Markov Models
Online Learning for Obstacle Avoidance
Snyder, David, Booker, Meghan, Simon, Nathaniel, Xia, Wenhan, Suo, Daniel, Hazan, Elad, Majumdar, Anirudha
We approach the fundamental problem of obstacle avoidance for robotic systems via the lens of online learning. In contrast to prior work that either assumes worst-case realizations of uncertainty in the environment or a stationary stochastic model of uncertainty, we propose a method that is efficient to implement and provably grants instance-optimality with respect to perturbations of trajectories generated from an open-loop planner (in the sense of minimizing worst-case regret). The resulting policy adapts online to realizations of uncertainty and provably compares well with the best obstacle avoidance policy in hindsight from a rich class of policies. The method is validated in simulation on a dynamical system environment and compared to baseline open-loop planning and robust Hamilton- Jacobi reachability techniques. Further, it is implemented on a hardware example where a quadruped robot traverses a dense obstacle field and encounters input disturbances due to time delays, model uncertainty, and dynamics nonlinearities.
Neural Collage Transfer: Artistic Reconstruction via Material Manipulation
Lee, Ganghun, Kim, Minji, Lee, Yunsu, Lee, Minsu, Zhang, Byoung-Tak
Collage is a creative art form that uses diverse material scraps as a base unit to compose a single image. Although pixel-wise generation techniques can reproduce a target image in collage style, it is not a suitable method due to the solid stroke-by-stroke nature of the collage form. While some previous works for stroke-based rendering produced decent sketches and paintings, collages have received much less attention in research despite their popularity as a style. In this paper, we propose a method for learning to make collages via reinforcement learning without the need for demonstrations or collage artwork data. We design the collage Markov Decision Process (MDP), which allows the agent to handle various materials and propose a model-based soft actor-critic to mitigate the agent's training burden derived from the sophisticated dynamics of collage. Moreover, we devise additional techniques such as active material selection and complexity-based multi-scale collage to handle target images at any size and enhance the results' aesthetics by placing relatively more scraps in areas of high complexity. Experimental results show that the trained agent appropriately selected and pasted materials to regenerate the target image into a collage and obtained a higher evaluation score on content and style than pixel-wise generation methods. Code is available at https://github.com/northadventure/CollageRL.
Joint Problems in Learning Multiple Dynamical Systems
Niu, Mengjia, He, Xiaoyu, Rysavy, Petr, Zhou, Quan, Marecek, Jakub
Clustering of time series is a well-studied problem, with applications ranging from quantitative, personalized models of metabolism obtained from metabolite concentrations to state discrimination in quantum information theory. We consider a variant, where given a set of trajectories and a number of parts, we jointly partition the set of trajectories and learn linear dynamical system (LDS) models for each part, so as to minimize the maximum error across all the models. We present globally convergent methods and EM heuristics, accompanied by promising computational results.
A Systematic Review of Deep Graph Neural Networks: Challenges, Classification, Architectures, Applications & Potential Utility in Bioinformatics
Malla, Adil Mudasir, Banka, Asif Ali
In recent years, tasks of machine learning ranging from image processing & audio/video analysis to natural language understanding have been transformed by deep learning. The data content in all these scenarios are expressed via Euclidean space. However, a considerable amount of application data is structured in non-Euclidean space and is expressed as graphs, e.g. dealing with complicated interactions & object interdependencies. Modelling physical systems, learning molecular signatures, identifying protein interactions and predicting diseases involve utilising a model that can adapt from graph data. Graph neural networks (GNNs), specified as artificial-neural models, employ message transmission between graph nodes to represent graph dependencies and are primarily used in the non-Euclidean domain. Variants of GNN like Graph Recurrent Networks (GRN), Graph Auto Encoder (GAE), Graph Convolution Networks (GCN), Graph Adversarial Methods & Graph Reinforcement learning have exhibited breakthrough productivity on a wide range of tasks, especially in the field of bioinformatics, in recent years as a result of the rapid collection of biological network data. Apart from presenting all existing GNN models, mathematical analysis and comparison of the variants of all types of GNN have been highlighted in this survey. Graph neural networks are investigated for their potential real-world applications in various fields, focusing on Bioinformatics. Furthermore, resources for evaluating graph neural network models and accessing open-source code & benchmark data sets are included. Ultimately, we provide some (seven) proposals for future research in this rapidly evolving domain. GNNs have the potential to be an excellent tool for solving a wide range of biological challenges in bioinformatics research, as they are best represented as connected complex graphs.
