Markov Models
Towards Provable Log Density Policy Gradient
Katdare, Pulkit, Joshi, Anant, Driggs-Campbell, Katherine
Policy gradient methods are a vital ingredient behind the success of modern reinforcement learning. Modern policy gradient methods, although successful, introduce a residual error in gradient estimation. In this work, we argue that this residual term is significant and correcting for it could potentially improve sample-complexity of reinforcement learning methods. To that end, we propose log density gradient to estimate the policy gradient, which corrects for this residual error term. Log density gradient method computes policy gradient by utilising the state-action discounted distributional formulation. We first present the equations needed to exactly find the log density gradient for a tabular Markov Decision Processes (MDPs). For more complex environments, we propose a temporal difference (TD) method that approximates log density gradient by utilizing backward on-policy samples. Since backward sampling from a Markov chain is highly restrictive we also propose a min-max optimization that can approximate log density gradient using just on-policy samples. We also prove uniqueness, and convergence under linear function approximation, for this min-max optimization. Finally, we show that the sample complexity of our min-max optimization to be of the order of $m^{-1/2}$, where $m$ is the number of on-policy samples. We also demonstrate a proof-of-concept for our log density gradient method on gridworld environment, and observe that our method is able to improve upon the classical policy gradient method by a clear margin, thus indicating a promising novel direction to develop reinforcement learning algorithms that require fewer samples.
When Your AIs Deceive You: Challenges with Partial Observability of Human Evaluators in Reward Learning
Lang, Leon, Foote, Davis, Russell, Stuart, Dragan, Anca, Jenner, Erik, Emmons, Scott
Past analyses of reinforcement learning from human feedback (RLHF) assume that the human fully observes the environment. What happens when human feedback is based only on partial observations? We formally define two failure cases: deception and overjustification. Modeling the human as Boltzmann-rational w.r.t. a belief over trajectories, we prove conditions under which RLHF is guaranteed to result in policies that deceptively inflate their performance, overjustify their behavior to make an impression, or both. To help address these issues, we mathematically characterize how partial observability of the environment translates into (lack of) ambiguity in the learned return function. In some cases, accounting for partial observability makes it theoretically possible to recover the return function and thus the optimal policy, while in other cases, there is irreducible ambiguity. We caution against blindly applying RLHF in partially observable settings and propose research directions to help tackle these challenges.
Imagine, Initialize, and Explore: An Effective Exploration Method in Multi-Agent Reinforcement Learning
Liu, Zeyang, Wan, Lipeng, Yang, Xinrui, Chen, Zhuoran, Chen, Xingyu, Lan, Xuguang
Effective exploration is crucial to discovering optimal strategies for multi-agent reinforcement learning (MARL) in complex coordination tasks. Existing methods mainly utilize intrinsic rewards to enable committed exploration or use role-based learning for decomposing joint action spaces instead of directly conducting a collective search in the entire action-observation space. However, they often face challenges obtaining specific joint action sequences to reach successful states in long-horizon tasks. To address this limitation, we propose Imagine, Initialize, and Explore (IIE), a novel method that offers a promising solution for efficient multi-agent exploration in complex scenarios. IIE employs a transformer model to imagine how the agents reach a critical state that can influence each other's transition functions. Then, we initialize the environment at this state using a simulator before the exploration phase. We formulate the imagination as a sequence modeling problem, where the states, observations, prompts, actions, and rewards are predicted autoregressively. The prompt consists of timestep-to-go, return-to-go, influence value, and one-shot demonstration, specifying the desired state and trajectory as well as guiding the action generation. By initializing agents at the critical states, IIE significantly increases the likelihood of discovering potentially important under-explored regions. Despite its simplicity, empirical results demonstrate that our method outperforms multi-agent exploration baselines on the StarCraft Multi-Agent Challenge (SMAC) and SMACv2 environments. Particularly, IIE shows improved performance in the sparse-reward SMAC tasks and produces more effective curricula over the initialized states than other generative methods, such as CVAE-GAN and diffusion models.
