Jointly Pre-training with Supervised, Autoencoder, and Value Losses for Deep Reinforcement LearningGabriel V. de la Cruz, Yunshu Du, Matthew E. Taylor
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
15.0LGSep 12, 2017
Pre-training Neural Networks with Human Demonstrations for Deep Reinforcement LearningGabriel V. de la Cruz, Yunshu Du, Matthew E. Taylor
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.
18.6ROFeb 12, 2014
Planning for Decentralized Control of Multiple Robots Under UncertaintyChristopher Amato, George D. Konidaris, Gabriel Cruz et al.
We describe a probabilistic framework for synthesizing control policies for general multi-robot systems, given environment and sensor models and a cost function. Decentralized, partially observable Markov decision processes (Dec-POMDPs) are a general model of decision processes where a team of agents must cooperate to optimize some objective (specified by a shared reward or cost function) in the presence of uncertainty, but where communication limitations mean that the agents cannot share their state, so execution must proceed in a decentralized fashion. While Dec-POMDPs are typically intractable to solve for real-world problems, recent research on the use of macro-actions in Dec-POMDPs has significantly increased the size of problem that can be practically solved as a Dec-POMDP. We describe this general model, and show how, in contrast to most existing methods that are specialized to a particular problem class, it can synthesize control policies that use whatever opportunities for coordination are present in the problem, while balancing off uncertainty in outcomes, sensor information, and information about other agents. We use three variations on a warehouse task to show that a single planner of this type can generate cooperative behavior using task allocation, direct communication, and signaling, as appropriate.