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Matthia Sabatelli

Publications and source records attributed to Matthia Sabatelli.

30 records · Page 2Linked to original sources

Multi-Source Transfer Learning for Deep Model-Based Reinforcement Learning

A crucial challenge in reinforcement learning is to reduce the number of interactions with the environment that an agent requires to master a given task. Transfer learning proposes to address this issue by re-using knowledge from previously learned tasks. However, determining which source task qualifies as the most appropriate for knowledge extraction, as well as the choice regarding which algorithm components to transfer, represent severe obstacles to its application in reinforcement learning. The goal of this paper is to address these issues with modular multi-source transfer learning techniques. The proposed techniques automatically learn how to extract useful information from source tasks, regardless of the difference in state-action space and reward function. We support our claims with extensive and challenging cross-domain experiments for visual control.

cs.LG↗

Learning Perceptive Bipedal Locomotion over Irregular Terrain

In this paper we propose a novel bipedal locomotion controller that uses noisy exteroception to traverse a wide variety of terrains. Building on the cutting-edge advancements in attention based belief encoding for quadrupedal locomotion, our work extends these methods to the bipedal domain, resulting in a robust and reliable internal belief of the terrain ahead despite noisy sensor inputs. Additionally, we present a reward function that allows the controller to successfully traverse irregular terrain. We compare our method with a proprioceptive baseline and show that our method is able to traverse a wide variety of terrains and greatly outperforms the state-of-the-art in terms of robustness, speed and efficiency.

cs.RO↗

Factors of Influence of the Overestimation Bias of Q-Learning

We study whether the learning rate $α$, the discount factor $γ$ and the reward signal $r$ have an influence on the overestimation bias of the Q-Learning algorithm. Our preliminary results in environments which are stochastic and that require the use of neural networks as function approximators, show that all three parameters influence overestimation significantly. By carefully tuning $α$ and $γ$, and by using an exponential moving average of $r$ in Q-Learning's temporal difference target, we show that the algorithm can learn value estimates that are more accurate than the ones of several other popular model-free methods that have addressed its overestimation bias in the past.

stat.ML↗

Machine Learning Students Overfit to Overfitting

Overfitting and generalization is an important concept in Machine Learning as only models that generalize are interesting for general applications. Yet some students have trouble learning this important concept through lectures and exercises. In this paper we describe common examples of students misunderstanding overfitting, and provide recommendations for possible solutions. We cover student misconceptions about overfitting, about solutions to overfitting, and implementation mistakes that are commonly confused with overfitting issues. We expect that our paper can contribute to improving student understanding and lectures about this important topic.

cs.LG↗

How Well Do Vision Transformers (VTs) Transfer To The Non-Natural Image Domain? An Empirical Study Involving Art Classification

Vision Transformers (VTs) are becoming a valuable alternative to Convolutional Neural Networks (CNNs) when it comes to problems involving high-dimensional and spatially organized inputs such as images. However, their Transfer Learning (TL) properties are not yet well studied, and it is not fully known whether these neural architectures can transfer across different domains as well as CNNs. In this paper we study whether VTs that are pre-trained on the popular ImageNet dataset learn representations that are transferable to the non-natural image domain. To do so we consider three well-studied art classification problems and use them as a surrogate for studying the TL potential of four popular VTs. Their performance is extensively compared against that of four common CNNs across several TL experiments. Our results show that VTs exhibit strong generalization properties and that these networks are more powerful feature extractors than CNNs.

cs.CV↗

Safe and Psychologically Pleasant Traffic Signal Control with Reinforcement Learning using Action Masking

Reinforcement learning (RL) for traffic signal control (TSC) has shown better performance in simulation for controlling the traffic flow of intersections than conventional approaches. However, due to several challenges, no RL-based TSC has been deployed in the field yet. One major challenge for real-world deployment is to ensure that all safety requirements are met at all times during operation. We present an approach to ensure safety in a real-world intersection by using an action space that is safe by design. The action space encompasses traffic phases, which represent the combination of non-conflicting signal colors of the intersection. Additionally, an action masking mechanism makes sure that only appropriate phase transitions are carried out. Another challenge for real-world deployment is to ensure a control behavior that avoids stress for road users. We demonstrate how to achieve this by incorporating domain knowledge through extending the action masking mechanism. We test and verify our approach in a realistic simulation scenario. By ensuring safety and psychologically pleasant control behavior, our approach drives development towards real-world deployment of RL for TSC.

cs.LG↗

On The Transferability of Deep-Q Networks

Transfer Learning (TL) is an efficient machine learning paradigm that allows overcoming some of the hurdles that characterize the successful training of deep neural networks, ranging from long training times to the needs of large datasets. While exploiting TL is a well established and successful training practice in Supervised Learning (SL), its applicability in Deep Reinforcement Learning (DRL) is rarer. In this paper, we study the level of transferability of three different variants of Deep-Q Networks on popular DRL benchmarks as well as on a set of novel, carefully designed control tasks. Our results show that transferring neural networks in a DRL context can be particularly challenging and is a process which in most cases results in negative transfer. In the attempt of understanding why Deep-Q Networks transfer so poorly, we gain novel insights into the training dynamics that characterizes this family of algorithms.

