.01977

Accelerating Goal-Directed Reinforcement Learning by Model Characterization

We propose a hybrid approach aimed at improving the sample efficiency in goal-directed reinforcement learning. We do this via a two-step mechanism where firstly, we approximate a model from Model-Free reinforcement learning. Then, we leverage this approximate model along with a notion of reachability using Mean First Passage Times to perform Model-Based reinforcement learning. Built on such a novel observation, we design two new algorithms - Mean First Passage Time based Q-Learning (MFPT-Q) and Mean First Passage Time based DYNA (MFPT-DYNA), that have been fundamentally modified from the state-of-the-art reinforcement learning techniques. Preliminary results have shown that our hybrid approaches converge with much fewer iterations than their corresponding state-of-the-art counterparts and therefore requiring much fewer samples and much fewer training trials to converge.

arXiv:1901.01325

Optimal Decision-Making in Mixed-Agent Partially Observable Stochastic Environments via Reinforcement Learning

Optimal decision making with limited or no information in stochastic environments where multiple agents interact is a challenging topic in the realm of artificial intelligence. Reinforcement learning (RL) is a popular approach for arriving at optimal strategies by predicating stimuli, such as the reward for following a strategy, on experience. RL is heavily explored in the single-agent context, but is a nascent concept in multiagent problems. To this end, I propose several principled model-free and partially model-based reinforcement learning approaches for several multiagent settings. In the realm of normative reinforcement learning, I introduce scalable extensions to Monte Carlo exploring starts for partially observable Markov Decision Processes (POMDP), dubbed MCES-P, where I expand the theory and algorithm to the multiagent setting. I first examine MCES-P with probably approximately correct (PAC) bounds in the context of multiagent setting, showing MCESP+PAC holds in the presence of other agents. I then propose a more sample-efficient methodology for antagonistic settings, MCESIP+PAC. For cooperative settings, I extend MCES-P to the Multiagent POMDP, dubbed MCESMP+PAC. I then explore the use of reinforcement learning as a methodology in searching for optima in realistic and latent model environments. First, I explore a parameterized Q-learning approach in modeling humans learning to reason in an uncertain, multiagent environment. Next, I propose an implementation of MCES-P, along with image segmentation, to create an adaptive team-based reinforcement learning technique to positively identify the presence of phenotypically-expressed water and pathogen stress in crop fields.

arXiv:1812.10613공식 코드 · Papers with Code

Generative Adversarial User Model for Reinforcement Learning Based Recommendation System

There are great interests as well as many challenges in applying reinforcement learning (RL) to recommendation systems. In this setting, an online user is the environment; neither the reward function nor the environment dynamics are clearly defined, making the application of RL challenging. In this paper, we propose a novel model-based reinforcement learning framework for recommendation systems, where we develop a generative adversarial network to imitate user behavior dynamics and learn her reward function. Using this user model as the simulation environment, we develop a novel Cascading DQN algorithm to obtain a combinatorial recommendation policy which can handle a large number of candidate items efficiently. In our experiments with real data, we show this generative adversarial user model can better explain user behavior than alternatives, and the RL policy based on this model can lead to a better long-term reward for the user and higher click rate for the system.

arXiv:1812.09968

VMAV-C: A Deep Attention-based Reinforcement Learning Algorithm for Model-based Control

Recent breakthroughs in Go play and strategic games have witnessed the great potential of reinforcement learning in intelligently scheduling in uncertain environment, but some bottlenecks are also encountered when we generalize this paradigm to universal complex tasks. Among them, the low efficiency of data utilization in model-free reinforcement algorithms is of great concern. In contrast, the model-based reinforcement learning algorithms can reveal underlying dynamics in learning environments and seldom suffer the data utilization problem. To address the problem, a model-based reinforcement learning algorithm with attention mechanism embedded is proposed as an extension of World Models in this paper. We learn the environment model through Mixture Density Network Recurrent Network(MDN-RNN) for agents to interact, with combinations of variational auto-encoder(VAE) and attention incorporated in state value estimates during the process of learning policy. In this way, agent can learn optimal policies through less interactions with actual environment, and final experiments demonstrate the effectiveness of our model in control problem.

