Reinforcement Learning
Energy-Guided Diffusion Sampling for Offline-to-Online Reinforcement Learning
Liu, Xu-Hui, Liu, Tian-Shuo, Jiang, Shengyi, Chen, Ruifeng, Zhang, Zhilong, Chen, Xinwei, Yu, Yang
Combining offline and online reinforcement learning (RL) techniques is indeed crucial for achieving efficient and safe learning where data acquisition is expensive. Existing methods replay offline data directly in the online phase, resulting in a significant challenge of data distribution shift and subsequently causing inefficiency in online fine-tuning. To address this issue, we introduce an innovative approach, \textbf{E}nergy-guided \textbf{DI}ffusion \textbf{S}ampling (EDIS), which utilizes a diffusion model to extract prior knowledge from the offline dataset and employs energy functions to distill this knowledge for enhanced data generation in the online phase. The theoretical analysis demonstrates that EDIS exhibits reduced suboptimality compared to solely utilizing online data or directly reusing offline data. EDIS is a plug-in approach and can be combined with existing methods in offline-to-online RL setting. By implementing EDIS to off-the-shelf methods Cal-QL and IQL, we observe a notable 20% average improvement in empirical performance on MuJoCo, AntMaze, and Adroit environments. Code is available at \url{https://github.com/liuxhym/EDIS}.
Rethinking Data Augmentation for Robust LiDAR Semantic Segmentation in Adverse Weather
Park, Junsung, Kim, Kyungmin, Shim, Hyunjung
Existing LiDAR semantic segmentation methods often struggle with performance declines in adverse weather conditions. Previous work has addressed this issue by simulating adverse weather or employing universal data augmentation during training. However, these methods lack a detailed analysis and understanding of how adverse weather negatively affects LiDAR semantic segmentation performance. Motivated by this issue, we identified key factors of adverse weather and conducted a toy experiment to pinpoint the main causes of performance degradation: (1) Geometric perturbation due to refraction caused by fog or droplets in the air and (2) Point drop due to energy absorption and occlusions. Based on these findings, we propose new strategic data augmentation techniques. First, we introduced a Selective Jittering (SJ) that jitters points in the random range of depth (or angle) to mimic geometric perturbation. Additionally, we developed a Learnable Point Drop (LPD) to learn vulnerable erase patterns with a Deep Q-Learning Network to approximate the point drop phenomenon from adverse weather conditions. Without precise weather simulation, these techniques strengthen the LiDAR semantic segmentation model by exposing it to vulnerable conditions identified by our data-centric analysis. Experimental results confirmed the suitability of the proposed data augmentation methods for enhancing robustness against adverse weather conditions. Our method achieves a notable 39.5 mIoU on the SemanticKITTI-to-SemanticSTF benchmark, improving the baseline by 8.1\%p and establishing a new state-of-the-art. Our code will be released at \url{https://github.com/engineerJPark/LiDARWeather}.
Exploration Unbound
Arumugam, Dilip, Xu, Wanqiao, Van Roy, Benjamin
A sequential decision-making agent balances between exploring to gain new knowledge about an environment and exploiting current knowledge to maximize immediate reward. For environments studied in the traditional literature, optimal decisions gravitate over time toward exploitation as the agent accumulates sufficient knowledge and the benefits of further exploration vanish. What if, however, the environment offers an unlimited amount of useful knowledge and there is large benefit to further exploration no matter how much the agent has learned? We offer a simple, quintessential example of such a complex environment. In this environment, rewards are unbounded and an agent can always increase the rate at which rewards accumulate by exploring to learn more. Consequently, an optimal agent forever maintains a propensity to explore.
Learning telic-controllable state representations
Amir, Nadav, Tiomkin, Stas, Langdon, Angela
Computational descriptions of purposeful behavior comprise both descriptive and normative} aspects. The former are used to ascertain current (or future) states of the world and the latter to evaluate the desirability, or lack thereof, of these states under some goal. In Reinforcement Learning, the normative aspect (reward and value functions) is assumed to depend on a predefined and fixed descriptive one (state representation). Alternatively, these two aspects may emerge interdependently: goals can be, and indeed often are, approximated by state-dependent reward functions, but they may also shape the acquired state representations themselves. Here, we present a novel computational framework for state representation learning in bounded agents, where descriptive and normative aspects are coupled through the notion of goal-directed, or telic, states. We introduce the concept of telic controllability to characterize the tradeoff between the granularity of a telic state representation and the policy complexity required to reach all telic states. We propose an algorithm for learning controllable state representations, illustrating it using a simple navigation task with shifting goals. Our framework highlights the crucial role of deliberate ignorance -- knowing which features of experience to ignore -- for learning state representations that balance goal flexibility and policy complexity. More broadly, our work advances a unified theoretical perspective on goal-directed state representation learning in natural and artificial agents.
