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 Undirected Networks


RDE: A Hybrid Policy Framework for Multi-Agent Path Finding Problem

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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?

arXiv.org Machine Learning

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.


Bridging RL Theory and Practice with the Effective Horizon

arXiv.org Machine Learning

Deep reinforcement learning (RL) works impressively in some environments and fails catastrophically in others. Ideally, RL theory should be able to provide an understanding of why this is, i.e. bounds predictive of practical performance. Unfortunately, current theory does not quite have this ability. We compare standard deep RL algorithms to prior sample complexity bounds by introducing a new dataset, BRIDGE. It consists of 155 deterministic MDPs from common deep RL benchmarks, along with their corresponding tabular representations, which enables us to exactly compute instance-dependent bounds. We choose to focus on deterministic environments because they share many interesting properties of stochastic environments, but are easier to analyze. Using BRIDGE, we find that prior bounds do not correlate well with when deep RL succeeds vs. fails, but discover a surprising property that does. When actions with the highest Q-values under the random policy also have the highest Q-values under the optimal policy (i.e. when it is optimal to be greedy on the random policy's Q function), deep RL tends to succeed; when they don't, deep RL tends to fail. We generalize this property into a new complexity measure of an MDP that we call the effective horizon, which roughly corresponds to how many steps of lookahead search would be needed in that MDP in order to identify the next optimal action, when leaf nodes are evaluated with random rollouts. Using BRIDGE, we show that the effective horizon-based bounds are more closely reflective of the empirical performance of PPO and DQN than prior sample complexity bounds across four metrics. We also find that, unlike existing bounds, the effective horizon can predict the effects of using reward shaping or a pre-trained exploration policy. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon


Nearly Minimax Optimal Reinforcement Learning for Linear Markov Decision Processes

arXiv.org Machine Learning

We study reinforcement learning (RL) with linear function approximation. For episodic time-inhomogeneous linear Markov decision processes (linear MDPs) whose transition probability can be parameterized as a linear function of a given feature mapping, we propose the first computationally efficient algorithm that achieves the nearly minimax optimal regret $\tilde O(d\sqrt{H^3K})$, where $d$ is the dimension of the feature mapping, $H$ is the planning horizon, and $K$ is the number of episodes. Our algorithm is based on a weighted linear regression scheme with a carefully designed weight, which depends on a new variance estimator that (1) directly estimates the variance of the optimal value function, (2) monotonically decreases with respect to the number of episodes to ensure a better estimation accuracy, and (3) uses a rare-switching policy to update the value function estimator to control the complexity of the estimated value function class. Our work provides a complete answer to optimal RL with linear MDPs, and the developed algorithm and theoretical tools may be of independent interest.


DreamSmooth: Improving Model-based Reinforcement Learning via Reward Smoothing

arXiv.org Artificial Intelligence

Model-based reinforcement learning (MBRL) has gained much attention for its ability to learn complex behaviors in a sample-efficient way: planning actions by generating imaginary trajectories with predicted rewards. Despite its success, we found that surprisingly, reward prediction is often a bottleneck of MBRL, especially for sparse rewards that are challenging (or even ambiguous) to predict. Motivated by the intuition that humans can learn from rough reward estimates, we propose a simple yet effective reward smoothing approach, DreamSmooth, which learns to predict a temporally-smoothed reward, instead of the exact reward at the given timestep. We empirically show that DreamSmooth achieves state-of-the-art performance on long-horizon sparse-reward tasks both in sample efficiency and final performance without losing performance on common benchmarks, such as Deepmind Control Suite and Atari benchmarks.


Formal Methods for Autonomous Systems

arXiv.org Artificial Intelligence

Formal methods refer to rigorous, mathematical approaches to system development and have played a key role in establishing the correctness of safety-critical systems. The main building blocks of formal methods are models and specifications, which are analogous to behaviors and requirements in system design and give us the means to verify and synthesize system behaviors with formal guarantees. This monograph provides a survey of the current state of the art on applications of formal methods in the autonomous systems domain. We consider correct-by-construction synthesis under various formulations, including closed systems, reactive, and probabilistic settings. Beyond synthesizing systems in known environments, we address the concept of uncertainty and bound the behavior of systems that employ learning using formal methods. Further, we examine the synthesis of systems with monitoring, a mitigation technique for ensuring that once a system deviates from expected behavior, it knows a way of returning to normalcy. We also show how to overcome some limitations of formal methods themselves with learning. We conclude with future directions for formal methods in reinforcement learning, uncertainty, privacy, explainability of formal methods, and regulation and certification.


Metaphorical User Simulators for Evaluating Task-oriented Dialogue Systems

arXiv.org Artificial Intelligence

Task-oriented dialogue systems (TDSs) are assessed mainly in an offline setting or through human evaluation. The evaluation is often limited to single-turn or is very time-intensive. As an alternative, user simulators that mimic user behavior allow us to consider a broad set of user goals to generate human-like conversations for simulated evaluation. Employing existing user simulators to evaluate TDSs is challenging as user simulators are primarily designed to optimize dialogue policies for TDSs and have limited evaluation capabilities. Moreover, the evaluation of user simulators is an open challenge. In this work, we propose a metaphorical user simulator for end-to-end TDS evaluation, where we define a simulator to be metaphorical if it simulates user's analogical thinking in interactions with systems. We also propose a tester-based evaluation framework to generate variants, i.e., dialogue systems with different capabilities. Our user simulator constructs a metaphorical user model that assists the simulator in reasoning by referring to prior knowledge when encountering new items. We estimate the quality of simulators by checking the simulated interactions between simulators and variants. Our experiments are conducted using three TDS datasets. The proposed user simulator demonstrates better consistency with manual evaluation than an agenda-based simulator and a seq2seq model on three datasets; our tester framework demonstrates efficiency and has been tested on multiple tasks, such as conversational recommendation and e-commerce dialogues.


Solving MaxSAT with Matrix Multiplication

arXiv.org Artificial Intelligence

We propose an incomplete algorithm for Maximum Satisfiability (MaxSAT) specifically designed to run on neural network accelerators such as GPUs and TPUs. Given a MaxSAT problem instance in conjunctive normal form, our procedure constructs a Restricted Boltzmann Machine (RBM) with an equilibrium distribution wherein the probability of a Boolean assignment is exponential in the number of clauses it satisfies. Block Gibbs sampling is used to stochastically search the space of assignments with parallel Markov chains. Since matrix multiplication is the main computational primitive for block Gibbs sampling in an RBM, our approach leads to an elegantly simple algorithm (40 lines of JAX) well-suited for neural network accelerators. Theoretical results about RBMs guarantee that the required number of visible and hidden units of the RBM scale only linearly with the number of variables and constant-sized clauses in the MaxSAT instance, ensuring that the computational cost of a Gibbs step scales reasonably with the instance size. Search throughput can be increased by batching parallel chains within a single accelerator as well as by distributing them across multiple accelerators. As a further enhancement, a heuristic based on unit propagation running on CPU is periodically applied to the sampled assignments. Our approach, which we term RbmSAT, is a new design point in the algorithm-hardware co-design space for MaxSAT. We present timed results on a subset of problem instances from the annual MaxSAT Evaluation's Incomplete Unweighted Track for the years 2018 to 2021. When allotted the same running time and CPU compute budget (but no TPUs), RbmSAT outperforms other participating solvers on problems drawn from three out of the four years' competitions. Given the same running time on a TPU cluster for which RbmSAT is uniquely designed, it outperforms all solvers on problems drawn from all four years.