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Aske Plaat

Publications and source records attributed to Aske Plaat.

At least 73 records · Page 4Linked to original sources

Transfer Learning and Curriculum Learning in Sokoban

Transfer learning can speed up training in machine learning and is regularly used in classification tasks. It reuses prior knowledge from other tasks to pre-train networks for new tasks. In reinforcement learning, learning actions for a behavior policy that can be applied to new environments is still a challenge, especially for tasks that involve much planning. Sokoban is a challenging puzzle game. It has been used widely as a benchmark in planning-based reinforcement learning. In this paper, we show how prior knowledge improves learning in Sokoban tasks. We find that reusing feature representations learned previously can accelerate learning new, more complex, instances. In effect, we show how curriculum learning, from simple to complex tasks, works in Sokoban. Furthermore, feature representations learned in simpler instances are more general, and thus lead to positive transfers towards more complex tasks, but not vice versa. We have also studied which part of the knowledge is most important for transfer to succeed, and identify which layers should be used for pre-training.

cs.AI↗

Potential-based Reward Shaping in Sokoban

Learning to solve sparse-reward reinforcement learning problems is difficult, due to the lack of guidance towards the goal. But in some problems, prior knowledge can be used to augment the learning process. Reward shaping is a way to incorporate prior knowledge into the original reward function in order to speed up the learning. While previous work has investigated the use of expert knowledge to generate potential functions, in this work, we study whether we can use a search algorithm(A*) to automatically generate a potential function for reward shaping in Sokoban, a well-known planning task. The results showed that learning with shaped reward function is faster than learning from scratch. Our results indicate that distance functions could be a suitable function for Sokoban. This work demonstrates the possibility of solving multiple instances with the help of reward shaping. The result can be compressed into a single policy, which can be seen as the first phrase towards training a general policy that is able to solve unseen instances.

cs.LG↗

High-Accuracy Model-Based Reinforcement Learning, a Survey

Deep reinforcement learning has shown remarkable success in the past few years. Highly complex sequential decision making problems from game playing and robotics have been solved with deep model-free methods. Unfortunately, the sample complexity of model-free methods is often high. To reduce the number of environment samples, model-based reinforcement learning creates an explicit model of the environment dynamics. Achieving high model accuracy is a challenge in high-dimensional problems. In recent years, a diverse landscape of model-based methods has been introduced to improve model accuracy, using methods such as uncertainty modeling, model-predictive control, latent models, and end-to-end learning and planning. Some of these methods succeed in achieving high accuracy at low sample complexity, most do so either in a robotics or in a games context. In this paper, we survey these methods; we explain in detail how they work and what their strengths and weaknesses are. We conclude with a research agenda for future work to make the methods more robust and more widely applicable to other applications.

cs.LG↗

Procedural Content Generation: Better Benchmarks for Transfer Reinforcement Learning

The idea of transfer in reinforcement learning (TRL) is intriguing: being able to transfer knowledge from one problem to another problem without learning everything from scratch. This promises quicker learning and learning more complex methods. To gain an insight into the field and to detect emerging trends, we performed a database search. We note a surprisingly late adoption of deep learning that starts in 2018. The introduction of deep learning has not yet solved the greatest challenge of TRL: generalization. Transfer between different domains works well when domains have strong similarities (e.g. MountainCar to Cartpole), and most TRL publications focus on different tasks within the same domain that have few differences. Most TRL applications we encountered compare their improvements against self-defined baselines, and the field is still missing unified benchmarks. We consider this to be a disappointing situation. For the future, we note that: (1) A clear measure of task similarity is needed. (2) Generalization needs to improve. Promising approaches merge deep learning with planning via MCTS or introduce memory through LSTMs. (3) The lack of benchmarking tools will be remedied to enable meaningful comparison and measure progress. Already Alchemy and Meta-World are emerging as interesting benchmark suites. We note that another development, the increase in procedural content generation (PCG), can improve both benchmarking and generalization in TRL.

cs.LG↗

Adaptive Warm-Start MCTS in AlphaZero-like Deep Reinforcement Learning

AlphaZero has achieved impressive performance in deep reinforcement learning by utilizing an architecture that combines search and training of a neural network in self-play. Many researchers are looking for ways to reproduce and improve results for other games/tasks. However, the architecture is designed to learn from scratch, tabula rasa, accepting a cold-start problem in self-play. Recently, a warm-start enhancement method for Monte Carlo Tree Search was proposed to improve the self-play starting phase. It employs a fixed parameter $I^\prime$ to control the warm-start length. Improved performance was reported in small board games. In this paper we present results with an adaptive switch method. Experiments show that our approach works better than the fixed $I^\prime$, especially for "deep," tactical, games (Othello and Connect Four). We conjecture that the adaptive value for $I^\prime$ is also influenced by the size of the game, and that on average $I^\prime$ will increase with game size. We conclude that AlphaZero-like deep reinforcement learning benefits from adaptive rollout based warm-start, as Rapid Action Value Estimate did for rollout-based reinforcement learning 15 years ago.

