Reinforcement Learning
State-free Reinforcement Learning
Chen, Mingyu, Pacchiano, Aldo, Zhang, Xuezhou
In this work, we study the \textit{state-free RL} problem, where the algorithm does not have the states information before interacting with the environment. Specifically, denote the reachable state set by ${S}^\Pi := \{ s|\max_{\pi\in \Pi}q^{P, \pi}(s)>0 \}$, we design an algorithm which requires no information on the state space $S$ while having a regret that is completely independent of ${S}$ and only depend on ${S}^\Pi$. We view this as a concrete first step towards \textit{parameter-free RL}, with the goal of designing RL algorithms that require no hyper-parameter tuning.
Model-Free versus Model-Based Reinforcement Learning for Fixed-Wing UAV Attitude Control Under Varying Wind Conditions
Olivares, David, Fournier, Pierre, Vasishta, Pavan, Marzat, Julien
This paper evaluates and compares the performance of model-free and model-based reinforcement learning for the attitude control of fixed-wing unmanned aerial vehicles using PID as a reference point. The comparison focuses on their ability to handle varying flight dynamics and wind disturbances in a simulated environment. Our results show that the Temporal Difference Model Predictive Control agent outperforms both the PID controller and other model-free reinforcement learning methods in terms of tracking accuracy and robustness over different reference difficulties, particularly in nonlinear flight regimes. Furthermore, we introduce actuation fluctuation as a key metric to assess energy efficiency and actuator wear, and we test two different approaches from the literature: action variation penalty and conditioning for action policy smoothness. We also evaluate all control methods when subject to stochastic turbulence and gusts separately, so as to measure their effects on tracking performance, observe their limitations and outline their implications on the Markov decision process formalism.
Navigation in a simplified Urban Flow through Deep Reinforcement Learning
Tonti, Federica, Rabault, Jean, Vinuesa, Ricardo
The increasing number of unmanned aerial vehicles (UAVs) in urban environments requires a strategy to minimize their environmental impact, both in terms of energy efficiency and noise reduction. In order to reduce these concerns, novel strategies for developing prediction models and optimization of flight planning, for instance through deep reinforcement learning (DRL), are needed. Our goal is to develop DRL algorithms capable of enabling the autonomous navigation of UAVs in urban environments, taking into account the presence of buildings and other UAVs, optimizing the trajectories in order to reduce both energetic consumption and noise. This is achieved using fluid-flow simulations which represent the environment in which UAVs navigate and training the UAV as an agent interacting with an urban environment. In this work, we consider a domain domain represented by a two-dimensional flow field with obstacles, ideally representing buildings, extracted from a three-dimensional high-fidelity numerical simulation. The presented methodology, using PPO+LSTM cells, was validated by reproducing a simple but fundamental problem in navigation, namely the Zermelo's problem, which deals with a vessel navigating in a turbulent flow, travelling from a starting point to a target location, optimizing the trajectory. The current method shows a significant improvement with respect to both a simple PPO and a TD3 algorithm, with a success rate (SR) of the PPO+LSTM trained policy of 98.7%, and a crash rate (CR) of 0.1%, outperforming both PPO (SR = 75.6%, CR=18.6%) and TD3 (SR=77.4% and CR=14.5%). This is the first step towards DRL strategies which will guide UAVs in a three-dimensional flow field using real-time signals, making the navigation efficient in terms of flight time and avoiding damages to the vehicle.
Criticality and Safety Margins for Reinforcement Learning
Grushin, Alexander, Woods, Walt, Velasquez, Alvaro, Khan, Simon
State of the art reinforcement learning methods sometimes encounter unsafe situations. Identifying when these situations occur is of interest both for post-hoc analysis and during deployment, where it might be advantageous to call out to a human overseer for help. Efforts to gauge the criticality of different points in time have been developed, but their accuracy is not well established due to a lack of ground truth, and they are not designed to be easily interpretable by end users. Therefore, we seek to define a criticality framework with both a quantifiable ground truth and a clear significance to users. We introduce true criticality as the expected drop in reward when an agent deviates from its policy for n consecutive random actions. We also introduce the concept of proxy criticality, a low-overhead metric that has a statistically monotonic relationship to true criticality. Safety margins make these interpretable, when defined as the number of random actions for which performance loss will not exceed some tolerance with high confidence. We demonstrate this approach in several environment-agent combinations; for an A3C agent in an Atari Beamrider environment, the lowest 5% of safety margins contain 47% of agent losses; i.e., supervising only 5% of decisions could potentially prevent roughly half of an agent's errors. This criticality framework measures the potential impacts of bad decisions, even before those decisions are made, allowing for more effective debugging and oversight of autonomous agents.
