170 research outputs found
Sample-Efficient Model-Free Reinforcement Learning with Off-Policy Critics
Value-based reinforcement-learning algorithms provide state-of-the-art
results in model-free discrete-action settings, and tend to outperform
actor-critic algorithms. We argue that actor-critic algorithms are limited by
their need for an on-policy critic. We propose Bootstrapped Dual Policy
Iteration (BDPI), a novel model-free reinforcement-learning algorithm for
continuous states and discrete actions, with an actor and several off-policy
critics. Off-policy critics are compatible with experience replay, ensuring
high sample-efficiency, without the need for off-policy corrections. The actor,
by slowly imitating the average greedy policy of the critics, leads to
high-quality and state-specific exploration, which we compare to Thompson
sampling. Because the actor and critics are fully decoupled, BDPI is remarkably
stable, and unusually robust to its hyper-parameters. BDPI is significantly
more sample-efficient than Bootstrapped DQN, PPO, and ACKTR, on discrete,
continuous and pixel-based tasks. Source code:
https://github.com/vub-ai-lab/bdpi.Comment: Accepted at the European Conference on Machine Learning 2019 (ECML
A framework for reinforcement learning with autocorrelated actions
The subject of this paper is reinforcement learning. Policies are considered
here that produce actions based on states and random elements autocorrelated in
subsequent time instants. Consequently, an agent learns from experiments that
are distributed over time and potentially give better clues to policy
improvement. Also, physical implementation of such policies, e.g. in robotics,
is less problematic, as it avoids making robots shake. This is in opposition to
most RL algorithms which add white noise to control causing unwanted shaking of
the robots. An algorithm is introduced here that approximately optimizes the
aforementioned policy. Its efficiency is verified for four simulated learning
control problems (Ant, HalfCheetah, Hopper, and Walker2D) against three other
methods (PPO, SAC, ACER). The algorithm outperforms others in three of these
problems.Comment: The 27th International Conference on Neural Information Processing
(ICONIP2020
The Emergence of Norms via Contextual Agreements in Open Societies
This paper explores the emergence of norms in agents' societies when agents
play multiple -even incompatible- roles in their social contexts
simultaneously, and have limited interaction ranges. Specifically, this article
proposes two reinforcement learning methods for agents to compute agreements on
strategies for using common resources to perform joint tasks. The computation
of norms by considering agents' playing multiple roles in their social contexts
has not been studied before. To make the problem even more realistic for open
societies, we do not assume that agents share knowledge on their common
resources. So, they have to compute semantic agreements towards performing
their joint actions. %The paper reports on an empirical study of whether and
how efficiently societies of agents converge to norms, exploring the proposed
social learning processes w.r.t. different society sizes, and the ways agents
are connected. The results reported are very encouraging, regarding the speed
of the learning process as well as the convergence rate, even in quite complex
settings
Deep Reinforcement Learning: An Overview
In recent years, a specific machine learning method called deep learning has
gained huge attraction, as it has obtained astonishing results in broad
applications such as pattern recognition, speech recognition, computer vision,
and natural language processing. Recent research has also been shown that deep
learning techniques can be combined with reinforcement learning methods to
learn useful representations for the problems with high dimensional raw data
input. This chapter reviews the recent advances in deep reinforcement learning
with a focus on the most used deep architectures such as autoencoders,
convolutional neural networks and recurrent neural networks which have
successfully been come together with the reinforcement learning framework.Comment: Proceedings of SAI Intelligent Systems Conference (IntelliSys) 201
Learning flexible sensori-motor mappings in a complex network
Given the complex structure of the brain, how can synaptic plasticity explain the learning and forgetting of associations when these are continuously changing? We address this question by studying different reinforcement learning rules in a multilayer network in order to reproduce monkey behavior in a visuomotor association task. Our model can only reproduce the learning performance of the monkey if the synaptic modifications depend on the pre- and postsynaptic activity, and if the intrinsic level of stochasticity is low. This favored learning rule is based on reward modulated Hebbian synaptic plasticity and shows the interesting feature that the learning performance does not substantially degrade when adding layers to the network, even for a complex problem
Learning Shapes Spontaneous Activity Itinerating over Memorized States
