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 Reinforcement Learning


Heterogeneity-aware Personalized Federated Learning via Adaptive Dual-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Federated Learning (FL) empowers multiple clients to collaboratively train machine learning models without sharing local data, making it highly applicable in heterogeneous Internet of Things (IoT) environments. However, intrinsic heterogeneity in clients' model architectures and computing capabilities often results in model accuracy loss and the intractable straggler problem, which significantly impairs training effectiveness. To tackle these challenges, this paper proposes a novel Heterogeneity-aware Personalized Federated Learning method, named HAPFL, via multi-level Reinforcement Learning (RL) mechanisms. HAPFL optimizes the training process by incorporating three strategic components: 1) An RL-based heterogeneous model allocation mechanism. The parameter server employs a Proximal Policy Optimization (PPO)-based RL agent to adaptively allocate appropriately sized, differentiated models to clients based on their performance, effectively mitigating performance disparities. 2) An RL-based training intensity adjustment scheme. The parameter server leverages another PPO-based RL agent to dynamically fine-tune the training intensity for each client to further enhance training efficiency and reduce straggling latency. 3) A knowledge distillation-based mutual learning mechanism. Each client deploys both a heterogeneous local model and a homogeneous lightweight model named LiteModel, where these models undergo mutual learning through knowledge distillation. This uniform LiteModel plays a pivotal role in aggregating and sharing global knowledge, significantly enhancing the effectiveness of personalized local training. Experimental results across multiple benchmark datasets demonstrate that HAPFL not only achieves high accuracy but also substantially reduces the overall training time by 20.9%-40.4% and decreases straggling latency by 19.0%-48.0% compared to existing solutions.


Learning Mean Field Control on Sparse Graphs

arXiv.org Artificial Intelligence

Large agent networks are abundant in applications and nature and pose difficult challenges in the field of multi-agent reinforcement learning (MARL) due to their computational and theoretical complexity. While graphon mean field games and their extensions provide efficient learning algorithms for dense and moderately sparse agent networks, the case of realistic sparser graphs remains largely unsolved. Thus, we propose a novel mean field control model inspired by local weak convergence to include sparse graphs such as power law networks with coefficients above two. Besides a theoretical analysis, we design scalable learning algorithms which apply to the challenging class of graph sequences with finite first moment. We compare our model and algorithms for various examples on synthetic and real world networks with mean field algorithms based on Lp graphons and graphexes. As it turns out, our approach outperforms existing methods in many examples and on various networks due to the special design aiming at an important, but so far hard to solve class of MARL problems.


Upside Down Reinforcement Learning with Policy Generators

arXiv.org Artificial Intelligence

Upside Down Reinforcement Learning (UDRL) is a promising framework for solving reinforcement learning problems which focuses on learning command-conditioned policies. In this work, we extend UDRL to the task of learning a command-conditioned generator of deep neural network policies. We accomplish this using Hypernetworks - a variant of Fast Weight Programmers, which learn to decode input commands representing a desired expected return into command-specific weight matrices. Our method, dubbed Upside Down Reinforcement Learning with Policy Generators (UDRLPG), streamlines comparable techniques by removing the need for an evaluator or critic to update the weights of the generator. To counteract the increased variance in last returns caused by not having an evaluator, we decouple the sampling probability of the buffer from the absolute number of policies in it, which, together with a simple weighting strategy, improves the empirical convergence of the algorithm. Compared with existing algorithms, UDRLPG achieves competitive performance and high returns, sometimes outperforming more complex architectures. Our experiments show that a trained generator can generalize to create policies that achieve unseen returns zero-shot. The proposed method appears to be effective in mitigating some of the challenges associated with learning highly multimodal functions. Altogether, we believe that UDRLPG represents a promising step forward in achieving greater empirical sample efficiency in RL. A full implementation of UDRLPG is publicly available at https://github.com/JacopoD/udrlpg_


Dream to Drive with Predictive Individual World Model

arXiv.org Artificial Intelligence

It is still a challenging topic to make reactive driving behaviors in complex urban environments as road users' intentions are unknown. Model-based reinforcement learning (MBRL) offers great potential to learn a reactive policy by constructing a world model that can provide informative states and imagination training. However, a critical limitation in relevant research lies in the scene-level reconstruction representation learning, which may overlook key interactive vehicles and hardly model the interactive features among vehicles and their long-term intentions. Therefore, this paper presents a novel MBRL method with a predictive individual world model (PIWM) for autonomous driving. PIWM describes the driving environment from an individual-level perspective and captures vehicles' interactive relations and their intentions via trajectory prediction task. Meanwhile, a behavior policy is learned jointly with PIWM. It is trained in PIWM's imagination and effectively navigates in the urban driving scenes leveraging intention-aware latent states. The proposed method is trained and evaluated on simulation environments built upon real-world challenging interactive scenarios. Compared with popular model-free and state-of-the-art model-based reinforcement learning methods, experimental results show that the proposed method achieves the best performance in terms of safety and efficiency.