DMC-VB: A Benchmark for Representation Learning for Control with Visual Distractors
Ortiz, Joseph, Dedieu, Antoine, Lehrach, Wolfgang, Guntupalli, Swaroop, Wendelken, Carter, Humayun, Ahmad, Zhou, Guangyao, Swaminathan, Sivaramakrishnan, Lázaro-Gredilla, Miguel, Murphy, Kevin
Learning from previously collected data via behavioral cloning or offline reinforcement learning (RL) is a powerful recipe for scaling generalist agents by avoiding the need for expensive online learning. Despite strong generalization in some respects, agents are often remarkably brittle to minor visual variations in control-irrelevant factors such as the background or camera viewpoint. In this paper, we present theDeepMind Control Visual Benchmark (DMC-VB), a dataset collected in the DeepMind Control Suite to evaluate the robustness of offline RL agents for solving continuous control tasks from visual input in the presence of visual distractors. In contrast to prior works, our dataset (a) combines locomotion and navigation tasks of varying difficulties, (b) includes static and dynamic visual variations, (c) considers data generated by policies with different skill levels, (d) systematically returns pairs of state and pixel observation, (e) is an order of magnitude larger, and (f) includes tasks with hidden goals. Accompanying our dataset, we propose three benchmarks to evaluate representation learning methods for pretraining, and carry out experiments on several recently proposed methods. First, we find that pretrained representations do not help policy learning on DMC-VB, and we highlight a large representation gap between policies learned on pixel observations and on states. Second, we demonstrate when expert data is limited, policy learning can benefit from representations pretrained on (a) suboptimal data, and (b) tasks with stochastic hidden goals. Our dataset and benchmark code to train and evaluate agents are available at: https://github.com/google-deepmind/dmc_vision_benchmark.
Autonomous Network Defence using Reinforcement Learning
Foley, Myles, Hicks, Chris, Highnam, Kate, Mavroudis, Vasilios
In the network security arms race, the defender is significantly disadvantaged as they need to successfully detect and counter every malicious attack. In contrast, the attacker needs to succeed only once. To level the playing field, we investigate the effectiveness of autonomous agents in a realistic network defence scenario. We first outline the problem, provide the background on reinforcement learning and detail our proposed agent design. Using a network environment simulation, with 13 hosts spanning 3 subnets, we train a novel reinforcement learning agent and show that it can reliably defend continual attacks by two advanced persistent threat (APT) red agents: one with complete knowledge of the network layout and another which must discover resources through exploration but is more general.
Multi-agent Reinforcement Learning for Dynamic Dispatching in Material Handling Systems
Lee, Xian Yeow, Wang, Haiyan, Katsumata, Daisuke, Matsui, Takaharu, Gupta, Chetan
This paper proposes a multi-agent reinforcement learning (MARL) approach to learn dynamic dispatching strategies, which is crucial for optimizing throughput in material handling systems across diverse industries. To benchmark our method, we developed a material handling environment that reflects the complexities of an actual system, such as various activities at different locations, physical constraints, and inherent uncertainties. To enhance exploration during learning, we propose a method to integrate domain knowledge in the form of existing dynamic dispatching heuristics. Our experimental results show that our method can outperform heuristics by up to 7.4 percent in terms of median throughput. Additionally, we analyze the effect of different architectures on MARL performance when training multiple agents with different functions. We also demonstrate that the MARL agents performance can be further improved by using the first iteration of MARL agents as heuristics to train a second iteration of MARL agents. This work demonstrates the potential of applying MARL to learn effective dynamic dispatching strategies that may be deployed in real-world systems to improve business outcomes.
A Fairness-Driven Method for Learning Human-Compatible Negotiation Strategies
Despite recent advancements in AI and NLP, negotiation remains a difficult domain for AI agents. Traditional game theoretic approaches that have worked well for two-player zero-sum games struggle in the context of negotiation due to their inability to learn human-compatible strategies. On the other hand, approaches that only use human data tend to be domain-specific and lack the theoretical guarantees provided by strategies grounded in game theory. Motivated by the notion of fairness as a criterion for optimality in general sum games, we propose a negotiation framework called FDHC which incorporates fairness into both the reward design and search to learn human-compatible negotiation strategies. Our method includes a novel, RL+search technique called LGM-Zero which leverages a pre-trained language model to retrieve human-compatible offers from large action spaces. Our results show that our method is able to achieve more egalitarian negotiation outcomes and improve negotiation quality.
Inverse Reinforcement Learning with Multiple Planning Horizons
Yao, Jiayu, Pan, Weiwei, Doshi-Velez, Finale, Engelhardt, Barbara E
In this work, we study an inverse reinforcement learning (IRL) problem where the experts are planning under a shared reward function but with different, unknown planning horizons. Without the knowledge of discount factors, the reward function has a larger feasible solution set, which makes it harder for existing IRL approaches to identify a reward function. To overcome this challenge, we develop algorithms that can learn a global multi-agent reward function with agent-specific discount factors that reconstruct the expert policies. We characterize the feasible solution space of the reward function and discount factors for both algorithms and demonstrate the generalizability of the learned reward function across multiple domains.
The Sandbox Environment for Generalizable Agent Research (SEGAR)
Hjelm, R Devon, Mazoure, Bogdan, Golemo, Florian, Kahou, Samira Ebrahimi, Braga, Pedro, Frujeri, Felipe, Jalobeanu, Mihai, Kolobov, Andrey
A broad challenge of research on generalization for sequential decision-making tasks in interactive environments is designing benchmarks that clearly landmark progress. While there has been notable headway, current benchmarks either do not provide suitable exposure nor intuitive control of the underlying factors, are not easy-to-implement, customizable, or extensible, or are computationally expensive to run. We built the Sandbox Environment for Generalizable Agent Research (SEGAR) with all of these things in mind. SEGAR improves the ease and accountability of generalization research in RL, as generalization objectives can be easy designed by specifying task distributions, which in turns allows the researcher to measure the nature of the generalization objective. We present an overview of SEGAR and how it contributes to these goals, as well as experiments that demonstrate a few types of research questions SEGAR can help answer.