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Matthew E. Taylor

Publications and source records attributed to Matthew E. Taylor.

At least 73 records · Page 4Linked to original sources

Useful Policy Invariant Shaping from Arbitrary Advice

Reinforcement learning is a powerful learning paradigm in which agents can learn to maximize sparse and delayed reward signals. Although RL has had many impressive successes in complex domains, learning can take hours, days, or even years of training data. A major challenge of contemporary RL research is to discover how to learn with less data. Previous work has shown that domain information can be successfully used to shape the reward; by adding additional reward information, the agent can learn with much less data. Furthermore, if the reward is constructed from a potential function, the optimal policy is guaranteed to be unaltered. While such potential-based reward shaping (PBRS) holds promise, it is limited by the need for a well-defined potential function. Ideally, we would like to be able to take arbitrary advice from a human or other agent and improve performance without affecting the optimal policy. The recently introduced dynamic potential based advice (DPBA) method tackles this challenge by admitting arbitrary advice from a human or other agent and improves performance without affecting the optimal policy. The main contribution of this paper is to expose, theoretically and empirically, a flaw in DPBA. Alternatively, to achieve the ideal goals, we present a simple method called policy invariant explicit shaping (PIES) and show theoretically and empirically that PIES succeeds where DPBA fails.

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Curriculum Learning for Reinforcement Learning Domains: A Framework and Survey

Reinforcement learning (RL) is a popular paradigm for addressing sequential decision tasks in which the agent has only limited environmental feedback. Despite many advances over the past three decades, learning in many domains still requires a large amount of interaction with the environment, which can be prohibitively expensive in realistic scenarios. To address this problem, transfer learning has been applied to reinforcement learning such that experience gained in one task can be leveraged when starting to learn the next, harder task. More recently, several lines of research have explored how tasks, or data samples themselves, can be sequenced into a curriculum for the purpose of learning a problem that may otherwise be too difficult to learn from scratch. In this article, we present a framework for curriculum learning (CL) in reinforcement learning, and use it to survey and classify existing CL methods in terms of their assumptions, capabilities, and goals. Finally, we use our framework to find open problems and suggest directions for future RL curriculum learning research.

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Work in Progress: Temporally Extended Auxiliary Tasks

Predictive auxiliary tasks have been shown to improve performance in numerous reinforcement learning works, however, this effect is still not well understood. The primary purpose of the work presented here is to investigate the impact that an auxiliary task's prediction timescale has on the agent's policy performance. We consider auxiliary tasks which learn to make on-policy predictions using temporal difference learning. We test the impact of prediction timescale using a specific form of auxiliary task in which the input image is used as the prediction target, which we refer to as temporal difference autoencoders (TD-AE). We empirically evaluate the effect of TD-AE on the A2C algorithm in the VizDoom environment using different prediction timescales. While we do not observe a clear relationship between the prediction timescale on performance, we make the following observations: 1) using auxiliary tasks allows us to reduce the trajectory length of the A2C algorithm, 2) in some cases temporally extended TD-AE performs better than a straight autoencoder, 3) performance with auxiliary tasks is sensitive to the weight placed on the auxiliary loss, 4) despite this sensitivity, auxiliary tasks improved performance without extensive hyper-parameter tuning. Our overall conclusions are that TD-AE increases the robustness of the A2C algorithm to the trajectory length and while promising, further study is required to fully understand the relationship between auxiliary task prediction timescale and the agent's performance.

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A Survey and Critique of Multiagent Deep Reinforcement Learning

Deep reinforcement learning (RL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent learning (MAL) scenarios. Initial results report successes in complex multiagent domains, although there are several challenges to be addressed. The primary goal of this article is to provide a clear overview of current multiagent deep reinforcement learning (MDRL) literature. Additionally, we complement the overview with a broader analysis: (i) we revisit previous key components, originally presented in MAL and RL, and highlight how they have been adapted to multiagent deep reinforcement learning settings. (ii) We provide general guidelines to new practitioners in the area: describing lessons learned from MDRL works, pointing to recent benchmarks, and outlining open avenues of research. (iii) We take a more critical tone raising practical challenges of MDRL (e.g., implementation and computational demands). We expect this article will help unify and motivate future research to take advantage of the abundant literature that exists (e.g., RL and MAL) in a joint effort to promote fruitful research in the multiagent community.