Learning is a process that helps create neural dynamical systems so that an appropriate output pattern is generated for a given input. Often, such a memory is considered to be included in one of the attractors in neural dynamical systems, depending on the initial neural state specified by an input. Neither neural activities observed in the absence of inputs nor changes caused in the neural activity when an input is provided were studied extensively in the past. However, recent experimental studies have reported existence of structured spontaneous neural activity and its changes when an input is provided. With this background, we propose that memory recall occurs when the spontaneous neural activity changes to an appropriate output activity upon the application of an input, and this phenomenon is known as bifurcation in the dynamical systems theory. We introduce a reinforcement-learning-based layered neural network model with two synaptic time scales; in this network, I/O relations are successively memorized when the difference between the time scales is appropriate. After the learning process is complete, the neural dynamics are shaped so that it changes appropriately with each input. As the number of memorized patterns is increased, the generated spontaneous neural activity after learning shows itineration over the previously learned output patterns. This theoretical finding also shows remarkable agreement with recent experimental reports, where spontaneous neural activity in the visual cortex without stimuli itinerate over evoked patterns by previously applied signals. Our results suggest that itinerant spontaneous activity can be a natural outcome of successive learning of several patterns, and it facilitates bifurcation of the network when an input is provided
Particle Swarm Optimization with Reinforcement Learning for the Prediction of CpG Islands in the Human Genome
BACKGROUND: Regions with abundant GC nucleotides, a high CpG number, and a length greater than 200 bp in a genome are often referred to as CpG islands. These islands are usually located in the 5' end of genes. Recently, several algorithms for the prediction of CpG islands have been proposed. METHODOLOGY/PRINCIPAL FINDINGS: We propose here a new method called CPSORL to predict CpG islands, which consists of a complement particle swarm optimization algorithm combined with reinforcement learning to predict CpG islands more reliably. Several CpG island prediction tools equipped with the sliding window technique have been developed previously. However, the quality of the results seems to rely too much on the choices that are made for the window sizes, and thus these methods leave room for improvement. CONCLUSIONS/SIGNIFICANCE: Experimental results indicate that CPSORL provides results of a higher sensitivity and a higher correlation coefficient in all selected experimental contigs than the other methods it was compared to (CpGIS, CpGcluster, CpGProd and CpGPlot). A higher number of CpG islands were identified in chromosomes 21 and 22 of the human genome than with the other methods from the literature. CPSORL also achieved the highest coverage rate (3.4%). CPSORL is an application for identifying promoter and TSS regions associated with CpG islands in entire human genomic. When compared to CpGcluster, the islands predicted by CPSORL covered a larger region in the TSS (12.2%) and promoter (26.1%) region. If Alu sequences are considered, the islands predicted by CPSORL (Alu) covered a larger TSS (40.5%) and promoter (67.8%) region than CpGIS. Furthermore, CPSORL was used to verify that the average methylation density was 5.33% for CpG islands in the entire human genome
Human–agent collaboration for disaster response
In the aftermath of major disasters, first responders are typically overwhelmed with large numbers of, spatially distributed, search and rescue tasks, each with their own requirements. Moreover, responders have to operate in highly uncertain and dynamic environments where new tasks may appear and hazards may be spreading across the disaster space. Hence, rescue missions may need to be re-planned as new information comes in, tasks are completed, or new hazards are discovered. Finding an optimal allocation of resources to complete all the tasks is a major computational challenge. In this paper, we use decision theoretic techniques to solve the task allocation problem posed by emergency response planning and then deploy our solution as part of an agent-based planning tool in real-world field trials. By so doing, we are able to study the interactional issues that arise when humans are guided by an agent. Specifically, we develop an algorithm, based on a multi-agent Markov decision process representation of the task allocation problem and show that it outperforms standard baseline solutions. We then integrate the algorithm into a planning agent that responds to requests for tasks from participants in a mixed-reality location-based game, called AtomicOrchid, that simulates disaster response settings in the real-world. We then run a number of trials of our planning agent and compare it against a purely human driven system. Our analysis of these trials show that human commanders adapt to the planning agent by taking on a more supervisory role and that, by providing humans with the flexibility of requesting plans from the agent, allows them to perform more tasks more efficiently than using purely human interactions to allocate tasks. We also discuss how such flexibility could lead to poor performance if left unchecked
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