INESC-ID Lisboa, Instituto Superior Técnico
Abstract:This work proposes a novel model-free Reinforcement Learning (RL) agent that is able to learn how to complete an unknown task having access to only a part of the input observation. We take inspiration from the concepts of visual attention and active perception that are characteristic of humans and tried to apply them to our agent, creating a hard attention mechanism. In this mechanism, the model decides first which region of the input image it should look at, and only after that it has access to the pixels of that region. Current RL agents do not follow this principle and we have not seen these mechanisms applied to the same purpose as this work. In our architecture, we adapt an existing model called recurrent attention model (RAM) and combine it with the proximal policy optimization (PPO) algorithm. We investigate whether a model with these characteristics is capable of achieving similar performance to state-of-the-art model-free RL agents that access the full input observation. This analysis is made in two Atari games, Pong and SpaceInvaders, which have a discrete action space, and in CarRacing, which has a continuous action space. Besides assessing its performance, we also analyze the movement of the attention of our model and compare it with what would be an example of the human behavior. Even with such visual limitation, we show that our model matches the performance of PPO+LSTM in two of the three games tested.
Abstract:We introduce hybrid execution in multi-agent reinforcement learning (MARL), a new paradigm in which agents aim to successfully perform cooperative tasks with any communication level at execution time by taking advantage of information-sharing among the agents. Under hybrid execution, the communication level can range from a setting in which no communication is allowed between agents (fully decentralized), to a setting featuring full communication (fully centralized). To formalize our setting, we define a new class of multi-agent partially observable Markov decision processes (POMDPs) that we name hybrid-POMDPs, which explicitly models a communication process between the agents. We contribute MARO, an approach that combines an autoregressive predictive model to estimate missing agents' observations, and a dropout-based RL training scheme that simulates different communication levels during the centralized training phase. We evaluate MARO on standard scenarios and extensions of previous benchmarks tailored to emphasize the negative impact of partial observability in MARL. Experimental results show that our method consistently outperforms baselines, allowing agents to act with faulty communication while successfully exploiting shared information.
Abstract:We present Perceive-Represent-Generate (PRG), a novel three-stage framework that maps perceptual information of different modalities (e.g., visual or sound), corresponding to a sequence of instructions, to an adequate sequence of movements to be executed by a robot. In the first stage, we perceive and pre-process the given inputs, isolating individual commands from the complete instruction provided by a human user. In the second stage we encode the individual commands into a multimodal latent space, employing a deep generative model. Finally, in the third stage we convert the multimodal latent values into individual trajectories and combine them into a single dynamic movement primitive, allowing its execution in a robotic platform. We evaluate our pipeline in the context of a novel robotic handwriting task, where the robot receives as input a word through different perceptual modalities (e.g., image, sound), and generates the corresponding motion trajectory to write it, creating coherent and readable handwritten words.
Abstract:Active learning can play an important role in low-resource settings (i.e., where annotated data is scarce), by selecting which instances may be more worthy to annotate. Most active learning approaches for Machine Translation assume the existence of a pool of sentences in a source language, and rely on human annotators to provide translations or post-edits, which can still be costly. In this article, we assume a real world human-in-the-loop scenario in which: (i) the source sentences may not be readily available, but instead arrive in a stream; (ii) the automatic translations receive feedback in the form of a rating, instead of a correct/edited translation, since the human-in-the-loop might be a user looking for a translation, but not be able to provide one. To tackle the challenge of deciding whether each incoming pair source-translations is worthy to query for human feedback, we resort to a number of stream-based active learning query strategies. Moreover, since we not know in advance which query strategy will be the most adequate for a certain language pair and set of Machine Translation models, we propose to dynamically combine multiple strategies using prediction with expert advice. Our experiments show that using active learning allows to converge to the best Machine Translation systems with fewer human interactions. Furthermore, combining multiple strategies using prediction with expert advice often outperforms several individual active learning strategies with even fewer interactions.
Abstract:In this paper, we present a novel Bayesian online prediction algorithm for the problem setting of ad hoc teamwork under partial observability (ATPO), which enables on-the-fly collaboration with unknown teammates performing an unknown task without needing a pre-coordination protocol. Unlike previous works that assume a fully observable state of the environment, ATPO accommodates partial observability, using the agent's observations to identify which task is being performed by the teammates. Our approach assumes neither that the teammate's actions are visible nor an environment reward signal. We evaluate ATPO in three domains -- two modified versions of the Pursuit domain with partial observability and the overcooked domain. Our results show that ATPO is effective and robust in identifying the teammate's task from a large library of possible tasks, efficient at solving it in near-optimal time, and scalable in adapting to increasingly larger problem sizes.
Abstract:In this work, we focus our attention on the study of the interplay between the data distribution and Q-learning-based algorithms with function approximation. We provide a theoretical and empirical analysis as to why different properties of the data distribution can contribute to regulating sources of algorithmic instability. First, we revisit theoretical bounds on the performance of approximate dynamic programming algorithms. Second, we provide a novel four-state MDP that highlights the impact of the data distribution in the performance of a Q-learning algorithm with function approximation, both in online and offline settings. Finally, we experimentally assess the impact of the data distribution properties in the performance of an offline deep Q-network algorithm. Our results show that: (i) the data distribution needs to possess certain properties in order to robustly learn in an offline setting, namely low distance to the distributions induced by optimal policies of the MDP and high coverage over the state-action space; and (ii) high entropy data distributions can contribute to mitigating sources of algorithmic instability.
Abstract:In Machine Translation, assessing the quality of a large amount of automatic translations can be challenging. Automatic metrics are not reliable when it comes to high performing systems. In addition, resorting to human evaluators can be expensive, especially when evaluating multiple systems. To overcome the latter challenge, we propose a novel application of online learning that, given an ensemble of Machine Translation systems, dynamically converges to the best systems, by taking advantage of the human feedback available. Our experiments on WMT'19 datasets show that our online approach quickly converges to the top-3 ranked systems for the language pairs considered, despite the lack of human feedback for many translations.
Abstract:This article proposes a methodology for the development of adaptive traffic signal controllers using reinforcement learning. Our methodology addresses the lack of standardization in the literature that renders the comparison of approaches in different works meaningless, due to differences in metrics, environments, and even experimental design and methodology. The proposed methodology thus comprises all the steps necessary to develop, deploy and evaluate an adaptive traffic signal controller -- from simulation setup to problem formulation and experimental design. We illustrate the proposed methodology in two simple scenarios, highlighting how its different steps address limitations found in the current literature.