3,284 research outputs found

    Transfer of Deep Reactive Policies for MDP Planning

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    Domain-independent probabilistic planners input an MDP description in a factored representation language such as PPDDL or RDDL, and exploit the specifics of the representation for faster planning. Traditional algorithms operate on each problem instance independently, and good methods for transferring experience from policies of other instances of a domain to a new instance do not exist. Recently, researchers have begun exploring the use of deep reactive policies, trained via deep reinforcement learning (RL), for MDP planning domains. One advantage of deep reactive policies is that they are more amenable to transfer learning. In this paper, we present the first domain-independent transfer algorithm for MDP planning domains expressed in an RDDL representation. Our architecture exploits the symbolic state configuration and transition function of the domain (available via RDDL) to learn a shared embedding space for states and state-action pairs for all problem instances of a domain. We then learn an RL agent in the embedding space, making a near zero-shot transfer possible, i.e., without much training on the new instance, and without using the domain simulator at all. Experiments on three different benchmark domains underscore the value of our transfer algorithm. Compared against planning from scratch, and a state-of-the-art RL transfer algorithm, our transfer solution has significantly superior learning curves.Comment: To appear at NIPS 201

    Action Schema Networks: Generalised Policies with Deep Learning

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    In this paper, we introduce the Action Schema Network (ASNet): a neural network architecture for learning generalised policies for probabilistic planning problems. By mimicking the relational structure of planning problems, ASNets are able to adopt a weight-sharing scheme which allows the network to be applied to any problem from a given planning domain. This allows the cost of training the network to be amortised over all problems in that domain. Further, we propose a training method which balances exploration and supervised training on small problems to produce a policy which remains robust when evaluated on larger problems. In experiments, we show that ASNet's learning capability allows it to significantly outperform traditional non-learning planners in several challenging domains.Comment: Accepted to AAAI 201

    Autonomous Extracting a Hierarchical Structure of Tasks in Reinforcement Learning and Multi-task Reinforcement Learning

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    Reinforcement learning (RL), while often powerful, can suffer from slow learning speeds, particularly in high dimensional spaces. The autonomous decomposition of tasks and use of hierarchical methods hold the potential to significantly speed up learning in such domains. This paper proposes a novel practical method that can autonomously decompose tasks, by leveraging association rule mining, which discovers hidden relationship among entities in data mining. We introduce a novel method called ARM-HSTRL (Association Rule Mining to extract Hierarchical Structure of Tasks in Reinforcement Learning). It extracts temporal and structural relationships of sub-goals in RL, and multi-task RL. In particular,it finds sub-goals and relationship among them. It is shown the significant efficiency and performance of the proposed method in two main topics of RL

    Reinforcement Learning for Heterogeneous Teams with PALO Bounds

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    We introduce reinforcement learning for heterogeneous teams in which rewards for an agent are additively factored into local costs, stimuli unique to each agent, and global rewards, those shared by all agents in the domain. Motivating domains include coordination of varied robotic platforms, which incur different costs for the same action, but share an overall goal. We present two templates for learning in this setting with factored rewards: a generalization of Perkins' Monte Carlo exploring starts for POMDPs to canonical MPOMDPs, with a single policy mapping joint observations of all agents to joint actions (MCES-MP); and another with each agent individually mapping joint observations to their own action (MCES-FMP). We use probably approximately local optimal (PALO) bounds to analyze sample complexity, instantiating these templates to PALO learning. We promote sample efficiency by including a policy space pruning technique, and evaluate the approaches on three domains of heterogeneous agents demonstrating that MCES-FMP yields improved policies in less samples compared to MCES-MP and a previous benchmark

    Learning to Cooperate via Policy Search

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    Cooperative games are those in which both agents share the same payoff structure. Value-based reinforcement-learning algorithms, such as variants of Q-learning, have been applied to learning cooperative games, but they only apply when the game state is completely observable to both agents. Policy search methods are a reasonable alternative to value-based methods for partially observable environments. In this paper, we provide a gradient-based distributed policy-search method for cooperative games and compare the notion of local optimum to that of Nash equilibrium. We demonstrate the effectiveness of this method experimentally in a small, partially observable simulated soccer domain.Comment: 8 pages, 5 figure

