Policy-gradient algorithms are effective reinforcement learning methods for solving control problems with continuous state and action spaces. To compute near-optimal policies, it is essential in practice to include exploration terms in the learning objective. Although the effectiveness of these terms is usually justified by an intrinsic need to explore environments, we propose a novel analysis and distinguish two different implications of these techniques. First, they make it possible to smooth the learning objective and to eliminate local optima while preserving the global maximum. Second, they modify the gradient estimates, increasing the probability that the stochastic parameter update eventually provides an optimal policy. In light of these effects, we discuss and illustrate empirically exploration strategies based on entropy bonuses, highlighting their limitations and opening avenues for future works in the design and analysis of such strategies.
In this work, we generalize the problem of learning through interaction in a POMDP by accounting for eventual additional information available at training time. First, we introduce the informed POMDP, a new learning paradigm offering a clear distinction between the training information and the execution observation. Next, we propose an objective for learning a sufficient statistic from the history for the optimal control that leverages this information. We then show that this informed objective consists of learning an environment model from which we can sample latent trajectories. Finally, we show for the Dreamer algorithm that the convergence speed of the policies is sometimes greatly improved on several environments by using this informed environment model. Those results and the simplicity of the proposed adaptation advocate for a systematic consideration of eventual additional information when learning in a POMDP using model-based RL.
We introduce IMP-MARL, an open-source suite of multi-agent reinforcement learning (MARL) environments for large-scale Infrastructure Management Planning (IMP), offering a platform for benchmarking the scalability of cooperative MARL methods in real-world engineering applications. In IMP, a multi-component engineering system is subject to a risk of failure due to its components' damage condition. Specifically, each agent plans inspections and repairs for a specific system component, aiming to minimise maintenance costs while cooperating to minimise system failure risk. With IMP-MARL, we release several environments including one related to offshore wind structural systems, in an effort to meet today's needs to improve management strategies to support sustainable and reliable energy systems. Supported by IMP practical engineering environments featuring up to 100 agents, we conduct a benchmark campaign, where the scalability and performance of state-of-the-art cooperative MARL methods are compared against expert-based heuristic policies. The results reveal that centralised training with decentralised execution methods scale better with the number of agents than fully centralised or decentralised RL approaches, while also outperforming expert-based heuristic policies in most IMP environments. Based on our findings, we additionally outline remaining cooperation and scalability challenges that future MARL methods should still address. Through IMP-MARL, we encourage the implementation of new environments and the further development of MARL methods.
Spiking neural networks are a type of artificial neural networks in which communication between neurons is only made of events, also called spikes. This property allows neural networks to make asynchronous and sparse computations and therefore to drastically decrease energy consumption when run on specialized hardware. However, training such networks is known to be difficult, mainly due to the non-differentiability of the spike activation, which prevents the use of classical backpropagation. This is because state-of-the-art spiking neural networks are usually derived from biologically-inspired neuron models, to which are applied machine learning methods for training. Nowadays, research about spiking neural networks focuses on the design of training algorithms whose goal is to obtain networks that compete with their non-spiking version on specific tasks. In this paper, we attempt the symmetrical approach: we modify the dynamics of a well-known, easily trainable type of recurrent neural network to make it event-based. This new RNN cell, called the Spiking Recurrent Cell, therefore communicates using events, i.e. spikes, while being completely differentiable. Vanilla backpropagation can thus be used to train any network made of such RNN cell. We show that this new network can achieve performance comparable to other types of spiking networks in the MNIST benchmark and its variants, the Fashion-MNIST and the Neuromorphic-MNIST. Moreover, we show that this new cell makes the training of deep spiking networks achievable.
Direct policy optimization in reinforcement learning is usually solved with policy-gradient algorithms, which optimize policy parameters via stochastic gradient ascent. This paper provides a new theoretical interpretation and justification of these algorithms. First, we formulate direct policy optimization in the optimization by continuation framework. The latter is a framework for optimizing nonconvex functions where a sequence of surrogate objective functions, called continuations, are locally optimized. Second, we show that optimizing affine Gaussian policies and performing entropy regularization can be interpreted as implicitly optimizing deterministic policies by continuation. Based on these theoretical results, we argue that exploration in policy-gradient algorithms consists in computing a continuation of the return of the policy at hand, and that the variance of policies should be history-dependent functions adapted to avoid local extrema rather than to maximize the return of the policy.