cs.AI↗

A Survey of Deep Meta-Learning

Deep neural networks can achieve great successes when presented with large data sets and sufficient computational resources. However, their ability to learn new concepts quickly is limited. Meta-learning is one approach to address this issue, by enabling the network to learn how to learn. The field of Deep Meta-Learning advances at great speed, but lacks a unified, in-depth overview of current techniques. With this work, we aim to bridge this gap. After providing the reader with a theoretical foundation, we investigate and summarize key methods, which are categorized into i)~metric-, ii)~model-, and iii)~optimization-based techniques. In addition, we identify the main open challenges, such as performance evaluations on heterogeneous benchmarks, and reduction of the computational costs of meta-learning.

cs.LG↗

Stateless Neural Meta-Learning using Second-Order Gradients

Deep learning typically requires large data sets and much compute power for each new problem that is learned. Meta-learning can be used to learn a good prior that facilitates quick learning, thereby relaxing these requirements so that new tasks can be learned quicker; two popular approaches are MAML and the meta-learner LSTM. In this work, we compare the two and formally show that the meta-learner LSTM subsumes MAML. Combining this insight with recent empirical findings, we construct a new algorithm (dubbed TURTLE) which is simpler than the meta-learner LSTM yet more expressive than MAML. TURTLE outperforms both techniques at few-shot sine wave regression and image classification on miniImageNet and CUB without any additional hyperparameter tuning, at a computational cost that is comparable with second-order MAML. The key to TURTLE's success lies in the use of second-order gradients, which also significantly increases the performance of the meta-learner LSTM by 1-6% accuracy.

cs.LG↗

Visualizing MuZero Models

MuZero, a model-based reinforcement learning algorithm that uses a value equivalent dynamics model, achieved state-of-the-art performance in Chess, Shogi and the game of Go. In contrast to standard forward dynamics models that predict a full next state, value equivalent models are trained to predict a future value, thereby emphasizing value relevant information in the representations. While value equivalent models have shown strong empirical success, there is no research yet that visualizes and investigates what types of representations these models actually learn. Therefore, in this paper we visualize the latent representation of MuZero agents. We find that action trajectories may diverge between observation embeddings and internal state transition dynamics, which could lead to instability during planning. Based on this insight, we propose two regularization techniques to stabilize MuZero's performance. Additionally, we provide an open-source implementation of MuZero along with an interactive visualizer of learned representations, which may aid further investigation of value equivalent algorithms.

cs.LG↗

Deep Model-Based Reinforcement Learning for High-Dimensional Problems, a Survey

Deep reinforcement learning has shown remarkable success in the past few years. Highly complex sequential decision making problems have been solved in tasks such as game playing and robotics. Unfortunately, the sample complexity of most deep reinforcement learning methods is high, precluding their use in some important applications. Model-based reinforcement learning creates an explicit model of the environment dynamics to reduce the need for environment samples. Current deep learning methods use high-capacity networks to solve high-dimensional problems. Unfortunately, high-capacity models typically require many samples, negating the potential benefit of lower sample complexity in model-based methods. A challenge for deep model-based methods is therefore to achieve high predictive power while maintaining low sample complexity. In recent years, many model-based methods have been introduced to address this challenge. In this paper, we survey the contemporary model-based landscape. First we discuss definitions and relations to other fields. We propose a taxonomy based on three approaches: using explicit planning on given transitions, using explicit planning on learned transitions, and end-to-end learning of both planning and transitions. We use these approaches to organize a comprehensive overview of important recent developments such as latent models. We describe methods and benchmarks, and we suggest directions for future work for each of the approaches. Among promising research directions are curriculum learning, uncertainty modeling, and use of latent models for transfer learning.

cs.LG↗

Multiple Node Immunisation for Preventing Epidemics on Networks by Exact Multiobjective Optimisation of Cost and Shield-Value

