22 research outputs found
Learning by observation using Qualitative Spatial Relations
We present an approach to the problem of learning by observation in spatially-situated tasks, whereby an agent learns to imitate the behaviour of an observed expert, with no direct interaction and limited observations. The form of knowledge representation used for these observations is crucial, and we apply Qualitative Spatial-Relational representations to compress continuous, metric state-spaces into symbolic states to maximise the generalisability of learned models and minimise knowledge engineering. Our system self-configures these representations of the world to discover configurations of features most relevant to the task, and thus build good predictive models. We then show how these models can be employed by situated agents to control their behaviour, closing the loop from observation to practical implementation. We evaluate our approach in the simulated RoboCup Soccer domain and the Real-Time Strategy game Starcraft, and successfully demonstrate how a system using our approach closely mimics the behaviour of both synthetic (AI controlled) players, and also human-controlled players through observation. We further evaluate our work in Reinforcement Learning tasks in these domains, and show that our approach improves the speed at which such models can be learned
Learning Action-State Representation Forests for Implicitly Relational Worlds
Real world tasks, in homes or other unstructured environments, require interacting with objects (including people) and understanding the variety of physical relationships between them. For example, choosing where to place a fork at a table requires knowing the correct position and orientation relative to the plate. Further, the quantity of objects and the roles they play might change from one occasion to the next; the variables are not fixed and predefined. For an intelligent agent to navigate this complex space, it needs to be able to identify and focus on just those variables that are relevant. Also, if a robot or other artificial agent can learn such physical relations from its own experience in a task, it can save manual engineering effort and automatically adapt to new situations.
Relational learning, while often focused on discrete domains, applies to situations with arbitrary numbers of objects by using existential and/or universal quantifiers from first-order logic. The field of reinforcement learning (RL) addresses learning task execution from scalar rewards based on agent state and action. Relational reinforcement learning (RRL) combines these two fields.
In this dissertation, I present an RRL technique emphasizing relations that are merely implicit in multidimensional, continuous object attributes, such as position, color, and size. This technique requires analyzing permutations of possible object comparisons while simultaneously working in the multidimensional spaces defined by their attributes. Existing similar RRL methods query only one dimension at a time, which limits effectiveness when multiple dimensions are correlated.
Specifically, I present a representation policy iteration (RPI) method using the spatiotemporal multidimensional relational framework (SMRF) for learning relational decision trees from object attributes. This SMRF-RPI algorithm interleaves the learning of relational representations and of policies for agent action. Further, SMRF-RPI includes support for continuous actions. As a component of the SMRF framework, I also present a novel multiple instance learning (MIL) algorithm, which is able to learn parametric, existential decision volumes within a feature space in a robust manner.
Finally, I demonstrate SMRF-RPI on a variety of developmentally motivated blocks world tasks, as well as effective transfer and sample efficient learning in a standard keepaway soccer benchmark task. Both domains involve complicated, simulated world dynamics in continuous space. These experiments demonstrate SMRF-RPI as a promising method for applying RRL techniques in multidimensional, continuous domains
Kernelizing LSPE λ
We propose the use of kernel-based methods as underlying function approximator in the least-squares based policy evaluation framework of LSPE(λ) and LSTD(λ). In particular we present the âkernelizationâ of model-free LSPE(λ). The âkernelizationâ is computationally made possible by using the subset of regressors approximation, which approximates the kernel using a vastly reduced number of basis functions. The core of our proposed solution is an efficient recursive implementation with automatic supervised selection of the relevant basis functions. The LSPE method is well-suited for optimistic policy iteration and can thus be used in the context of online reinforcement learning. We use the high-dimensional Octopus benchmark to demonstrate this
Policy space abstraction for a lifelong learning agent
This thesis is concerned with policy space abstractions that concisely encode alternative
ways of making decisions; dealing with discovery, learning, adaptation and use of these
abstractions. This work is motivated by the problem faced by autonomous agents that
operate within a domain for long periods of time, hence having to learn to solve many
different task instances that share some structural attributes. An example of such a
domain is an autonomous robot in a dynamic domestic environment. Such environments
raise the need for transfer of knowledge, so as to eliminate the need for long learning
trials after deployment.
