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Adam White

Publications and source records attributed to Adam White.

At least 55 records · Page 3Linked to original sources

Assessing Human Interaction in Virtual Reality With Continually Learning Prediction Agents Based on Reinforcement Learning Algorithms: A Pilot Study

Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research has hitherto under-explored interactions that occur while the system is actively learning, and can noticeably change its behaviour in minutes. In this pilot study, we investigate how the interaction between a human and a continually learning prediction agent develops as the agent develops competency. Additionally, we compare two different agent architectures to assess how representational choices in agent design affect the human-agent interaction. We develop a virtual reality environment and a time-based prediction task wherein learned predictions from a reinforcement learning (RL) algorithm augment human predictions. We assess how a participant's performance and behaviour in this task differs across agent types, using both quantitative and qualitative analyses. Our findings suggest that human trust of the system may be influenced by early interactions with the agent, and that trust in turn affects strategic behaviour, but limitations of the pilot study rule out any conclusive statement. We identify trust as a key feature of interaction to focus on when considering RL-based technologies, and make several recommendations for modification to this study in preparation for a larger-scale investigation. A video summary of this paper can be found at https://youtu.be/oVYJdnBqTwQ .

cs.AI

What makes useful auxiliary tasks in reinforcement learning: investigating the effect of the target policy

Auxiliary tasks have been argued to be useful for representation learning in reinforcement learning. Although many auxiliary tasks have been empirically shown to be effective for accelerating learning on the main task, it is not yet clear what makes useful auxiliary tasks. Some of the most promising results are on the pixel control, reward prediction, and the next state prediction auxiliary tasks; however, the empirical results are mixed, showing substantial improvements in some cases and marginal improvements in others. Careful investigations of how auxiliary tasks help the learning of the main task is necessary. In this paper, we take a step studying the effect of the target policies on the usefulness of the auxiliary tasks formulated as general value functions. General value functions consist of three core elements: 1) policy 2) cumulant 3) continuation function. Our focus on the role of the target policy of the auxiliary tasks is motivated by the fact that the target policy determines the behavior about which the agent wants to make a prediction and the state-action distribution that the agent is trained on, which further affects the main task learning. Our study provides insights about questions such as: Does a greedy policy result in bigger improvement gains compared to other policies? Is it best to set the auxiliary task policy to be the same as the main task policy? Does the choice of the target policy have a substantial effect on the achieved performance gain or simple strategies for setting the policy, such as using a uniformly random policy, work as well? Our empirical results suggest that: 1) Auxiliary tasks with the greedy policy tend to be useful. 2) Most policies, including a uniformly random policy, tend to improve over the baseline. 3) Surprisingly, the main task policy tends to be less useful compared to other policies.

cs.AI

The Frost Hollow Experiments: Pavlovian Signalling as a Path to Coordination and Communication Between Agents

Learned communication between agents is a powerful tool when approaching decision-making problems that are hard to overcome by any single agent in isolation. However, continual coordination and communication learning between machine agents or human-machine partnerships remains a challenging open problem. As a stepping stone toward solving the continual communication learning problem, in this paper we contribute a multi-faceted study into what we term Pavlovian signalling -- a process by which learned, temporally extended predictions made by one agent inform decision-making by another agent with different perceptual access to their shared environment. We seek to establish how different temporal processes and representational choices impact Pavlovian signalling between learning agents. To do so, we introduce a partially observable decision-making domain we call the Frost Hollow. In this domain a prediction learning agent and a reinforcement learning agent are coupled into a two-part decision-making system that seeks to acquire sparse reward while avoiding time-conditional hazards. We evaluate two domain variations: 1) machine prediction and control learning in a linear walk, and 2) a prediction learning machine interacting with a human participant in a virtual reality environment. Our results showcase the speed of learning for Pavlovian signalling, the impact that different temporal representations do (and do not) have on agent-agent coordination, and how temporal aliasing impacts agent-agent and human-agent interactions differently. As a main contribution, we establish Pavlovian signalling as a natural bridge between fixed signalling paradigms and fully adaptive communication learning. Our results therefore point to an actionable, constructivist path towards continual communication learning between reinforcement learning agents, with potential impact in a range of real-world settings.

cs.AI

Continual Auxiliary Task Learning

Learning auxiliary tasks, such as multiple predictions about the world, can provide many benefits to reinforcement learning systems. A variety of off-policy learning algorithms have been developed to learn such predictions, but as yet there is little work on how to adapt the behavior to gather useful data for those off-policy predictions. In this work, we investigate a reinforcement learning system designed to learn a collection of auxiliary tasks, with a behavior policy learning to take actions to improve those auxiliary predictions. We highlight the inherent non-stationarity in this continual auxiliary task learning problem, for both prediction learners and the behavior learner. We develop an algorithm based on successor features that facilitates tracking under non-stationary rewards, and prove the separation into learning successor features and rewards provides convergence rate improvements. We conduct an in-depth study into the resulting multi-prediction learning system.

