scholarly journals Logic-Based Sequential Decision-Making

Author(s):  
Daoming Lyu ◽  
Fangkai Yang ◽  
Bo Liu ◽  
Daesub Yoon

Deep reinforcement learning (DRL) has gained great success by learning directly from high-dimensional sensory inputs, yet is notorious for the lack of interpretability. Interpretability of the subtasks is critical in hierarchical decision-making as it increases the transparency of black-box-style DRL approach and helps the RL practitioners to understand the high-level behavior of the system better. In this paper, we introduce symbolic planning into DRL and propose a framework of Symbolic Deep Reinforcement Learning (SDRL) that can handle both high-dimensional sensory inputs and symbolic planning. The task-level interpretability is enabled by relating symbolic actions to options. This framework features a planner – controller – meta-controller architecture, which takes charge of subtask scheduling, data-driven subtask learning, and subtask evaluation, respectively. The three components cross-fertilize each other and eventually converge to an optimal symbolic plan along with the learned subtasks, bringing together the advantages of long-term planning capability with symbolic knowledge and end-to-end reinforcement learning directly from a high-dimensional sensory input. Experimental results validate the interpretability of subtasks, along with improved data efficiency compared with state-of-the-art approaches.

Author(s):  
Daoming Lyu ◽  
Fangkai Yang ◽  
Bo Liu ◽  
Steven Gustafson

Deep reinforcement learning (DRL) has gained great success by learning directly from high-dimensional sensory inputs, yet is notorious for the lack of interpretability. Interpretability of the subtasks is critical in hierarchical decision-making as it increases the transparency of black-box-style DRL approach and helps the RL practitioners to understand the high-level behavior of the system better. In this paper, we introduce symbolic planning into DRL and propose a framework of Symbolic Deep Reinforcement Learning (SDRL) that can handle both high-dimensional sensory inputs and symbolic planning. The task-level interpretability is enabled by relating symbolic actions to options.This framework features a planner – controller – meta-controller architecture, which takes charge of subtask scheduling, data-driven subtask learning, and subtask evaluation, respectively. The three components cross-fertilize each other and eventually converge to an optimal symbolic plan along with the learned subtasks, bringing together the advantages of long-term planning capability with symbolic knowledge and end-to-end reinforcement learning directly from a high-dimensional sensory input. Experimental results validate the interpretability of subtasks, along with improved data efficiency compared with state-of-the-art approaches.


Author(s):  
Rey Pocius ◽  
Lawrence Neal ◽  
Alan Fern

Commonly used sequential decision making tasks such as the games in the Arcade Learning Environment (ALE) provide rich observation spaces suitable for deep reinforcement learning. However, they consist mostly of low-level control tasks which are of limited use for the development of explainable artificial intelligence(XAI) due to the fine temporal resolution of the tasks. Many of these domains also lack built-in high level abstractions and symbols. Existing tasks that provide for both strategic decision-making and rich observation spaces are either difficult to simulate or are intractable. We provide a set of new strategic decision-making tasks specialized for the development and evaluation of explainable AI methods, built as constrained mini-games within the StarCraft II Learning Environment.


2019 ◽  
Vol 109 (3) ◽  
pp. 493-512 ◽  
Author(s):  
Nicolas Bougie ◽  
Ryutaro Ichise

Abstract Reinforcement learning methods rely on rewards provided by the environment that are extrinsic to the agent. However, many real-world scenarios involve sparse or delayed rewards. In such cases, the agent can develop its own intrinsic reward function called curiosity to enable the agent to explore its environment in the quest of new skills. We propose a novel end-to-end curiosity mechanism for deep reinforcement learning methods, that allows an agent to gradually acquire new skills. Our method scales to high-dimensional problems, avoids the need of directly predicting the future, and, can perform in sequential decision scenarios. We formulate the curiosity as the ability of the agent to predict its own knowledge about the task. We base the prediction on the idea of skill learning to incentivize the discovery of new skills, and guide exploration towards promising solutions. To further improve data efficiency and generalization of the agent, we propose to learn a latent representation of the skills. We present a variety of sparse reward tasks in MiniGrid, MuJoCo, and Atari games. We compare the performance of an augmented agent that uses our curiosity reward to state-of-the-art learners. Experimental evaluation exhibits higher performance compared to reinforcement learning models that only learn by maximizing extrinsic rewards.