Whole-body Humanoid Robot Locomotion with Human Reference
Zhang, Qiang, Cui, Peter, Yan, David, Sun, Jingkai, Duan, Yiqun, Zhang, Arthur, Xu, Renjing
Recently, humanoid robots have made significant advances in their ability to perform challenging tasks due to the deployment of Reinforcement Learning (RL), however, the inherent complexity of humanoid robots, including the difficulty of designing complicated reward functions and training entire sophisticated systems, still poses a notable challenge. To conquer these challenges, after many iterations and in-depth investigations, we have meticulously developed a full-size humanoid robot, "Adam", whose innovative structural design greatly improves the efficiency and effectiveness of the imitation learning process. In addition, we have developed a novel imitation learning framework based on an adversarial motion prior, which applies not only to Adam but also to humanoid robots in general. Using the framework, Adam can exhibit unprecedented human-like characteristics in locomotion tasks. Our experimental results demonstrate that the proposed framework enables Adam to achieve human-comparable performance in complex locomotion tasks, marking the first time that human locomotion data has been used for imitation learning in a full-size humanoid robot.
Semantic Text Transmission via Prediction with Small Language Models: Cost-Similarity Trade-off
Madhabhavi, Bhavani A, Karevvanavar, Gangadhar, Bhat, Rajshekhar V, Pappas, Nikolaos
We consider the communication of natural language text from a source to a destination over noiseless and character-erasure channels. We exploit language's inherent correlations and predictability to constrain transmission costs by allowing the destination to predict or complete words with potential dissimilarity with the source text. Concretely, our objective is to obtain achievable $(\bar{c}, \bar{s})$ pairs, where $\bar{c}$ is the average transmission cost at the source and $\bar{s}$ is the average semantic similarity measured via cosine similarity between vector embedding of words at the source and those predicted/completed at the destination. We obtain $(\bar{c}, \bar{s})$ pairs for neural language and first-order Markov chain-based small language models (SLM) for prediction, using both a threshold policy that transmits a word if its cosine similarity with that predicted/completed at the destination is below a threshold, and a periodic policy, which transmits words after a specific interval and predicts/completes the words in between, at the destination. We adopt an SLM for word completion. We demonstrate that, when communication occurs over a noiseless channel, the threshold policy achieves a higher $\bar{s}$ for a given $\bar{c}$ than the periodic policy and that the $\bar{s}$ achieved with the neural SLM is greater than or equal to that of the Markov chain-based algorithm for the same $\bar{c}$. The improved performance comes with a higher complexity in terms of time and computing requirements. However, when communication occurs over a character-erasure channel, all prediction algorithms and scheduling policies perform poorly. Furthermore, if character-level Huffman coding is used, the required $\bar{c}$ to achieve a given $\bar{s}$ is reduced, but the above observations still apply.
Robust Deep Reinforcement Learning Through Adversarial Attacks and Training : A Survey
Schott, Lucas, Delas, Josephine, Hajri, Hatem, Gherbi, Elies, Yaich, Reda, Boulahia-Cuppens, Nora, Cuppens, Frederic, Lamprier, Sylvain
The advent of Deep Reinforcement Learning (DRL) has marked a significant shift in various fields, including games [1-3], autonomous robotics [4], autonomous driving [5], and energy management [6]. By integrating Reinforcement Learning (RL) with Deep Neural Networks (DNN), DRL can leverages high dimensional continuous observations and rewards to train neural policies, without the need for supervised example trajectories. While DRL achieves remarkable performances in well known controlled environments, it also encounter challenges in ensuring robust performance amid diverse condition changes and real-world perturbations. It particularly struggle to bridge the reality gap [7, 8], often DRL agents are trained in simulation that remains an imitation of the real-world, resulting in a gap between the performance of a trained agent in the simulation and its performance once transferred to the real-world application. Even without trying to bridge the reality gap, agents can be trained in the first place in some conditions, and be deployed later and the conditions may have changed since.