cs.LG

Pavlovian Signalling with General Value Functions in Agent-Agent Temporal Decision Making

In this paper, we contribute a multi-faceted study into Pavlovian signalling -- a process by which learned, temporally extended predictions made by one agent inform decision-making by another agent. Signalling is intimately connected to time and timing. In service of generating and receiving signals, humans and other animals are known to represent time, determine time since past events, predict the time until a future stimulus, and both recognize and generate patterns that unfold in time. We investigate how different temporal processes impact coordination and signalling between learning agents by introducing a partially observable decision-making domain we call the Frost Hollow. In this domain, a prediction learning agent and a reinforcement learning agent are coupled into a two-part decision-making system that works to acquire sparse reward while avoiding time-conditional hazards. We evaluate two domain variations: machine agents interacting in a seven-state linear walk, and human-machine interaction in a virtual-reality environment. Our results showcase the speed of learning for Pavlovian signalling, the impact that different temporal representations do (and do not) have on agent-agent coordination, and how temporal aliasing impacts agent-agent and human-agent interactions differently. As a main contribution, we establish Pavlovian signalling as a natural bridge between fixed signalling paradigms and fully adaptive communication learning between two agents. We further show how to computationally build this adaptive signalling process out of a fixed signalling process, characterized by fast continual prediction learning and minimal constraints on the nature of the agent receiving signals. Our results therefore suggest an actionable, constructivist path towards communication learning between reinforcement learning agents.

cs.AI

Counterfactual Instances Explain Little

In many applications, it is important to be able to explain the decisions of machine learning systems. An increasingly popular approach has been to seek to provide \emph{counterfactual instance explanations}. These specify close possible worlds in which, contrary to the facts, a person receives their desired decision from the machine learning system. This paper will draw on literature from the philosophy of science to argue that a satisfactory explanation must consist of both counterfactual instances and a causal equation (or system of equations) that support the counterfactual instances. We will show that counterfactual instances by themselves explain little. We will further illustrate how explainable AI methods that provide both causal equations and counterfactual instances can successfully explain machine learning predictions.

cs.AI

Learning Expected Emphatic Traces for Deep RL

Off-policy sampling and experience replay are key for improving sample efficiency and scaling model-free temporal difference learning methods. When combined with function approximation, such as neural networks, this combination is known as the deadly triad and is potentially unstable. Recently, it has been shown that stability and good performance at scale can be achieved by combining emphatic weightings and multi-step updates. This approach, however, is generally limited to sampling complete trajectories in order, to compute the required emphatic weighting. In this paper we investigate how to combine emphatic weightings with non-sequential, off-line data sampled from a replay buffer. We develop a multi-step emphatic weighting that can be combined with replay, and a time-reversed $n$-step TD learning algorithm to learn the required emphatic weighting. We show that these state weightings reduce variance compared with prior approaches, while providing convergence guarantees. We tested the approach at scale on Atari 2600 video games, and observed that the new X-ETD($n$) agent improved over baseline agents, highlighting both the scalability and broad applicability of our approach.

cs.LG

Emphatic Algorithms for Deep Reinforcement Learning

Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-policy sampling - this is known as the ''deadly triad''. Emphatic temporal difference (ETD($λ$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($λ$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($λ$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.

cs.LG

A Generalized Projected Bellman Error for Off-policy Value Estimation in Reinforcement Learning

Many reinforcement learning algorithms rely on value estimation, however, the most widely used algorithms -- namely temporal difference algorithms -- can diverge under both off-policy sampling and nonlinear function approximation. Many algorithms have been developed for off-policy value estimation based on the linear mean squared projected Bellman error (MSPBE) and are sound under linear function approximation. Extending these methods to the nonlinear case has been largely unsuccessful. Recently, several methods have been introduced that approximate a different objective -- the mean-squared Bellman error (MSBE) -- which naturally facilitate nonlinear approximation. In this work, we build on these insights and introduce a new generalized MSPBE that extends the linear MSPBE to the nonlinear setting. We show how this generalized objective unifies previous work and obtain new bounds for the value error of the solutions of the generalized objective. We derive an easy-to-use, but sound, algorithm to minimize the generalized objective, and show that it is more stable across runs, is less sensitive to hyperparameters, and performs favorably across four control domains with neural network function approximation.