The general problem in this paper is vertex (node) subset selection with the goal to contain an infection that spreads in a network. Instead of selecting the single most important node, this paper deals with the problem of selecting multiple nodes for removal. As compared to previous work on multiple-node selection, the trade-off between cost and benefit is considered. The benefit is measured in terms of increasing the epidemic threshold which is a measure of how difficult it is for an infection to spread in a network. The cost is measured in terms of the number and size of nodes to be removed or controlled. Already in its single-objective instance with a fixed number of $k$ nodes to be removed, the multiple vertex immunisation problems have been proven to be NP-hard. Several heuristics have been developed to approximate the problem. In this work, we compare meta-heuristic techniques with exact methods on the Shield-value, which is a sub-modular proxy for the maximal eigenvalue and used in the current state-of-the-art greedy node-removal strategies. We generalise it to the multi-objective case and replace the greedy algorithm by a quadratic program (QP), which then can be solved with exact QP solvers. The main contribution of this paper is the insight that, if time permits, exact and problem-specific methods approximation should be used, which are often far better than Pareto front approximations obtained by general meta-heuristics. Based on these, it will be more effective to develop strategies for controlling real-world networks when the goal is to prevent or contain epidemic outbreaks. This paper is supported by ready to use Python implementation of the optimization methods and datasets.

eess.SY↗

Tackling Morpion Solitaire with AlphaZero-likeRanked Reward Reinforcement Learning

Morpion Solitaire is a popular single player game, performed with paper and pencil. Due to its large state space (on the order of the game of Go) traditional search algorithms, such as MCTS, have not been able to find good solutions. A later algorithm, Nested Rollout Policy Adaptation, was able to find a new record of 82 steps, albeit with large computational resources. After achieving this record, to the best of our knowledge, there has been no further progress reported, for about a decade. In this paper we take the recent impressive performance of deep self-learning reinforcement learning approaches from AlphaGo/AlphaZero as inspiration to design a searcher for Morpion Solitaire. A challenge of Morpion Solitaire is that the state space is sparse, there are few win/loss signals. Instead, we use an approach known as ranked reward to create a reinforcement learning self-play framework for Morpion Solitaire. This enables us to find medium-quality solutions with reasonable computational effort. Our record is a 67 steps solution, which is very close to the human best (68) without any other adaptation to the problem than using ranked reward. We list many further avenues for potential improvement.

cs.AI↗

The Second Type of Uncertainty in Monte Carlo Tree Search

Monte Carlo Tree Search (MCTS) efficiently balances exploration and exploitation in tree search based on count-derived uncertainty. However, these local visit counts ignore a second type of uncertainty induced by the size of the subtree below an action. We first show how, due to the lack of this second uncertainty type, MCTS may completely fail in well-known sparse exploration problems, known from the reinforcement learning community. We then introduce a new algorithm, which estimates the size of the subtree below an action, and leverages this information in the UCB formula to better direct exploration. Subsequently, we generalize these ideas by showing that loops, i.e., the repeated occurrence of (approximately) the same state in the same trace, are actually a special case of subtree depth variation. Testing on a variety of tasks shows that our algorithms increase sample efficiency, especially when the planning budget per timestep is small.

cs.AI↗

Warm-Start AlphaZero Self-Play Search Enhancements

Recently, AlphaZero has achieved landmark results in deep reinforcement learning, by providing a single self-play architecture that learned three different games at super human level. AlphaZero is a large and complicated system with many parameters, and success requires much compute power and fine-tuning. Reproducing results in other games is a challenge, and many researchers are looking for ways to improve results while reducing computational demands. AlphaZero's design is purely based on self-play and makes no use of labeled expert data ordomain specific enhancements; it is designed to learn from scratch. We propose a novel approach to deal with this cold-start problem by employing simple search enhancements at the beginning phase of self-play training, namely Rollout, Rapid Action Value Estimate (RAVE) and dynamically weighted combinations of these with the neural network, and Rolling Horizon Evolutionary Algorithms (RHEA). Our experiments indicate that most of these enhancements improve the performance of their baseline player in three different (small) board games, with especially RAVE based variants playing strongly.

cs.AI↗

A New Challenge: Approaching Tetris Link with AI

Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large branching factor, hampering a traditional heuristic planning approach. We explore heuristic planning and two other approaches: Reinforcement Learning, Monte Carlo tree search. We document our approach and report on their relative performance in a tournament. Curiously, the heuristic approach is stronger than the planning/learning approaches. However, experienced human players easily win the majority of the matches against the heuristic planning AIs. We, therefore, surmise that Tetris Link is more difficult than expected. We offer our findings to the community as a challenge to improve upon.

cs.AI↗

Analysis of Hyper-Parameters for Small Games: Iterations or Epochs in Self-Play?