arXiv:1812.07671

Deep Online Learning via Meta-Learning: Continual Adaptation for Model-Based RL

Humans and animals can learn complex predictive models that allow them to accurately and reliably reason about real-world phenomena, and they can adapt such models extremely quickly in the face of unexpected changes. Deep neural network models allow us to represent very complex functions, but lack this capacity for rapid online adaptation. The goal in this paper is to develop a method for continual online learning from an incoming stream of data, using deep neural network models. We formulate an online learning procedure that uses stochastic gradient descent to update model parameters, and an expectation maximization algorithm with a Chinese restaurant process prior to develop and maintain a mixture of models to handle non-stationary task distributions. This allows for all models to be adapted as necessary, with new models instantiated for task changes and old models recalled when previously seen tasks are encountered again. Furthermore, we observe that meta-learning can be used to meta-train a model such that this direct online adaptation with SGD is effective, which is otherwise not the case for large function approximators. In this work, we apply our meta-learning for online learning (MOLe) approach to model-based reinforcement learning, where adapting the predictive model is critical for control; we demonstrate that MOLe outperforms alternative prior methods, and enables effective continuous adaptation in non-stationary task distributions such as varying terrains, motor failures, and unexpected disturbances.

arXiv:1812.01129

Mitigating Planner Overfitting in Model-Based Reinforcement Learning

An agent with an inaccurate model of its environment faces a difficult choice: it can ignore the errors in its model and act in the real world in whatever way it determines is optimal with respect to its model. Alternatively, it can take a more conservative stance and eschew its model in favor of optimizing its behavior solely via real-world interaction. This latter approach can be exceedingly slow to learn from experience, while the former can lead to "planner overfitting" - aspects of the agent's behavior are optimized to exploit errors in its model. This paper explores an intermediate position in which the planner seeks to avoid overfitting through a kind of regularization of the plans it considers. We present three different approaches that demonstrably mitigate planner overfitting in reinforcement-learning environments.

arXiv:1811.11067

Learning State Representations in Complex Systems with Multimodal Data

Representation learning becomes especially important for complex systems with multimodal data sources such as cameras or sensors. Recent advances in reinforcement learning and optimal control make it possible to design control algorithms on these latent representations, but the field still lacks a large-scale standard dataset for unified comparison. In this work, we present a large-scale dataset and evaluation framework for representation learning for the complex task of landing an airplane. We implement and compare several approaches to representation learning on this dataset in terms of the quality of simple supervised learning tasks and disentanglement scores. The resulting representations can be used for further tasks such as anomaly detection, optimal control, model-based reinforcement learning, and other applications.

arXiv:1811.10112

A Model-Based Reinforcement Learning Approach for a Rare Disease Diagnostic Task

In this work, we present our various contributions to the objective of building a decision support tool for the diagnosis of rare diseases. Our goal is to achieve a state of knowledge where the uncertainty about the patient's disease is below a predetermined threshold. We aim to reach such states while minimizing the average number of medical tests to perform. In doing so, we take into account the need, in many medical applications, to avoid, as much as possible, any misdiagnosis. To solve this optimization task, we investigate several reinforcement learning algorithm and make them operable in our high-dimensional and sparse-reward setting. We also present a way to combine expert knowledge, expressed as conditional probabilities, with real clinical data. This is crucial because the scarcity of data in the field of rare diseases prevents any approach based solely on clinical data. Finally we show that it is possible to integrate the ontological information about symptoms while remaining in our probabilistic reasoning. It enables our decision support tool to process information given at different level of precision by the user.

