Reinforcement Learning
Learning Sub-Second Routing Optimization in Computer Networks requires Packet-Level Dynamics
Boltres, Andreas, Freymuth, Niklas, Jahnke, Patrick, Karl, Holger, Neumann, Gerhard
Finding efficient routes for data packets is an essential task in computer networking. The optimal routes depend greatly on the current network topology, state and traffic demand, and they can change within milliseconds. Reinforcement Learning can help to learn network representations that provide routing decisions for possibly novel situations. So far, this has commonly been done using fluid network models. We investigate their suitability for millisecond-scale adaptations with a range of traffic mixes and find that packet-level network models are necessary to capture true dynamics, in particular in the presence of TCP traffic. To this end, we present $\textit{PackeRL}$, the first packet-level Reinforcement Learning environment for routing in generic network topologies. Our experiments confirm that learning-based strategies that have been trained in fluid environments do not generalize well to this more realistic, but more challenging setup. Hence, we also introduce two new algorithms for learning sub-second Routing Optimization. We present $\textit{M-Slim}$, a dynamic shortest-path algorithm that excels at high traffic volumes but is computationally hard to scale to large network topologies, and $\textit{FieldLines}$, a novel next-hop policy design that re-optimizes routing for any network topology within milliseconds without requiring any re-training. Both algorithms outperform current learning-based approaches as well as commonly used static baseline protocols in scenarios with high-traffic volumes. All findings are backed by extensive experiments in realistic network conditions in our fast and versatile training and evaluation framework.
Transforming Game Play: A Comparative Study of DCQN and DTQN Architectures in Reinforcement Learning
In this study, we investigate the performance of Deep Q-Networks utilizing Convolutional Neural Networks (CNNs) and Transformer architectures across three different Atari games. The advent of DQNs has significantly advanced Reinforcement Learning, enabling agents to directly learn optimal policies from high-dimensional sensory inputs from pixel or RAM data. While CNN-based DQNs have been extensively studied and deployed in various domains, Transformer-based DQNs are relatively unexplored. Our research aims to fill this gap by benchmarking the performance of both DCQNs and DTQNs across the Atari games Asteroids, Space Invaders, and Centipede. We find that in the 35-40 million parameter range, the DCQN outperforms the DTQN in speed across both ViT and Projection Architectures. We also find the DCQN outperforms the DTQN in all games except for Centipede.
Multi-objective Reinforcement Learning: A Tool for Pluralistic Alignment
Vamplew, Peter, Hayes, Conor F, Foale, Cameron, Dazeley, Richard, Harland, Hadassah
Reinforcement learning (RL) is a valuable tool for the creation of AI systems. However it may be problematic to adequately align RL based on scalar rewards if there are multiple conflicting values or stakeholders to be considered. Over the last decade multi-objective reinforcement learning (MORL) using vector rewards has emerged as an alternative to standard, scalar RL. This paper provides an overview of the role which MORL can play in creating pluralistically-aligned AI.
Offline Inverse Constrained Reinforcement Learning for Safe-Critical Decision Making in Healthcare
Fang, Nan, Liu, Guiliang, Gong, Wei
Reinforcement Learning (RL) applied in healthcare can lead to unsafe medical decisions and treatment, such as excessive dosages or abrupt changes, often due to agents overlooking common-sense constraints. Consequently, Constrained Reinforcement Learning (CRL) is a natural choice for safe decisions. However, specifying the exact cost function is inherently difficult in healthcare. Recent Inverse Constrained Reinforcement Learning (ICRL) is a promising approach that infers constraints from expert demonstrations. These settings do not align with the practical requirement of a decision-making system in healthcare, where decisions rely on historical treatment recorded in an offline dataset. To tackle these issues, we propose the Constraint Transformer (CT). Specifically, 1) we utilize a causal attention mechanism to incorporate historical decisions and observations into the constraint modeling, while employing a Non-Markovian layer for weighted constraints to capture critical states. In multiple medical scenarios, empirical results demonstrate that CT can capture unsafe states and achieve strategies that approximate lower mortality rates, reducing the occurrence probability of unsafe behaviors. In recent years, the doctor-to-patient ratio imbalance has drawn attention, with the U.S. having only 223.1 physicians per 100,000 people (Petterson et al., 2018). AI-assisted therapy emerges as a promising solution, offering timely diagnosis, personalized care, and reducing dependence on experienced physicians. Therefore, the development of an effective AI healthcare assistant is crucial. Table 1: Proportion of unsafe vaso Reinforcement learning (RL) offers a promising approach doses recommended by physician and to develop AI assistants by addressing sequential DDPG policy. However, this method can still range from 0.1 to 0.2ยตg/(kg min), lead to unsafe behaviors, such as administering excessive with doses above 0.5 considered high drug dosages, inappropriate adjustments of medical parameters, (Bassi et al., 2013).
