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GeezerVison is showing en.wikipedia.org — Imitation learning - Wikipedia

Imitation learning is a paradigm in reinforcement learning, where an agent learns to perform a task by supervised learning from expert demonstrations. It is also called learning from demonstration and apprenticeship learning.[1][2][3]

Approaches

Expert demonstrations are recordings of an expert performing the desired task, often collected as state-action pairs (ot∗,at∗).

Behavior Cloning

Behavior Cloning (BC) is the most basic form of imitation learning. Essentially, it uses supervised learning to train a policy πθ such that, given an observation ot, it would output an action distribution πθ(⋅|ot) that is approximately the same as the action distribution of the experts.[4]

BC is susceptible to distribution shift. Specifically, if the trained policy differs from the expert policy, it might find itself straying from expert trajectory into observations that would have never occurred in expert trajectories.[4]

This was already noted by ALVINN, where they trained a neural network to drive a van using human demonstrations. They noticed that because a human driver never strays far from the path, the network would never be trained on what action to take if it ever finds itself straying far from the path.[5]

DAgger

DAgger (Dataset Aggregation)[6] improves on behavior cloning by iteratively training on a dataset of expert demonstrations. In each iteration, the algorithm first collects data by rolling out the learned policy πθ. Then, it queries the expert for the optimal action at∗ on each observation ot encountered during the rollout. Finally, it aggregates the new data into the datasetD←D∪{(o1,a1∗),(o2,a2∗),...,(oT,aT∗)}and trains a new policy on the aggregated dataset.[4]

Decision transformer

Architecture diagram of the decision transformer

The Decision Transformer approach models reinforcement learning as a sequence modelling problem.[7] Similar to Behavior Cloning, it trains a sequence model, such as a Transformer, that models rollout sequences (R1,o1,a1),(R2,o2,a2),…,(Rt,ot,at),where Rt=rt+rt+1+⋯+rT is the sum of future reward in the rollout. During training time, the sequence model is trained to predict each action at, given the previous rollout as context:(R1,o1,a1),(R2,o2,a2),…,(Rt,ot)During inference time, to use the sequence model as an effective controller, it is simply given a very high reward prediction R, and it would generalize by predicting an action that would result in the high reward. This was shown to scale predictably to a Transformer with 1 billion parameters that is superhuman on 41 Atari games.[8]

Other approaches

See [9][10] for more examples.

Related approaches

Inverse Reinforcement Learning (IRL) learns a reward function that explains the expert's behavior and then uses reinforcement learning to find a policy that maximizes this reward.[11] Recent works have also explored multi-agent extensions of IRL in networked systems.[12]

Generative Adversarial Imitation Learning (GAIL) uses generative adversarial networks (GANs) to match the distribution of agent behavior to the distribution of expert demonstrations.[13] It extends a previous approach using game theory.[14][9]

See also

  • Reinforcement learning
  • Supervised learning
  • Inverse reinforcement learning

Further reading

  • Hussein, Ahmed; Gaber, Mohamed Medhat; Elyan, Eyad; Jayne, Chrisina (2018-03-31). "Imitation Learning: A Survey of Learning Methods". ACM Computing Surveys. 50 (2): 1–35. doi:10.1145/3054912. hdl:10059/2298. ISSN 0360-0300.

References

  1. ↑ Russell, Stuart J.; Norvig, Peter (2021). "22.6 Apprenticeship and Inverse Reinforcement Learning". Artificial intelligence: a modern approach. Pearson series in artificial intelligence (Fourth ed.). Hoboken: Pearson. ISBN 978-0-13-461099-3.
  2. ↑ Sutton, Richard S.; Barto, Andrew G. (2018). Reinforcement learning: an introduction. Adaptive computation and machine learning series (Second ed.). Cambridge, Massachusetts: The MIT Press. p. 470. ISBN 978-0-262-03924-6.
  3. ↑ Hussein, Ahmed; Gaber, Mohamed Medhat; Elyan, Eyad; Jayne, Chrisina (2017-04-06). "Imitation Learning: A Survey of Learning Methods". ACM Comput. Surv. 50 (2): 21:1–21:35. doi:10.1145/3054912. hdl:10059/2298. ISSN 0360-0300.
  4. 1 2 3 CS 285 at UC Berkeley: Deep Reinforcement Learning. Lecture 2: Supervised Learning of Behaviors
  5. ↑ Pomerleau, Dean A. (1988). "ALVINN: An Autonomous Land Vehicle in a Neural Network". Advances in Neural Information Processing Systems. 1. Morgan-Kaufmann.
  6. ↑ Ross, Stephane; Gordon, Geoffrey; Bagnell, Drew (2011-06-14). "A Reduction of Imitation Learning and Structured Prediction to No-Regret Online Learning". Proceedings of the Fourteenth International Conference on Artificial Intelligence and Statistics. JMLR Workshop and Conference Proceedings: 627–635.
  7. ↑ Chen, Lili; Lu, Kevin; Rajeswaran, Aravind; Lee, Kimin; Grover, Aditya; Laskin, Misha; Abbeel, Pieter; Srinivas, Aravind; Mordatch, Igor (2021). "Decision Transformer: Reinforcement Learning via Sequence Modeling". Advances in Neural Information Processing Systems. 34. Curran Associates, Inc.: 15084–15097. arXiv:2106.01345.
  8. ↑ Lee, Kuang-Huei; Nachum, Ofir; Yang, Mengjiao; Lee, Lisa; Freeman, Daniel; Xu, Winnie; Guadarrama, Sergio; Fischer, Ian; Jang, Eric (2022-10-15), Multi-Game Decision Transformers, arXiv:2205.15241
  9. 1 2 Hester, Todd; Vecerik, Matej; Pietquin, Olivier; Lanctot, Marc; Schaul, Tom; Piot, Bilal; Horgan, Dan; Quan, John; Sendonaris, Andrew (2017-04-12). "Deep Q-learning from Demonstrations". arXiv:1704.03732v4 [cs.AI].
  10. ↑ Duan, Yan; Andrychowicz, Marcin; Stadie, Bradly; Jonathan Ho, OpenAI; Schneider, Jonas; Sutskever, Ilya; Abbeel, Pieter; Zaremba, Wojciech (2017). "One-Shot Imitation Learning". Advances in Neural Information Processing Systems. 30. Curran Associates, Inc.
  11. ↑ A, Ng (2000). "Algorithms for Inverse Reinforcement Learning". Proc. Of 17th International Conference on Machine Learning, 2000: 663–670.
  12. ↑ V. S. Donge, B. Lian, F. L. Lewis and A. Davoudi, "Multiagent Graphical Games With Inverse Reinforcement Learning," in IEEE Transactions on Control of Network Systems, vol. 10, no. 2, pp. 841-852, June 2023, doi:10.1109/TCNS.2022.3210856.
  13. ↑ Ho, Jonathan; Ermon, Stefano (2016). "Generative Adversarial Imitation Learning". Advances in Neural Information Processing Systems. 29. Curran Associates, Inc. arXiv:1606.03476.
  14. ↑ Syed, Umar; Schapire, Robert E (2007). "A Game-Theoretic Approach to Apprenticeship Learning". Advances in Neural Information Processing Systems. 20. Curran Associates, Inc.
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