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 Reinforcement Learning


Neo-FREE: Policy Composition Through Thousand Brains And Free Energy Optimization

arXiv.org Artificial Intelligence

We consider the problem of optimally composing a set of primitives to tackle control tasks. To address this problem, we introduce Neo-FREE: a control architecture inspired by the Thousand Brains Theory and Free Energy Principle from cognitive sciences. In accordance with the neocortical (Neo) processes postulated by the Thousand Brains Theory, Neo-FREE consists of functional units returning control primitives. These are linearly combined by a gating mechanism that minimizes the variational free energy (FREE). The problem of finding the optimal primitives' weights is then recast as a finite-horizon optimal control problem, which is convex even when the cost is not and the environment is nonlinear, stochastic, non-stationary. The results yield an algorithm for primitives composition and the effectiveness of Neo-FREE is illustrated via in-silico and hardware experiments on an application involving robot navigation in an environment with obstacles.


Non-Progressive Influence Maximization in Dynamic Social Networks

arXiv.org Artificial Intelligence

The influence maximization (IM) problem involves identifying a set of key individuals in a social network who can maximize the spread of influence through their network connections. With the advent of geometric deep learning on graphs, great progress has been made towards better solutions for the IM problem. In this paper, we focus on the dynamic non-progressive IM problem, which considers the dynamic nature of real-world social networks and the special case where the influence diffusion is non-progressive, i.e., nodes can be activated multiple times. We first extend an existing diffusion model to capture the non-progressive influence propagation in dynamic social networks. We then propose the method, DNIMRL, which employs deep reinforcement learning and dynamic graph embedding to solve the dynamic non-progressive IM problem. In particular, we propose a novel algorithm that effectively leverages graph embedding to capture the temporal changes of dynamic networks and seamlessly integrates with deep reinforcement learning. The experiments, on different types of real-world social network datasets, demonstrate that our method outperforms state-of-the-art baselines.


Vision-Based Deep Reinforcement Learning of UAV Autonomous Navigation Using Privileged Information

arXiv.org Artificial Intelligence

The capability of UAVs for efficient autonomous navigation and obstacle avoidance in complex and unknown environments is critical for applications in agricultural irrigation, disaster relief and logistics. In this paper, we propose the DPRL (Distributed Privileged Reinforcement Learning) navigation algorithm, an end-to-end policy designed to address the challenge of high-speed autonomous UAV navigation under partially observable environmental conditions. Our approach combines deep reinforcement learning with privileged learning to overcome the impact of observation data corruption caused by partial observability. We leverage an asymmetric Actor-Critic architecture to provide the agent with privileged information during training, which enhances the model's perceptual capabilities. Additionally, we present a multi-agent exploration strategy across diverse environments to accelerate experience collection, which in turn expedites model convergence. We conducted extensive simulations across various scenarios, benchmarking our DPRL algorithm against the state-of-the-art navigation algorithms. The results consistently demonstrate the superior performance of our algorithm in terms of flight efficiency, robustness and overall success rate.


Effective Reward Specification in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In the last decade, Deep Reinforcement Learning has evolved into a powerful tool for complex sequential decision-making problems. It combines deep learning's proficiency in processing rich input signals with reinforcement learning's adaptability across diverse control tasks. At its core, an RL agent seeks to maximize its cumulative reward, enabling AI algorithms to uncover novel solutions previously unknown to experts. However, this focus on reward maximization also introduces a significant difficulty: improper reward specification can result in unexpected, misaligned agent behavior and inefficient learning. The complexity of accurately specifying the reward function is further amplified by the sequential nature of the task, the sparsity of learning signals, and the multifaceted aspects of the desired behavior. In this thesis, we survey the literature on effective reward specification strategies, identify core challenges relating to each of these approaches, and propose original contributions addressing the issue of sample efficiency and alignment in deep reinforcement learning. Reward specification represents one of the most challenging aspects of applying reinforcement learning in real-world domains. Our work underscores the absence of a universal solution to this complex and nuanced challenge; solving it requires selecting the most appropriate tools for the specific requirements of each unique application.


Off-Policy Maximum Entropy RL with Future State and Action Visitation Measures

arXiv.org Machine Learning

We introduce a new maximum entropy reinforcement learning framework based on the distribution of states and actions visited by a policy. More precisely, an intrinsic reward function is added to the reward function of the Markov decision process that shall be controlled. For each state and action, this intrinsic reward is the relative entropy of the discounted distribution of states and actions (or features from these states and actions) visited during the next time steps. We first prove that an optimal exploration policy, which maximizes the expected discounted sum of intrinsic rewards, is also a policy that maximizes a lower bound on the state-action value function of the decision process under some assumptions. We also prove that the visitation distribution used in the intrinsic reward definition is the fixed point of a contraction operator. Following, we describe how to adapt existing algorithms to learn this fixed point and compute the intrinsic rewards to enhance exploration. A new practical off-policy maximum entropy reinforcement learning algorithm is finally introduced. Empirically, exploration policies have good state-action space coverage, and high-performing control policies are computed efficiently.