Can we hop in general? A discussion of benchmark selection and design using the Hopper environment
Voelcker, Claas A, Hussing, Marcel, Eaton, Eric
Empirical, benchmark-driven testing is a fundamental paradigm in the current RL community. While using off-the-shelf benchmarks in reinforcement learning (RL) research is a common practice, this choice is rarely discussed. Benchmark choices are often done based on intuitive ideas like "legged robots" or "visual observations". In this paper, we argue that benchmarking in RL needs to be treated as a scientific discipline itself. To illustrate our point, we present a case study on different variants of the Hopper environment to show that the selection of standard benchmarking suites can drastically change how we judge performance of algorithms. The field does not have a cohesive notion of what the different Hopper environments are representative - they do not even seem to be representative of each other. Our experimental results suggests a larger issue in the deep RL literature: benchmark choices are neither commonly justified, nor does there exist a language that could be used to justify the selection of certain environments. This paper concludes with a discussion of the requirements for proper discussion and evaluations of benchmarks and recommends steps to start a dialogue towards this goal.
ShieldNN: A Provably Safe NN Filter for Unsafe NN Controllers
Ferlez, James, Elnaggar, Mahmoud, Shoukry, Yasser, Fleming, Cody
In this paper, we develop a novel closed-form Control Barrier Function (CBF) and associated controller shield for the Kinematic Bicycle Model (KBM) with respect to obstacle avoidance. The proposed CBF and shield -- designed by an algorithm we call ShieldNN -- provide two crucial advantages over existing methodologies. First, ShieldNN considers steering and velocity constraints directly with the non-affine KBM dynamics; this is in contrast to more general methods, which typically consider only affine dynamics and do not guarantee invariance properties under control constraints. Second, ShieldNN provides a closed-form set of safe controls for each state unlike more general methods, which typically rely on optimization algorithms to generate a single instantaneous for each state. Together, these advantages make ShieldNN uniquely suited as an efficient Multi-Obstacle Safe Actions (i.e. multiple-barrier-function shielding) during training time of a Reinforcement Learning (RL) enabled NN controller. We show via experiments that ShieldNN dramatically increases the completion rate of RL training episodes in the presence of multiple obstacles, thus establishing the value of ShieldNN in training RL-based controllers.
Action Gaps and Advantages in Continuous-Time Distributional Reinforcement Learning
Wiltzer, Harley, Bellemare, Marc G., Meger, David, Shafto, Patrick, Jhaveri, Yash
When decisions are made at high frequency, traditional reinforcement learning (RL) methods struggle to accurately estimate action values. In turn, their performance is inconsistent and often poor. Whether the performance of distributional RL (DRL) agents suffers similarly, however, is unknown. In this work, we establish that DRL agents are sensitive to the decision frequency. We prove that action-conditioned return distributions collapse to their underlying policy's return distribution as the decision frequency increases. We quantify the rate of collapse of these return distributions and exhibit that their statistics collapse at different rates. Moreover, we define distributional perspectives on action gaps and advantages. In particular, we introduce the superiority as a probabilistic generalization of the advantage -- the core object of approaches to mitigating performance issues in high-frequency value-based RL. In addition, we build a superiority-based DRL algorithm. Through simulations in an option-trading domain, we validate that proper modeling of the superiority distribution produces improved controllers at high decision frequencies.