Induced Modularity and Community Detection for Functionally Interpretable Reinforcement Learning

arXiv.org Artificial Intelligence

Interpretability in reinforcement learning is crucial for ensuring AI systems align with human values and fulfill the diverse related requirements including safety, robustness and fairness. Building on recent approaches to encouraging sparsity and locality in neural networks, we demonstrate how the penalisation of non-local weights leads to the emergence of functionally independent modules in the policy network of a reinforcement learning agent. To illustrate this, we demonstrate the emergence of two parallel modules for assessment of movement along the X and Y axes in a stochastic Minigrid environment. Through the novel application of community detection algorithms, we show how these modules can be automatically identified and their functional roles verified through direct intervention on the network weights prior to inference. This establishes a scalable framework for reinforcement learning interpretability through functional modularity, addressing challenges regarding the trade-off between completeness and cognitive tractability of reinforcement learning explanations.


A Dual-Agent Adversarial Framework for Robust Generalization in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Recently, empowered with the powerful capabilities of neural networks, reinforcement learning (RL) has successfully tackled numerous challenging tasks. However, while these models demonstrate enhanced decision-making abilities, they are increasingly prone to overfitting. For instance, a trained RL model often fails to generalize to even minor variations of the same task, such as a change in background color or other minor semantic differences. To address this issue, we propose a dual-agent adversarial policy learning framework, which allows agents to spontaneously learn the underlying semantics without introducing any human prior knowledge. Specifically, our framework involves a game process between two agents: each agent seeks to maximize the impact of perturbing on the opponent's policy by producing representation differences for the same state, while maintaining its own stability against such perturbations. This interaction encourages agents to learn generalizable policies, capable of handling irrelevant features from the high-dimensional observations. Extensive experimental results on the Procgen benchmark demonstrate that the adversarial process significantly improves the generalization performance of both agents, while also being applied to various RL algorithms, e.g., Proximal Policy Optimization (PPO). With the adversarial framework, the RL agent outperforms the baseline methods by a significant margin, especially in hard-level tasks, marking a significant step forward in the generalization capabilities of deep reinforcement learning.


Review for NeurIPS paper: Learning to Utilize Shaping Rewards: A New Approach of Reward Shaping

Neural Information Processing Systems

This paper proposes a method to learn shaping rewards in RL to improve learning. The authors clearly explain the problem and their method. The experimental results show clearly their method working as intended. I would expect the authors to update the final draft of their manuscript with the additional experiments provided in the author response and referencing and discussing the relation of their method to crucial pieces of prior work suggested by reviewers, in particular "Human-level performance in 3D multiplayer games with population-based reinforcement learning" which also performs bi-level optimisation of shaping rewards.


Review for NeurIPS paper: Non-Crossing Quantile Regression for Distributional Reinforcement Learning

Neural Information Processing Systems

Weaknesses: - Baseline algorithm: While all quantile-based distributional RL algorithms suffer from the crossing quantile issue, QR-DQN is the least affected one since the quantiles are uniformly fixed. IQN[1], which uses randomly sampled quantiles, and FQF[2], which optimizes over chosen quantiles for better distribution approximation, are both expected to suffer much more from crossing quantiles than QR-DQN. While it may be non-trivial to adapt NC architecture to IQN since the quantiles are randommly sampled, it shouldn't be hard to adapt to FQF. Besides, IQN and FQF both have achieved much higher scores than QR-DQN, hence I believe implementing NC architecture on IQN and FQF would greatly strenghthen empirical validations. Can authors explain why only 49 out of 57 games are used for evaluation? - Number of quantiles: I believe that N 100 quantiles is a reasonable choice.


Review for NeurIPS paper: Non-Crossing Quantile Regression for Distributional Reinforcement Learning

Neural Information Processing Systems

The strong rebuttal with additional results on NC-IQN swayed multiple initially hesitant reviewers to argue for acceptance, and I concur. The one unresolved concern is about reproducing the baseline results more accurately: I assume this is a matter of codebase/implementation details that does not detract from fair head-to-head comparisons.


Reviews: Towards Interpretable Reinforcement Learning Using Attention Augmented Agents

Neural Information Processing Systems

The paper is well-written and clear; the architecture is described in detail through a diagram (Figure 1 on page 2), with the math in section 2 expanding on the key components of the attention mechanism. High-level details for the RL training setup, implemented baselines, and condensed results are provided in the body of the paper. Detailed learning curves for each of the compared approaches are presented in the appendix (which is appropriate, given that the task-specific learning performance is secondary to the analysis of the attention mechanism). The analysis section is thorough, and I specifically appreciated the section at the end comparing the learned attention mechanism to prior work on saliency maps. Model/Architecture Notes: While the proposed model is a straightforward extension of query-key-value attention to tasks in RL, there are two interesting architectural features: First, "queries" for their attention mechanism can be decomposed into features that act on content (which the paper refers to as the "what"), and features that act on spatial location (which the paper refers to as the "where").