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Satinder Singh

Publications and source records attributed to Satinder Singh.

At least 73 records · Page 4Linked to original sources

No Press Diplomacy: Modeling Multi-Agent Gameplay

Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players. We present DipNet, a neural-network-based policy model for No Press Diplomacy. The model was trained on a new dataset of more than 150,000 human games. Our model is trained by supervised learning (SL) from expert trajectories, which is then used to initialize a reinforcement learning (RL) agent trained through self-play. Both the SL and RL agents demonstrate state-of-the-art No Press performance by beating popular rule-based bots.

cs.AI↗

Object-oriented state editing for HRL

We introduce agents that use object-oriented reasoning to consider alternate states of the world in order to more quickly find solutions to problems. Specifically, a hierarchical controller directs a low-level agent to behave as if objects in the scene were added, deleted, or modified. The actions taken by the controller are defined over a graph-based representation of the scene, with actions corresponding to adding, deleting, or editing the nodes of a graph. We present preliminary results on three environments, demonstrating that our approach can achieve similar levels of reward as non-hierarchical agents, but with better data efficiency.

cs.LG↗

Sample Complexity of Reinforcement Learning using Linearly Combined Model Ensembles

Reinforcement learning (RL) methods have been shown to be capable of learning intelligent behavior in rich domains. However, this has largely been done in simulated domains without adequate focus on the process of building the simulator. In this paper, we consider a setting where we have access to an ensemble of pre-trained and possibly inaccurate simulators (models). We approximate the real environment using a state-dependent linear combination of the ensemble, where the coefficients are determined by the given state features and some unknown parameters. Our proposed algorithm provably learns a near-optimal policy with a sample complexity polynomial in the number of unknown parameters, and incurs no dependence on the size of the state (or action) space. As an extension, we also consider the more challenging problem of model selection, where the state features are unknown and can be chosen from a large candidate set. We provide exponential lower bounds that illustrate the fundamental hardness of this problem, and develop a provably efficient algorithm under additional natural assumptions.

cs.LG↗

Discovery of Useful Questions as Auxiliary Tasks

Arguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari 2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent.

cs.AI↗

NE-Table: A Neural key-value table for Named Entities

Many Natural Language Processing (NLP) tasks depend on using Named Entities (NEs) that are contained in texts and in external knowledge sources. While this is easy for humans, the present neural methods that rely on learned word embeddings may not perform well for these NLP tasks, especially in the presence of Out-Of-Vocabulary (OOV) or rare NEs. In this paper, we propose a solution for this problem, and present empirical evaluations on: a) a structured Question-Answering task, b) three related Goal-Oriented dialog tasks, and c) a Reading-Comprehension task, which show that the proposed method can be effective in dealing with both in-vocabulary and OOV NEs. We create extended versions of dialog bAbI tasks 1,2 and 4 and OOV versions of the CBT test set available at - https://github.com/IBM/ne-table-datasets.

cs.CL↗

Learning Independently-Obtainable Reward Functions

We present a novel method for learning a set of disentangled reward functions that sum to the original environment reward and are constrained to be independently obtainable. We define independent obtainability in terms of value functions with respect to obtaining one learned reward while pursuing another learned reward. Empirically, we illustrate that our method can learn meaningful reward decompositions in a variety of domains and that these decompositions exhibit some form of generalization performance when the environment's reward is modified. Theoretically, we derive results about the effect of maximizing our method's objective on the resulting reward functions and their corresponding optimal policies.

cs.LG↗

Generative Adversarial Self-Imitation Learning

This paper explores a simple regularizer for reinforcement learning by proposing Generative Adversarial Self-Imitation Learning (GASIL), which encourages the agent to imitate past good trajectories via generative adversarial imitation learning framework. Instead of directly maximizing rewards, GASIL focuses on reproducing past good trajectories, which can potentially make long-term credit assignment easier when rewards are sparse and delayed. GASIL can be easily combined with any policy gradient objective by using GASIL as a learned shaped reward function. Our experimental results show that GASIL improves the performance of proximal policy optimization on 2D Point Mass and MuJoCo environments with delayed reward and stochastic dynamics.

