Markov Models
Robust Active Measuring under Model Uncertainty
Krale, Merlijn, Simรฃo, Thiago D., Tumova, Jana, Jansen, Nils
Partial observability and uncertainty are common problems in sequential decision-making that particularly impede the use of formal models such as Markov decision processes (MDPs). However, in practice, agents may be able to employ costly sensors to measure their environment and resolve partial observability by gathering information. Moreover, imprecise transition functions can capture model uncertainty. We combine these concepts and extend MDPs to robust active-measuring MDPs (RAM-MDPs). We present an active-measure heuristic to solve RAM-MDPs efficiently and show that model uncertainty can, counterintuitively, let agents take fewer measurements. We propose a method to counteract this behavior while only incurring a bounded additional cost. We empirically compare our methods to several baselines and show their superior scalability and performance.
Multi-agent reinforcement learning using echo-state network and its application to pedestrian dynamics
Comprehensively understanding such motions through only experiments and observations is challenging. Thus, several studies have conducted computer simulations for a better understanding. Traditionally, animals (including humans) are assumed to obey certain mathematical rules in these simulations (Vicsek et al., (1995); Helbing and Molnar, (1995); Muramatsu et al., (1999)). However, with the recent development of machine learning, simulation methods that reproduce animals by agents of reinforcement learning (RL) have been proposed (Martinez-Gil et al., (2014, 2017); Zheng and Liu, (2019); Bahamid and Ibrahim, (2022); Huang et al., (2023)). RL in an environment with several agents exist is referred to as multi-agent reinforcement learning (MARL), and has been studied intensively to realize the competition or cooperation between agents. Currently, deep learning is usually used to implement RL agents, because it outperforms conventional methods of machine learning (Mnih et al., (2015,
Safeguarded Progress in Reinforcement Learning: Safe Bayesian Exploration for Control Policy Synthesis
Mitta, Rohan, Hasanbeig, Hosein, Wang, Jun, Kroening, Daniel, Kantaros, Yiannis, Abate, Alessandro
This paper addresses the problem of maintaining safety during training in Reinforcement Learning (RL), such that the safety constraint violations are bounded at any point during learning. In a variety of RL applications the safety of the agent is particularly important, e.g. autonomous platforms or robots that work in proximity of humans. As enforcing safety during training might severely limit the agent's exploration, we propose here a new architecture that handles the trade-off between efficient progress and safety during exploration. As the exploration progresses, we update via Bayesian inference Dirichlet-Categorical models of the transition probabilities of the Markov decision process that describes the environment dynamics. This paper proposes a way to approximate moments of belief about the risk associated to the action selection policy. We construct those approximations, and prove the convergence results. We propose a novel method for leveraging the expectation approximations to derive an approximate bound on the confidence that the risk is below a certain level. This approach can be easily interleaved with RL and we present experimental results to showcase the performance of the overall architecture.
RGMComm: Return Gap Minimization via Discrete Communications in Multi-Agent Reinforcement Learning
Chen, Jingdi, Lan, Tian, Joe-Wong, Carlee
Communication is crucial for solving cooperative Multi-Agent Reinforcement Learning tasks in partially observable Markov Decision Processes. Existing works often rely on black-box methods to encode local information/features into messages shared with other agents, leading to the generation of continuous messages with high communication overhead and poor interpretability. Prior attempts at discrete communication methods generate one-hot vectors trained as part of agents' actions and use the Gumbel softmax operation for calculating message gradients, which are all heuristic designs that do not provide any quantitative guarantees on the expected return. This paper establishes an upper bound on the return gap between an ideal policy with full observability and an optimal partially observable policy with discrete communication. This result enables us to recast multi-agent communication into a novel online clustering problem over the local observations at each agent, with messages as cluster labels and the upper bound on the return gap as clustering loss. To minimize the return gap, we propose the Return-Gap-Minimization Communication (RGMComm) algorithm, which is a surprisingly simple design of discrete message generation functions and is integrated with reinforcement learning through the utilization of a novel Regularized Information Maximization loss function, which incorporates cosine-distance as the clustering metric. Evaluations show that RGMComm significantly outperforms state-of-the-art multi-agent communication baselines and can achieve nearly optimal returns with few-bit messages that are naturally interpretable.
A Surprisingly Simple Continuous-Action POMDP Solver: Lazy Cross-Entropy Search Over Policy Trees
Hoerger, Marcus, Kurniawati, Hanna, Kroese, Dirk, Ye, Nan
The Partially Observable Markov Decision Process (POMDP) provides a principled framework for decision making in stochastic partially observable environments. However, computing good solutions for problems with continuous action spaces remains challenging. To ease this challenge, we propose a simple online POMDP solver, called Lazy Cross-Entropy Search Over Policy Trees (LCEOPT). At each planning step, our method uses a novel lazy Cross-Entropy method to search the space of policy trees, which provide a simple policy representation. Specifically, we maintain a distribution on promising finite-horizon policy trees. The distribution is iteratively updated by sampling policies, evaluating them via Monte Carlo simulation, and refitting them to the top-performing ones. Our method is lazy in the sense that it exploits the policy tree representation to avoid redundant computations in policy sampling, evaluation, and distribution update. This leads to computational savings of up to two orders of magnitude. Our LCEOPT is surprisingly simple as compared to existing state-of-the-art methods, yet empirically outperforms them on several continuous-action POMDP problems, particularly for problems with higher-dimensional action spaces.