arXiv:1811.09602

Model-Based Reinforcement Learning for Sepsis Treatment

Sepsis is a dangerous condition that is a leading cause of patient mortality. Treating sepsis is highly challenging, because individual patients respond very differently to medical interventions and there is no universally agreed-upon treatment for sepsis. In this work, we explore the use of continuous state-space model-based reinforcement learning (RL) to discover high-quality treatment policies for sepsis patients. Our quantitative evaluation reveals that by blending the treatment strategy discovered with RL with what clinicians follow, we can obtain improved policies, potentially allowing for better medical treatment for sepsis.

arXiv:1811.08540

Model-based RL in Contextual Decision Processes: PAC bounds and Exponential Improvements over Model-free Approaches

We study the sample complexity of model-based reinforcement learning (henceforth RL) in general contextual decision processes that require strategic exploration to find a near-optimal policy. We design new algorithms for RL with a generic model class and analyze their statistical properties. Our algorithms have sample complexity governed by a new structural parameter called the witness rank, which we show to be small in several settings of interest, including factored MDPs. We also show that the witness rank is never larger than the recently proposed Bellman rank parameter governing the sample complexity of the model-free algorithm OLIVE (Jiang et al., 2017), the only other provably sample-efficient algorithm for global exploration at this level of generality. Focusing on the special case of factored MDPs, we prove an exponential lower bound for a general class of model-free approaches, including OLIVE, which, when combined with our algorithmic results, demonstrates exponential separation between model-based and model-free RL in some rich-observation settings.

arXiv:1811.07350

Policy Optimization with Model-based Explorations

Model-free reinforcement learning methods such as the Proximal Policy Optimization algorithm (PPO) have successfully applied in complex decision-making problems such as Atari games. However, these methods suffer from high variances and high sample complexity. On the other hand, model-based reinforcement learning methods that learn the transition dynamics are more sample efficient, but they often suffer from the bias of the transition estimation. How to make use of both model-based and model-free learning is a central problem in reinforcement learning. In this paper, we present a new technique to address the trade-off between exploration and exploitation, which regards the difference between model-free and model-based estimations as a measure of exploration value. We apply this new technique to the PPO algorithm and arrive at a new policy optimization method, named Policy Optimization with Model-based Explorations (POME). POME uses two components to predict the actions' target values: a model-free one estimated by Monte-Carlo sampling and a model-based one which learns a transition model and predicts the value of the next state. POME adds the error of these two target estimations as the additional exploration value for each state-action pair, i.e, encourages the algorithm to explore the states with larger target errors which are hard to estimate. We compare POME with PPO on Atari 2600 games, and it shows that POME outperforms PPO on 33 games out of 49 games.

arXiv:1811.00128

Towards a Simple Approach to Multi-step Model-based Reinforcement Learning

When environmental interaction is expensive, model-based reinforcement learning offers a solution by planning ahead and avoiding costly mistakes. Model-based agents typically learn a single-step transition model. In this paper, we propose a multi-step model that predicts the outcome of an action sequence with variable length. We show that this model is easy to learn, and that the model can make policy-conditional predictions. We report preliminary results that show a clear advantage for the multi-step model compared to its one-step counterpart.

arXiv:1806.07371공식 코드 · Papers with Code

Object-Oriented Dynamics Predictor

Generalization has been one of the major challenges for learning dynamics models in model-based reinforcement learning. However, previous work on action-conditioned dynamics prediction focuses on learning the pixel-level motion and thus does not generalize well to novel environments with different object layouts. In this paper, we present a novel object-oriented framework, called object-oriented dynamics predictor (OODP), which decomposes the environment into objects and predicts the dynamics of objects conditioned on both actions and object-to-object relations. It is an end-to-end neural network and can be trained in an unsupervised manner. To enable the generalization ability of dynamics learning, we design a novel CNN-based relation mechanism that is class-specific (rather than object-specific) and exploits the locality principle. Empirical results show that OODP significantly outperforms previous methods in terms of generalization over novel environments with various object layouts. OODP is able to learn from very few environments and accurately predict dynamics in a large number of unseen environments. In addition, OODP learns semantically and visually interpretable dynamics models.