43,033 research outputs found

    A Model-based Approach for Sample-efficient Multi-task Reinforcement Learning

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    The aim of multi-task reinforcement learning is two-fold: (1) efficiently learn by training against multiple tasks and (2) quickly adapt, using limited samples, to a variety of new tasks. In this work, the tasks correspond to reward functions for environments with the same (or similar) dynamical models. We propose to learn a dynamical model during the training process and use this model to perform sample-efficient adaptation to new tasks at test time. We use significantly fewer samples by performing policy optimization only in a "virtual" environment whose transitions are given by our learned dynamical model. Our algorithm sequentially trains against several tasks. Upon encountering a new task, we first warm-up a policy on our learned dynamical model, which requires no new samples from the environment. We then adapt the dynamical model with samples from this policy in the real environment. We evaluate our approach on several continuous control benchmarks and demonstrate its efficacy over MAML, a state-of-the-art meta-learning algorithm, on these tasks.Comment: 13 pages, 3 figure

    Double Meta-Learning for Data Efficient Policy Optimization in Non-Stationary Environments

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    We are interested in learning models of non-stationary environments, which can be framed as a multi-task learning problem. Model-free reinforcement learning algorithms can achieve good asymptotic performance in multi-task learning at a cost of extensive sampling, due to their approach, which requires learning from scratch. While model-based approaches are among the most data efficient learning algorithms, they still struggle with complex tasks and model uncertainties. Meta-reinforcement learning addresses the efficiency and generalization challenges on multi task learning by quickly leveraging the meta-prior policy for a new task. In this paper, we propose a meta-reinforcement learning approach to learn the dynamic model of a non-stationary environment to be used for meta-policy optimization later. Due to the sample efficiency of model-based learning methods, we are able to simultaneously train both the meta-model of the non-stationary environment and the meta-policy until dynamic model convergence. Then, the meta-learned dynamic model of the environment will generate simulated data for meta-policy optimization. Our experiment demonstrates that our proposed method can meta-learn the policy in a non-stationary environment with the data efficiency of model-based learning approaches while achieving the high asymptotic performance of model-free meta-reinforcement learning.Comment: 8 pages, 4 figure

    Hierarchical and Interpretable Skill Acquisition in Multi-task Reinforcement Learning

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    Learning policies for complex tasks that require multiple different skills is a major challenge in reinforcement learning (RL). It is also a requirement for its deployment in real-world scenarios. This paper proposes a novel framework for efficient multi-task reinforcement learning. Our framework trains agents to employ hierarchical policies that decide when to use a previously learned policy and when to learn a new skill. This enables agents to continually acquire new skills during different stages of training. Each learned task corresponds to a human language description. Because agents can only access previously learned skills through these descriptions, the agent can always provide a human-interpretable description of its choices. In order to help the agent learn the complex temporal dependencies necessary for the hierarchical policy, we provide it with a stochastic temporal grammar that modulates when to rely on previously learned skills and when to execute new skills. We validate our approach on Minecraft games designed to explicitly test the ability to reuse previously learned skills while simultaneously learning new skills.Comment: 14 pages, 6 figure

    Visual Reinforcement Learning with Imagined Goals

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    For an autonomous agent to fulfill a wide range of user-specified goals at test time, it must be able to learn broadly applicable and general-purpose skill repertoires. Furthermore, to provide the requisite level of generality, these skills must handle raw sensory input such as images. In this paper, we propose an algorithm that acquires such general-purpose skills by combining unsupervised representation learning and reinforcement learning of goal-conditioned policies. Since the particular goals that might be required at test-time are not known in advance, the agent performs a self-supervised "practice" phase where it imagines goals and attempts to achieve them. We learn a visual representation with three distinct purposes: sampling goals for self-supervised practice, providing a structured transformation of raw sensory inputs, and computing a reward signal for goal reaching. We also propose a retroactive goal relabeling scheme to further improve the sample-efficiency of our method. Our off-policy algorithm is efficient enough to learn policies that operate on raw image observations and goals for a real-world robotic system, and substantially outperforms prior techniques.Comment: 15 pages, NeurIPS 201

    Continuous Deep Q-Learning with Model-based Acceleration

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    Model-free reinforcement learning has been successfully applied to a range of challenging problems, and has recently been extended to handle large neural network policies and value functions. However, the sample complexity of model-free algorithms, particularly when using high-dimensional function approximators, tends to limit their applicability to physical systems. In this paper, we explore algorithms and representations to reduce the sample complexity of deep reinforcement learning for continuous control tasks. We propose two complementary techniques for improving the efficiency of such algorithms. First, we derive a continuous variant of the Q-learning algorithm, which we call normalized adantage functions (NAF), as an alternative to the more commonly used policy gradient and actor-critic methods. NAF representation allows us to apply Q-learning with experience replay to continuous tasks, and substantially improves performance on a set of simulated robotic control tasks. To further improve the efficiency of our approach, we explore the use of learned models for accelerating model-free reinforcement learning. We show that iteratively refitted local linear models are especially effective for this, and demonstrate substantially faster learning on domains where such models are applicable