cs.LG

Context-Dependent Upper-Confidence Bounds for Directed Exploration

Directed exploration strategies for reinforcement learning are critical for learning an optimal policy in a minimal number of interactions with the environment. Many algorithms use optimism to direct exploration, either through visitation estimates or upper confidence bounds, as opposed to data-inefficient strategies like ε-greedy that use random, undirected exploration. Most data-efficient exploration methods require significant computation, typically relying on a learned model to guide exploration. Least-squares methods have the potential to provide some of the data-efficiency benefits of model-based approaches -- because they summarize past interactions -- with the computation closer to that of model-free approaches. In this work, we provide a novel, computationally efficient, incremental exploration strategy, leveraging this property of least-squares temporal difference learning (LSTD). We derive upper confidence bounds on the action-values learned by LSTD, with context-dependent (or state-dependent) noise variance. Such context-dependent noise focuses exploration on a subset of variable states, and allows for reduced exploration in other states. We empirically demonstrate that our algorithm can converge more quickly than other incremental exploration strategies using confidence estimates on action-values.

cs.LG

General Value Function Networks

State construction is important for learning in partially observable environments. A general purpose strategy for state construction is to learn the state update using a Recurrent Neural Network (RNN), which updates the internal state using the current internal state and the most recent observation. This internal state provides a summary of the observed sequence, to facilitate accurate predictions and decision-making. At the same time, specifying and training RNNs is notoriously tricky, particularly as the common strategy to approximate gradients back in time, called truncated Back-prop Through Time (BPTT), can be sensitive to the truncation window. Further, domain-expertise--which can usually help constrain the function class and so improve trainability--can be difficult to incorporate into complex recurrent units used within RNNs. In this work, we explore how to use multi-step predictions to constrain the RNN and incorporate prior knowledge. In particular, we revisit the idea of using predictions to construct state and ask: does constraining (parts of) the state to consist of predictions about the future improve RNN trainability? We formulate a novel RNN architecture, called a General Value Function Network (GVFN), where each internal state component corresponds to a prediction about the future represented as a value function. We first provide an objective for optimizing GVFNs, and derive several algorithms to optimize this objective. We then show that GVFNs are more robust to the truncation level, in many cases only requiring one-step gradient updates.

cs.LG

Gradient Temporal-Difference Learning with Regularized Corrections

It is still common to use Q-learning and temporal difference (TD) learning-even though they have divergence issues and sound Gradient TD alternatives exist-because divergence seems rare and they typically perform well. However, recent work with large neural network learning systems reveals that instability is more common than previously thought. Practitioners face a difficult dilemma: choose an easy to use and performant TD method, or a more complex algorithm that is more sound but harder to tune and all but unexplored with non-linear function approximation or control. In this paper, we introduce a new method called TD with Regularized Corrections (TDRC), that attempts to balance ease of use, soundness, and performance. It behaves as well as TD, when TD performs well, but is sound in cases where TD diverges. We empirically investigate TDRC across a range of problems, for both prediction and control, and for both linear and non-linear function approximation, and show, potentially for the first time, that gradient TD methods could be a better alternative to TD and Q-learning.

cs.LG

Adapting Behaviour via Intrinsic Reward: A Survey and Empirical Study

Learning about many things can provide numerous benefits to a reinforcement learning system. For example, learning many auxiliary value functions, in addition to optimizing the environmental reward, appears to improve both exploration and representation learning. The question we tackle in this paper is how to sculpt the stream of experience---how to adapt the learning system's behavior---to optimize the learning of a collection of value functions. A simple answer is to compute an intrinsic reward based on the statistics of each auxiliary learner, and use reinforcement learning to maximize that intrinsic reward. Unfortunately, implementing this simple idea has proven difficult, and thus has been the focus of decades of study. It remains unclear which of the many possible measures of learning would work well in a parallel learning setting where environmental reward is extremely sparse or absent. In this paper, we investigate and compare different intrinsic reward mechanisms in a new bandit-like parallel-learning testbed. We discuss the interaction between reward and prediction learners and highlight the importance of introspective prediction learners: those that increase their rate of learning when progress is possible, and decrease when it is not. We provide a comprehensive empirical comparison of 14 different rewards, including well-known ideas from reinforcement learning and active learning. Our results highlight a simple but seemingly powerful principle: intrinsic rewards based on the amount of learning can generate useful behavior, if each individual learner is introspective.

