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Showing posts with label RL. Show all posts
Showing posts with label RL. Show all posts

Wednesday, July 19, 2023

Automated Evolution Tackles Tough Tasks

Automating Evolution

Automated Evolution Tackles Tough Tasks

By R. Colin Johnson.July 13, 2023

The intersection of natural and evolutionary computation in the context of machine learning and natural computation.

Credit: Evolutionary Machine Learning: A Survey, AKBAR TELIKANI et al, https://doi.org/10.1145/3467477

Deep neural networks (DNNs) that use reinforcement learning (RL, which explores a space of random decisions for winning combinations) can create algorithms that rival those produced by humans for games, natural language processing (NLP), computer vision (CV), education, transportation, finance, healthcare, and robotics, according to the seminal paper Introduction to Deep Reinforcement Learning (DRL).

Unfortunately, the successes of DNNs are getting harder to come by, due to sensitivity to the initial hyper-parameters chosen (such as the width and depth of the DNN, as well as other application-specific initial conditions). However, these limitations have recently been overcome by combining RL with evolutionary computation (EC), which maintains a population of learning agents, each with unique initial conditions, that together "evolve" an optimal solution, according to Ran Cheng and colleagues at the Southern University of Science and Technology, Shenzhen, China, in cooperation with Germany's Bielefeld University and the U.K.'s University of Surrey.

By choosing from among many evolving learning agents (each with different initial conditions), Evolutionary Reinforcement Learning(EvoRL) is extending the intelligence of DRL into hard-to-solve cross-disciplinary human tasks like autonomous cars and robots, according to Jurgen Branke, a professor of Operational Research and Systems at the U.K.'s University of Warwick, and editor-in-chief of ACM's new journal Transactions on Evolutionary Learning and Optimization

Said Branke, "Nature is using two ways of adaptation: evolution and learning. So it seems not surprising that the combination of these two paradigms is also successful 'in-silico' [that is, algorithmic 'evolution' akin to 'in-vivo' biological evolution]."

Reinforcement Learning

Reinforcement learning is the newest of three primary learning algorithms for deep neural networks (DNNs differ from the seminal three-layer perceptron by adding many inner layers, the function of which are not fully understood by its programmers—referred to as a black box). The first two prior primary DNN learning methods were supervised—learning from data labeled by humans (such as photographs of birds, cars, and flowers, each labeled as such) in order to learn to recognize and automatically label new photographs. The second-most-popular learning method was unsupervised, which groups unlabeled data into likes and dislikes, based on commonalities found by the DNN's black box.

Reinforcement learning, on the other hand, groups unlabeled data into sets of likes, but with the goal of maximizing the cumulative rewards it receives from a human-wrought evaluation function. The result is a DNN that uses RL to outperform other learning methods, albeit while still using internal layers that do not fit into a knowable mathematical model. For instance, in game theory, the cumulative rewards would be winning games. 'Optimization' is often used to describe the methodology obtained by reinforcement learning, according to Marco Wiering at the University of Groningen (The Netherlands) and Martijn Otterlo at Radboud University (Nijmegen, The Netherlands) in their 2012 paper Reinforcement Learning, although there is no way to prove that "optimal behavior" found with RL is the "most" optimal solution.   ... ' 

Sunday, May 07, 2023

Dream First, Learn Later: DECKARD is an AI Approach

Interesting, new to me.

Dream First, Learn Later: DECKARD is an AI Approach That Uses LLMs for Training Reinforcement learning (RL) Agents

By Ekrem Çetinkaya -May 4, 2023

Reinforcement learning (RL) is a popular approach to training autonomous agents that can learn to perform complex tasks by interacting with their environment. RL enables them to learn the best action in different conditions and adapt to their environment using a reward system.