    Factored Contextual Policy Search with Bayesian Optimization

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    Scarce data is a major challenge to scaling robot learning to truly complex tasks, as we need to generalize locally learned policies over different task contexts. Contextual policy search offers data-efficient learning and generalization by explicitly conditioning the policy on a parametric context space. In this paper, we further structure the contextual policy representation. We propose to factor contexts into two components: target contexts that describe the task objectives, e.g. target position for throwing a ball; and environment contexts that characterize the environment, e.g. initial position or mass of the ball. Our key observation is that experience can be directly generalized over target contexts. We show that this can be easily exploited in contextual policy search algorithms. In particular, we apply factorization to a Bayesian optimization approach to contextual policy search both in sampling-based and active learning settings. Our simulation results show faster learning and better generalization in various robotic domains. See our supplementary video: https://youtu.be/MNTbBAOufDY.Comment: To appear in ICRA 201

    Urban Driving with Multi-Objective Deep Reinforcement Learning

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    Autonomous driving is a challenging domain that entails multiple aspects: a vehicle should be able to drive to its destination as fast as possible while avoiding collision, obeying traffic rules and ensuring the comfort of passengers. In this paper, we present a deep learning variant of thresholded lexicographic Q-learning for the task of urban driving. Our multi-objective DQN agent learns to drive on multi-lane roads and intersections, yielding and changing lanes according to traffic rules. We also propose an extension for factored Markov Decision Processes to the DQN architecture that provides auxiliary features for the Q function. This is shown to significantly improve data efficiency. We then show that the learned policy is able to zero-shot transfer to a ring road without sacrificing performance.Comment: Accepted at AAMAS 201

    Scalable trust-region method for deep reinforcement learning using Kronecker-factored approximation

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    In this work, we propose to apply trust region optimization to deep reinforcement learning using a recently proposed Kronecker-factored approximation to the curvature. We extend the framework of natural policy gradient and propose to optimize both the actor and the critic using Kronecker-factored approximate curvature (K-FAC) with trust region; hence we call our method Actor Critic using Kronecker-Factored Trust Region (ACKTR). To the best of our knowledge, this is the first scalable trust region natural gradient method for actor-critic methods. It is also a method that learns non-trivial tasks in continuous control as well as discrete control policies directly from raw pixel inputs. We tested our approach across discrete domains in Atari games as well as continuous domains in the MuJoCo environment. With the proposed methods, we are able to achieve higher rewards and a 2- to 3-fold improvement in sample efficiency on average, compared to previous state-of-the-art on-policy actor-critic methods. Code is available at https://github.com/openai/baselinesComment: 14 pages, 9 figures; update github repo lin

    Open Problems in Universal Induction & Intelligence

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    Specialized intelligent systems can be found everywhere: finger print, handwriting, speech, and face recognition, spam filtering, chess and other game programs, robots, et al. This decade the first presumably complete mathematical theory of artificial intelligence based on universal induction-prediction-decision-action has been proposed. This information-theoretic approach solidifies the foundations of inductive inference and artificial intelligence. Getting the foundations right usually marks a significant progress and maturing of a field. The theory provides a gold standard and guidance for researchers working on intelligent algorithms. The roots of universal induction have been laid exactly half-a-century ago and the roots of universal intelligence exactly one decade ago. So it is timely to take stock of what has been achieved and what remains to be done. Since there are already good recent surveys, I describe the state-of-the-art only in passing and refer the reader to the literature. This article concentrates on the open problems in universal induction and its extension to universal intelligence.Comment: 32 LaTeX page

    ASNets: Deep Learning for Generalised Planning

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    In this paper, we discuss the learning of generalised policies for probabilistic and classical planning problems using Action Schema Networks (ASNets). The ASNet is a neural network architecture that exploits the relational structure of (P)PDDL planning problems to learn a common set of weights that can be applied to any problem in a domain. By mimicking the actions chosen by a traditional, non-learning planner on a handful of small problems in a domain, ASNets are able to learn a generalised reactive policy that can quickly solve much larger instances from the domain. This work extends the ASNet architecture to make it more expressive, while still remaining invariant to a range of symmetries that exist in PPDDL problems. We also present a thorough experimental evaluation of ASNets, including a comparison with heuristic search planners on seven probabilistic and deterministic domains, an extended evaluation on over 18,000 Blocksworld instances, and an ablation study. Finally, we show that sparsity-inducing regularisation can produce ASNets that are compact enough for humans to understand, yielding insights into how the structure of ASNets allows them to generalise across a domain.Comment: Journal extension of AAAI'18 paper (arXiv:1709.04271
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