Qlearning - Defining states and rewards - machine-learning

I need some help with solving a problem that uses the Q-learning algorithm.
Problem description:
I have a rocket simulator where the rocket is taking random paths and also crashes sometimes. The rocket has 3 different engines that can be either on or off. Depending on which engine(s) is activated, the rocket flies towards different directions.
Functions for turning the engines off/on is available
The task:
Construct the Q-learning controller that will turn to rocket to face up all the time.
A sensor that reads the angle of the rocket is available as input.
My solution:
I have the following states:
I also have the following actions:
all engines off
left engine on
right engine on
middle engine on
left and right on
left and middle on
right and middle on
And the following rewards:
Angle = 0, Reward = 100
All other angles, reward = 0
Question:
Now to the question, is this a good choice of rewards and states ? Can I improve my solution ? Is it better to have more rewards for other angles ?
Thanks in advance

16 states x 7 actions is a very small problem.
Rewards for other angles will help you learn faster, but can create odd behaviors later depending on your dynamics.
If you don't have momentum you may decrease the number of states, which will speed up learning and reduce memory useage (which is already tiny). To find the optimal number of states, try decreasing the number of states while analyzing a metric such as reward/timesteps over multiple games, or mean error (normalized by starting angle) over multiple games. Some state representations may perform much better than others. If not, choose the one which converges fastest. This should be relatively cheap with your small Q table.
If you want to learn quickly, you may also try Q-lambda or some other modified Reinforcement Learning algorithm to make use of temporal difference learning.
Edit: Depending on your dynamics this problem may not actually be suitable as a Markov Decision Process. For example, you may need to include the current rotation rate.

Try putting smaller rewards on the states next to the desired state. This will get your agent to learn to go up quicker.

Related

Is reinforcement learning suitable for predicting bias in dice?

I would like to analyze a problem similar to the following.
Problem:
You will be given N dices.
You will be given a lot of data about each dice (eg surface information, material information, location of the center of gravity … etc).
The features of the dice are randomly generated every game and are fired at the same speed, angle and initial position.
As a result of rolling the dice, you get 1 point if you get 6 and 0 points otherwise.
There are training data of 100000 games. (Dice data and match results)
I would like to learn the rule of selecting only dice whose probability of getting 6 is higher than 1/6.
I apologize for the vague problem statement.
First of all, it is my mistake to assume that "N dice".
The dice may be one by one.
One dice with random characteristics are distributed
When it rolls, it is recorded whether 6 has come out or not.
It was easy to understand if it was made into the problem that "this [characteristics, result] data is 100,000".
If you get something other than 6, you will get -1 points.
If you get 6, you will get +5 points.
Example:
X: vector of a dice data
f: function I want to know
f: X-> [0, 1]
(if result> 0.5, I pick this dice.)
For example, a dice with a 1/5 chance of getting a 6 gets 4 out of 5 times a non-6, so I wondered if it would be better to give an immediate reward.
Is it good to decide the reward by the number of points after 100000 games?
I have read some general reinforcement learning methods, but there is a concept of state transition. However, there is no state transition in this game. (Each game ends in 1 step, and each game is independent.)
I am a student just learning neural networks from scratch. It helps if you give me a hint. Thank you.
by the way,
I think that the result of this learning can be concluded "It is good to choose the dice whose pips farthest to the center of gravity is 6."
Let's first talk about Reinforcement-Learning.
Problem setups, in order of increasing generality:
Multi-Armed Bandit - no state, just actions with unknown rewards
Contextual Bandit - rewards also depend on some context (state)
Reinforcement Learning (MDP) - actions can also influence the next state
Common to all of all three is that you want to maximize the sum of rewards over time, and there is an exploration vs exploitation trade-off. You are not just given a large dataset. If you want to know what the best action is, you have to try it a few times and observe the reward. This may cost you some reward you could have earned otherwise.
Of those three, the Contextual Bandit is the closest match to your setup, although it doesn't quite match to your goals. It would go like this: Given some properties of the dice (the context), select the best dice from a group of possible choices (the action, e.g. the output from your network), such that you get the highest expected reward. At the same time you are also training your network, so you have to pick bad or unknown properties sometimes to explore them.
However, there are two reasons why it doesn't match:
You already have data from several 100000 of games, and seem to be not interested in minimizing the cost of trial and error to acquire more data. You assume this data is representative, so no exploration is required.
You are only interested in prediction. You want classify the dice into "good for rolling 6" vs "bad". This piece of information could be used later to make a decision between different choices if you know the cost for making a wrong decision. If you are just learning f() because you are curious about the property of a dice, then is a pure statistical prediction problem. You don't have to worry about short- or long-term rewards. You don't have to worry about selection or consequences of any actions.
Because of this, you actually only have a supervised learning problem. You could still solve it with reinforcement learning because RL is more general. But your RL algorithm would be wasting a lot of time figuring out that it really cannot influence the next state.
Supervised Learning
Your dice actually behaves like a biased coin, it's a Bernoulli trial with ~1/6 success probability. This is now a standard classification problem: given your features, predict the probability that a dice will lead to a good match result.
It seems that your "match results" can be easily converted in the number of rolls and the number of positive outcomes (rolled a six) with the same dice. If you have a large number of rolls for every dice, you can simply classify this die and use this class (together with the physical properties) as one data point to train your network.
You can do more fancy things if you have fewer rolls but I won't go into that. (If you are interested, have a look at the beta distribution and how the cross-entropy loss works with neural networks.)

