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 Reinforcement Learning


Effective Monitoring of Online Decision-Making Algorithms in Digital Intervention Implementation

arXiv.org Artificial Intelligence

Online AI decision-making algorithms are increasingly used by digital interventions to dynamically personalize treatment to individuals. These algorithms determine, in real-time, the delivery of treatment based on accruing data. The objective of this paper is to provide guidelines for enabling effective monitoring of online decision-making algorithms with the goal of (1) safeguarding individuals and (2) ensuring data quality. We elucidate guidelines and discuss our experience in monitoring online decision-making algorithms in two digital intervention clinical trials (Oralytics and MiWaves). Our guidelines include (1) developing fallback methods, pre-specified procedures executed when an issue occurs, and (2) identifying potential issues categorizing them by severity (red, yellow, and green). Across both trials, the monitoring systems detected real-time issues such as out-of-memory issues, database timeout, and failed communication with an external source. Fallback methods prevented participants from not receiving any treatment during the trial and also prevented the use of incorrect data in statistical analyses. These trials provide case studies for how health scientists can build monitoring systems for their digital intervention. Without these algorithm monitoring systems, critical issues would have gone undetected and unresolved. Instead, these monitoring systems safeguarded participants and ensured the quality of the resulting data for updating the intervention and facilitating scientific discovery. These monitoring guidelines and findings give digital intervention teams the confidence to include online decision-making algorithms in digital interventions.


Robotic Object Insertion with a Soft Wrist through Sim-to-Real Privileged Training

arXiv.org Artificial Intelligence

This study addresses contact-rich object insertion tasks under unstructured environments using a robot with a soft wrist, enabling safe contact interactions. For the unstructured environments, we assume that there are uncertainties in object grasp and hole pose and that the soft wrist pose cannot be directly measured. Recent methods employ learning approaches and force/torque sensors for contact localization; however, they require data collection in the real world. This study proposes a sim-to-real approach using a privileged training strategy. This method has two steps. 1) The teacher policy is trained to complete the task with sensor inputs and ground truth privileged information such as the peg pose, and then 2) the student encoder is trained with data produced from teacher policy rollouts to estimate the privileged information from sensor history. We performed sim-to-real experiments under grasp and hole pose uncertainties. This resulted in 100\%, 95\%, and 80\% success rates for circular peg insertion with 0, +5, and -5 degree peg misalignments, respectively, and start positions randomly shifted $\pm$ 10 mm from a default position. Also, we tested the proposed method with a square peg that was never seen during training. Additional simulation evaluations revealed that using the privileged strategy improved success rates compared to training with only simulated sensor data. Our results demonstrate the advantage of using sim-to-real privileged training for soft robots, which has the potential to alleviate human engineering efforts for robotic assembly.


Minor DPO reject penalty to increase training robustness

arXiv.org Artificial Intelligence

Learning from human preference is a paradigm used in large-scale language model (LLM) fine-tuning step to better align pretrained LLM to human preference for downstream task. In the past it uses reinforcement learning from human feedback (RLHF) algorithm to optimize the LLM policy to align with these preferences and not to draft too far from the original model. Recently, Direct Preference Optimization (DPO) has been proposed to solve the alignment problem with a simplified RL-free method. Using preference pairs of chosen and reject data, DPO models the relative log probability as implicit reward function and optimize LLM policy using a simple binary cross entropy objective directly. DPO is quite straight forward and easy to be understood. It perform efficiently and well in most cases. In this article, we analyze the working mechanism of $\beta$ in DPO, disclose its syntax difference between RL algorithm and DPO, and understand the potential shortage brought by the DPO simplification. With these insights, we propose MinorDPO, which is better aligned to the original RL algorithm, and increase the stability of preference optimization process.


A Tighter Convergence Proof of Reverse Experience Replay

arXiv.org Machine Learning

In reinforcement learning, Reverse Experience Replay (RER) is a recently proposed algorithm that attains better sample complexity than the classic experience replay method. RER requires the learning algorithm to update the parameters through consecutive state-action-reward tuples in reverse order. However, the most recent theoretical analysis only holds for a minimal learning rate and short consecutive steps, which converge slower than those large learning rate algorithms without RER. In view of this theoretical and empirical gap, we provide a tighter analysis that mitigates the limitation on the learning rate and the length of consecutive steps. Furthermore, we show theoretically that RER converges with a larger learning rate and a longer sequence.


Efficient Camera Exposure Control for Visual Odometry via Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The stability of visual odometry (VO) systems is undermined by degraded image quality, especially in environments with significant illumination changes. This study employs a deep reinforcement learning (DRL) framework to train agents for exposure control, aiming to enhance imaging performance in challenging conditions. A lightweight image simulator is developed to facilitate the training process, enabling the diversification of image exposure and sequence trajectory. This setup enables completely offline training, eliminating the need for direct interaction with camera hardware and the real environments. Different levels of reward functions are crafted to enhance the VO systems, equipping the DRL agents with varying intelligence. Extensive experiments have shown that our exposure control agents achieve superior efficiency-with an average inference duration of 1.58 ms per frame on a CPU-and respond more quickly than traditional feedback control schemes. By choosing an appropriate reward function, agents acquire an intelligent understanding of motion trends and anticipate future illumination changes. This predictive capability allows VO systems to deliver more stable and precise odometry results. The codes and datasets are available at https://github.com/ShuyangUni/drl_exposure_ctrl.