Bayesian ECG reconstruction using denoising diffusion generative models
Cardoso, Gabriel V., Bedin, Lisa, Duchateau, Josselin, Dubois, Rรฉmi, Moulines, Eric
In this work, we propose a denoising diffusion generative model (DDGM) trained with healthy electrocardiogram (ECG) data that focuses on ECG morphology and inter-lead dependence. Our results show that this innovative generative model can successfully generate realistic ECG signals. Furthermore, we explore the application of recent breakthroughs in solving linear inverse Bayesian problems using DDGM. This approach enables the development of several important clinical tools. These include the calculation of corrected QT intervals (QTc), effective noise suppression of ECG signals, recovery of missing ECG leads, and identification of anomalous readings, enabling significant advances in cardiac health monitoring and diagnosis.
Learning to Act without Actions
Schmidt, Dominik, Jiang, Minqi
Pre-training large models on vast amounts of web data has proven to be an effective approach for obtaining powerful, general models in several domains, including language and vision. However, this paradigm has not yet taken hold in deep reinforcement learning (RL). This gap is due to the fact that the most abundant form of embodied behavioral data on the web consists of videos, which do not include the action labels required by existing methods for training policies from offline data. We introduce Latent Action Policies from Observation (LAPO), a method to infer latent actions and, consequently, latent-action policies purely from action-free demonstrations. Our experiments on challenging procedurally-generated environments show that LAPO can act as an effective pre-training method to obtain RL policies that can then be rapidly fine-tuned to expert-level performance. Our approach serves as a key stepping stone to enabling the pre-training of powerful, generalist RL models on the vast amounts of action-free demonstrations readily available on the web.
World Models via Policy-Guided Trajectory Diffusion
Rigter, Marc, Yamada, Jun, Posner, Ingmar
World models are a powerful tool for developing intelligent agents. By predicting the outcome of a sequence of actions, world models enable policies to be optimised via on-policy reinforcement learning (RL) using synthetic data, i.e. in "in imagination". Existing world models are autoregressive in that they interleave predicting the next state with sampling the next action from the policy. Prediction error inevitably compounds as the trajectory length grows. In this work, we propose a novel world modelling approach that is not autoregressive and generates entire on-policy trajectories in a single pass through a diffusion model. Our approach, Policy-Guided Trajectory Diffusion (PolyGRAD), leverages a denoising model in addition to the gradient of the action distribution of the policy to diffuse a trajectory of initially random states and actions into an on-policy synthetic trajectory. We analyse the connections between PolyGRAD, score-based generative models, and classifier-guided diffusion models. Our results demonstrate that PolyGRAD outperforms state-of-the-art baselines in terms of trajectory prediction error for moderate-length trajectories, with the exception of autoregressive diffusion. At short horizons, PolyGRAD obtains comparable errors to autoregressive diffusion, but with significantly lower computational requirements. Our experiments also demonstrate that PolyGRAD enables performant policies to be trained via on-policy RL in imagination for MuJoCo continuous control domains. Thus, PolyGRAD introduces a new paradigm for scalable and non-autoregressive on-policy world modelling.
Sequential Principal-Agent Problems with Communication: Efficient Computation and Learning
Gan, Jiarui, Majumdar, Rupak, Mandal, Debmalya, Radanovic, Goran
We study a sequential decision making problem between a principal and an agent with incomplete information on both sides. In this model, the principal and the agent interact in a stochastic environment, and each is privy to observations about the state not available to the other. The principal has the power of commitment, both to elicit information from the agent and to provide signals about her own information. The principal and the agent communicate their signals to each other, and select their actions independently based on this communication. Each player receives a payoff based on the state and their joint actions, and the environment moves to a new state. The interaction continues over a finite time horizon, and both players act to optimize their own total payoffs over the horizon. Our model encompasses as special cases stochastic games of incomplete information and POMDPs, as well as sequential Bayesian persuasion and mechanism design problems. We study both computation of optimal policies and learning in our setting. While the general problems are computationally intractable, we study algorithmic solutions under a conditional independence assumption on the underlying state-observation distributions. We present a polynomial-time algorithm to compute the principal's optimal policy up to an additive approximation. Additionally, we show an efficient learning algorithm in the case where the transition probabilities are not known beforehand. The algorithm guarantees sublinear regret for both players.
Knowledge-enhanced Agents for Interactive Text Games
Chhikara, Prateek, Zhang, Jiarui, Ilievski, Filip, Francis, Jonathan, Ma, Kaixin
Communication via natural language is a key aspect of machine intelligence, and it requires computational models to learn and reason about world concepts, with varying levels of supervision. Significant progress has been made on fully-supervised non-interactive tasks, such as question-answering and procedural text understanding. Yet, various sequential interactive tasks, as in text-based games, have revealed limitations of existing approaches in terms of coherence, contextual awareness, and their ability to learn effectively from the environment. In this paper, we propose a knowledge-injection framework for improved functional grounding of agents in text-based games. Specifically, we consider two forms of domain knowledge that we inject into learning-based agents: memory of previous correct actions and affordances of relevant objects in the environment. Our framework supports two representative model classes: reinforcement learning agents and language model agents. Furthermore, we devise multiple injection strategies for the above domain knowledge types and agent architectures, including injection via knowledge graphs and augmentation of the existing input encoding strategies. We experiment with four models on the 10 tasks in the ScienceWorld text-based game environment, to illustrate the impact of knowledge injection on various model configurations and challenging task settings. Our findings provide crucial insights into the interplay between task properties, model architectures, and domain knowledge for interactive contexts.