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 Markov Models


Learning from Good Trajectories in Offline Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Offline multi-agent reinforcement learning (MARL) aims to learn effective multi-agent policies from pre-collected datasets, which is an important step toward the deployment of multi-agent systems in real-world applications. However, in practice, each individual behavior policy that generates multi-agent joint trajectories usually has a different level of how well it performs. e.g., an agent is a random policy while other agents are medium policies. In the cooperative game with global reward, one agent learned by existing offline MARL often inherits this random policy, jeopardizing the performance of the entire team. In this paper, we investigate offline MARL with explicit consideration on the diversity of agent-wise trajectories and propose a novel framework called Shared Individual Trajectories (SIT) to address this problem. Specifically, an attention-based reward decomposition network assigns the credit to each agent through a differentiable key-value memory mechanism in an offline manner. These decomposed credits are then used to reconstruct the joint offline datasets into prioritized experience replay with individual trajectories, thereafter agents can share their good trajectories and conservatively train their policies with a graph attention network (GAT) based critic. We evaluate our method in both discrete control (i.e., StarCraft II and multi-agent particle environment) and continuous control (i.e, multi-agent mujoco). The results indicate that our method achieves significantly better results in complex and mixed offline multi-agent datasets, especially when the difference of data quality between individual trajectories is large.


Hidden Markov Transformer for Simultaneous Machine Translation

arXiv.org Artificial Intelligence

Simultaneous machine translation (SiMT) outputs the target sequence while receiving the source sequence, and hence learning when to start translating each target token is the core challenge for SiMT task. However, it is non-trivial to learn the optimal moment among many possible moments of starting translating, as the moments of starting translating always hide inside the model and can only be supervised with the observed target sequence. In this paper, we propose a Hidden Markov Transformer (HMT), which treats the moments of starting translating as hidden events and the target sequence as the corresponding observed events, thereby organizing them as a hidden Markov model. HMT explicitly models multiple moments of starting translating as the candidate hidden events, and then selects one to generate the target token. During training, by maximizing the marginal likelihood of the target sequence over multiple moments of starting translating, HMT learns to start translating at the moments that target tokens can be generated more accurately. Recently, with the increase of real-time scenarios such as live broadcasting, video subtitles and conferences, simultaneous machine translation (SiMT) attracts more attention (Cho & Esipova, 2016; Gu et al., 2017; Ma et al., 2019; Arivazhagan et al., 2019), which requires the model to receive source token one by one and simultaneously generates the target tokens. For the purpose of high-quality translation under low latency, SiMT model needs to learn when to start translating each target token (Gu et al., 2017), thereby making a wise decision between waiting for the next source token (i.e., READ action) and generating a target token (i.e., WRITE action) during the translation process. However, learning when to start translating target tokens is not trivial for a SiMT model, as the moments of starting translating always hide inside the model and we can only supervise the SiMT model with the observed target sequence (Zhang & Feng, 2022a).


Comprehensive Analysis of Over-smoothing in Graph Neural Networks from Markov Chains Perspective

arXiv.org Artificial Intelligence

The over-smoothing problem is an obstacle of developing deep graph neural network (GNN). Although many approaches to improve the over-smoothing problem have been proposed, there is still a lack of comprehensive understanding and conclusion of this problem. In this work, we analyze the over-smoothing problem from the Markov chain perspective. We focus on message passing of GNN and first establish a connection between GNNs and Markov chains on the graph. GNNs are divided into two classes of operator-consistent and operator-inconsistent based on whether the corresponding Markov chains are time-homogeneous. Next we attribute the over-smoothing problem to the convergence of an arbitrary initial distribution to a stationary distribution. Based on this, we prove that although the previously proposed methods can alleviate over-smoothing, but these methods cannot avoid the over-smoothing problem. In addition, we give the conclusion of the over-smoothing problem in two types of GNNs in the Markovian sense. On the one hand, operator-consistent GNN cannot avoid over-smoothing at an exponential rate. On the other hand, operator-inconsistent GNN is not always over-smoothing. Further, we investigate the existence of the limiting distribution of the time-inhomogeneous Markov chain, from which we derive a sufficient condition for operator-inconsistent GNN to avoid over-smoothing. Finally, we design experiments to verify our findings. Results show that our proposed sufficient condition can effectively improve over-smoothing problem in operator-inconsistent GNN and enhance the performance of the model.


NNSVS: A Neural Network-Based Singing Voice Synthesis Toolkit

arXiv.org Artificial Intelligence

This paper describes the design of NNSVS, an open-source software for neural network-based singing voice synthesis research. NNSVS is inspired by Sinsy, an open-source pioneer in singing voice synthesis research, and provides many additional features such as multi-stream models, autoregressive fundamental frequency models, and neural vocoders. Furthermore, NNSVS provides extensive documentation and numerous scripts to build complete singing voice synthesis systems. Experimental results demonstrate that our best system significantly outperforms our reproduction of Sinsy and other baseline systems. The toolkit is available at https://github.com/nnsvs/nnsvs.


Parameter Sharing with Network Pruning for Scalable Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Handling the problem of scalability is one of the essential issues for multi-agent reinforcement learning (MARL) algorithms to be applied to real-world problems typically involving massively many agents. For this, parameter sharing across multiple agents has widely been used since it reduces the training time by decreasing the number of parameters and increasing the sample efficiency. However, using the same parameters across agents limits the representational capacity of the joint policy and consequently, the performance can be degraded in multi-agent tasks that require different behaviors for different agents. In this paper, we propose a simple method that adopts structured pruning for a deep neural network to increase the representational capacity of the joint policy without introducing additional parameters. We evaluate the proposed method on several benchmark tasks, and numerical results show that the proposed method significantly outperforms other parameter-sharing methods.