Classical reinforcement learning (RL) techniques are generally concerned with the design of decision-making policies driven by the maximisation of the expected outcome. Nevertheless, this approach does not take into consideration the potential risk associated with the actions taken, which may be critical in certain applications. To address that issue, the present research work introduces a novel methodology based on distributional RL to derive sequential decision-making policies that are sensitive to the risk, the latter being modelled by the tail of the return probability distribution. The core idea is to replace the $Q$ function generally standing at the core of learning schemes in RL by another function taking into account both the expected return and the risk. Named the risk-based utility function $U$, it can be extracted from the random return distribution $Z$ naturally learnt by any distributional RL algorithm. This enables to span the complete potential trade-off between risk minimisation and expected return maximisation, in contrast to fully risk-averse methodologies. Fundamentally, this research yields a truly practical and accessible solution for learning risk-sensitive policies with minimal modification to the distributional RL algorithm, and with an emphasis on the interpretability of the resulting decision-making process.
In this paper, we identify the best learning scenario to train a team of agents to compete against multiple possible strategies of opposing teams. We evaluate cooperative value-based methods in a mixed cooperative-competitive environment. We restrict ourselves to the case of a symmetric, partially observable, two-team Markov game. We selected three training methods based on the centralised training and decentralised execution (CTDE) paradigm: QMIX, MAVEN and QVMix. For each method, we considered three learning scenarios differentiated by the variety of team policies encountered during training. For our experiments, we modified the StarCraft Multi-Agent Challenge environment to create competitive environments where both teams could learn and compete simultaneously. Our results suggest that training against multiple evolving strategies achieves the best results when, for scoring their performances, teams are faced with several strategies.
Reinforcement learning aims to learn optimal policies from interaction with environments whose dynamics are unknown. Many methods rely on the approximation of a value function to derive near-optimal policies. In partially observable environments, these functions depend on the complete sequence of observations and past actions, called the history. In this work, we show empirically that recurrent neural networks trained to approximate such value functions internally filter the posterior probability distribution of the current state given the history, called the belief. More precisely, we show that, as a recurrent neural network learns the Q-function, its hidden states become more and more correlated with the beliefs of state variables that are relevant to optimal control. This correlation is measured through their mutual information. In addition, we show that the expected return of an agent increases with the ability of its recurrent architecture to reach a high mutual information between its hidden states and the beliefs. Finally, we show that the mutual information between the hidden states and the beliefs of variables that are irrelevant for optimal control decreases through the learning process. In summary, this work shows that in its hidden states, a recurrent neural network approximating the Q-function of a partially observable environment reproduces a sufficient statistic from the history that is correlated to the relevant part of the belief for taking optimal actions.
In business retention, churn prevention has always been a major concern. This work contributes to this domain by formalizing the problem of churn prediction in the context of online gambling as a binary classification task. We also propose an algorithmic answer to this problem based on recurrent neural network. This algorithm is tested with online gambling data that have the form of time series, which can be efficiently processed by recurrent neural networks. To evaluate the performances of the trained models, standard machine learning metrics were used, such as accuracy, precision and recall. For this problem in particular, the conducted experiments allowed to assess that the choice of a specific architecture depends on the metric which is given the greatest importance. Architectures using nBRC favour precision, those using LSTM give better recall, while GRU-based architectures allow a higher accuracy and balance two other metrics. Moreover, further experiments showed that using only the more recent time-series histories to train the networks decreases the quality of the results. We also study the performances of models learned at a specific instant $t$, at other times $t^{\prime} > t$. The results show that the performances of the models learned at time $t$ remain good at the following instants $t^{\prime} > t$, suggesting that there is no need to refresh the models at a high rate. However, the performances of the models were subject to noticeable variance due to one-off events impacting the data.