Foundations of Multivariate Distributional Reinforcement Learning

arXiv.org Machine Learning

In reinforcement learning (RL), the consideration of multivariate reward signals has led to fundamental advancements in multi-objective decision-making, transfer learning, and representation learning. This work introduces the first oracle-free and computationally-tractable algorithms for provably convergent multivariate distributional dynamic programming and temporal difference learning. Our convergence rates match the familiar rates in the scalar reward setting, and additionally provide new insights into the fidelity of approximate return distribution representations as a function of the reward dimension. Surprisingly, when the reward dimension is larger than $1$, we show that standard analysis of categorical TD learning fails, which we resolve with a novel projection onto the space of mass-$1$ signed measures. Finally, with the aid of our technical results and simulations, we identify tradeoffs between distribution representations that influence the performance of multivariate distributional RL in practice.


Using Quantum Solved Deep Boltzmann Machines to Increase the Data Efficiency of RL Agents

arXiv.org Artificial Intelligence

Deep Learning algorithms, such as those used in Reinforcement Learning, often require large quantities of data to train effectively. In most cases, the availability of data is not a significant issue. However, for some contexts, such as in autonomous cyber defence, we require data efficient methods. Recently, Quantum Machine Learning and Boltzmann Machines have been proposed as solutions to this challenge. In this work we build upon the pre-existing work to extend the use of Deep Boltzmann Machines to the cutting edge algorithm Proximal Policy Optimisation in a Reinforcement Learning cyber defence environment. We show that this approach, when solved using a D-WAVE quantum annealer, can lead to a two-fold increase in data efficiency. We therefore expect it to be used by the machine learning and quantum communities who are hoping to capitalise on data-efficient Reinforcement Learning methods.


Demystifying Reinforcement Learning in Production Scheduling via Explainable AI

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) is a frequently employed technique to solve scheduling problems. Although DRL agents ace at delivering viable results in short computing times, their reasoning remains opaque. We conduct a case study where we systematically apply two explainable AI (xAI) frameworks, namely SHAP (DeepSHAP) and Captum (Input x Gradient), to describe the reasoning behind scheduling decisions of a specialized DRL agent in a flow production. We find that methods in the xAI literature lack falsifiability and consistent terminology, do not adequately consider domain-knowledge, the target audience or real-world scenarios, and typically provide simple input-output explanations rather than causal interpretations. To resolve this issue, we introduce a hypotheses-based workflow. This approach enables us to inspect whether explanations align with domain knowledge and match the reward hypotheses of the agent. We furthermore tackle the challenge of communicating these insights to third parties by tailoring hypotheses to the target audience, which can serve as interpretations of the agent's behavior after verification. Our proposed workflow emphasizes the repeated verification of explanations and may be applicable to various DRL-based scheduling use cases.


AIhub monthly digest: August 2024 – IJCAI, neural operators, and sequential decision making

AIHub

Welcome to our monthly digest, where you can catch up with any AIhub stories you may have missed, peruse the latest news, recap recent events, and more. This month, we find out about Neural Operators, take a virtual trip to IJCAI, and try to bridge the gap between user expectations and AI capabilities. Anima Anandkumar is the inventor of Neural Operators which extend deep learning to modelling multi-scale processes in many scientific domains, including weather and climate modelling, drug discovery, and engineering design problems. In the next in our series of interviews with the 2024 AAAI Fellows, Anima tells us about Neural Operators and how she has applied them to many important science and engineering problems. Florian Tramer, Gautam Kamath and Nicholas Carlini won an International Conference on Machine Learning (ICML 2024) best paper award for their work Position: Considerations for Differentially Private Learning with Large-Scale Public Pretraining, in which they challenge the paradigm of pretraining models with public data, and then privately fine-tuning the weights with sensitive data.


Learning a Shape-Conditioned Agent for Purely Tactile In-Hand Manipulation of Various Objects

arXiv.org Artificial Intelligence

Reorienting diverse objects with a multi-fingered hand is a challenging task. Current methods in robotic in-hand manipulation are either object-specific or require permanent supervision of the object state from visual sensors. This is far from human capabilities and from what is needed in real-world applications. In this work, we address this gap by training shape-conditioned agents to reorient diverse objects in hand, relying purely on tactile feedback (via torque and position measurements of the fingers' joints). To achieve this, we propose a learning framework that exploits shape information in a reinforcement learning policy and a learned state estimator. We find that representing 3D shapes by vectors from a fixed set of basis points to the shape's surface, transformed by its predicted 3D pose, is especially helpful for learning dexterous in-hand manipulation. In simulation and real-world experiments, we show the reorientation of many objects with high success rates, on par with state-of-the-art results obtained with specialized single-object agents. Moreover, we show generalization to novel objects, achieving success rates of $\sim$90% even for non-convex shapes.