Typically, these tasks would be modelled as sequential decision making problems,
including path optimisation for navigation tasks, or Markov Decision Process models for
more general tasks. Learning within such models often takes the form of online learning
or reinforcement learning. However, handling issues such as knowledge transfer and
multiple task instances requires notions of structure and hierarchy, and that raises several
questions that form the topic of this thesis â (a) can an agent acquire such hierarchies in
policies in an online, incremental manner, (b) can we devise mathematically rigorous
ways to abstract policies based on qualitative attributes, (c) when it is inconvenient to
employ prolonged trial and error learning, can we devise alternate algorithmic methods
for decision making in a lifelong setting?
The first contribution of this thesis is an algorithmic method for incrementally
acquiring hierarchical policies. Working with the framework of options - temporally
extended actions - in reinforcement learning, we present a method for discovering
persistent subtasks that define useful options for a particular domain. Our algorithm
builds on a probabilistic mixture model in state space to define a generalised and
persistent form of âbottlenecksâ, and suggests suitable policy fragments to make options.
In order to continuously update this hierarchy, we devise an incremental process which
runs in the background and takes care of proposing and forgetting options. We evaluate
this framework in simulated worlds, including the RoboCup 2D simulation league
domain.
The second contribution of this thesis is in defining abstractions in terms of equivalence
classes of trajectories. Utilising recently developed techniques from computational
topology, in particular the concept of persistent homology, we show that a library of
feasible trajectories could be retracted to representative paths that may be sufficient for
reasoning about plans at the abstract level. We present a complete framework, starting
from a novel construction of a simplicial complex that describes higher-order connectivity
properties of a spatial domain, to methods for computing the homology of this
complex at varying resolutions. The resulting abstractions are motion primitives that
may be used as topological options, contributing a novel criterion for option discovery.
This is validated by experiments in simulated 2D robot navigation, and in manipulation
using a physical robot platform.
Finally, we develop techniques for solving a family of related, but different, problem
instances through policy reuse of a finite policy library acquired over the agentâs lifetime.
This represents an alternative approach when traditional methods such as hierarchical
reinforcement learning are not computationally feasible. We abstract the policy space
using a non-parametric model of performance of policies in multiple task instances, so
that decision making is posed as a Bayesian choice regarding what to reuse. This is
one approach to transfer learning that is motivated by the needs of practical long-lived
systems. We show the merits of such Bayesian policy reuse in simulated real-time
interactive systems, including online personalisation and surveillance
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Hypernetworks Analysis of RoboCup Interactions
Robotic soccer simulations are controlled environments in which the rich variety of interactions among agents make them good candidates to be studied as complex adaptive systems. The challenge is to create an autonomous team of soccer agents that can adapt and improve its behaviour as it plays other teams. By analogy with chess, the movements of the soccer agents and the ball form ever-changing networks as players in one team form structures that give their team an advantage. For example, the Defenderâs Dilemma involves relationships between an attacker with the ball, a team-mate and a defender. The defender must choose between tackling the player with the ball, or taking a position to intercept a pass to the other attacker. Since these structures involve more that two interacting entities it is necessary to go beyond networks to multidimensional hypernetworks. In this context, this thesis investigates (i) is it possible to identify patterns of play, that lead a team to obtain an advantage ?, (ii) is it possible to forecast with a good degree of accuracy if a certain game action or sequence of game actions is going to be successful, before it has been completed ?, and (iii) is it possible to make behavioural patterns emerge in the game without specifying the behavioural rules in detail ? To investigate these research questions we devised two methods to analyse the interactions between robotic players, one based on traditional programming and one based on Deep Learning. The first method identified thousands of Defenderâs Dilemma configurations from RoboCup 2D simulator games and found a statistically significant association between winning and the creation of the defenderâs dilemma by the attackers of the winning team. The second method showed that a feedforward Artificial Neural Network trained on thousands of games can take as input the current game configuration and forecast to a high degree of accuracy if the current action will end up in a goal or not. Finally, we designed our own fast and simple robotic soccer simulator for investigating Reinforcement Learning. This showed that Reinforcement Learning using Proximal Policy Optimization could train two agents in the task of scoring a goal, using only basic actions without using pre-built hand-programmed skills. These experiments provide evidence that it is possible: to identify advantageous patterns of play; to forecast if an action or sequence of actions will be successful; and to make behavioural patterns emerge in the game without specifying the behavioural rules in detail
