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M. Lopes (ISR) Francisco Melo (INESC-ID) L. Montesano (ISR)

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Presentation on theme: "M. Lopes (ISR) Francisco Melo (INESC-ID) L. Montesano (ISR)"— Presentation transcript:

1 M. Lopes (ISR) Francisco Melo (INESC-ID) L. Montesano (ISR)
Active Learning for Reward Estimation in Inverse Reinforcement Learning M. Lopes (ISR) Francisco Melo (INESC-ID) L. Montesano (ISR)

2 Learning from Demonstration
Natural/intuitive Does not require expert knowledge of the system Does not require tuning of parameters ... 2

3 Inverse Reinforcement Learning
The RL paradigm: The IRL paradigm: WORLD Agent Reward Policy EXPERT Agent Demo (Policy) Task description (reward) 3

4 However... IRL is an ill-defined problem:
One reward  multiple policies One policy  multiple rewards Complete demonstrations often impractical By actively querying the demonstrator, ... The agent gains the ability to choose “best” situations to be demonstrated Less extensive demonstrations are required 4

5 Outline Motivation Background Active IRL Results Conclusions 5

6 Markov Decision Processes
A Markov decision process is a tuple (X, A, P, r, γ) Set of possible states of the world: X = {1, ..., |X|} Set of possible actions of the agent: A = {1, ..., |A|} State evolves according to probabilities P[Xt + 1 = y | Xt = x, At = a] = Pa(x, y) Reward r defines the task of the agent 6

7 Example States: 1, ..., 20, I, T, G Actions: Up, down, left, right
Transition probabilities: Probability of moving between states Reward: “Desirability” of each state Goal: Get the cheese Avoid the trap 7

8 From Rewards to Policies
A policy defines the way the agent chooses actions: P[At = a | Xt = x] = π(x, a) The goal of the agent is to determine the policy that maximizes the total (expected) reward: V(x) = Eπ[∑t γt rt | X0 = x] The value for the optimal policy can be computed using DP: V *(x) = r(x) + γ maxa Ea[V *(y)] Q*(x, a) = r(x) + γ Ea[V *(y)] 8

9 Inverse Reinforcement Learning
Inverse reinforcement learning computes r given π In general Many rewards yield the same policy A reward may have many optimal policies Example: When r(x) = 0, all policies are optimal Given a policy π, IRL computes r by “inverting” Bellman equation 9

10 Probabilistic View of IRL
Suppose now that agent is given a demonstration: D = {(x1, a1), ..., (xn, an)} The teacher is not perfect (sometimes makes mistakes) π’(x, a) = e n Q(x,a) Likelihood of observed demo: L(D) = ∏i π’(xi, ai) 10

11 Gradient-based IRL (side note...)
We compute the maximum-likelihood estimate for r given the demonstration D We use a gradient ascent algorithm: rt + 1 = rt + r L(D) Upon convergence, the obtained reward maximizes the likelihood of the demonstration 11

12 Active Learning in IRL Measure uncertainty in policy estimation
Use uncertainty information to choose “best” states for demonstration So what else is new? In IRL, samples are “propagated” to reward Uncertainty is measured in terms of reward Uncertainty must be propagated to policy 12

13 The Algorithm General Active IRL Algorithm
Require: Initial demonstration D 1: Estimate P[π | D] using MC 2: for all x  X 3: Compute H(x) 4: endfor 5: Query action for x* = argmaxx H(x) 6: Add new sample to D 13

14 The Selection Criterion
Distribution P[r | D] induces a distribution on  Use MC to approximate P[r | D] For each (x, a), P[r | D] induces a distribution on π(x, a): μxa(p) = P[π(x, a) = p | D] Compute per state average entropy: H(x) = 1/|A| ∑a H(μxa) Compute entropy H(μxa) a1 a2 a3 a aN 14

15 Results I. Maximum of a Function
Agent moves in cells in the real line [-1; 1] Two actions available (move left, move right) Parameterization of reward function r(x) = θ1 (x – θ2) (target: θ1 = –1, θ2 = 0.15) Initial demonstration: actions at the borders of environment: D = {(-1, ar), (-0.9, ar), (-0.8, ar), (0.8, al), (0.9, al), (1, al)} 15

16 Results I. Maximum of a Function
Iteration 1 Iteration 2 Iteration 5 16

17 Results II. Puddle World
Agent moves in (continuous) unit square Four actions available (N, S, E, W) Must reach goal area and avoid puddle zone Parameterized reward: r(x) = rg exp((x – μg)2 / α) + rp exp((x – μp)2 / α) 17

18 Results II. Puddle World
Current estimates (*), MC samples (.), demonstration (o) Each iteration allows 10 queries Iteration 1 Iteration 2 Iteration 3 18

19 Results III. General Grid World
General grid world (M  M grid) Four actions available (N, S, E, W) Parameterized reward (goal state) For large state-spaces, MC is approximated using gradient ascent + local sampling 19

20 Results III. General Grid World
General grid world (M  M grid) Four actions available (N, S, E, W) General reward (real-valued vector) For large state-spaces, MC is approximated using gradient ascent + local sampling 20

21 Conclusions Experimental results show active sampling in IRL can help decrease number of demonstrated samples Active sampling in IRL translates reward uncertainty into policy uncertainty Prior knowledge (about reward parameterization) impacts usefulness of active IRL Experimental results indicate that active is not worse than random We’re currently studying theoretical properties of Active IRL 21

22 Thank you. 22


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