Value Function Dynamic Estimation in Reinforcement Learning based on Data Adequacy

Author(s):  
Huifan Gao ◽  
Yinghui Pan ◽  
Jing Tang ◽  
Yifeng Zeng ◽  
Peihua Chai ◽  
...  
Mathematics ◽  
2020 ◽  
Vol 8 (9) ◽  
pp. 1479
Author(s):  
Francisco Martinez-Gil ◽  
Miguel Lozano ◽  
Ignacio García-Fernández ◽  
Pau Romero ◽  
Dolors Serra ◽  
...  

Reinforcement learning is one of the most promising machine learning techniques to get intelligent behaviors for embodied agents in simulations. The output of the classic Temporal Difference family of Reinforcement Learning algorithms adopts the form of a value function expressed as a numeric table or a function approximator. The learned behavior is then derived using a greedy policy with respect to this value function. Nevertheless, sometimes the learned policy does not meet expectations, and the task of authoring is difficult and unsafe because the modification of one value or parameter in the learned value function has unpredictable consequences in the space of the policies it represents. This invalidates direct manipulation of the learned value function as a method to modify the derived behaviors. In this paper, we propose the use of Inverse Reinforcement Learning to incorporate real behavior traces in the learning process to shape the learned behaviors, thus increasing their trustworthiness (in terms of conformance to reality). To do so, we adapt the Inverse Reinforcement Learning framework to the navigation problem domain. Specifically, we use Soft Q-learning, an algorithm based on the maximum causal entropy principle, with MARL-Ped (a Reinforcement Learning-based pedestrian simulator) to include information from trajectories of real pedestrians in the process of learning how to navigate inside a virtual 3D space that represents the real environment. A comparison with the behaviors learned using a Reinforcement Learning classic algorithm (Sarsa(λ)) shows that the Inverse Reinforcement Learning behaviors adjust significantly better to the real trajectories.


2020 ◽  
Vol 34 (04) ◽  
pp. 5792-5799
Author(s):  
Felipe Leno Da Silva ◽  
Pablo Hernandez-Leal ◽  
Bilal Kartal ◽  
Matthew E. Taylor

Although Reinforcement Learning (RL) has been one of the most successful approaches for learning in sequential decision making problems, the sample-complexity of RL techniques still represents a major challenge for practical applications. To combat this challenge, whenever a competent policy (e.g., either a legacy system or a human demonstrator) is available, the agent could leverage samples from this policy (advice) to improve sample-efficiency. However, advice is normally limited, hence it should ideally be directed to states where the agent is uncertain on the best action to execute. In this work, we propose Requesting Confidence-Moderated Policy advice (RCMP), an action-advising framework where the agent asks for advice when its epistemic uncertainty is high for a certain state. RCMP takes into account that the advice is limited and might be suboptimal. We also describe a technique to estimate the agent uncertainty by performing minor modifications in standard value-function-based RL methods. Our empirical evaluations show that RCMP performs better than Importance Advising, not receiving advice, and receiving it at random states in Gridworld and Atari Pong scenarios.


1999 ◽  
Vol 11 (8) ◽  
pp. 2017-2060 ◽  
Author(s):  
Csaba Szepesvári ◽  
Michael L. Littman

Reinforcement learning is the problem of generating optimal behavior in a sequential decision-making environment given the opportunity of interacting with it. Many algorithms for solving reinforcement-learning problems work by computing improved estimates of the optimal value function. We extend prior analyses of reinforcement-learning algorithms and present a powerful new theorem that can provide a unified analysis of such value-function-based reinforcement-learning algorithms. The usefulness of the theorem lies in how it allows the convergence of a complex asynchronous reinforcement-learning algorithm to be proved by verifying that a simpler synchronous algorithm converges. We illustrate the application of the theorem by analyzing the convergence of Q-learning, model-based reinforcement learning, Q-learning with multistate updates, Q-learning for Markov games, and risk-sensitive reinforcement learning.


Author(s):  
Yong Liu ◽  
Yujing Hu ◽  
Yang Gao ◽  
Yingfeng Chen ◽  
Changjie Fan

Many real-world problems, such as robot control and soccer game, are naturally modeled as sparse-interaction multi-agent systems. Reutilizing single-agent knowledge in multi-agent systems with sparse interactions can greatly accelerate the multi-agent learning process. Previous works rely on bisimulation metric to define Markov decision process (MDP) similarity for controlling knowledge transfer. However, bisimulation metric is costly to compute and is not suitable for high-dimensional state space problems. In this work, we propose more scalable transfer learning methods based on a novel MDP similarity concept. We start by defining the MDP similarity based on the N-step return (NSR) values of an MDP. Then, we propose two knowledge transfer methods based on deep neural networks called direct value function transfer and NSR-based value function transfer. We conduct experiments in image-based grid world, multi-agent particle environment (MPE) and Ms. Pac-Man game. The results indicate that the proposed methods can significantly accelerate multi-agent reinforcement learning and meanwhile get better asymptotic performance.


Author(s):  
Michael Robin Mitchley

Reinforcement learning is a machine learning framework whereby an agent learns to perform a task by maximising its total reward received for selecting actions in each state. The policy mapping states to actions that the agent learns is either represented explicitly, or implicitly through a value function. It is common in reinforcement learning to discretise a continuous state space using tile coding or binary features. We prove an upper bound on the performance of discretisation for direct policy representation or value function approximation.


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