cs.LG↗

Learning End-to-End Goal-Oriented Dialog with Multiple Answers

In a dialog, there can be multiple valid next utterances at any point. The present end-to-end neural methods for dialog do not take this into account. They learn with the assumption that at any time there is only one correct next utterance. In this work, we focus on this problem in the goal-oriented dialog setting where there are different paths to reach a goal. We propose a new method, that uses a combination of supervised learning and reinforcement learning approaches to address this issue. We also propose a new and more effective testbed, permuted-bAbI dialog tasks, by introducing multiple valid next utterances to the original-bAbI dialog tasks, which allows evaluation of goal-oriented dialog systems in a more realistic setting. We show that there is a significant drop in performance of existing end-to-end neural methods from 81.5% per-dialog accuracy on original-bAbI dialog tasks to 30.3% on permuted-bAbI dialog tasks. We also show that our proposed method improves the performance and achieves 47.3% per-dialog accuracy on permuted-bAbI dialog tasks.

cs.CL↗

On Learning Intrinsic Rewards for Policy Gradient Methods

In many sequential decision making tasks, it is challenging to design reward functions that help an RL agent efficiently learn behavior that is considered good by the agent designer. A number of different formulations of the reward-design problem, or close variants thereof, have been proposed in the literature. In this paper we build on the Optimal Rewards Framework of Singh et.al. that defines the optimal intrinsic reward function as one that when used by an RL agent achieves behavior that optimizes the task-specifying or extrinsic reward function. Previous work in this framework has shown how good intrinsic reward functions can be learned for lookahead search based planning agents. Whether it is possible to learn intrinsic reward functions for learning agents remains an open problem. In this paper we derive a novel algorithm for learning intrinsic rewards for policy-gradient based learning agents. We compare the performance of an augmented agent that uses our algorithm to provide additive intrinsic rewards to an A2C-based policy learner (for Atari games) and a PPO-based policy learner (for Mujoco domains) with a baseline agent that uses the same policy learners but with only extrinsic rewards. Our results show improved performance on most but not all of the domains.

cs.AI↗

Many-Goals Reinforcement Learning

All-goals updating exploits the off-policy nature of Q-learning to update all possible goals an agent could have from each transition in the world, and was introduced into Reinforcement Learning (RL) by Kaelbling (1993). In prior work this was mostly explored in small-state RL problems that allowed tabular representations and where all possible goals could be explicitly enumerated and learned separately. In this paper we empirically explore 3 different extensions of the idea of updating many (instead of all) goals in the context of RL with deep neural networks (or DeepRL for short). First, in a direct adaptation of Kaelbling's approach we explore if many-goals updating can be used to achieve mastery in non-tabular visual-observation domains. Second, we explore whether many-goals updating can be used to pre-train a network to subsequently learn faster and better on a single main task of interest. Third, we explore whether many-goals updating can be used to provide auxiliary task updates in training a network to learn faster and better on a single main task of interest. We provide comparisons to baselines for each of the 3 extensions.

cs.LG↗

Self-Imitation Learning

This paper proposes Self-Imitation Learning (SIL), a simple off-policy actor-critic algorithm that learns to reproduce the agent's past good decisions. This algorithm is designed to verify our hypothesis that exploiting past good experiences can indirectly drive deep exploration. Our empirical results show that SIL significantly improves advantage actor-critic (A2C) on several hard exploration Atari games and is competitive to the state-of-the-art count-based exploration methods. We also show that SIL improves proximal policy optimization (PPO) on MuJoCo tasks.

cs.LG↗

The Advantage of Doubling: A Deep Reinforcement Learning Approach to Studying the Double Team in the NBA

During the 2017 NBA playoffs, Celtics coach Brad Stevens was faced with a difficult decision when defending against the Cavaliers: "Do you double and risk giving up easy shots, or stay at home and do the best you can?" It's a tough call, but finding a good defensive strategy that effectively incorporates doubling can make all the difference in the NBA. In this paper, we analyze double teaming in the NBA, quantifying the trade-off between risk and reward. Using player trajectory data pertaining to over 643,000 possessions, we identified when the ball handler was double teamed. Given these data and the corresponding outcome (i.e., was the defense successful), we used deep reinforcement learning to estimate the quality of the defensive actions. We present qualitative and quantitative results summarizing our learned defensive strategy for defending. We show that our policy value estimates are predictive of points per possession and win percentage. Overall, the proposed framework represents a step toward a more comprehensive understanding of defensive strategies in the NBA.

