(image credit to HBR)
Code for our AAMAS 2020 paper:
"A Story of Two Streams: Reinforcement Learning Models from Human Behavior and Neuropsychiatry"
by Baihan Lin (Columbia), Guillermo Cecchi (IBM Research), Djallel Bouneffouf (IBM Research), Jenna Reinen (IBM Research) and Irina Rish (Mila, UdeM).
For the latest full paper: https://arxiv.org/abs/1906.11286
For my oral talk at AAMAS 2020: https://youtu.be/CQBdQz1bmls
All the experimental results can be reproduced using the code in this repository. Feel free to contact me by [email protected] if you have any question about our work.
Abstract
Drawing an inspiration from behavioral studies of human decision making, we propose here a more general and flexible parametric framework for reinforcement learning that extends standard Q-learning to a two-stream model for processing positive and negative rewards, and allows to incorporate a wide range of reward-processing biases -- an important component of human decision making which can help us better understand a wide spectrum of multi-agent interactions in complex real-world socioeconomic systems, as well as various neuropsychiatric conditions associated with disruptions in normal reward processing. From the computational perspective, we observe that the proposed Split-QL model and its clinically inspired variants consistently outperform standard Q-Learning and SARSA methods, as well as recently proposed Double Q-Learning approaches, on simulated tasks with particular reward distributions, a real-world dataset capturing human decision-making in gambling tasks, and the Pac-Man game in a lifelong learning setting across different reward stationarities.
Language: Python3, Python2, bash
Platform: MacOS, Linux, Windows
by Baihan Lin, Sep 2018
If you find this work helpful, please try the models out and cite our works. Thanks!
Reinforcement Learning case (main paper):
@inproceedings{lin2020astory,
title={A Story of Two Streams: Reinforcement Learning Models from Human Behavior and Neuropsychiatry},
author={Lin, Baihan and Bouneffouf, Djallel and Reinen, Jenna and Rish, Irina and Cecchi, Guillermo},
booktitle = {Proceedings of the Nineteenth International Conference on Autonomous Agents and Multi-Agent Systems, {AAMAS-20}},
publisher = {International Foundation for Autonomous Agents and Multiagent Systems},
pages = {744-752},
year = {2020},
month = {5},
doi = {},
url = {},
}
Contextual Bandit case:
@article{lin2020unified,
title={Unified Models of Human Behavioral Agents in Bandits, Contextual Bandits, and RL},
author={Lin, Baihan and Bouneffouf, Djallel and Cecchi, Guillermo},
journal={arXiv preprint arXiv:2005.04544},
year={2020}
}
- Markov Decision Process (MDP) example with multi-modal reward distributions
- Multi-Armed Bandits (MAB) example with multi-modal reward distributions
- Iowa Gambling Task (IGT) example scheme 1 and 2
- PacMan RL game with different stationarities
- Python 3 for MDP and IGT tasks, and Python 2.7 for PacMan task.
- PyTorch
- numpy and scikit-learn
- AD ("Alzheimer's Disease")
- ADD ("addition")
- ADHD ("ADHD")
- bvFTD (the behavioral variant of Frontotemporal dementia)
- CP ("Chronic Pain")
- PD ("Parkinson's Disease")
- M ("moderate")
- SQL ("Split Q-Learning")
- PQL ("Positive Q-Learning")
- NQL ("Negative Q-Learning")
- QL ("Q-Learning")
- DQL ("Double Q-Learning")
The PacMan game was built upon Berkeley AI Pac-Man http://ai.berkeley.edu/project_overview.html. We modify many of the original files and included our comparison.