Conditions on Preference Relations that Guarantee the Existence of Optimal Policies
Carr, Jonathan Colaco, Panangaden, Prakash, Precup, Doina
Learning from Preferential Feedback (LfPF) plays an essential role in training Large Language Models, as well as certain types of interactive learning agents. However, a substantial gap exists between the theory and application of LfPF algorithms. Current results guaranteeing the existence of optimal policies in LfPF problems assume that both the preferences and transition dynamics are determined by a Markov Decision Process. We introduce the Direct Preference Process, a new framework for analyzing LfPF problems in partially-observable, non-Markovian environments. Within this framework, we establish conditions that guarantee the existence of optimal policies by considering the ordinal structure of the preferences. Using the von Neumann-Morgenstern Expected Utility Theorem, we show that the Direct Preference Process generalizes the standard reinforcement learning problem. Our findings narrow the gap between the empirical success and theoretical understanding of LfPF algorithms and provide future practitioners with the tools necessary for a more principled design of LfPF agents.
RiskQ: Risk-sensitive Multi-Agent Reinforcement Learning Value Factorization
Shen, Siqi, Ma, Chennan, Li, Chao, Liu, Weiquan, Fu, Yongquan, Mei, Songzhu, Liu, Xinwang, Wang, Cheng
Multi-agent systems are characterized by environmental uncertainty, varying policies of agents, and partial observability, which result in significant risks. In the context of Multi-Agent Reinforcement Learning (MARL), learning coordinated and decentralized policies that are sensitive to risk is challenging. To formulate the coordination requirements in risk-sensitive MARL, we introduce the Risk-sensitive Individual-Global-Max (RIGM) principle as a generalization of the Individual-Global-Max (IGM) and Distributional IGM (DIGM) principles. This principle requires that the collection of risk-sensitive action selections of each agent should be equivalent to the risk-sensitive action selection of the central policy. Current MARL value factorization methods do not satisfy the RIGM principle for common risk metrics such as the Value at Risk (VaR) metric or distorted risk measurements. Therefore, we propose RiskQ to address this limitation, which models the joint return distribution by modeling quantiles of it as weighted quantile mixtures of per-agent return distribution utilities. RiskQ satisfies the RIGM principle for the VaR and distorted risk metrics. We show that RiskQ can obtain promising performance through extensive experiments.
RDE: A Hybrid Policy Framework for Multi-Agent Path Finding Problem
Gao, Jianqi, Li, Yanjie, Yang, Xiaoqing, Tan, Mingshan
Multi-agent path finding (MAPF) is an abstract model for the navigation of multiple robots in warehouse automation, where multiple robots plan collision-free paths from the start to goal positions. Reinforcement learning (RL) has been employed to develop partially observable distributed MAPF policies that can be scaled to any number of agents. However, RL-based MAPF policies often get agents stuck in deadlock due to warehouse automation's dense and structured obstacles. This paper proposes a novel hybrid MAPF policy, RDE, based on switching among the RL-based MAPF policy, the Distance heat map (DHM)-based policy and the Escape policy. The RL-based policy is used for coordination among agents. In contrast, when no other agents are in the agent's field of view, it can get the next action by querying the DHM. The escape policy that randomly selects valid actions can help agents escape the deadlock. We conduct simulations on warehouse-like structured grid maps using state-of-the-art RL-based MAPF policies (DHC and DCC), which show that RDE can significantly improve their performance.
Meta Learning for Multi-View Visuomotor Systems
Benji Alwis Abstract This paper introduces a new approach for quickly adapting a multi-view visuomotor system for robots to varying camera configurations from the baseline setup. It utilises meta-learning to fine-tune the perceptual network while keeping the policy network fixed. Experimental results demonstrate a significant reduction in the number of new training episodes needed to attain baseline performance. Introduction Inspired by how humans learn motor skills through trial and error, reinforcement learning is used in end-to-end visuomotor systems [1,2,3] to help robots master complex manipulation tasks based on raw sensory inputs, including visual observations. Online reinforcement learning is deemed impractical because robots need continuous interaction with the environment.
When Do Transformers Shine in RL? Decoupling Memory from Credit Assignment
Ni, Tianwei, Ma, Michel, Eysenbach, Benjamin, Bacon, Pierre-Luc
Reinforcement learning (RL) algorithms face two distinct challenges: learning effective representations of past and present observations, and determining how actions influence future returns. Both challenges involve modeling long-term dependencies. The Transformer architecture has been very successful to solve problems that involve long-term dependencies, including in the RL domain. However, the underlying reason for the strong performance of Transformer-based RL methods remains unclear: is it because they learn effective memory, or because they perform effective credit assignment? After introducing formal definitions of memory length and credit assignment length, we design simple configurable tasks to measure these distinct quantities. Our empirical results reveal that Transformers can enhance the memory capability of RL algorithms, scaling up to tasks that require memorizing observations $1500$ steps ago. However, Transformers do not improve long-term credit assignment. In summary, our results provide an explanation for the success of Transformers in RL, while also highlighting an important area for future research and benchmark design. Our code is open-sourced at https://github.com/twni2016/Memory-RL
Is RLHF More Difficult than Standard RL?
Wang, Yuanhao, Liu, Qinghua, Jin, Chi
Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games with a restricted set of policies. The latter case can be further reduced to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.