cs.LG↗

Fractional Transfer Learning for Deep Model-Based Reinforcement Learning

Reinforcement learning (RL) is well known for requiring large amounts of data in order for RL agents to learn to perform complex tasks. Recent progress in model-based RL allows agents to be much more data-efficient, as it enables them to learn behaviors of visual environments in imagination by leveraging an internal World Model of the environment. Improved sample efficiency can also be achieved by reusing knowledge from previously learned tasks, but transfer learning is still a challenging topic in RL. Parameter-based transfer learning is generally done using an all-or-nothing approach, where the network's parameters are either fully transferred or randomly initialized. In this work we present a simple alternative approach: fractional transfer learning. The idea is to transfer fractions of knowledge, opposed to discarding potentially useful knowledge as is commonly done with random initialization. Using the World Model-based Dreamer algorithm, we identify which type of components this approach is applicable to, and perform experiments in a new multi-source transfer learning setting. The results show that fractional transfer learning often leads to substantially improved performance and faster learning compared to learning from scratch and random initialization.

cs.LG↗

QVMix and QVMix-Max: Extending the Deep Quality-Value Family of Algorithms to Cooperative Multi-Agent Reinforcement Learning

This paper introduces four new algorithms that can be used for tackling multi-agent reinforcement learning (MARL) problems occurring in cooperative settings. All algorithms are based on the Deep Quality-Value (DQV) family of algorithms, a set of techniques that have proven to be successful when dealing with single-agent reinforcement learning problems (SARL). The key idea of DQV algorithms is to jointly learn an approximation of the state-value function $V$, alongside an approximation of the state-action value function $Q$. We follow this principle and generalise these algorithms by introducing two fully decentralised MARL algorithms (IQV and IQV-Max) and two algorithms that are based on the centralised training with decentralised execution training paradigm (QVMix and QVMix-Max). We compare our algorithms with state-of-the-art MARL techniques on the popular StarCraft Multi-Agent Challenge (SMAC) environment. We show competitive results when QVMix and QVMix-Max are compared to well-known MARL techniques such as QMIX and MAVEN and show that QVMix can even outperform them on some of the tested environments, being the algorithm which performs best overall. We hypothesise that this is due to the fact that QVMix suffers less from the overestimation bias of the $Q$ function.

cs.LG↗

On the Transferability of Winning Tickets in Non-Natural Image Datasets

We study the generalization properties of pruned neural networks that are the winners of the lottery ticket hypothesis on datasets of natural images. We analyse their potential under conditions in which training data is scarce and comes from a non-natural domain. Specifically, we investigate whether pruned models that are found on the popular CIFAR-10/100 and Fashion-MNIST datasets, generalize to seven different datasets that come from the fields of digital pathology and digital heritage. Our results show that there are significant benefits in transferring and training sparse architectures over larger parametrized models, since in all of our experiments pruned networks, winners of the lottery ticket hypothesis, significantly outperform their larger unpruned counterparts. These results suggest that winning initializations do contain inductive biases that are generic to some extent, although, as reported by our experiments on the biomedical datasets, their generalization properties can be more limiting than what has been so far observed in the literature.

cs.CV↗

Approximating two value functions instead of one: towards characterizing a new family of Deep Reinforcement Learning algorithms

This paper makes one step forward towards characterizing a new family of \textit{model-free} Deep Reinforcement Learning (DRL) algorithms. The aim of these algorithms is to jointly learn an approximation of the state-value function ($V$), alongside an approximation of the state-action value function ($Q$). Our analysis starts with a thorough study of the Deep Quality-Value Learning (DQV) algorithm, a DRL algorithm which has been shown to outperform popular techniques such as Deep-Q-Learning (DQN) and Double-Deep-Q-Learning (DDQN) \cite{sabatelli2018deep}. Intending to investigate why DQV's learning dynamics allow this algorithm to perform so well, we formulate a set of research questions which help us characterize a new family of DRL algorithms. Among our results, we present some specific cases in which DQV's performance can get harmed and introduce a novel \textit{off-policy} DRL algorithm, called DQV-Max, which can outperform DQV. We then study the behavior of the $V$ and $Q$ functions that are learned by DQV and DQV-Max and show that both algorithms might perform so well on several DRL test-beds because they are less prone to suffer from the overestimation bias of the $Q$ function.

cs.LG↗

Deep Quality-Value (DQV) Learning

We introduce a novel Deep Reinforcement Learning (DRL) algorithm called Deep Quality-Value (DQV) Learning. DQV uses temporal-difference learning to train a Value neural network and uses this network for training a second Quality-value network that learns to estimate state-action values. We first test DQV's update rules with Multilayer Perceptrons as function approximators on two classic RL problems, and then extend DQV with the use of Deep Convolutional Neural Networks, `Experience Replay' and `Target Neural Networks' for tackling four games of the Atari Arcade Learning environment. Our results show that DQV learns significantly faster and better than Deep Q-Learning and Double Deep Q-Learning, suggesting that our algorithm can potentially be a better performing synchronous temporal difference algorithm than what is currently present in DRL.

stat.ML↗