The landmark achievements of AlphaGo Zero have created great research interest into self-play in reinforcement learning. In self-play, Monte Carlo Tree Search is used to train a deep neural network, that is then used in tree searches. Training itself is governed by many hyperparameters.There has been surprisingly little research on design choices for hyper-parameter values and loss-functions, presumably because of the prohibitive computational cost to explore the parameter space. In this paper, we investigate 12 hyper-parameters in an AlphaZero-like self-play algorithm and evaluate how these parameters contribute to training. We use small games, to achieve meaningful exploration with moderate computational effort. The experimental results show that training is highly sensitive to hyper-parameter choices. Through multi-objective analysis we identify 4 important hyper-parameters to further assess. To start, we find surprising results where too much training can sometimes lead to lower performance. Our main result is that the number of self-play iterations subsumes MCTS-search simulations, game-episodes, and training epochs. The intuition is that these three increase together as self-play iterations increase, and that increasing them individually is sub-optimal. A consequence of our experiments is a direct recommendation for setting hyper-parameter values in self-play: the overarching outer-loop of self-play iterations should be maximized, in favor of the three inner-loop hyper-parameters, which should be set at lower values. A secondary result of our experiments concerns the choice of optimization goals, for which we also provide recommendations.

cs.LG↗

Fault-Tolerant Nanosatellite Computing on a Budget

Micro- and nanosatellites have become popular platforms for a variety of commercial and scientific applications, but today are considered suitable mainly for short and low-priority space missions due to their low reliability. In part, this can be attributed to their reliance upon cheap, low-feature size, COTS components originally designed for embedded and mobile-market applications, for which traditional hardware-voting concepts are ineffective. Software-fault-tolerance concepts have been shown effective for such systems, but have largely been ignored by the space industry due to low maturity, as most have only been researched in theory. In practice, designers of payload instruments and miniaturized satellites are usually forced to sacrifice reliability in favor deliver the level of performance necessary for cutting-edge science and innovative commercial applications. Thus, we developed a software-fault-tolerance-approach based upon thread-level coarse-grain lockstep, which was validated using fault-injection. To offer strong long-term fault coverage, our architecture is implemented as tiled MPSoC on an FPGA, utilizing partial reconfiguration, as well as mixed criticality. This architecture can satisfy the high performance requirements of current and future scientific and commercial space missions at very low cost, while offering the strong fault-coverage guarantees necessary for platform control even for missions with a long duration. This architecture was developed for a 4-year ESA project. Together with two industrial partners, we are developing a prototype to then undergo radiation testing.

cs.AR↗

Hyper-Parameter Sweep on AlphaZero General

Since AlphaGo and AlphaGo Zero have achieved breakground successes in the game of Go, the programs have been generalized to solve other tasks. Subsequently, AlphaZero was developed to play Go, Chess and Shogi. In the literature, the algorithms are explained well. However, AlphaZero contains many parameters, and for neither AlphaGo, AlphaGo Zero nor AlphaZero, there is sufficient discussion about how to set parameter values in these algorithms. Therefore, in this paper, we choose 12 parameters in AlphaZero and evaluate how these parameters contribute to training. We focus on three objectives~(training loss, time cost and playing strength). For each parameter, we train 3 models using 3 different values~(minimum value, default value, maximum value). We use the game of play 6$\times$6 Othello, on the AlphaZeroGeneral open source re-implementation of AlphaZero. Overall, experimental results show that different values can lead to different training results, proving the importance of such a parameter sweep. We categorize these 12 parameters into time-sensitive parameters and time-friendly parameters. Moreover, through multi-objective analysis, this paper provides an insightful basis for further hyper-parameter optimization.

cs.LG↗

Dynamic Fault Tolerance Through Resource Pooling

Miniaturized satellites are currently not considered suitable for critical, high-priority, and complex multi-phased missions, due to their low reliability. As hardware-side fault tolerance (FT) solutions designed for larger spacecraft can not be adopted aboard very small satellites due to budget, energy, and size constraints, we developed a hybrid FT-approach based upon only COTS components, commodity processor cores, library IP, and standard software. This approach facilitates fault detection, isolation, and recovery in software, and utilizes fault-coverage techniques across the embedded stack within an multiprocessor system-on-chip (MPSoC). This allows our FPGA-based proof-of-concept implementation to deliver strong fault-coverage even for missions with a long duration, but also to adapt to varying performance requirements during the mission. The operator of a spacecraft utilizing this approach can define performance profiles, which allow an on-board computer (OBC) to trade between processing capacity, fault coverage, and energy consumption using simple heuristics. The software-side FT approach developed also offers advantages if deployed aboard larger spacecraft through spare resource pooling, enabling an OBC to more efficiently handle permanent faults. This FT approach in part mimics a critical biological systems's way of tolerating and adjusting to failures, enabling graceful ageing of an MPSoC.

cs.DC↗