Quicker Q-Learning in Multi-Agent Systems
Multi-agent learning in Markov Decisions Problems is challenging because of the presence ot two credit assignment problems: 1) How to credit an action taken at time step t for rewards received at t' greater than t; and 2) How to credit an action taken by agent i considering the system reward is a function of the actions of all the agents. The first credit assignment problem is typically addressed with temporal difference methods such as Q-learning OK TD(lambda) The second credit assi,onment problem is typically addressed either by hand-crafting reward functions that assign proper credit to an agent, or by making certain independence assumptions about an agent's state-space and reward function. To address both credit assignment problems simultaneously, we propose the Q Updates with Immediate Counterfactual Rewards-learning (QUICR-learning) designed to improve both the convergence properties and performance of Q-learning in large multi-agent problems. Instead of assuming that an agent s value function can be made independent of other agents, this method suppresses the impact of other agents using counterfactual rewards. Results on multi-agent grid-world problems over multiple topologies show that QUICR-learning can achieve up to thirty fold improvements in performance over both conventional and local Q-learning in the largest tested systems
Deep learning based approaches for imitation learning.
Imitation learning refers to an agent's ability to mimic a desired behaviour by learning from observations. The field is rapidly gaining attention due to recent advances in computational and communication capabilities as well as rising demand for intelligent applications. The goal of imitation learning is to describe the desired behaviour by providing demonstrations rather than instructions. This enables agents to learn complex behaviours with general learning methods that require minimal task specific information. However, imitation learning faces many challenges. The objective of this thesis is to advance the state of the art in imitation learning by adopting deep learning methods to address two major challenges of learning from demonstrations. Firstly, representing the demonstrations in a manner that is adequate for learning. We propose novel Convolutional Neural Networks (CNN) based methods to automatically extract feature representations from raw visual demonstrations and learn to replicate the demonstrated behaviour. This alleviates the need for task specific feature extraction and provides a general learning process that is adequate for multiple problems. The second challenge is generalizing a policy over unseen situations in the training demonstrations. This is a common problem because demonstrations typically show the best way to perform a task and don't offer any information about recovering from suboptimal actions. Several methods are investigated to improve the agent's generalization ability based on its initial performance. Our contributions in this area are three fold. Firstly, we propose an active data aggregation method that queries the demonstrator in situations of low confidence. Secondly, we investigate combining learning from demonstrations and reinforcement learning. A deep reward shaping method is proposed that learns a potential reward function from demonstrations. Finally, memory architectures in deep neural networks are investigated to provide context to the agent when taking actions. Using recurrent neural networks addresses the dependency between the state-action sequences taken by the agent. The experiments are conducted in simulated environments on 2D and 3D navigation tasks that are learned from raw visual data, as well as a 2D soccer simulator. The proposed methods are compared to state of the art deep reinforcement learning methods. The results show that deep learning architectures can learn suitable representations from raw visual data and effectively map them to atomic actions. The proposed methods for addressing generalization show improvements over using supervised learning and reinforcement learning alone. The results are thoroughly analysed to identify the benefits of each approach and situations in which it is most suitable
Least-squares methods for policy iteration
Approximate reinforcement learning deals with the essential problem of applying reinforcement learning in large and continuous state-action spaces, by using function approximators to represent the solution. This chapter reviews least-squares methods for policy iteration, an important class of algorithms for approximate reinforcement learning. We discuss three techniques for solving the core, policy evaluation component of policy iteration, called: least-squares temporal difference, least-squares policy evaluation, and Bellman residual minimization. We introduce these techniques starting from their general mathematical principles and detailing them down to fully specified algorithms. We pay attention to online variants of policy iteration, and provide a numerical example highlighting the behavior of representative offline and online methods. For the policy evaluation component as well as for the overall resulting approximate policy iteration, we provide guarantees on the performance obtained asymptotically, as the number of samples processed and iterations executed grows to infinity. We also provide finite-sample results, which apply when a finite number of samples and iterations are considered. Finally, we outline several extensions and improvements to the techniques and methods reviewed