Exploiting Exogenous Structure for Sample-Efficient Reinforcement Learning
Wan, Jia, Sinclair, Sean R., Shah, Devavrat, Wainwright, Martin J.
We study a class of structured Markov Decision Processes (MDPs) known as Exo-MDPs. They are characterized by a partition of the state space into two components: the exogenous states evolve stochastically in a manner not affected by the agent's actions, whereas the endogenous states can be affected by actions, and evolve according to deterministic dynamics involving both the endogenous and exogenous states. Exo-MDPs provide a natural model for various applications, including inventory control, portfolio management, power systems, and ride-sharing, among others. While seemingly restrictive on the surface, our first result establishes that any discrete MDP can be represented as an Exo-MDP. The underlying argument reveals how transition and reward dynamics can be written as linear functions of the exogenous state distribution, showing how Exo-MDPs are instances of linear mixture MDPs, thereby showing a representational equivalence between discrete MDPs, Exo-MDPs, and linear mixture MDPs. The connection between Exo-MDPs and linear mixture MDPs leads to algorithms that are near sample-optimal, with regret guarantees scaling with the (effective) size of the exogenous state space $d$, independent of the sizes of the endogenous state and action spaces, even when the exogenous state is {\em unobserved}. When the exogenous state is unobserved, we establish a regret upper bound of $O(H^{3/2}d\sqrt{K})$ with $K$ trajectories of horizon $H$ and unobserved exogenous state of dimension $d$. We also establish a matching regret lower bound of $\Omega(H^{3/2}d\sqrt{K})$ for non-stationary Exo-MDPs and a lower bound of $\Omega(Hd\sqrt{K})$ for stationary Exo-MDPs. We complement our theoretical findings with an experimental study on inventory control problems.
Content Caching-Assisted Vehicular Edge Computing Using Multi-Agent Graph Attention Reinforcement Learning
Shen, Jinjin, Lin, Yan, Zhang, Yijin, Zhang, Weibin, Shu, Feng, Li, Jun
In order to avoid repeated task offloading and realize the reuse of popular task computing results, we construct a novel content caching-assisted vehicular edge computing (VEC) framework. In the face of irregular network topology and unknown environmental dynamics, we further propose a multi-agent graph attention reinforcement learning (MGARL) based edge caching scheme, which utilizes the graph attention convolution kernel to integrate the neighboring nodes' features of each agent and further enhance the cooperation among agents. Our simulation results show that our proposed scheme is capable of improving the utilization of caching resources while reducing the long-term task computing latency compared to the baselines.
Make the Pertinent Salient: Task-Relevant Reconstruction for Visual Control with Distractions
Kim, Kyungmin, Lanier, JB, Baldi, Pierre, Fowlkes, Charless, Fox, Roy
Recent advancements in Model-Based Reinforcement Learning (MBRL) have made it a powerful tool for visual control tasks. Despite improved data efficiency, it remains challenging to train MBRL agents with generalizable perception. Training in the presence of visual distractions is particularly difficult due to the high variation they introduce to representation learning. Building on DREAMER, a popular MBRL method, we propose a simple yet effective auxiliary task to facilitate representation learning in distracting environments. Under the assumption that task-relevant components of image observations are straightforward to identify with prior knowledge in a given task, we use a segmentation mask on image observations to only reconstruct task-relevant components. In doing so, we greatly reduce the complexity of representation learning by removing the need to encode task-irrelevant objects in the latent representation. Our method, Segmentation Dreamer (SD), can be used either with ground-truth masks easily accessible in simulation or by leveraging potentially imperfect segmentation foundation models. The latter is further improved by selectively applying the reconstruction loss to avoid providing misleading learning signals due to mask prediction errors. In modified DeepMind Control suite (DMC) and Meta-World tasks with added visual distractions, SD achieves significantly better sample efficiency and greater final performance than prior work. We find that SD is especially helpful in sparse reward tasks otherwise unsolvable by prior work, enabling the training of visually robust agents without the need for extensive reward engineering.