We describe a method to use discrete human feedback to enhance the performance of deep learning agents in virtual three-dimensional environments by extending deep-reinforcement learning to model the confidence and consistency of human feedback. This enables deep reinforcement learning algorithms to determine the most appropriate time to listen to the human feedback, exploit the current policy model, or explore the agent's environment. Managing the trade-off between these three strategies allows DRL agents to be robust to inconsistent or intermittent human feedback. Through experimentation using a synthetic oracle, we show that our technique improves the training speed and overall performance of deep reinforcement learning in navigating three-dimensional environments using Minecraft. We further show that our technique is robust to highly innacurate human feedback and can also operate when no human feedback is given.
There has been much work done on incorporating demonstrations @cite_18 @cite_8 @cite_15 @cite_11 and critique @cite_17 @cite_8 @cite_12 @cite_15 @cite_16 into machine learning. These approaches have proven effective at speeding up learning in complex, sequential environments. Typically these methods assume the existence of a reward function and use human feedback to aid the agent in learing a policy that maximizes that reward. Inverse reinforcement learning @cite_14 @cite_13 , on the other hand, seeks to directly engineer a reward function based on examples of optimal behavior provided by human trainers.
@cite_18 @cite_14 @cite_8 @cite_17 @cite_15 @cite_16 @cite_13 @cite_12 @cite_11
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This paper introduces two novel algorithms for learning behaviors from human-provided rewards. The primary novelty of these algorithms is that instead of treating the feedback as a numeric reward signal, they interpret feedback as a form of discrete communication that depends on both the behavior the trainer is trying to teach and the teaching strategy used by the trainer. For example, some human trainers use a lack of feedback to indicate whether actions are correct or incorrect, and interpreting this lack of feedback accurately can significantly improve learning speed. Results from user studies show that humans use a variety of training strategies in practice and both algorithms can learn a contextual bandit task faster than algorithms that treat the feed-back as numeric. Simulated trainers are also employed to evaluate the algorithms in both contextual bandit and sequential decision-making tasks with similar results. While recent advances in deep reinforcement learning have allowed autonomous learning agents to succeed at a variety of complex tasks, existing algorithms generally require a lot of training data. One way to increase the speed at which agents are able to learn to perform tasks is by leveraging the input of human trainers. Although such input can take many forms, real-time, scalar-valued feedback is especially useful in situations where it proves difficult or impossible for humans to provide expert demonstrations. Previous approaches have shown the usefulness of human input provided in this fashion (e.g., the TAMER framework), but they have thus far not considered high-dimensional state spaces or employed the use of deep learning. In this paper, we do both: we propose Deep TAMER, an extension of the TAMER framework that leverages the representational power of deep neural networks in order to learn complex tasks in just a short amount of time with a human trainer. We demonstrate Deep TAMER's success by using it and just 15 minutes of human-provided feedback to train an agent that performs better than humans on the Atari game of Bowling - a task that has proven difficult for even state-of-the-art reinforcement learning methods. Reinforcement Learning algorithms can learn complex behavioral patterns for sequential decision making tasks wherein an agent interacts with an environment and acquires feedback in the form of rewards sampled from it. Traditionally, such algorithms make decisions, i.e., select actions to execute, at every single time step of the agent-environment interactions. In this paper, we propose a novel framework, Fine Grained Action Repetition (FiGAR), which enables the agent to decide the action as well as the time scale of repeating it. FiGAR can be used for improving any Deep Reinforcement Learning algorithm which maintains an explicit policy estimate by enabling temporal abstractions in the action space. We empirically demonstrate the efficacy of our framework by showing performance improvements on top of three policy search algorithms in different domains: Asynchronous Advantage Actor Critic in the Atari 2600 domain, Trust Region Policy Optimization in Mujoco domain and Deep Deterministic Policy Gradients in the TORCS car racing domain. Deep reinforcement learning agents have achieved state-of-the-art results by directly maximising cumulative reward. However, environments contain a much wider variety of possible training signals. In this paper, we introduce an agent that also maximises many other pseudo-reward functions simultaneously by reinforcement learning. All of these tasks share a common representation that, like unsupervised learning, continues to develop in the absence of extrinsic rewards. We also introduce a novel mechanism for focusing this representation upon extrinsic rewards, so that learning can rapidly adapt to the most relevant aspects of the actual task. Our agent significantly outperforms the previous state-of-the-art on Atari, averaging 880 expert human performance, and a challenging suite of first-person, three-dimensional tasks leading to a mean speedup in learning of 10 @math and averaging 87 expert human performance on Labyrinth.