Hosein Hasanbeig, N. Jeppu, Alessandro Abate, Tom Melham, Daniel Kroening
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引用次数: 0
Abstract
This paper proposes DeepSynth, a method for effective training of deep reinforcement learning agents when the reward is sparse or non-Markovian, but at the same time progress towards the reward requires achieving an unknown sequence of high-level objectives. Our method employs a novel algorithm for synthesis of compact finite state automata to uncover this sequential structure automatically. We synthesise a human-interpretable automaton from trace data collected by exploring the environment. The state space of the environment is then enriched with the synthesised automaton, so that the generation of a control policy by deep reinforcement learning is guided by the discovered structure encoded in the automaton. The proposed approach is able to cope with both high-dimensional, low-level features and unknown sparse or non-Markovian rewards. We have evaluated DeepSynth’s performance in a set of experiments that includes the Atari game Montezuma’s Revenge, known to be challenging. Compared to approaches that rely solely on deep reinforcement learning, we obtain a reduction of two orders of magnitude in the iterations required for policy synthesis, and a significant improvement in scalability.
期刊介绍:
JAIR(ISSN 1076 - 9757) covers all areas of artificial intelligence (AI), publishing refereed research articles, survey articles, and technical notes. Established in 1993 as one of the first electronic scientific journals, JAIR is indexed by INSPEC, Science Citation Index, and MathSciNet. JAIR reviews papers within approximately three months of submission and publishes accepted articles on the internet immediately upon receiving the final versions. JAIR articles are published for free distribution on the internet by the AI Access Foundation, and for purchase in bound volumes by AAAI Press.