Author(s):  
Ming-Sheng Ying ◽  
Yuan Feng ◽  
Sheng-Gang Ying

AbstractMarkov decision process (MDP) offers a general framework for modelling sequential decision making where outcomes are random. In particular, it serves as a mathematical framework for reinforcement learning. This paper introduces an extension of MDP, namely quantum MDP (qMDP), that can serve as a mathematical model of decision making about quantum systems. We develop dynamic programming algorithms for policy evaluation and finding optimal policies for qMDPs in the case of finite-horizon. The results obtained in this paper provide some useful mathematical tools for reinforcement learning techniques applied to the quantum world.


2021 ◽  
Vol 31 (3) ◽  
pp. 1-26
Author(s):  
Aravind Balakrishnan ◽  
Jaeyoung Lee ◽  
Ashish Gaurav ◽  
Krzysztof Czarnecki ◽  
Sean Sedwards

Reinforcement learning (RL) is an attractive way to implement high-level decision-making policies for autonomous driving, but learning directly from a real vehicle or a high-fidelity simulator is variously infeasible. We therefore consider the problem of transfer reinforcement learning and study how a policy learned in a simple environment using WiseMove can be transferred to our high-fidelity simulator, W ise M ove . WiseMove is a framework to study safety and other aspects of RL for autonomous driving. W ise M ove accurately reproduces the dynamics and software stack of our real vehicle. We find that the accurately modelled perception errors in W ise M ove contribute the most to the transfer problem. These errors, when even naively modelled in WiseMove , provide an RL policy that performs better in W ise M ove than a hand-crafted rule-based policy. Applying domain randomization to the environment in WiseMove yields an even better policy. The final RL policy reduces the failures due to perception errors from 10% to 2.75%. We also observe that the RL policy has significantly less reliance on velocity compared to the rule-based policy, having learned that its measurement is unreliable.


2016 ◽  
Vol 113 (31) ◽  
pp. E4531-E4540 ◽  
Author(s):  
Braden A. Purcell ◽  
Roozbeh Kiani

Decision-making in a natural environment depends on a hierarchy of interacting decision processes. A high-level strategy guides ongoing choices, and the outcomes of those choices determine whether or not the strategy should change. When the right decision strategy is uncertain, as in most natural settings, feedback becomes ambiguous because negative outcomes may be due to limited information or bad strategy. Disambiguating the cause of feedback requires active inference and is key to updating the strategy. We hypothesize that the expected accuracy of a choice plays a crucial rule in this inference, and setting the strategy depends on integration of outcome and expectations across choices. We test this hypothesis with a task in which subjects report the net direction of random dot kinematograms with varying difficulty while the correct stimulus−response association undergoes invisible and unpredictable switches every few trials. We show that subjects treat negative feedback as evidence for a switch but weigh it with their expected accuracy. Subjects accumulate switch evidence (in units of log-likelihood ratio) across trials and update their response strategy when accumulated evidence reaches a bound. A computational framework based on these principles quantitatively explains all aspects of the behavior, providing a plausible neural mechanism for the implementation of hierarchical multiscale decision processes. We suggest that a similar neural computation—bounded accumulation of evidence—underlies both the choice and switches in the strategy that govern the choice, and that expected accuracy of a choice represents a key link between the levels of the decision-making hierarchy.


2021 ◽  
Author(s):  
Daoming Lyu ◽  
Fangkai Yang ◽  
Hugh Kwon ◽  
Bo Liu ◽  
Wen Dong ◽  
...  

Human-robot interactive decision-making is increasingly becoming ubiquitous, and explainability is an influential factor in determining the reliance on autonomy. However, it is not reasonable to trust systems beyond our comprehension, and typical machine learning and data-driven decision-making are black-box paradigms that impede explainability. Therefore, it is critical to establish computational efficient decision-making mechanisms enhanced by explainability-aware strategies. To this end, we propose the Trustworthy Decision-Making (TDM), which is an explainable neuro-symbolic approach by integrating symbolic planning into hierarchical reinforcement learning. The framework of TDM enables the subtask-level explainability from the causal relational and understandable subtasks. Besides, TDM also demonstrates the advantage of the integration between symbolic planning and reinforcement learning, reaping the benefits of both worlds. Experimental results validate the effectiveness of proposed method while improving the explainability in the process of decision-making.


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