On the Role of Information Structure in Reinforcement Learning for Partially-Observable Sequential Teams and Games
In a sequential decision-making problem, the information structure is the description of how events in the system occurring at different points in time affect each other. Classical models of reinforcement learning (e.g., MDPs, POMDPs, Dec-POMDPs, and POMGs) assume a very simple and highly regular information structure, while more general models like predictive state representations do not explicitly model the information structure. By contrast, real-world sequential decision-making problems typically involve a complex and time-varying interdependence of system variables, requiring a rich and flexible representation of information structure. In this paper, we argue for the perspective that explicit representation of information structures is an important component of analyzing and solving reinforcement learning problems. We propose novel reinforcement learning models with an explicit representation of information structure, capturing classical models as special cases. We show that this leads to a richer analysis of sequential decision-making problems and enables more tailored algorithm design. In particular, we characterize the "complexity" of the observable dynamics of any sequential decision-making problem through a graph-theoretic analysis of the DAG representation of its information structure. The central quantity in this analysis is the minimal set of variables that $d$-separates the past observations from future observations. Furthermore, through constructing a generalization of predictive state representations, we propose tailored reinforcement learning algorithms and prove that the sample complexity is in part determined by the information structure. This recovers known tractability results and gives a novel perspective on reinforcement learning in general sequential decision-making problems, providing a systematic way of identifying new tractable classes of problems.
Principal Component Analysis as a Sanity Check for Bayesian Phylolinguistic Reconstruction
Bayesian approaches to reconstructing the evolutionary history of languages rely on the tree model, which assumes that these languages descended from a common ancestor and underwent modifications over time. However, this assumption can be violated to different extents due to contact and other factors. Understanding the degree to which this assumption is violated is crucial for validating the accuracy of phylolinguistic inference. In this paper, we propose a simple sanity check: projecting a reconstructed tree onto a space generated by principal component analysis. By using both synthetic and real data, we demonstrate that our method effectively visualizes anomalies, particularly in the form of jogging.
Influencing Bandits: Arm Selection for Preference Shaping
Nadkarni, Viraj, Manjunath, D., Moharir, Sharayu
We consider a non stationary multi-armed bandit in which the population preferences are positively and negatively reinforced by the observed rewards. The objective of the algorithm is to shape the population preferences to maximize the fraction of the population favouring a predetermined arm. For the case of binary opinions, two types of opinion dynamics are considered -- decreasing elasticity (modeled as a Polya urn with increasing number of balls) and constant elasticity (using the voter model). For the first case, we describe an Explore-then-commit policy and a Thompson sampling policy and analyse the regret for each of these policies. We then show that these algorithms and their analyses carry over to the constant elasticity case. We also describe a Thompson sampling based algorithm for the case when more than two types of opinions are present. Finally, we discuss the case where presence of multiple recommendation systems gives rise to a trade-off between their popularity and opinion shaping objectives.
A Deep-Learning Technique to Locate Cryptographic Operations in Side-Channel Traces
Chiari, Giuseppe, Galli, Davide, Lattari, Francesco, Matteucci, Matteo, Zoni, Davide
Side-channel attacks allow extracting secret information from the execution of cryptographic primitives by correlating the partially known computed data and the measured side-channel signal. However, to set up a successful side-channel attack, the attacker has to perform i) the challenging task of locating the time instant in which the target cryptographic primitive is executed inside a side-channel trace and then ii)the time-alignment of the measured data on that time instant. This paper presents a novel deep-learning technique to locate the time instant in which the target computed cryptographic operations are executed in the side-channel trace. In contrast to state-of-the-art solutions, the proposed methodology works even in the presence of trace deformations obtained through random delay insertion techniques. We validated our proposal through a successful attack against a variety of unprotected and protected cryptographic primitives that have been executed on an FPGA-implemented system-on-chip featuring a RISC-V CPU.