Reinforcement Learning
EX-DRL: Hedging Against Heavy Losses with EXtreme Distributional Reinforcement Learning
Malekzadeh, Parvin, Poulos, Zissis, Chen, Jacky, Wang, Zeyu, Plataniotis, Konstantinos N.
Recent advancements in Distributional Reinforcement Learning (DRL) for modeling loss distributions have shown promise in developing hedging strategies in derivatives markets. A common approach in DRL involves learning the quantiles of loss distributions at specified levels using Quantile Regression (QR). This method is particularly effective in option hedging due to its direct quantile-based risk assessment, such as Value at Risk (VaR) and Conditional Value at Risk (CVaR). However, these risk measures depend on the accurate estimation of extreme quantiles in the loss distribution's tail, which can be imprecise in QR-based DRL due to the rarity and extremity of tail data, as highlighted in the literature. To address this issue, we propose EXtreme DRL (EX-DRL), which enhances extreme quantile prediction by modeling the tail of the loss distribution with a Generalized Pareto Distribution (GPD). This method introduces supplementary data to mitigate the scarcity of extreme quantile observations, thereby improving estimation accuracy through QR. Comprehensive experiments on gamma hedging options demonstrate that EX-DRL improves existing QR-based models by providing more precise estimates of extreme quantiles, thereby improving the computation and reliability of risk metrics for complex financial risk management.
Diffusion Models Are Real-Time Game Engines
Valevski, Dani, Leviathan, Yaniv, Arar, Moab, Fruchter, Shlomi
We present GameNGen, the first game engine powered entirely by a neural model that enables real-time interaction with a complex environment over long trajectories at high quality. GameNGen can interactively simulate the classic game DOOM at over 20 frames per second on a single TPU. Next frame prediction achieves a PSNR of 29.4, comparable to lossy JPEG compression. Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation. GameNGen is trained in two phases: (1) an RL-agent learns to play the game and the training sessions are recorded, and (2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions. Conditioning augmentations enable stable auto-regressive generation over long trajectories.
What makes math problems hard for reinforcement learning: a case study
Shehper, Ali, Medina-Mardones, Anibal M., Lewandowski, Bartลomiej, Gruen, Angus, Kucharski, Piotr, Gukov, Sergei
Using a long-standing conjecture from combinatorial group theory, we explore, from multiple angles, the challenges of finding rare instances carrying disproportionately high rewards. Based on lessons learned in the mathematical context defined by the Andrews-Curtis conjecture, we propose algorithmic improvements that can be relevant in other domains with ultra-sparse reward problems. Although our case study can be formulated as a game, its shortest winning sequences are potentially $10^6$ or $10^9$ times longer than those encountered in chess. In the process of our study, we demonstrate that one of the potential counterexamples due to Akbulut and Kirby, whose status escaped direct mathematical methods for 39 years, is stably AC-trivial.
Exploiting Approximate Symmetry for Efficient Multi-Agent Reinforcement Learning
Mean-field games (MFG) have become significant tools for solving large-scale multi-agent reinforcement learning problems under symmetry. However, the assumption of exact symmetry limits the applicability of MFGs, as real-world scenarios often feature inherent heterogeneity. Furthermore, most works on MFG assume access to a known MFG model, which might not be readily available for real-world finite-agent games. In this work, we broaden the applicability of MFGs by providing a methodology to extend any finite-player, possibly asymmetric, game to an "induced MFG". First, we prove that $N$-player dynamic games can be symmetrized and smoothly extended to the infinite-player continuum via explicit Kirszbraun extensions. Next, we propose the notion of $\alpha,\beta$-symmetric games, a new class of dynamic population games that incorporate approximate permutation invariance. For $\alpha,\beta$-symmetric games, we establish explicit approximation bounds, demonstrating that a Nash policy of the induced MFG is an approximate Nash of the $N$-player dynamic game. We show that TD learning converges up to a small bias using trajectories of the $N$-player game with finite-sample guarantees, permitting symmetrized learning without building an explicit MFG model. Finally, for certain games satisfying monotonicity, we prove a sample complexity of $\widetilde{\mathcal{O}}(\varepsilon^{-6})$ for the $N$-agent game to learn an $\varepsilon$-Nash up to symmetrization bias. Our theory is supported by evaluations on MARL benchmarks with thousands of agents.
Optimization Solution Functions as Deterministic Policies for Offline Reinforcement Learning
Offline reinforcement learning (RL) is a promising approach for many control applications but faces challenges such as limited data coverage and value function overestimation. In this paper, we propose an implicit actor-critic (iAC) framework that employs optimization solution functions as a deterministic policy (actor) and a monotone function over the optimal value of optimization as a critic. By encoding optimality in the actor policy, we show that the learned policies are robust to the suboptimality of the learned actor parameters via the exponentially decaying sensitivity (EDS) property. We obtain performance guarantees for the proposed iAC framework and show its benefits over general function approximation schemes. Finally, we validate the proposed framework on two real-world applications and show a significant improvement over state-of-the-art (SOTA) offline RL methods.