A major challenge in RL is how to explore the vast state space of many real-world problems efficiently. This challenge arises due to the fact that in RL, agents learn by interacting with their environment via exploration. Think of an agent that tries to play Minecraft. If you heard about it before, you know how complicated Minecraft crafting tree looks. You have hundreds of craftable objects, and you might need to craft one to craft another, etc. So, it is a really complex environment.

As the environment can have a large number of possible states and actions, it can become difficult for the agent to find the optimal policy through random exploration alone. The agent must balance between exploiting the current best policy and exploring new parts of the state space to find a better policy potentially. Finding efficient exploration methods that can balance exploration and exploitation is an active area of research in RL.

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It’s known that practical decision-making systems need to use prior knowledge about a task efficiently. By having prior information about the task itself, the agent can better adapt its policy and can avoid getting stuck in sub-optimal policies. However, most reinforcement learning methods currently train without any previous training or external knowledge. 

But why is that the case? In recent years, there has been growing interest in using large language models (LLMs) to aid RL agents in exploration by providing external knowledge. This approach has shown promise, but there are still many challenges to overcome, such as grounding the LLM knowledge in the environment and dealing with the accuracy of LLM outputs.

So, should we give up on using LLMs to aid RL agents? If not, how can we fix those problems and then use them again to guide RL agents? The answer has a name, and it’s DECKARD.

Overview of DECKARD. Source: https://arxiv.org/abs/2301.12050

DECKARD is trained for Minecraft, as crafting a specific item in Minecraft can be a challenging task if one lacks expert knowledge of the game. This has been demonstrated by studies that have shown that achieving a goal in Minecraft can be made easier through the use of dense rewards or expert demonstrations. As a result, item crafting in Minecraft has become a persistent challenge in the field of AI. ... '

Wednesday, March 24, 2021

Advances for Reinforcement Learning

Very interesting,   The very first para below does a good job of  'why' this could change RL methods,  the rest of the article then carries on more technically.  Supporting images are at the link . Is this a big deal?  Humans determine they have reached a solution by comparing it to something they perceive is 'correct'.  Like an image of correctness.   Considering how this would be most useful.    Could we teach a system to learn to learn patterns of correctness? 

Recursive Classification: Replacing Rewards with Examples in RL

Wednesday, March 24, 2021    Posted by Benjamin Eysenbach, Student Researcher, Google Research

A general goal of robotics research is to design systems that can assist in a variety of tasks that can potentially improve daily life. Most reinforcement learning algorithms for teaching agents to perform new tasks require a reward function, which provides positive feedback to the agent for taking actions that lead to good outcomes. However, actually specifying these reward functions can be quite tedious and can be very difficult to define for situations without a clear objective, such as whether a room is clean or if a door is sufficiently shut. Even for tasks that are easy to describe, actually measuring whether the task has been solved can be difficult and may require adding many sensors to a robot's environment.

Alternatively, training a model using examples, called example-based control, has the potential to overcome the limitations of approaches that rely on traditional reward functions. This new problem statement is most similar to prior methods based on "success detectors", and efficient algorithms for example-based control could enable non-expert users to teach robots to perform new tasks, without the need for coding expertise, knowledge of reward function design, or the installation of environmental sensors.

In "Replacing Rewards with Examples: Example-Based Policy Search via Recursive Classification," we propose a machine learning algorithm for teaching agents how to solve new tasks by providing examples of success (e.g., if “success” examples show a nail embedded into a wall, the agent will learn to pick up a hammer and knock nails into the wall). This algorithm, recursive classification of examples (RCE), does not rely on hand-crafted reward functions, distance functions, or features, but rather learns to solve tasks directly from data, requiring the agent to learn how to solve the entire task by itself, without requiring examples of any intermediate states. Using a version of temporal difference learning — similar to Q-learning, but replacing the typical reward function term using only examples of success — RCE outperforms prior approaches based on imitation learning on simulated robotics tasks. Coupled with theoretical guarantees similar to those for reward-based learning, the proposed method offers a user-friendly alternative for teaching robots new tasks.  ... "