
History eXplanation based on Predicates (HXP), studies the behavior of a Reinforcement Learning (RL) agent in a sequence of agent's interactions with the environment (a history), through the prism of an arbitrary predicate [21]. To this end, an action importance score is computed for each action in the history. The explanation consists in displaying the most important actions to the user. As the calculation of an action's importance is #W[1]-hard, it is necessary for long histories to approximate the scores, at the expense of their quality. We therefore propose a new HXP method, called Backward-HXP, to provide explanations for these histories without having to approximate scores. Experiments show the ability of B-HXP to summarise long histories.
Games with incomplete information model multi-agent interaction in which players do not have common knowledge of the game they play. We propose a minimal generalisation of combinatorial games to incorporate incomplete information, called combinatorial game with incomplete information (CGII). The most important feature of CGIIs is that all actions are public, which allows better visualisation of each player's knowledge and incomplete information. To further motivate the study of this new formalism, we show that computing optimal strategies for CGIIs has the same computational complexity as for general extensive-form games.
Quand les ´etats d’un processus ne sont pas Markoviens (POMDP par exemple), la convergence des algorithmes d’apprentissage par renforcement n’est pas garantie. Une solution est de reconstruire un processus Markovien en partant de la s´equence des ´etats. Dans ce but, nous explorons les capacit´es d’architectures r´ecurrentes qui s’appuient sur des cartes neuronales autoorganisatrices pour apprendre `a pr´edire des s´equences d’observations issues de HMM.
In continuous action domains, standard deep reinforcement learning algorithms like DDPG suffer from inefficient exploration when facing sparse or deceptive reward problems. Conversely, evolutionary and developmental methods focusing on exploration like Novelty Search, Quality-Diversity or Goal Exploration Processes explore more robustly but are less efficient at fine-tuning policies using gradient descent. In this paper, we present the GEP-PG approach, taking the best of both worlds by sequentially combining a Goal Exploration Process and two variants of DDPG. We study the learning performance of these components and their combination on a low dimensional deceptive reward problem and on the larger Half-Cheetah benchmark. We show that DDPG fails on the former and that GEP-PG improves over the best DDPG variant in both environments. Supplementary videos and discussion can be found at http://frama.link/gep_pg, the code at http://github.com/flowersteam/geppg.