cs.LG

Planning with Expectation Models

Distribution and sample models are two popular model choices in model-based reinforcement learning (MBRL). However, learning these models can be intractable, particularly when the state and action spaces are large. Expectation models, on the other hand, are relatively easier to learn due to their compactness and have also been widely used for deterministic environments. For stochastic environments, it is not obvious how expectation models can be used for planning as they only partially characterize a distribution. In this paper, we propose a sound way of using approximate expectation models for MBRL. In particular, we 1) show that planning with an expectation model is equivalent to planning with a distribution model if the state value function is linear in state features, 2) analyze two common parametrization choices for approximating the expectation: linear and non-linear expectation models, 3) propose a sound model-based policy evaluation algorithm and present its convergence results, and 4) empirically demonstrate the effectiveness of the proposed planning algorithm.

cs.LG

Towards a practical measure of interference for reinforcement learning

Catastrophic interference is common in many network-based learning systems, and many proposals exist for mitigating it. But, before we overcome interference we must understand it better. In this work, we provide a definition of interference for control in reinforcement learning. We systematically evaluate our new measures, by assessing correlation with several measures of learning performance, including stability, sample efficiency, and online and offline control performance across a variety of learning architectures. Our new interference measure allows us to ask novel scientific questions about commonly used deep learning architectures. In particular we show that target network frequency is a dominating factor for interference, and that updates on the last layer result in significantly higher interference than updates internal to the network. This new measure can be expensive to compute; we conclude with motivation for an efficient proxy measure and empirically demonstrate it is correlated with our definition of interference.

cs.LG

Improving Performance in Reinforcement Learning by Breaking Generalization in Neural Networks

Reinforcement learning systems require good representations to work well. For decades practical success in reinforcement learning was limited to small domains. Deep reinforcement learning systems, on the other hand, are scalable, not dependent on domain specific prior knowledge and have been successfully used to play Atari, in 3D navigation from pixels, and to control high degree of freedom robots. Unfortunately, the performance of deep reinforcement learning systems is sensitive to hyper-parameter settings and architecture choices. Even well tuned systems exhibit significant instability both within a trial and across experiment replications. In practice, significant expertise and trial and error are usually required to achieve good performance. One potential source of the problem is known as catastrophic interference: when later training decreases performance by overriding previous learning. Interestingly, the powerful generalization that makes Neural Networks (NN) so effective in batch supervised learning might explain the challenges when applying them in reinforcement learning tasks. In this paper, we explore how online NN training and interference interact in reinforcement learning. We find that simply re-mapping the input observations to a high-dimensional space improves learning speed and parameter sensitivity. We also show this preprocessing reduces interference in prediction tasks. More practically, we provide a simple approach to NN training that is easy to implement, and requires little additional computation. We demonstrate that our approach improves performance in both prediction and control with an extensive batch of experiments in classic control domains.

cs.LG

Meta-descent for Online, Continual Prediction

This paper investigates different vector step-size adaptation approaches for non-stationary online, continual prediction problems. Vanilla stochastic gradient descent can be considerably improved by scaling the update with a vector of appropriately chosen step-sizes. Many methods, including AdaGrad, RMSProp, and AMSGrad, keep statistics about the learning process to approximate a second order update---a vector approximation of the inverse Hessian. Another family of approaches use meta-gradient descent to adapt the step-size parameters to minimize prediction error. These meta-descent strategies are promising for non-stationary problems, but have not been as extensively explored as quasi-second order methods. We first derive a general, incremental meta-descent algorithm, called AdaGain, designed to be applicable to a much broader range of algorithms, including those with semi-gradient updates or even those with accelerations, such as RMSProp. We provide an empirical comparison of methods from both families. We conclude that methods from both families can perform well, but in non-stationary prediction problems the meta-descent methods exhibit advantages. Our method is particularly robust across several prediction problems, and is competitive with the state-of-the-art method on a large-scale, time-series prediction problem on real data from a mobile robot.

cs.LG

Measurable Counterfactual Local Explanations for Any Classifier

We propose a novel method for explaining the predictions of any classifier. In our approach, local explanations are expected to explain both the outcome of a prediction and how that prediction would change if 'things had been different'. Furthermore, we argue that satisfactory explanations cannot be dissociated from a notion and measure of fidelity, as advocated in the early days of neural networks' knowledge extraction. We introduce a definition of fidelity to the underlying classifier for local explanation models which is based on distances to a target decision boundary. A system called CLEAR: Counterfactual Local Explanations via Regression, is introduced and evaluated. CLEAR generates w-counterfactual explanations that state minimum changes necessary to flip a prediction's classification. CLEAR then builds local regression models, using the w-counterfactuals to measure and improve the fidelity of its regressions. By contrast, the popular LIME method, which also uses regression to generate local explanations, neither measures its own fidelity nor generates counterfactuals. CLEAR's regressions are found to have significantly higher fidelity than LIME's, averaging over 45% higher in this paper's four case studies.

cs.AI