scholarly journals An Active Exploration Method for Data Efficient Reinforcement Learning

2019 ◽  
Vol 29 (2) ◽  
pp. 351-362
Author(s):  
Dongfang Zhao ◽  
Jiafeng Liu ◽  
Rui Wu ◽  
Dansong Cheng ◽  
Xianglong Tang

Abstract Reinforcement learning (RL) constitutes an effective method of controlling dynamic systems without prior knowledge. One of the most important and difficult problems in RL is the improvement of data efficiency. Probabilistic inference for learning control (PILCO) is a state-of-the-art data-efficient framework that uses a Gaussian process to model dynamic systems. However, it only focuses on optimizing cumulative rewards and does not consider the accuracy of a dynamic model, which is an important factor for controller learning. To further improve the data efficiency of PILCO, we propose its active exploration version (AEPILCO) that utilizes information entropy to describe samples. In the policy evaluation stage, we incorporate an information entropy criterion into long-term sample prediction. Through the informative policy evaluation function, our algorithm obtains informative policy parameters in the policy improvement stage. Using the policy parameters in the actual execution produces an informative sample set; this is helpful in learning an accurate dynamic model. Thus, the AEPILCO algorithm improves data efficiency by learning an accurate dynamic model by actively selecting informative samples based on the information entropy criterion. We demonstrate the validity and efficiency of the proposed algorithm for several challenging controller problems involving a cart pole, a pendubot, a double pendulum, and a cart double pendulum. The AEPILCO algorithm can learn a controller using fewer trials compared to PILCO. This is verified through theoretical analysis and experimental results.

Author(s):  
Daoming Lyu ◽  
Fangkai Yang ◽  
Bo Liu ◽  
Daesub Yoon

Deep reinforcement learning (DRL) has gained great success by learning directly from high-dimensional sensory inputs, yet is notorious for the lack of interpretability. Interpretability of the subtasks is critical in hierarchical decision-making as it increases the transparency of black-box-style DRL approach and helps the RL practitioners to understand the high-level behavior of the system better. In this paper, we introduce symbolic planning into DRL and propose a framework of Symbolic Deep Reinforcement Learning (SDRL) that can handle both high-dimensional sensory inputs and symbolic planning. The task-level interpretability is enabled by relating symbolic actions to options. This framework features a planner – controller – meta-controller architecture, which takes charge of subtask scheduling, data-driven subtask learning, and subtask evaluation, respectively. The three components cross-fertilize each other and eventually converge to an optimal symbolic plan along with the learned subtasks, bringing together the advantages of long-term planning capability with symbolic knowledge and end-to-end reinforcement learning directly from a high-dimensional sensory input. Experimental results validate the interpretability of subtasks, along with improved data efficiency compared with state-of-the-art approaches.


2018 ◽  
Vol 24 ◽  
pp. 15-20 ◽  
Author(s):  
Michael Hesse ◽  
Julia Timmermann ◽  
Eyke Hüllermeier ◽  
Ansgar Trächtler

2006 ◽  
Vol 15 (04) ◽  
pp. 623-650
Author(s):  
JUDY A. FRANKLIN

Recurrent (neural) networks have been deployed as models for learning musical processes, by computational scientists who study processes such as dynamic systems. Over time, more intricate music has been learned as the state of the art in recurrent networks improves. One particular recurrent network, the Long Short-Term Memory (LSTM) network shows promise for learning long songs, and generating new songs. We are experimenting with a module containing two inter-recurrent LSTM networks to cooperatively learn several human melodies, based on the songs' harmonic structures, and on the feedback inherent in the network. We show that these networks can learn to reproduce four human melodies. We then present as input new harmonizations, so as to generate new songs. We describe the reharmonizations, and show the new melodies that result. We also present a hierarchical structure for using reinforcement learning to choose LSTM modules during the course of melody generation.


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