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On Hard Exploration for Reinforcement Learning: a Case Study in Pommerman

How to best explore in domains with sparse, delayed, and deceptive rewards is an important open problem for reinforcement learning (RL). This paper considers one such domain, the recently-proposed multi-agent benchmark of Pommerman. This domain is very challenging for RL --- past work has shown that model-free RL algorithms fail to achieve significant learning without artificially reducing the environment's complexity. In this paper, we illuminate reasons behind this failure by providing a thorough analysis on the hardness of random exploration in Pommerman. While model-free random exploration is typically futile, we develop a model-based automatic reasoning module that can be used for safer exploration by pruning actions that will surely lead the agent to death. We empirically demonstrate that this module can significantly improve learning.

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Action Guidance with MCTS for Deep Reinforcement Learning

Deep reinforcement learning has achieved great successes in recent years, however, one main challenge is the sample inefficiency. In this paper, we focus on how to use action guidance by means of a non-expert demonstrator to improve sample efficiency in a domain with sparse, delayed, and possibly deceptive rewards: the recently-proposed multi-agent benchmark of Pommerman. We propose a new framework where even a non-expert simulated demonstrator, e.g., planning algorithms such as Monte Carlo tree search with a small number rollouts, can be integrated within asynchronous distributed deep reinforcement learning methods. Compared to a vanilla deep RL algorithm, our proposed methods both learn faster and converge to better policies on a two-player mini version of the Pommerman game.

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Terminal Prediction as an Auxiliary Task for Deep Reinforcement Learning

Deep reinforcement learning has achieved great successes in recent years, but there are still open challenges, such as convergence to locally optimal policies and sample inefficiency. In this paper, we contribute a novel self-supervised auxiliary task, i.e., Terminal Prediction (TP), estimating temporal closeness to terminal states for episodic tasks. The intuition is to help representation learning by letting the agent predict how close it is to a terminal state, while learning its control policy. Although TP could be integrated with multiple algorithms, this paper focuses on Asynchronous Advantage Actor-Critic (A3C) and demonstrating the advantages of A3C-TP. Our extensive evaluation includes: a set of Atari games, the BipedalWalker domain, and a mini version of the recently proposed multi-agent Pommerman game. Our results on Atari games and the BipedalWalker domain suggest that A3C-TP outperforms standard A3C in most of the tested domains and in others it has similar performance. In Pommerman, our proposed method provides significant improvement both in learning efficiency and converging to better policies against different opponents.

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Agent Modeling as Auxiliary Task for Deep Reinforcement Learning

In this paper we explore how actor-critic methods in deep reinforcement learning, in particular Asynchronous Advantage Actor-Critic (A3C), can be extended with agent modeling. Inspired by recent works on representation learning and multiagent deep reinforcement learning, we propose two architectures to perform agent modeling: the first one based on parameter sharing, and the second one based on agent policy features. Both architectures aim to learn other agents' policies as auxiliary tasks, besides the standard actor (policy) and critic (values). We performed experiments in both cooperative and competitive domains. The former is a problem of coordinated multiagent object transportation and the latter is a two-player mini version of the Pommerman game. Our results show that the proposed architectures stabilize learning and outperform the standard A3C architecture when learning a best response in terms of expected rewards.

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Interactive Learning of Environment Dynamics for Sequential Tasks

In order for robots and other artificial agents to efficiently learn to perform useful tasks defined by an end user, they must understand not only the goals of those tasks, but also the structure and dynamics of that user's environment. While existing work has looked at how the goals of a task can be inferred from a human teacher, the agent is often left to learn about the environment on its own. To address this limitation, we develop an algorithm, Behavior Aware Modeling (BAM), which incorporates a teacher's knowledge into a model of the transition dynamics of an agent's environment. We evaluate BAM both in simulation and with real human teachers, learning from a combination of task demonstrations and evaluative feedback, and show that it can outperform approaches which do not explicitly consider this source of dynamics knowledge.

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Metatrace Actor-Critic: Online Step-size Tuning by Meta-gradient Descent for Reinforcement Learning Control

