I have a continuous problem and I should solve it with multi agent deep deterministic policy gradient (MADDPG). My environment has 7 states and 3 actions. the range of 2 of actions are between [0,1] and the range of one of the actions is between [1,100]. I have used sigmoid activation function for the last layer of the actor network. The algorithm seems to learn nothing and it only returns the boundary actions. for example [1, 100, 0] or [0,1,1]. and the rewards do not improve. I have used ornstein uhlenbeck noise for the exploration process.
What I have tried to do:
I have exprimented a lot with my hyperparameters.
I have clipped the gradients.
I have used prioritized experience replay.
I have target networks for both actor and critic.
but the problem has not been solved yet.
any reply or reference that can help me will be appreciated.
Related
How can I use deep learning for both regression and classification tasks?
I am facing a problem with acoustic emission on fracture with concrete speciment. The objective is to find automatically the on-set time instant (time at the beginning of the acoustic emission) and the slope with the peak value to determine the kind of fracture (mode I or mode II based on the raise angle RA).
I have tried Regional CNN to work with images of the signals Fine-tuning Faster-RCNN using pytorch, but unfortunately the results are not outstanding up to now.
I would like to work with sequences (time series) of amplitude data according to a certain sampling frequency, but they have different length each. How can I deal with this problem?
Can I make a 1D-CNN which makes a sort of anomaly detection based on the supervised point that I can mark manually on training examples?
I have a certain number of recordings which I would like to exploit to train the model sampled at 100Hz. In examples on anomaly detection like Timeseries anomaly detection using an Autoencoder, they use the same time series and they perform a window with sliding 1 time step in order to obtain about 3700 to train their neural network. Instead I have different number of recordings (time series) each of them with a certain on-set time instant and different global length in seconds. How can I manage it?
I actually need the time instant of the beginning of the signal and the maximum point to define the raise angle and classify the type of fracture. Can I make classification directly with CNN simultaneously with regression tasks of the on-set time instant?
Thank you in advance!
I finally solved, thanks to the fundamental suggestion by #JonNordby, using Sound Event Detection method. We adopted and readapted the code from GitHub YashNita.
I labelled the data according to the following image:
Then, I adopted the method for extracting features from computing the spectrogram of the input signals:
And finally we were able to get a more precise output recognition of the Seismic Event Detection which is directly connected to the Acoustic Emission Event detection, obtaining the following result:
For the moment, only the event recognition phase was done, but it would be simple to readapt also to conduct classification of mode I or mode II of cracking.
I have trained an RL agent in an environment similar to the Puckworld. Theres no puck though! The agent is in continuous space and wants to reach a fixed target. Each episode the agent is born at a random location and there is an added noise to each action to make learning less trivial.
The reward is given every step as a scaled version of the distance to the target.
I want to plot the convergence of the neural network. The same problem in discrete space and using Q learning, I would plot the sum of all elements in Q matrix vs episode number. This gave me a good understanding of the performance of the network. How can i do the same for a neural network?
Plotting the reward collected in an episode vs episode number is not optimal here.
I use PyTorch. Any help is appreciated
Hello StackOverflow Community!
I have a question about Actor-Critic Models in Reinforcement Learning.
While listening policy gradient methods classes of Berkeley University, it is said in the lecture that in the actor-critic algorithms where we both optimize our policy with some policy parameters and our value functions with some value function parameters, we use same parameters in both optimization problems(i.e. policy parameters = value function parameters) in some algorithms (e.g. A2C/A3C)
I could not understand how this works. I was thinking that we should optimize them separately. How does this shared parameter solution helps us?
Thanks in advance :)
You can do it by sharing some (or all) layers of their network. If you do, however, you are assuming that there is a common state representation (the intermediate layer output) that is optimal w.r.t. both. This is a very strong assumption and it usually doesn't hold. It has been shown to work for learning from image, where you put (for instance) an autoencoder on the top both the actor and the critic network and train it using the sum of their loss function.
This is mentioned in PPO paper (just before Eq. (9)). However, they just say that they share layers only for learning Atari games, not for continuous control problems. They don't say why, but this can be explained as I said above: Atari games have a low-dimensional state representation that is optimal for both the actor and the critic (e.g., the encoded image learned by an autoencoder), while for continuous control you usually pass directly a low-dimensional state (coordinates, velocities, ...).
A3C, which you mentioned, was also used mostly for games (Doom, I think).
From my experience, in control sharing layers never worked if the state is already compact.
I have implemented a custom openai gym environment for a game similar to http://curvefever.io/, but with discreet actions instead of continuous. So my agent can in each step go in one of four directions, left/up/right/down. However one of these actions will always lead to the agent crashing into itself, since it cant "reverse".
Currently I just let the agent take any move, and just let it die if it makes an invalid move, hoping that it will eventually learn to not take that action in that state. I have however read that one can set the probabilities for making an illegal move zero, and then sample an action. Is there any other way to tackle this problem?
You can try to solve this by 2 changes:
1: give current direction as an input and give reward of maybe +0.1 if it takes the move which does not make it crash, and give -0.7 if it make a backward move which directly make it crash.
2: If you are using neural network and Softmax function as activation function of last layer, multiply all outputs of neural network with a positive integer ( confidence ) before giving it to Softmax function. it can be in range of 0 to 100 as i have experience more than 100 will not affect much. more the integer is the more confidence the agent will have to take action for a given state.
If you are not using neural network or say, deep learning, I suggest you to learn concepts of deep learning as your environment of game seems complex and a neural network will give best results.
Note: It will take huge amount of time. so you have to wait enough to train the algorithm. i suggest you not to hurry and let it train. and i played the game, its really interesting :) my wishes to make AI for the game :)
How do rewards in those two RL techniques work? I mean, they both improve the policy and the evaluation of it, but not the rewards.
How do I need to guess them from the beginning?
You don't need guess the rewards. Reward is a feedback from the enviroment and rewards are parameters of the enviroment. Algorithm works in condition that agent can observe only feedback, state space and action space.
The key idea of Q-learning and TD is asynchronous stochastic approximation where we approximate Bellman operator's fixed point using noisy evaluations of longterm reward expectation.
For example, if we want to estimate expectation Gaussian distribution then we can sample and average it.
Reinforcement Learning is for problems where the AI agent has no information about the world it is operating in. So Reinforcement Learning algos not only give you a policy/ optimal action at each state but also navigate in a completely foreign environment( with no knoledge about what action will result in which result state) and learns the parameters of this new environment. These are model-based Reinforcement Learning Algorithm
Now Q Learning and Temporal Difference Learning are model-free reinforcement Learning algorithms. Meaning, the AI agent does the same things as in model-based Algo but it does not have to learn the model( things like transition probabilities) of the world it is operating in. Through many iterations it comes up with a mapping of each state to the optimal action to be performed in that state.
Now coming to your question, you do not have to guess the rewards at different states. Initially when the agent is new to the environment, it just chooses a random action to be performed from the state it is in and gives it to the simulator. The simulator, based on the transition functions, returns the result state of that state action pair and also returns the reward for being in that state.
The simulator is analogous to Nature in the real world. For example you find something unfamiliar in the world, you perform some action, like touching it, if the thing turns out to be a hot object Nature gives a reward in the form of pain, so that the next time you know what happens when you try that action. While programming this it is important to note that the working of the simulator is not visible to the AI agent that is trying to learn the environment.
Now depending on this reward that the agent senses, it backs up it's Q-value( in the case of Q-Learning) or utility value( in the case of TD-Learning). Over many iterations these Q-values converge and you are able to choose an optimal action for every state depending on the Q-value of the state-action pairs.