Edge Delayed Deep Deterministic Policy Gradient: efficient continuous control for edge scenarios

arXiv.org Artificial Intelligence

Deep Reinforcement Learning is gaining increasing attention thanks to its capability to learn complex policies in high-dimensional settings. Recent advancements utilize a dual-network architecture to learn optimal policies through the Q-learning algorithm. However, this approach has notable drawbacks, such as an overestimation bias that can disrupt the learning process and degrade the performance of the resulting policy. To address this, novel algorithms have been developed that mitigate overestimation bias by employing multiple Q-functions. Edge scenarios, which prioritize privacy, have recently gained prominence. In these settings, limited computational resources pose a significant challenge for complex Machine Learning approaches, making the efficiency of algorithms crucial for their performance. In this work, we introduce a novel Reinforcement Learning algorithm tailored for edge scenarios, called Edge Delayed Deep Deterministic Policy Gradient (EdgeD3). EdgeD3 enhances the Deep Deterministic Policy Gradient (DDPG) algorithm, achieving significantly improved performance with $25\%$ less Graphics Process Unit (GPU) time while maintaining the same memory usage. Additionally, EdgeD3 consistently matches or surpasses the performance of state-of-the-art methods across various benchmarks, all while using $30\%$ fewer computational resources and requiring $30\%$ less memory.


Augmenting the action space with conventions to improve multi-agent cooperation in Hanabi

arXiv.org Artificial Intelligence

The card game Hanabi is considered a strong medium for the testing and development of multi-agent reinforcement learning (MARL) algorithms, due to its cooperative nature, hidden information, limited communication and remarkable complexity. Previous research efforts have explored the capabilities of MARL algorithms within Hanabi, focusing largely on advanced architecture design and algorithmic manipulations to achieve state-of-the-art performance for a various number of cooperators. However, this often leads to complex solution strategies with high computational cost and requiring large amounts of training data. For humans to solve the Hanabi game effectively, they require the use of conventions, which often allows for a means to implicitly convey ideas or knowledge based on a predefined, and mutually agreed upon, set of ``rules''. Multi-agent problems containing partial observability, especially when limited communication is present, can benefit greatly from the use of implicit knowledge sharing. In this paper, we propose a novel approach to augmenting the action space using conventions, which act as special cooperative actions that span over multiple time steps and multiple agents, requiring agents to actively opt in for it to reach fruition. These conventions are based on existing human conventions, and result in a significant improvement on the performance of existing techniques for self-play and cross-play across a various number of cooperators within Hanabi.


Tracking control of latent dynamic systems with application to spacecraft attitude control

arXiv.org Artificial Intelligence

When intelligent spacecraft or space robots perform tasks in a complex environment, the controllable variables are usually not directly available and have to be inferred from high-dimensional observable variables, such as outputs of neural networks or images. While the dynamics of these observations are highly complex, the mechanisms behind them may be simple, which makes it possible to regard them as latent dynamic systems. For control of latent dynamic systems, methods based on reinforcement learning suffer from sample inefficiency and generalization problems. In this work, we propose an asymptotic tracking controller for latent dynamic systems. The latent variables are related to the high-dimensional observations through an unknown nonlinear function. The dynamics are unknown but assumed to be affine nonlinear. To realize asymptotic tracking, an identifiable latent dynamic model is learned to recover the latents and estimate the dynamics. This training process does not depend on the goals or reference trajectories. Based on the learned model, we use a manually designed feedback linearization controller to ensure the asymptotic tracking property of the closed-loop system. After considering fully controllable systems, the results are extended to the case that uncontrollable environmental latents exist. As an application, simulation experiments on a latent spacecraft attitude dynamic model are conducted to verify the proposed methods, and the observation noise and control deviation are taken into consideration.


A Note on Sample Complexity of Interactive Imitation Learning with Log Loss

arXiv.org Machine Learning

Imitation learning (IL) is a general paradigm for learning from experts in sequential decision-making problems. Recent advancements in IL have shown that offline imitation learning, specifically Behavior Cloning (BC) with log loss, is minimax optimal. Meanwhile, its interactive counterpart, DAgger, is shown to suffer from suboptimal sample complexity. In this note, we focus on realizable deterministic expert and revisit interactive imitation learning, particularly DAgger with log loss. We demonstrate: 1. A one-sample-per-round DAgger variant that outperforms BC in state-wise annotation. 2. Without recoverability assumption, DAgger with first-step mixture policies matches the performance of BC. Along the analysis, we introduce a new notion of decoupled Hellinger distance that separates state and action sequences, which can be of independent interest.


SimuDICE: Offline Policy Optimization Through World Model Updates and DICE Estimation

arXiv.org Artificial Intelligence

In offline reinforcement learning, deriving an effective policy from a pre-collected set of experiences is challenging due to the distribution mismatch between the target policy and the behavioral policy used to collect the data, as well as the limited sample size. Model-based reinforcement learning improves sample efficiency by generating simulated experiences using a learned dynamic model of the environment. However, these synthetic experiences often suffer from the same distribution mismatch. To address these challenges, we introduce SimuDICE, a framework that iteratively refines the initial policy derived from offline data using synthetically generated experiences from the world model. SimuDICE enhances the quality of these simulated experiences by adjusting the sampling probabilities of state-action pairs based on stationary DIstribution Correction Estimation (DICE) and the estimated confidence in the model's predictions. This approach guides policy improvement by balancing experiences similar to those frequently encountered with ones that have a distribution mismatch. Our experiments show that SimuDICE achieves performance comparable to existing algorithms while requiring fewer pre-collected experiences and planning steps, and it remains robust across varying data collection policies.