Robust Average-Reward Markov Decision Processes

arXiv.org Artificial Intelligence

In robust Markov decision processes (MDPs), the uncertainty in the transition kernel is addressed by finding a policy that optimizes the worst-case performance over an uncertainty set of MDPs. While much of the literature has focused on discounted MDPs, robust average-reward MDPs remain largely unexplored. In this paper, we focus on robust average-reward MDPs, where the goal is to find a policy that optimizes the worst-case average reward over an uncertainty set. We first take an approach that approximates average-reward MDPs using discounted MDPs. We prove that the robust discounted value function converges to the robust average-reward as the discount factor $\gamma$ goes to $1$, and moreover, when $\gamma$ is large, any optimal policy of the robust discounted MDP is also an optimal policy of the robust average-reward. We further design a robust dynamic programming approach, and theoretically characterize its convergence to the optimum. Then, we investigate robust average-reward MDPs directly without using discounted MDPs as an intermediate step. We derive the robust Bellman equation for robust average-reward MDPs, prove that the optimal policy can be derived from its solution, and further design a robust relative value iteration algorithm that provably finds its solution, or equivalently, the optimal robust policy.


Nearly Minimax Optimal Offline Reinforcement Learning with Linear Function Approximation: Single-Agent MDP and Markov Game

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) aims at learning an optimal strategy using a pre-collected dataset without further interactions with the environment. While various algorithms have been proposed for offline RL in the previous literature, the minimax optimality has only been (nearly) established for tabular Markov decision processes (MDPs). In this paper, we focus on offline RL with linear function approximation and propose a new pessimism-based algorithm for offline linear MDP. At the core of our algorithm is the uncertainty decomposition via a reference function, which is new in the literature of offline RL under linear function approximation. Theoretical analysis demonstrates that our algorithm can match the performance lower bound up to logarithmic factors. We also extend our techniques to the two-player zero-sum Markov games (MGs), and establish a new performance lower bound for MGs, which tightens the existing result, and verifies the nearly minimax optimality of the proposed algorithm. To the best of our knowledge, these are the first computationally efficient and nearly minimax optimal algorithms for offline single-agent MDPs and MGs with linear function approximation.


Does Zero-Shot Reinforcement Learning Exist?

arXiv.org Artificial Intelligence

A zero-shot RL agent is an agent that can solve any RL task in a given environment, instantly with no additional planning or learning, after an initial reward-free learning phase. This marks a shift from the reward-centric RL paradigm towards "controllable" agents that can follow arbitrary instructions in an environment. Current RL agents can solve families of related tasks at best, or require planning anew for each task. Strategies for approximate zero-shot RL ave been suggested using successor features (SFs) [BBQ+ 18] or forward-backward (FB) representations [TO21], but testing has been limited. After clarifying the relationships between these schemes, we introduce improved losses and new SF models, and test the viability of zero-shot RL schemes systematically on tasks from the Unsupervised RL benchmark [LYL+21]. To disentangle universal representation learning from exploration, we work in an offline setting and repeat the tests on several existing replay buffers. SFs appear to suffer from the choice of the elementary state features. SFs with Laplacian eigenfunctions do well, while SFs based on auto-encoders, inverse curiosity, transition models, low-rank transition matrix, contrastive learning, or diversity (APS), perform unconsistently. In contrast, FB representations jointly learn the elementary and successor features from a single, principled criterion. They perform best and consistently across the board, reaching 85% of supervised RL performance with a good replay buffer, in a zero-shot manner.


One Policy is Enough: Parallel Exploration with a Single Policy is Near-Optimal for Reward-Free Reinforcement Learning

arXiv.org Artificial Intelligence

Although parallelism has been extensively used in reinforcement learning (RL), the quantitative effects of parallel exploration are not well understood theoretically. We study the benefits of simple parallel exploration for reward-free RL in linear Markov decision processes (MDPs) and two-player zero-sum Markov games (MGs). In contrast to the existing literature, which focuses on approaches that encourage agents to explore a diverse set of policies, we show that using a single policy to guide exploration across all agents is sufficient to obtain an almost-linear speedup in all cases compared to their fully sequential counterpart. Furthermore, we demonstrate that this simple procedure is near-minimax optimal in the reward-free setting for linear MDPs. From a practical perspective, our paper shows that a single policy is sufficient and provably near-optimal for incorporating parallelism during the exploration phase.


Transformers are Sample-Efficient World Models

arXiv.org Artificial Intelligence

Deep reinforcement learning agents are notoriously sample inefficient, which considerably limits their application to real-world problems. Recently, many model-based methods have been designed to address this issue, with learning in the imagination of a world model being one of the most prominent approaches. However, while virtually unlimited interaction with a simulated environment sounds appealing, the world model has to be accurate over extended periods of time. Motivated by the success of Transformers in sequence modeling tasks, we introduce IRIS, a data-efficient agent that learns in a world model composed of a discrete autoencoder and an autoregressive Transformer. With the equivalent of only two hours of gameplay in the Atari 100k benchmark, IRIS achieves a mean human normalized score of 1.046, and outperforms humans on 10 out of 26 games, setting a new state of the art for methods without lookahead search. To foster future research on Transformers and world models for sample-efficient reinforcement learning, we release our code and models at https://github.com/eloialonso/iris.