Reinforcement learning (RL) has had many successes in both "deep" and "shallow" settings. In both cases, significant hyperparameter tuning is often required to achieve good performance. Furthermore, when nonlinear function approximation is used, non-stationarity in the state representation can lead to learning instability. A variety of techniques exist to combat this --- most notably large experience replay buffers or the use of multiple parallel actors. These techniques come at the cost of moving away from the online RL problem as it is traditionally formulated (i.e., a single agent learning online without maintaining a large database of training examples). Meta-learning can potentially help with both these issues by tuning hyperparameters online and allowing the algorithm to more robustly adjust to non-stationarity in a problem. This paper applies meta-gradient descent to derive a set of step-size tuning algorithms specifically for online RL control with eligibility traces. Our novel technique, Metatrace, makes use of an eligibility trace analogous to methods like $TD(λ)$. We explore tuning both a single scalar step-size and a separate step-size for each learned parameter. We evaluate Metatrace first for control with linear function approximation in the classic mountain car problem and then in a noisy, non-stationary version. Finally, we apply Metatrace for control with nonlinear function approximation in 5 games in the Arcade Learning Environment where we explore how it impacts learning speed and robustness to initial step-size choice. Results show that the meta-step-size parameter of Metatrace is easy to set, Metatrace can speed learning, and Metatrace can allow an RL algorithm to deal with non-stationarity in the learning task.

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Skynet: A Top Deep RL Agent in the Inaugural Pommerman Team Competition

The Pommerman Team Environment is a recently proposed benchmark which involves a multi-agent domain with challenges such as partial observability, decentralized execution (without communication), and very sparse and delayed rewards. The inaugural Pommerman Team Competition held at NeurIPS 2018 hosted 25 participants who submitted a team of 2 agents. Our submission nn_team_skynet955_skynet955 won 2nd place of the "learning agents'' category. Our team is composed of 2 neural networks trained with state of the art deep reinforcement learning algorithms and makes use of concepts like reward shaping, curriculum learning, and an automatic reasoning module for action pruning. Here, we describe these elements and additionally we present a collection of open-sourced agents that can be used for training and testing in the Pommerman environment. Code available at: https://github.com/BorealisAI/pommerman-baseline

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Safer Deep RL with Shallow MCTS: A Case Study in Pommerman

Safe reinforcement learning has many variants and it is still an open research problem. Here, we focus on how to use action guidance by means of a non-expert demonstrator to avoid catastrophic events in a domain with sparse, delayed, and deceptive rewards: the recently-proposed multi-agent benchmark of Pommerman. This domain is very challenging for reinforcement learning (RL) --- past work has shown that model-free RL algorithms fail to achieve significant learning. In this paper, we shed light into the reasons behind this failure by exemplifying and analyzing the high rate of catastrophic events (i.e., suicides) that happen under random exploration in this domain. While model-free random exploration is typically futile, we propose a new framework where even a non-expert simulated demonstrator, e.g., planning algorithms such as Monte Carlo tree search with small number of rollouts, can be integrated to asynchronous distributed deep reinforcement learning methods. Compared to vanilla deep RL algorithms, our proposed methods both learn faster and converge to better policies on a two-player mini version of the Pommerman game.

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Pre-training Neural Networks with Human Demonstrations for Deep Reinforcement Learning

Deep reinforcement learning (deep RL) has achieved superior performance in complex sequential tasks by using a deep neural network as its function approximator and by learning directly from raw images. A drawback of using raw images is that deep RL must learn the state feature representation from the raw images in addition to learning a policy. As a result, deep RL can require a prohibitively large amount of training time and data to reach reasonable performance, making it difficult to use deep RL in real-world applications, especially when data is expensive. In this work, we speed up training by addressing half of what deep RL is trying to solve --- learning features. Our approach is to learn some of the important features by pre-training deep RL network's hidden layers via supervised learning using a small set of human demonstrations. We empirically evaluate our approach using deep Q-network (DQN) and asynchronous advantage actor-critic (A3C) algorithms on the Atari 2600 games of Pong, Freeway, and Beamrider. Our results show that: 1) pre-training with human demonstrations in a supervised learning manner is better at discovering features relative to pre-training naively in DQN, and 2) initializing a deep RL network with a pre-trained model provides a significant improvement in training time even when pre-training from a small number of human demonstrations.

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Jointly Pre-training with Supervised, Autoencoder, and Value Losses for Deep Reinforcement Learning

Deep Reinforcement Learning (DRL) algorithms are known to be data inefficient. One reason is that a DRL agent learns both the feature and the policy tabula rasa. Integrating prior knowledge into DRL algorithms is one way to improve learning efficiency since it helps to build helpful representations. In this work, we consider incorporating human knowledge to accelerate the asynchronous advantage actor-critic (A3C) algorithm by pre-training a small amount of non-expert human demonstrations. We leverage the supervised autoencoder framework and propose a novel pre-training strategy that jointly trains a weighted supervised classification loss, an unsupervised reconstruction loss, and an expected return loss. The resulting pre-trained model learns more useful features compared to independently training in supervised or unsupervised fashion. Our pre-training method drastically improved the learning performance of the A3C agent in Atari games of Pong and MsPacman, exceeding the performance of the state-of-the-art algorithms at a much smaller number of game interactions. Our method is light-weight and easy to implement in a single machine. For reproducibility, our code is available at github.com/gabrieledcjr/DeepRL/tree/A3C-ALA2019

