13.8AIJul 1, 2020
A Generalized Reinforcement Learning Algorithm for Online 3D Bin-PackingRicha Verma, Aniruddha Singhal, Harshad Khadilkar et al.
We propose a Deep Reinforcement Learning (Deep RL) algorithm for solving the online 3D bin packing problem for an arbitrary number of bins and any bin size. The focus is on producing decisions that can be physically implemented by a robotic loading arm, a laboratory prototype used for testing the concept. The problem considered in this paper is novel in two ways. First, unlike the traditional 3D bin packing problem, we assume that the entire set of objects to be packed is not known a priori. Instead, a fixed number of upcoming objects is visible to the loading system, and they must be loaded in the order of arrival. Second, the goal is not to move objects from one point to another via a feasible path, but to find a location and orientation for each object that maximises the overall packing efficiency of the bin(s). Finally, the learnt model is designed to work with problem instances of arbitrary size without retraining. Simulation results show that the RL-based method outperforms state-of-the-art online bin packing heuristics in terms of empirical competitive ratio and volume efficiency.
5.4LGNov 12, 2019
Accelerating Training in Pommerman with Imitation and Reinforcement LearningHardik Meisheri, Omkar Shelke, Richa Verma et al.
The Pommerman simulation was recently developed to mimic the classic Japanese game Bomberman, and focuses on competitive gameplay in a multi-agent setting. We focus on the 2$\times$2 team version of Pommerman, developed for a competition at NeurIPS 2018. Our methodology involves training an agent initially through imitation learning on a noisy expert policy, followed by a proximal-policy optimization (PPO) reinforcement learning algorithm. The basic PPO approach is modified for stable transition from the imitation learning phase through reward shaping, action filters based on heuristics, and curriculum learning. The proposed methodology is able to beat heuristic and pure reinforcement learning baselines with a combined 100,000 training games, significantly faster than other non-tree-search methods in literature. We present results against multiple agents provided by the developers of the simulation, including some that we have enhanced. We include a sensitivity analysis over different parameters, and highlight undesirable effects of some strategies that initially appear promising. Since Pommerman is a complex multi-agent competitive environment, the strategies developed here provide insights into several real-world problems with characteristics such as partial observability, decentralized execution (without communication), and very sparse and delayed rewards.
MAPEL: Multi-Agent Pursuer-Evader Learning using Situation ReportSagar Verma, Richa Verma, P. B. Sujit
In this paper, we consider a territory guarding game involving pursuers, evaders and a target in an environment that contains obstacles. The goal of the evaders is to capture the target, while that of the pursuers is to capture the evaders before they reach the target. All the agents have limited sensing range and can only detect each other when they are in their observation space. We focus on the challenge of effective cooperation between agents of a team. Finding exact solutions for such multi-agent systems is difficult because of the inherent complexity. We present Multi-Agent Pursuer-Evader Learning (MAPEL), a class of algorithms that use spatio-temporal graph representation to learn structured cooperation. The key concept is that the learning takes place in a decentralized manner and agents use situation report updates to learn about the whole environment from each others' partial observations. We use Recurrent Neural Networks (RNNs) to parameterize the spatio-temporal graph. An agent in MAPEL only updates all the other agents if an opponent or the target is inside its observation space by using situation report. We present two methods for cooperation via situation report update: a) Peer-to-Peer Situation Report (P2PSR) and b) Ring Situation Report (RSR). We present a detailed analysis of how these two cooperation methods perform when the number of agents in the game are increased. We provide empirical results to show how agents cooperate under these two methods.