Intelligent OPC Engineer Assistant for Semiconductor Manufacturing
Chen, Guojin, Yang, Haoyu, Yu, Bei, Ren, Haoxing
Advancements in chip design and manufacturing have enabled the processing of complex tasks such as deep learning and natural language processing, paving the way for the development of artificial general intelligence (AGI). AI, on the other hand, can be leveraged to innovate and streamline semiconductor technology from planning and implementation to manufacturing. In this paper, we present \textit{Intelligent OPC Engineer Assistant}, an AI/LLM-powered methodology designed to solve the core manufacturing-aware optimization problem known as optical proximity correction (OPC). The methodology involves a reinforcement learning-based OPC recipe search and a customized multi-modal agent system for recipe summarization. Experiments demonstrate that our methodology can efficiently build OPC recipes on various chip designs with specially handled design topologies, a task that typically requires the full-time effort of OPC engineers with years of experience.
Model-Based Reinforcement Learning for Control of Strongly-Disturbed Unsteady Aerodynamic Flows
Liu, Zhecheng, Beckers, Diederik, Eldredge, Jeff D.
The intrinsic high dimension of fluid dynamics is an inherent challenge to control of aerodynamic flows, and this is further complicated by a flow's nonlinear response to strong disturbances. Deep reinforcement learning, which takes advantage of the exploratory aspects of reinforcement learning (RL) and the rich nonlinearity of a deep neural network, provides a promising approach to discover feasible control strategies. However, the typical model-free approach to reinforcement learning requires a significant amount of interaction between the flow environment and the RL agent during training, and this high training cost impedes its development and application. In this work, we propose a model-based reinforcement learning (MBRL) approach by incorporating a novel reduced-order model as a surrogate for the full environment. The model consists of a physics-augmented autoencoder, which compresses high-dimensional CFD flow field snaphsots into a three-dimensional latent space, and a latent dynamics model that is trained to accurately predict the long-time dynamics of trajectories in the latent space in response to action sequences. The robustness and generalizability of the model is demonstrated in two distinct flow environments, a pitching airfoil in a highly disturbed environment and a vertical-axis wind turbine in a disturbance-free environment. Based on the trained model in the first problem, we realize an MBRL strategy to mitigate lift variation during gust-airfoil encounters. We demonstrate that the policy learned in the reduced-order environment translates to an effective control strategy in the full CFD environment.
Bridging the gap between Learning-to-plan, Motion Primitives and Safe Reinforcement Learning
Kicki, Piotr, Tateo, Davide, Liu, Puze, Guenster, Jonas, Peters, Jan, Walas, Krzysztof
Trajectory planning under kinodynamic constraints is fundamental for advanced robotics applications that require dexterous, reactive, and rapid skills in complex environments. These constraints, which may represent task, safety, or actuator limitations, are essential for ensuring the proper functioning of robotic platforms and preventing unexpected behaviors. Recent advances in kinodynamic planning demonstrate that learning-to-plan techniques can generate complex and reactive motions under intricate constraints. However, these techniques necessitate the analytical modeling of both the robot and the entire task, a limiting assumption when systems are extremely complex or when constructing accurate task models is prohibitive. This paper addresses this limitation by combining learning-to-plan methods with reinforcement learning, resulting in a novel integration of black-box learning of motion primitives and optimization. We evaluate our approach against state-of-the-art safe reinforcement learning methods, showing that our technique, particularly when exploiting task structure, outperforms baseline methods in challenging scenarios such as planning to hit in robot air hockey. This work demonstrates the potential of our integrated approach to enhance the performance and safety of robots operating under complex kinodynamic constraints.
Equivariant Reinforcement Learning under Partial Observability
Nguyen, Hai, Baisero, Andrea, Klee, David, Wang, Dian, Platt, Robert, Amato, Christopher
Incorporating inductive biases is a promising approach for tackling challenging robot learning domains with sample-efficient solutions. This paper identifies partially observable domains where symmetries can be a useful inductive bias for efficient learning. Specifically, by encoding the equivariance regarding specific group symmetries into the neural networks, our actor-critic reinforcement learning agents can reuse solutions in the past for related scenarios. Consequently, our equivariant agents outperform non-equivariant approaches significantly in terms of sample efficiency and final performance, demonstrated through experiments on a range of robotic tasks in simulation and real hardware.
Estimating Uncertainty with Implicit Quantile Network
Uncertainty quantification is an important part of many performance critical applications. This paper provides a simple alternative to existing approaches such as ensemble learning and bayesian neural networks. By directly modeling the loss distribution with an Implicit Quantile Network, we get an estimate of how uncertain the model is of its predictions. For experiments with MNIST and CIFAR datasets, the mean of the estimated loss distribution is 2x higher for incorrect predictions. When data with high estimated uncertainty is removed from the test dataset, the accuracy of the model goes up as much as 10%. This method is simple to implement while offering important information to applications where the user has to know when the model could be wrong (e.g. deep learning for healthcare).