Reinforcement Learning
A game-theoretic analysis of networked system control for common-pool resource management using multi-agent reinforcement learning
Multi-agent reinforcement learning has recently shown great promise as an approach to networked system control. Arguably, one of the most difficult and important tasks for which large scale networked system control is applicable is common-pool resource management. Crucial common-pool resources include arable land, fresh water, wetlands, wildlife, fish stock, forests and the atmosphere, of which proper management is related to some of society's greatest challenges such as food security, inequality and climate change. Here we take inspiration from a recent research program investigating the game-theoretic incentives of humans in social dilemma situations such as the well-known \textit{tragedy of the commons}. However, instead of focusing on biologically evolved human-like agents, our concern is rather to better understand the learning and operating behaviour of engineered networked systems comprising general-purpose reinforcement learning agents, subject only to nonbiological constraints such as memory, computation and communication bandwidth.
Local Differential Privacy for Regret Minimization in Reinforcement Learning
Reinforcement learning algorithms are widely used in domains where it is desirable to provide a personalized service. In these domains it is common that user data contains sensitive information that needs to be protected from third parties. Motivated by this, we study privacy in the context of finite-horizon Markov Decision Processes (MDPs) by requiring information to be obfuscated on the user side. We formulate this notion of privacy for RL by leveraging the local differential privacy (LDP) framework. We establish a lower bound for regret minimization in finite-horizon MDPs with LDP guarantees which shows that guaranteeing privacy has a multiplicative effect on the regret.
Curriculum Design for Teaching via Demonstrations: Theory and Applications
We consider the problem of teaching via demonstrations in sequential decision-making settings. In particular, we study how to design a personalized curriculum over demonstrations to speed up the learner's convergence. We provide a unified curriculum strategy for two popular learner models: Maximum Causal Entropy Inverse Reinforcement Learning (MaxEnt-IRL) and Cross-Entropy Behavioral Cloning (CrossEnt-BC). Our unified strategy induces a ranking over demonstrations based on a notion of difficulty scores computed w.r.t. the teacher's optimal policy and the learner's current policy. Compared to the state of the art, our strategy doesn't require access to the learner's internal dynamics and still enjoys similar convergence guarantees under mild technical conditions.
Provably adaptive reinforcement learning in metric spaces
We study reinforcement learning in continuous state and action spaces endowed with a metric. We provide a refined analysis of the algorithm of Sinclair, Banerjee, and Yu (2019) and show that its regret scales with the zooming dimension of the instance. This parameter, which originates in the bandit literature, captures the size of the subsets of near optimal actions and is always smaller than the covering dimension used in previous analyses. As such, our results are the first provably adaptive guarantees for reinforcement learning in metric spaces.
CO-PILOT: COllaborative Planning and reInforcement Learning On sub-Task curriculum
Goal-conditioned reinforcement learning (RL) usually suffers from sparse reward and inefficient exploration in long-horizon tasks. Planning can find the shortest path to a distant goal that provides dense reward/guidance but is inaccurate without a precise environment model. We show that RL and planning can collaboratively learn from each other to overcome their own drawbacks. In ''CO-PILOT'', a learnable path-planner and an RL agent produce dense feedback to train each other on a curriculum of tree-structured sub-tasks. Firstly, the planner recursively decomposes a long-horizon task to a tree of sub-tasks in a top-down manner, whose layers construct coarse-to-fine sub-task sequences as plans to complete the original task.
Learning Collaborative Policies to Solve NP-hard Routing Problems
Recently, deep reinforcement learning (DRL) frameworks have shown potential for solving NP-hard routing problems such as the traveling salesman problem (TSP) without problem-specific expert knowledge. Although DRL can be used to solve complex problems, DRL frameworks still struggle to compete with state-of-the-art heuristics showing a substantial performance gap. This paper proposes a novel hierarchical problem-solving strategy, termed learning collaborative policies (LCP), which can effectively find the near-optimum solution using two iterative DRL policies: the seeder and reviser. The seeder generates as diversified candidate solutions as possible (seeds) while being dedicated to exploring over the full combinatorial action space (i.e., sequence of assignment action). To this end, we train the seeder's policy using a simple yet effective entropy regularization reward to encourage the seeder to find diverse solutions.
Can Q-Learning with Graph Networks Learn a Generalizable Branching Heuristic for a SAT Solver?
We present Graph-Q-SAT, a branching heuristic for a Boolean SAT solver trained with value-based reinforcement learning (RL) using Graph Neural Networks for function approximation. Solvers using Graph-Q-SAT are complete SAT solvers that either provide a satisfying assignment or proof of unsatisfiability, which is required for many SAT applications. The branching heuristics commonly used in SAT solvers make poor decisions during their warm-up period, whereas Graph-Q-SAT is trained to examine the structure of the particular problem instance to make better decisions early in the search. Training Graph-Q-SAT is data efficient and does not require elaborate dataset preparation or feature engineering. We train Graph-Q-SAT using RL interfacing with MiniSat solver and show that Graph-Q-SAT can reduce the number of iterations required to solve SAT problems by 2-3X.
MetaBox: A Benchmark Platform for Meta-Black-Box Optimization with Reinforcement Learning
Recently, Meta-Black-Box Optimization with Reinforcement Learning (MetaBBO-RL) has showcased the power of leveraging RL at the meta-level to mitigate manual fine-tuning of low-level black-box optimizers. However, this field is hindered by the lack of a unified benchmark. To fill this gap, we introduce MetaBox, the first benchmark platform expressly tailored for developing and evaluating MetaBBO-RL methods. MetaBox offers a flexible algorithmic template that allows users to effortlessly implement their unique designs within the platform. Moreover, it provides a broad spectrum of over 300 problem instances, collected from synthetic to realistic scenarios, and an extensive library of 19 baseline methods, including both traditional black-box optimizers and recent MetaBBO-RL methods.
Value Propagation for Decentralized Networked Deep Multi-agent Reinforcement Learning
We consider the networked multi-agent reinforcement learning (MARL) problem in a fully decentralized setting, where agents learn to coordinate to achieve joint success. This problem is widely encountered in many areas including traffic control, distributed control, and smart grids. We assume each agent is located at a node of a communication network and can exchange information only with its neighbors. Using softmax temporal consistency, we derive a primal-dual decentralized optimization method and obtain a principled and data-efficient iterative algorithm named {\em value propagation}. We prove a non-asymptotic convergence rate of \mathcal{O}(1/T) with nonlinear function approximation.
A Boolean Task Algebra for Reinforcement Learning
The ability to compose learned skills to solve new tasks is an important property for lifelong-learning agents. This allows us to formulate new tasks in terms of the negation, disjunction and conjunction of a set of base tasks. We then show that by learning goal-oriented value functions and restricting the transition dynamics of the tasks, an agent can solve these new tasks with no further learning. We prove that by composing these value functions in specific ways, we immediately recover the optimal policies for all tasks expressible under the Boolean algebra. We verify our approach in two domains---including a high-dimensional video game environment requiring function approximation---where an agent first learns a set of base skills, and then composes them to solve a super-exponential number of new tasks.