Optimize deep Q network with long episode

I am working on a problem for which we aim to solve with deep Q learning. However, the problem is that training just takes too long for each episode, roughly 83 hours. We are envisioning to solve the problem within, say, 100 episode.
So we are gradually learning a matrix (100 * 10), and within each episode, we need to perform 100*10 iterations of certain operations. Basically we select a candidate from a pool of 1000 candidates, put this candidate in the matrix, and compute a reward function by feeding the whole matrix as the input:
The central hurdle is that the reward function computation at each step is costly, roughly 2 minutes, and each time we update one entry in the matrix.
All the elements in the matrix depend on each other in the long term, so the whole procedure seems not suitable for some "distributed" system, if I understood correctly.
Could anyone shed some lights on how we look at the potential optimization opportunities here? Like some extra engineering efforts or so? Any suggestion and comments would be appreciated very much. Thanks.
======================= update of some definitions =================
0. initial stage:
a 100 * 10 matrix, with every element as empty
1. action space:
each step I will select one element from a candidate pool of 1000 elements. Then insert the element into the matrix one by one.
2. environment:
each step I will have an updated matrix to learn.
An oracle function F returns a quantitative value range from 5000 ~ 30000, the higher the better (roughly one computation of F takes 120 seconds).
This function F takes the matrix as the input and perform a very costly computation, and it returns a quantitative value to indicate the quality of the synthesized matrix so far.
This function is essentially used to measure some performance of system, so it do takes a while to compute a reward value at each step.
3. episode:
By saying "we are envisioning to solve it within 100 episodes", that's just an empirical estimation. But it shouldn't be less than 100 episode, at least.
4. constraints
Ideally, like I mentioned, "All the elements in the matrix depend on each other in the long term", and that's why the reward function F computes the reward by taking the whole matrix as the input rather than the latest selected element.
Indeed by appending more and more elements in the matrix, the reward could increase, or it could decrease as well.
5. goal
The synthesized matrix should let the oracle function F returns a value greater than 25000. Whenever it reaches this goal, I will terminate the learning step.
Honestly, there is no effective way to know how to optimize this system without knowing specifics such as which computations are in the reward function or which programming design decisions you have made that we can help with.
You are probably right that the episodes are not suitable for distributed calculation, meaning we cannot parallelize this, as they depend on previous search steps. However, it might be possible to throw more computing power at the reward function evaluation, reducing the total time required to run.
I would encourage you to share more details on the problem, for example by profiling the code to see which component takes up most time, by sharing a code excerpt or, as the standard for doing science gets higher, sharing a reproduceable code base.
Not a solution to your question, just some general thoughts that maybe are relevant:
One of the biggest obstacles to apply Reinforcement Learning in "real world" problems is the astoundingly large amount of data/experience required to achieve acceptable results. For example, OpenAI in Dota 2 game colletected the experience equivalent to 900 years per day. In the original Deep Q-network paper, in order to achieve a performance close to a typicial human, it was required hundres of millions of game frames, depending on the specific game. In other benchmarks where the input are not raw pixels, such as MuJoCo, the situation isn't a lot better. So, if you don't have a simulator that can generate samples (state, action, next state, reward) cheaply, maybe RL is not a good choice. On the other hand, if you have a ground-truth model, maybe other approaches can easily outperform RL, such as Monte Carlo Tree Search (e.g., Deep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning or Simple random search provides a competitive approach to reinforcement learning). All these ideas a much more are discussed in this great blog post.
The previous point is specially true for deep RL. The fact of approximatting value functions or policies using a deep neural network with millions of parameters usually implies that you'll need a huge quantity of data, or experience.
And regarding to your specific question:
In the comments, I've asked a few questions about the specific features of your problem. I was trying to figure out if you really need RL to solve the problem, since it's not the easiest technique to apply. On the other hand, if you really need RL, it's not clear if you should use a deep neural network as approximator or you can use a shallow model (e.g., random trees). However, these questions an other potential optimizations require more domain knowledge. Here, it seems you are not able to share the domain of the problem, which could be due a numerous reasons and I perfectly understand.
You have estimated the number of required episodes to solve the problem based on some empirical studies using a smaller version of size 20*10 matrix. Just a caution note: due to the curse of the dimensionality, the complexity of the problem (or the experience needed) could grow exponentially when the state space dimensionalty grows, although maybe it is not your case.
That said, I'm looking forward to see an answer that really helps you to solve your problem.