Interpretability in Action: Exploratory Analysis of VPT, a Minecraft Agent
Jucys, Karolis, Adamopoulos, George, Hamidi, Mehrab, Milani, Stephanie, Samsami, Mohammad Reza, Zholus, Artem, Joseph, Sonia, Richards, Blake, Rish, Irina, Şimşek, Özgür
Understanding the mechanisms behind decisions taken by large foundation models in sequential decision making tasks is critical to ensuring that such systems operate transparently and safely. In this work, we perform exploratory analysis on the Video PreTraining (VPT) Minecraft playing agent, one of the largest open-source vision-based agents. We aim to illuminate its reasoning mechanisms by applying various interpretability techniques. First, we analyze the attention mechanism while the agent solves its training task - crafting a diamond pickaxe. The agent pays attention to the last four frames and several key-frames further back in its six-second memory. This is a possible mechanism for maintaining coherence in a task that takes 3-10 minutes, despite the short memory span. Secondly, we perform various interventions, which help us uncover a worrying case of goal misgeneralization: VPT mistakenly identifies a villager wearing brown clothes as a tree trunk when the villager is positioned stationary under green tree leaves, and punches it to death.
A Comparative Analysis of Interactive Reinforcement Learning Algorithms in Warehouse Robot Grid Based Environment
The field of warehouse robotics is currently in high demand, with major technology and logistics companies making significant investments in these advanced systems. Training robots to operate in such complex environments is challenging, often requiring human supervision for adaptation and learning. Interactive reinforcement learning (IRL) is a key training methodology in human-computer interaction. This paper presents a comparative study of two IRL algorithms: Q-learning and SARSA, both trained in a virtual grid-simulation-based warehouse environment. To maintain consistent feedback rewards and avoid bias, feedback was provided by the same individual throughout the study.
Strategizing against Q-learners: A Control-theoretical Approach
Arslantas, Yuksel, Yuceel, Ege, Sayin, Muhammed O.
In this paper, we explore the susceptibility of the independent Q-learning algorithms (a classical and widely used multi-agent reinforcement learning method) to strategic manipulation of sophisticated opponents in normal-form games played repeatedly. We quantify how much strategically sophisticated agents can exploit naive Q-learners if they know the opponents' Q-learning algorithm. To this end, we formulate the strategic actors' interactions as a stochastic game (whose state encompasses Q-function estimates of the Q-learners) as if the Q-learning algorithms are the underlying dynamical system. We also present a quantization-based approximation scheme to tackle the continuum state space and analyze its performance for two competing strategic actors and a single strategic actor both analytically and numerically.
RobotKeyframing: Learning Locomotion with High-Level Objectives via Mixture of Dense and Sparse Rewards
Zargarbashi, Fatemeh, Cheng, Jin, Kang, Dongho, Sumner, Robert, Coros, Stelian
This paper presents a novel learning-based control framework that uses keyframing to incorporate high-level objectives in natural locomotion for legged robots. These high-level objectives are specified as a variable number of partial or complete pose targets that are spaced arbitrarily in time. Our proposed framework utilizes a multi-critic reinforcement learning algorithm to effectively handle the mixture of dense and sparse rewards. Additionally, it employs a transformer-based encoder to accommodate a variable number of input targets, each associated with specific time-to-arrivals. Throughout simulation and hardware experiments, we demonstrate that our framework can effectively satisfy the target keyframe sequence at the required times. In the experiments, the multi-critic method significantly reduces the effort of hyperparameter tuning compared to the standard single-critic alternative. Moreover, the proposed transformer-based architecture enables robots to anticipate future goals, which results in quantitative improvements in their ability to reach their targets.
REVEAL-IT: REinforcement learning with Visibility of Evolving Agent poLicy for InTerpretability
Ao, Shuang, Khan, Simon, Aziz, Haris, Salim, Flora D.
Understanding the agent's learning process, particularly the factors that contribute to its success or failure post-training, is crucial for comprehending the rationale behind the agent's decision-making process. Prior methods clarify the learning process by creating a structural causal model (SCM) or visually representing the distribution of value functions. Nevertheless, these approaches have constraints as they exclusively function in 2D-environments or with uncomplicated transition dynamics. Understanding the agent's learning process in complicated environments or tasks is more challenging. In this paper, we propose REVEAL-IT, a novel framework for explaining the learning process of an agent in complex environments. Initially, we visualize the policy structure and the agent's learning process for various training tasks. By visualizing these findings, we can understand how much a particular training task or stage affects the agent's performance in test. Then, a GNN-based explainer learns to highlight the most important section of the policy, providing a more clear and robust explanation of the agent's learning process. The experiments demonstrate that explanations derived from this framework can effectively help in the optimization of the training tasks, resulting in improved learning efficiency and final performance.
CM-DQN: A Value-Based Deep Reinforcement Learning Model to Simulate Confirmation Bias
In human decision-making tasks, individuals learn through trials and prediction errors. When individuals learn the task, some are more influenced by good outcomes, while others weigh bad outcomes more heavily. Such confirmation bias can lead to different learning effects. In this study, we propose a new algorithm in Deep Reinforcement Learning, CM-DQN, which applies the idea of different update strategies for positive or negative prediction errors, to simulate the human decision-making process when the task's states are continuous while the actions are discrete. We test in Lunar Lander environment with confirmatory, disconfirmatory bias and non-biased to observe the learning effects. Moreover, we apply the confirmation model in a multi-armed bandit problem (environment in discrete states and discrete actions), which utilizes the same idea as our proposed algorithm, as a contrast experiment to algorithmically simulate the impact of different confirmation bias in decision-making process. In both experiments, confirmatory bias indicates a better learning effect. Our code can be found here https://github.com/Patrickhshs/CM-DQN.