Deep network solves maze path planning without training.
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MAZE attacks a model without data, using synthetic inputs.
Logical neural networks solve mazes by filling dead ends, but not all methods generalize well.
This paper presents a problem of model learning for the purpose of learning how to navigate a ball to a goal state in a circular maze environment with two degrees of freedom. The motion of the ball in the maze environment is influenced by several non-linear effects such as dry friction and contacts, which are difficult…
HRM-Agent learns to navigate dynamic mazes using reinforcement learning.
In this paper we approach two relevant deep learning topics: i) tackling of graph structured input data and ii) a better understanding and analysis of deep networks and related learning algorithms. With this in mind we focus on the topological classification of reachability in a particular subset of planar graphs (Maze…
PBCS combines RL and motion planning for better exploration.
Deep Reinforcement Learning has shown tremendous success in solving several games and tasks in robotics. However, unlike humans, it generally requires a lot of training instances. Trajectories imitating to solve the task at hand can help to increase sample-efficiency of deep RL methods. In this paper, we present a simp…
New RL approach builds short ancestral recombination graphs.
Sparse reward is one of the biggest challenges in reinforcement learning (RL). In this paper, we propose a novel method called Generative Exploration and Exploitation (GENE) to overcome sparse reward. GENE automatically generates start states to encourage the agent to explore the environment and to exploit received rew…
The ability to use a 2D map to navigate a complex 3D environment is quite remarkable, and even difficult for many humans. Localization and navigation is also an important problem in domains such as robotics, and has recently become a focus of the deep reinforcement learning community. In this paper we teach a reinforce…
AutoDIME automates design of multi-agent environments for RL.
CSAC enables cooperative reinforcement learning for multi-stage tasks.
This paper introduces a new approach to active inference using constrained Bethe Free Energy.
Value Iteration Networks (VINs) are effective differentiable path planning modules that can be used by agents to perform navigation while still maintaining end-to-end differentiability of the entire architecture. Despite their effectiveness, they suffer from several disadvantages including training instability, random …
ERM uses energy-based selection to improve recursive reasoning.
The Morris Water Maze is commonly used in behavioural neuroscience for the study of spatial learning with rodents. Over the years, various methods of analysing rodent data collected in this task have been proposed. These methods span from classical performance measurements (e.g. escape latency, rodent speed, quadrant p…
New algorithm minimizes FE objectives for synthetic AIF agents.
Director learns hierarchical behaviors from pixels, outperforming exploration methods.
Graph algorithms are key tools in many fields of science and technology. Some of these algorithms depend on propagating information between distant nodes in a graph. Recently, there have been a number of deep learning architectures proposed to learn on undirected graphs. However, most of these architectures aggregate i…
A simple DQN-based multi-agent RL system for binary actions.
MB-DQN uses different backup lengths for improved reinforcement learning.
We propose an expert-augmented actor-critic algorithm, which we evaluate on two environments with sparse rewards: Montezumas Revenge and a demanding maze from the ViZDoom suite. In the case of Montezumas Revenge, an agent trained with our method achieves very good results consistently scoring above 27,000 points (in ma…
The paper proposes a structure learning model for efficient reinforcement learning.
Abstract perspective on quadratic programming for optimal portfolio allocation.
System identification of complex and nonlinear systems is a central problem for model predictive control and model-based reinforcement learning. Despite their complexity, such systems can often be approximated well by a set of linear dynamical systems if broken into appropriate subsequences. This mechanism not only hel…
We present a recurrent neural network memory that uses sparse coding to create a combinatoric encoding of sequential inputs. Using several examples, we show that the network can associate distant causes and effects in a discrete stochastic process, predict partially-observable higher-order sequences, and enable a DQN a…
The enactive approach to cognition is typically proposed as a viable alternative to traditional cognitive science. Enactive cognition displaces the explanatory focus from the internal representations of the agent to the direct sensorimotor interaction with its environment. In this paper, we investigate enactive learnin…
Models that can simulate how environments change in response to actions can be used by agents to plan and act efficiently. We improve on previous environment simulators from high-dimensional pixel observations by introducing recurrent neural networks that are able to make temporally and spatially coherent predictions f…
Surprise describes a range of phenomena from unexpected events to behavioral responses. We propose a measure of surprise and use it for surprise-driven learning. Our surprise measure takes into account data likelihood as well as the degree of commitment to a belief via the entropy of the belief distribution. We find th…
Recent developments in deep reinforcement learning have enabled the creation of agents for solving a large variety of games given a visual input. These methods have been proven successful for 2D games, like the Atari games, or for simple tasks, like navigating in mazes. It is still an open question, how to address more…
We study the problem of learning a good search policy for combinatorial search spaces. We propose retrospective imitation learning, which, after initial training by an expert, improves itself by learning from \textit{retrospective inspections} of its own roll-outs. That is, when the policy eventually reaches a feasible…
This paper improves reinforcement learning policies in a scalable way.
Entropy regularization is used to get improved optimization performance in reinforcement learning tasks. A common form of regularization is to maximize policy entropy to avoid premature convergence and lead to more stochastic policies for exploration through action space. However, this does not ensure exploration in th…
Max entropy exploration guides reinforcement learning agents to pursue achievable goals.
We propose a probabilistic framework to directly insert prior knowledge in reinforcement learning (RL) algorithms by defining the behaviour policy as a Bayesian posterior distribution. Such a posterior combines task specific information with prior knowledge, thus allowing to achieve transfer learning across tasks. The …
DTM improves dLLM fine-tuning stability and performance.
We introduce a conceptually simple and scalable framework for continual learning domains where tasks are learned sequentially. Our method is constant in the number of parameters and is designed to preserve performance on previously encountered tasks while accelerating learning progress on subsequent problems. This is a…
Novelty search in low-dimensional space improves sample efficiency in exploration tasks.
How can we build agents that keep learning from experience, quickly and efficiently, after their initial training? Here we take inspiration from the main mechanism of learning in biological brains: synaptic plasticity, carefully tuned by evolution to produce efficient lifelong learning. We show that plasticity, just li…
In this work, we present a reinforcement learning algorithm that can find a variety of policies (novel policies) for a task that is given by a task reward function. Our method does this by creating a second reward function that recognizes previously seen state sequences and rewards those by novelty, which is measured u…
AR CI framework handles complex confounders and sequential actions.
Every living organism struggles against disruptive environmental forces to carve out and maintain an orderly niche. We propose that such a struggle to achieve and preserve order might offer a principle for the emergence of useful behaviors in artificial agents. We formalize this idea into an unsupervised reinforcement …
In reinforcement learning, Return, which is the weighted accumulated future rewards, and Value, which is the expected return, serve as the objective that guides the learning of the policy. In classic RL, return is defined as the exponentially discounted sum of future rewards. One key insight is that there could be many…
In many real-world scenarios, an autonomous agent often encounters various tasks within a single complex environment. We propose to build a graph abstraction over the environment structure to accelerate the learning of these tasks. Here, nodes are important points of interest (pivotal states) and edges represent feasib…
Being able to reach any desired location in the environment can be a valuable asset for an agent. Learning a policy to navigate between all pairs of states individually is often not feasible. An all-goals updating algorithm uses each transition to learn Q-values towards all goals simultaneously and off-policy. However …
Improves deep RL agents' generalization to unseen environments.
The design of gaits for robot locomotion can be a daunting process which requires significant expert knowledge and engineering. This process is even more challenging for robots that do not have an accurate physical model, such as compliant or micro-scale robots. Data-driven gait optimization provides an automated alter…