Suggestion for Neural Network for Table Tennis Robot

based on my last question I built a 3D-Game in which two robot arms are playing table tennis with each other. The robots have six degrees of freedom.
The states are composed by:
x, y and z-Position of the Ball
6 angles of the robot
All values are normalized, so that they take a value between [-1,1].
With 4 consecutive frames, I get a total input of 37 parameters.
Rewards
+0.3 when the player hits the ball
+0.7 when the player wins the match
-0.7 when the player loses the match
Output
Every of the six robot joints can move with a certain speed, so every joint has the possibilities to move in a positive direction, to stay or to move in a negative direction.
This results in 3^6=729 outputs.
With these settings, the neural network should learn the inverse kinematics of the robot and to play table tennis.
My problem is, that my network converges, but seems to get stuck in a local minimum and depending on the configuration, afterward, begins to converge.
I first tried networks with two and three hidden layers with 1000 nodes, and after a few epochs, the network began to converge. I realized that 1000 nodes are way too much and lowered them to 100, with the result, that the network behaves as described, it converges first and then slightly diverges. So I decided to add hidden layers. Currently, I am trying a network with 6 hidden layers, 80 nodes each. The current loss looks like:
So what do you think, experienced machine learning experts? Do you see any problems with my configuration? Which type of network would you choose?
I'm glad for every suggestion.
I had in the past a similar problem. The goal was to learn the inverse kinematics for a robotarm with the neuroevolution framework NEAT. In the figure on the left is the errorplot. At the beginning all works fine, the network improves, but on a certain point the errorvalue remains on the same value and even after 30 Minutes of calculating no change was there. I don't think that your neural network is wrong, or that the number of neurons are wrong. I think, that neural networks are in general not capable of learning the inverse kinematics problem. I also think that the famous paper of deepmind (Playing Atari games with neuralnetwork) is bogus.
But back to the facts. The plot in the OP (loss average) and my plot (population fitness) are showing both an improvment at the beginning and after a certain time a standstillcurve which can't be improved despite the fact, that the cpu is running on 100% for finding a better solution. It is unclear, how long the neuralnetwork have to be optimized until a significant improvement is visable and perhaps even after days or years of constant calculation no better solution will be found. A look into literature shows, that for every middle- or hardproblem that result is normal and until now no better neural networks or better learning algorithm were invented. The underlying problem is called combinatorial explosion and means that there are many milions possible solution for the network-weights and that a computer can only scan a small amount of them. If the problem is really easy like the "xor problem" a learning algorithm like backpropagation or RPropMinus will find a solution. On slightly more difficult problems like navigating in a maze, finding inverse kinematics or peg-in-hole task no current neural network will find a solution.