    The MineRL 2019 Competition on Sample Efficient Reinforcement Learning using Human Priors

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    Though deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples. As state-of-the-art reinforcement learning (RL) systems require an exponentially increasing number of samples, their development is restricted to a continually shrinking segment of the AI community. Likewise, many of these systems cannot be applied to real-world problems, where environment samples are expensive. Resolution of these limitations requires new, sample-efficient methods. To facilitate research in this direction, we introduce the MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors. The primary goal of the competition is to foster the development of algorithms which can efficiently leverage human demonstrations to drastically reduce the number of samples needed to solve complex, hierarchical, and sparse environments. To that end, we introduce: (1) the Minecraft ObtainDiamond task, a sequential decision making environment requiring long-term planning, hierarchical control, and efficient exploration methods; and (2) the MineRL-v0 dataset, a large-scale collection of over 60 million state-action pairs of human demonstrations that can be resimulated into embodied trajectories with arbitrary modifications to game state and visuals. Participants will compete to develop systems which solve the ObtainDiamond task with a limited number of samples from the environment simulator, Malmo. The competition is structured into two rounds in which competitors are provided several paired versions of the dataset and environment with different game textures. At the end of each round, competitors will submit containerized versions of their learning algorithms and they will then be trained/evaluated from scratch on a hold-out dataset-environment pair for a total of 4-days on a prespecified hardware platform.Comment: accepted at NeurIPS 2019, 28 page

    Multiobjective Reinforcement Learning for Reconfigurable Adaptive Optimal Control of Manufacturing Processes

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    In industrial applications of adaptive optimal control often multiple contrary objectives have to be considered. The weights (relative importance) of the objectives are often not known during the design of the control and can change with changing production conditions and requirements. In this work a novel model-free multiobjective reinforcement learning approach for adaptive optimal control of manufacturing processes is proposed. The approach enables sample-efficient learning in sequences of control configurations, given by particular objective weights.Comment: Conference, Preprint, 978-1-5386-5925-0/18/$31.00 \c{opyright} 2018 IEE

    Sample-efficient Actor-Critic Reinforcement Learning with Supervised Data for Dialogue Management

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    Deep reinforcement learning (RL) methods have significant potential for dialogue policy optimisation. However, they suffer from a poor performance in the early stages of learning. This is especially problematic for on-line learning with real users. Two approaches are introduced to tackle this problem. Firstly, to speed up the learning process, two sample-efficient neural networks algorithms: trust region actor-critic with experience replay (TRACER) and episodic natural actor-critic with experience replay (eNACER) are presented. For TRACER, the trust region helps to control the learning step size and avoid catastrophic model changes. For eNACER, the natural gradient identifies the steepest ascent direction in policy space to speed up the convergence. Both models employ off-policy learning with experience replay to improve sample-efficiency. Secondly, to mitigate the cold start issue, a corpus of demonstration data is utilised to pre-train the models prior to on-line reinforcement learning. Combining these two approaches, we demonstrate a practical approach to learn deep RL-based dialogue policies and demonstrate their effectiveness in a task-oriented information seeking domain.Comment: Accepted as a long paper in SigDial 201

    A Survey and Critique of Multiagent Deep Reinforcement Learning

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    Deep reinforcement learning (RL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent learning (MAL) scenarios. Initial results report successes in complex multiagent domains, although there are several challenges to be addressed. The primary goal of this article is to provide a clear overview of current multiagent deep reinforcement learning (MDRL) literature. Additionally, we complement the overview with a broader analysis: (i) we revisit previous key components, originally presented in MAL and RL, and highlight how they have been adapted to multiagent deep reinforcement learning settings. (ii) We provide general guidelines to new practitioners in the area: describing lessons learned from MDRL works, pointing to recent benchmarks, and outlining open avenues of research. (iii) We take a more critical tone raising practical challenges of MDRL (e.g., implementation and computational demands). We expect this article will help unify and motivate future research to take advantage of the abundant literature that exists (e.g., RL and MAL) in a joint effort to promote fruitful research in the multiagent community.Comment: Under review since Oct 2018. Earlier versions of this work had the title: "Is multiagent deep reinforcement learning the answer or the question? A brief survey
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