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Pre-training with Non-expert Human Demonstration for Deep Reinforcement Learning

Deep reinforcement learning (deep RL) has achieved superior performance in complex sequential tasks by using deep neural networks as function approximators to learn directly from raw input images. However, learning directly from raw images is data inefficient. The agent must learn feature representation of complex states in addition to learning a policy. As a result, deep RL typically suffers from slow learning speeds and often requires a prohibitively large amount of training time and data to reach reasonable performance, making it inapplicable to real-world settings where data is expensive. In this work, we improve data efficiency in deep RL by addressing one of the two learning goals, feature learning. We leverage supervised learning to pre-train on a small set of non-expert human demonstrations and empirically evaluate our approach using the asynchronous advantage actor-critic algorithms (A3C) in the Atari domain. Our results show significant improvements in learning speed, even when the provided demonstration is noisy and of low quality.

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Using Monte Carlo Tree Search as a Demonstrator within Asynchronous Deep RL

Deep reinforcement learning (DRL) has achieved great successes in recent years with the help of novel methods and higher compute power. However, there are still several challenges to be addressed such as convergence to locally optimal policies and long training times. In this paper, firstly, we augment Asynchronous Advantage Actor-Critic (A3C) method with a novel self-supervised auxiliary task, i.e. \emph{Terminal Prediction}, measuring temporal closeness to terminal states, namely A3C-TP. Secondly, we propose a new framework where planning algorithms such as Monte Carlo tree search or other sources of (simulated) demonstrators can be integrated to asynchronous distributed DRL methods. Compared to vanilla A3C, our proposed methods both learn faster and converge to better policies on a two-player mini version of the Pommerman game.

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Autonomous Extraction of a Hierarchical Structure of Tasks in Reinforcement Learning, A Sequential Associate Rule Mining Approach

Reinforcement learning (RL) techniques, while often powerful, can suffer from slow learning speeds, particularly in high dimensional spaces. Decomposition of tasks into a hierarchical structure holds the potential to significantly speed up learning, generalization, and transfer learning. However, the current task decomposition techniques often rely on high-level knowledge provided by an expert (e.g. using dynamic Bayesian networks) to extract a hierarchical task structure; which is not necessarily available in autonomous systems. In this paper, we propose a novel method based on Sequential Association Rule Mining that can extract Hierarchical Structure of Tasks in Reinforcement Learning (SARM-HSTRL) in an autonomous manner for both Markov decision processes (MDPs) and factored MDPs. The proposed method leverages association rule mining to discover the causal and temporal relationships among states in different trajectories, and extracts a task hierarchy that captures these relationships among sub-goals as termination conditions of different sub-tasks. We prove that the extracted hierarchical policy offers a hierarchically optimal policy in MDPs and factored MDPs. It should be noted that SARM-HSTRL extracts this hierarchical optimal policy without having dynamic Bayesian networks in scenarios with a single task trajectory and also with multiple tasks' trajectories. Furthermore, it has been theoretically and empirically shown that the extracted hierarchical task structure is consistent with trajectories and provides the most efficient, reliable, and compact structure under appropriate assumptions. The numerical results compare the performance of the proposed SARM-HSTRL method with conventional HRL algorithms in terms of the accuracy in detecting the sub-goals, the validity of the extracted hierarchies, and the speed of learning in several testbeds.

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Leveraging human knowledge in tabular reinforcement learning: A study of human subjects

Reinforcement Learning (RL) can be extremely effective in solving complex, real-world problems. However, injecting human knowledge into an RL agent may require extensive effort and expertise on the human designer's part. To date, human factors are generally not considered in the development and evaluation of possible RL approaches. In this article, we set out to investigate how different methods for injecting human knowledge are applied, in practice, by human designers of varying levels of knowledge and skill. We perform the first empirical evaluation of several methods, including a newly proposed method named SASS which is based on the notion of similarities in the agent's state-action space. Through this human study, consisting of 51 human participants, we shed new light on the human factors that play a key role in RL. We find that the classical reward shaping technique seems to be the most natural method for most designers, both expert and non-expert, to speed up RL. However, we further find that our proposed method SASS can be effectively and efficiently combined with reward shaping, and provides a beneficial alternative to using only a single speedup method with minimal human designer effort overhead.

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