cs.LG↗

Markov Decision Processes with Continuous Side Information

We consider a reinforcement learning (RL) setting in which the agent interacts with a sequence of episodic MDPs. At the start of each episode the agent has access to some side-information or context that determines the dynamics of the MDP for that episode. Our setting is motivated by applications in healthcare where baseline measurements of a patient at the start of a treatment episode form the context that may provide information about how the patient might respond to treatment decisions. We propose algorithms for learning in such Contextual Markov Decision Processes (CMDPs) under an assumption that the unobserved MDP parameters vary smoothly with the observed context. We also give lower and upper PAC bounds under the smoothness assumption. Because our lower bound has an exponential dependence on the dimension, we consider a tractable linear setting where the context is used to create linear combinations of a finite set of MDPs. For the linear setting, we give a PAC learning algorithm based on KWIK learning techniques.

stat.ML↗

Zero-Shot Task Generalization with Multi-Task Deep Reinforcement Learning

As a step towards developing zero-shot task generalization capabilities in reinforcement learning (RL), we introduce a new RL problem where the agent should learn to execute sequences of instructions after learning useful skills that solve subtasks. In this problem, we consider two types of generalizations: to previously unseen instructions and to longer sequences of instructions. For generalization over unseen instructions, we propose a new objective which encourages learning correspondences between similar subtasks by making analogies. For generalization over sequential instructions, we present a hierarchical architecture where a meta controller learns to use the acquired skills for executing the instructions. To deal with delayed reward, we propose a new neural architecture in the meta controller that learns when to update the subtask, which makes learning more efficient. Experimental results on a stochastic 3D domain show that the proposed ideas are crucial for generalization to longer instructions as well as unseen instructions.

cs.AI↗

Value Prediction Network

This paper proposes a novel deep reinforcement learning (RL) architecture, called Value Prediction Network (VPN), which integrates model-free and model-based RL methods into a single neural network. In contrast to typical model-based RL methods, VPN learns a dynamics model whose abstract states are trained to make option-conditional predictions of future values (discounted sum of rewards) rather than of future observations. Our experimental results show that VPN has several advantages over both model-free and model-based baselines in a stochastic environment where careful planning is required but building an accurate observation-prediction model is difficult. Furthermore, VPN outperforms Deep Q-Network (DQN) on several Atari games even with short-lookahead planning, demonstrating its potential as a new way of learning a good state representation.

cs.AI↗

Repeated Inverse Reinforcement Learning

We introduce a novel repeated Inverse Reinforcement Learning problem: the agent has to act on behalf of a human in a sequence of tasks and wishes to minimize the number of tasks that it surprises the human by acting suboptimally with respect to how the human would have acted. Each time the human is surprised, the agent is provided a demonstration of the desired behavior by the human. We formalize this problem, including how the sequence of tasks is chosen, in a few different ways and provide some foundational results.

cs.AI↗

Minimizing Maximum Regret in Commitment Constrained Sequential Decision Making

In cooperative multiagent planning, it can often be beneficial for an agent to make commitments about aspects of its behavior to others, allowing them in turn to plan their own behaviors without taking the agent's detailed behavior into account. Extending previous work in the Bayesian setting, we consider instead a worst-case setting in which the agent has a set of possible environments (MDPs) it could be in, and develop a commitment semantics that allows for probabilistic guarantees on the agent's behavior in any of the environments it could end up facing. Crucially, an agent receives observations (of reward and state transitions) that allow it to potentially eliminate possible environments and thus obtain higher utility by adapting its policy to the history of observations. We develop algorithms and provide theory and some preliminary empirical results showing that they ensure an agent meets its commitments with history-dependent policies while minimizing maximum regret over the possible environments.

cs.AI↗

Control of Memory, Active Perception, and Action in Minecraft

In this paper, we introduce a new set of reinforcement learning (RL) tasks in Minecraft (a flexible 3D world). We then use these tasks to systematically compare and contrast existing deep reinforcement learning (DRL) architectures with our new memory-based DRL architectures. These tasks are designed to emphasize, in a controllable manner, issues that pose challenges for RL methods including partial observability (due to first-person visual observations), delayed rewards, high-dimensional visual observations, and the need to use active perception in a correct manner so as to perform well in the tasks. While these tasks are conceptually simple to describe, by virtue of having all of these challenges simultaneously they are difficult for current DRL architectures. Additionally, we evaluate the generalization performance of the architectures on environments not used during training. The experimental results show that our new architectures generalize to unseen environments better than existing DRL architectures.

cs.AI↗