HMM application in speech recognition

this is my first time posting a question here so if the approach is not so standard i apologize, i understand there are lots of questions out there on this and i have read tons of thesis, questions, aritcles and tutorials yet i seem to have a problem and it's always best to ask. i am creating a speech recognition application, using phoneme level processing(not isolated word) continuous HMMs based on gaussian mixture models, involving baum welch, forward-backward, and viterbi algorithms,
i have implemented a very good feature extraction and pre-processing method (MFCC), feature vectors consist of the mfcc, delta and acceleration coefficients as well and it's working pretty well on it's part however when it comes to HMMs , i seem to either have a 'Major Misunderstading' about how HMMs are supposed to help recognize speech or i am missing a little point here...i have try harded a lot that at this point i can't really tell what's wrong and right.
first off, i recorded around 50 words, each 6 utterances, and run them through a correct compatibility and conversion program that i wrote myself and the extracted the features so that they can be used for baum-welch.
i want you to please tell me where am i making a mistake in this procedure, also i will mention a few doubts i have on it so that you can help me understand this whole subject better.
here are the steps in my application concerning anything related to the training :
steps for initial parameters of HMM model :
1 - assign all observations from each training sample of each model to their corresponding discrete state(or in other words, which feature vector belongs to which alphabetic state).
2 - use k-means to find the initial continuous emission parameters, clustering is done over all observations of each state, here the cluster size is 6 (equal to number of mixtures for probability density function), parameters would be sample means, sample covariances and some mixture weights for each cluster.
3 - create initial state-initial and transition probability matrices for each model and training sample individually(left right structure is used in this case), 0 for previous states and 1 for up to 1 next state for transitions and 1 for initial and 0 for others in state initials.
4 - calculate gaussian mixture model based probability density function for each state -> it's corresponding cluster -> assigned to all the vectors in all the training samples for each model
5 - calculate initial emission parameters using the pdf and mixture weights for clusters.
6 - now calculate the gamma variables using initial paramters(transitions, emissions, initials) in forward-backward and initial PDFs, using the continuous formula for gamma..(gamma = probability of being in a certain state at a certain time for any of the mixtures)
7 - estimate new state initials
8 - estimate new state tranisitons
9 - estimate new sample means
10 - estimate new sample covariances
11 - estimate new pdfs
12 - estimate new emissions using new pdfs
repeat the steps from 6 to 12 using new estimated values on each iteration, use viterbi to get an overlook on how the estimating is going and when the probability is not changing anymore, stop and save.
now my issues :
first i don't know if the entire procedure i have followed is correct or not, or is there a better method to approach this...for all i know is that the convergence is pretty fast, for up to 4-5 iterations and it's already not changing anymore, however considering that if i am right then :
it's not possible for me to sit down and pre assign each feature vector to it's state in the beginning at step 1...and i don't think it's a standard procedure either...again i don't even know if i have to do it necessarily, from all my studies it was the best method i could find to get a rapid convergence.
second, say this whole baum welch has done a great job in re estimating and finding local maximums, what's raising my doubt about my baum welch implementation is that how are they later going to help me recognize speech? i assume the estimated parameters are used in viterbi for finding the optimal state for every spoken utterance...if so then emission parameters are not known cause if you look closely you will see that final emission parameters in my algorithm will be assigning each alphabetic state of each model to all the observed signals in each model, other than that...no emission parameters can be found if the signal is not exactly match to the ones used in re-estimation, and it won't obviously work, any attempt to try and match out the signals and find emissions will make the whole HMM lose it's purpose...
again i might have a wrong idea about almost everything here, i would appreciate if you help me understand what i am doing wrong here...if ANYTHING is wrong, notify me please...thank you.
You're attempting to determine the most likely set of phonemes that would have generated the sounds that you're observing - you're not attempting to work out emission parameters, you're working out the most likely set of inputs that would have produced them.
Also, your input corpus is quite small - it's unsurprising that it would converge so quickly. If you're doing this while involved with a university, see if they have access to one of the larger speech corpuses commonly used to train this kind of algorithm on.

Implementations of Hierarchical Reinforcement Learning

Can anyone recommend a reinforcement learning library or framework that can handle large state spaces by abstracting them?
I'm attempting to implement the intelligence for a small agent in a game world. The agent is represented by a small two-wheeled robot that can move forward and backwards, and turn left and right. It has a couple sensors for detecting a boundary on the ground, a couple ultrasonic sensors for detecting objects far away, and a couple bump sensors for detecting contact with an object or opponent. It also can do some simple dead reckoning to estimate its position in the world using its starting position as a reference. So all the state features available to it are:
edge_detected=0|1
edge_left=0|1
edge_right=0|1
edge_both=0|1
sonar_detected=0|1
sonar_left=0|1
sonar_left_dist=near|far|very_far
sonar_right=0|1
sonar_right_dist=near|far|very_far
sonar_both=0|1
contact_detected=0|1
contact_left=0|1
contact_right=0|1
contact_both=0|1
estimated_distance_from_edge_in_front=near|far|very_far
estimated_distance_from_edge_in_back=near|far|very_far
estimated_distance_from_edge_to_left=near|far|very_far
estimated_distance_from_edge_to_right=near|far|very_far
The goal is to identify the state where the reward signal is received, and learn a policy to acquire that reward as quickly as possible. In a traditional Markov model, this state space represented discretely would have 2985984 possible values, which is far too much to explore each and every one using something like Q-learning or SARSA.
Can anyone recommend a reinforcement library appropriate for this domain (preferably with Python bindings) or an unimplemented algorithm that I could potentially implement myself?
Your actual state is the robot's position and orientation in the world. Using these sensor readings is an approximation, since it is likely to render many states indistinguishable.
Now, if you go down this road, you could use linear function approximation. Then this is just 24 binary features (12 0|1 + 6*2 near|far|very_far). This is such a small number that you could even use all pairs of features for learning. Farther down this road is online discovery of feature dependencies (see Alborz Geramifard's paper, for example). This is directly related to your interest in hierarchical learning.
An alternative is to use a conventional algorithm to track the robot's position and use the position as input to RL.

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