Reinforcement Learning
Walking the Values in Bayesian Inverse Reinforcement Learning
Bajgar, Ondrej, Abate, Alessandro, Gatsis, Konstantinos, Osborne, Michael A.
The goal of Bayesian inverse reinforcement learning (IRL) is recovering a posterior distribution over reward functions using a set of demonstrations from an expert optimizing for a reward unknown to the learner. The resulting posterior over rewards can then be used to synthesize an apprentice policy that performs well on the same or a similar task. A key challenge in Bayesian IRL is bridging the computational gap between the hypothesis space of possible rewards and the likelihood, often defined in terms of Q values: vanilla Bayesian IRL needs to solve the costly forward planning problem - going from rewards to the Q values - at every step of the algorithm, which may need to be done thousands of times. We propose to solve this by a simple change: instead of focusing on primarily sampling in the space of rewards, we can focus on primarily working in the space of Q-values, since the computation required to go from Q-values to reward is radically cheaper. Furthermore, this reversion of the computation makes it easy to compute the gradient allowing efficient sampling using Hamiltonian Monte Carlo. We propose ValueWalk - a new Markov chain Monte Carlo method based on this insight - and illustrate its advantages on several tasks.
Exploration in Knowledge Transfer Utilizing Reinforcement Learning
Jedliฤka, Adam, Guy, Tatiana Valentine
The contribution focuses on the problem of exploration within the task of knowledge transfer. Knowledge transfer refers to the useful application of the knowledge gained while learning the source task in the target task. The intended benefit of knowledge transfer is to speed up the learning process of the target task. The article aims to compare several exploration methods used within a deep transfer learning algorithm, particularly Deep Target Transfer $Q$-learning. The methods used are $\epsilon$-greedy, Boltzmann, and upper confidence bound exploration. The aforementioned transfer learning algorithms and exploration methods were tested on the virtual drone problem. The results have shown that the upper confidence bound algorithm performs the best out of these options. Its sustainability to other applications is to be checked.
G-PCGRL: Procedural Graph Data Generation via Reinforcement Learning
Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data structures are omnipresent and represent, for example, game economies, skill trees or complex, branching quest lines. With this paper, we propose G-PCGRL, a novel and controllable method for the procedural generation of graph data using reinforcement learning. Therefore, we frame this problem as manipulating a graph's adjacency matrix to fulfill a given set of constraints. Our method adapts and extends the Procedural Content Generation via Reinforcement Learning (PCGRL) framework and introduces new representations to frame the problem of graph data generation as a Markov decision process. We compare the performance of our method with the original PCGRL, the run time with a random search and evolutionary algorithm, and evaluate G-PCGRL on two graph data domains in games: game economies and skill trees. The results show that our method is capable of generating graph-based content quickly and reliably to support and inspire designers in the game creation process. In addition, trained models are controllable in terms of the type and number of nodes to be generated.
Enhancing Building Safety Design for Active Shooter Incidents: Exploration of Building Exit Parameters using Reinforcement Learning-Based Simulations
Liu, Ruying, Wu, Wanjing, Becerik-Gerber, Burcin, Lucas, Gale M.
With the alarming rise in active shooter incidents (ASIs) in the United States, enhancing public safety through building design has become a pressing need. This study proposes a reinforcement learning-based simulation approach addressing gaps in existing research that has neglected the dynamic behaviours of shooters. We developed an autonomous agent to simulate an active shooter within a realistic office environment, aiming to offer insights into the interactions between building design parameters and ASI outcomes. A case study is conducted to quantitatively investigate the impact of building exit numbers (total count of accessible exits) and configuration (arrangement of which exits are available or not) on evacuation and harm rates. Findings demonstrate that greater exit availability significantly improves evacuation outcomes and reduces harm. Exits nearer to the shooter's initial position hold greater importance for accessibility than those farther away. By encompassing dynamic shooter behaviours, this study offers preliminary insights into effective building safety design against evolving threats.
BECAUSE: Bilinear Causal Representation for Generalizable Offline Model-based Reinforcement Learning
Lin, Haohong, Ding, Wenhao, Chen, Jian, Shi, Laixi, Zhu, Jiacheng, Li, Bo, Zhao, Ding
Offline model-based reinforcement learning (MBRL) enhances data efficiency by utilizing pre-collected datasets to learn models and policies, especially in scenarios where exploration is costly or infeasible. Nevertheless, its performance often suffers from the objective mismatch between model and policy learning, resulting in inferior performance despite accurate model predictions. This paper first identifies the primary source of this mismatch comes from the underlying confounders present in offline data for MBRL. Subsequently, we introduce BilinEar CAUSal rEpresentation (BECAUSE), an algorithm to capture causal representation for both states and actions to reduce the influence of the distribution shift, thus mitigating the objective mismatch problem. Comprehensive evaluations on 18 tasks that vary in data quality and environment context demonstrate the superior performance of BECAUSE over existing offline RL algorithms. We show the generalizability and robustness of BECAUSE under fewer samples or larger numbers of confounders. Additionally, we offer theoretical analysis of BECAUSE to prove its error bound and sample efficiency when integrating causal representation into offline MBRL.
Offline Reinforcement Learning with Imputed Rewards
Romeo, Carlo, Bagdanov, Andrew D.
Offline Reinforcement Learning (ORL) offers a robust solution to training agents in applications where interactions with the environment must be strictly limited due to cost, safety, or lack of accurate simulation environments. Despite its potential to facilitate deployment of artificial agents in the real world, Offline Reinforcement Learning typically requires very many demonstrations annotated with ground-truth rewards. Consequently, state-of-the-art ORL algorithms can be difficult or impossible to apply in data-scarce scenarios. In this paper we propose a simple but effective Reward Model that can estimate the reward signal from a very limited sample of environment transitions annotated with rewards. Once the reward signal is modeled, we use the Reward Model to impute rewards for a large sample of reward-free transitions, thus enabling the application of ORL techniques. We demonstrate the potential of our approach on several D4RL continuous locomotion tasks. Our results show that, using only 1\% of reward-labeled transitions from the original datasets, our learned reward model is able to impute rewards for the remaining 99\% of the transitions, from which performant agents can be learned using Offline Reinforcement Learning.
Diffusion Models for Offline Multi-agent Reinforcement Learning with Safety Constraints
In recent advancements in Multi-agent Reinforcement Learning (MARL), its application has extended to various safety-critical scenarios. However, most methods focus on online learning, which presents substantial risks when deployed in real-world settings. Addressing this challenge, we introduce an innovative framework integrating diffusion models within the MARL paradigm. This approach notably enhances the safety of actions taken by multiple agents through risk mitigation while modeling coordinated action. Our framework is grounded in the Centralized Training with Decentralized Execution (CTDE) architecture, augmented by a Diffusion Model for prediction trajectory generation. Additionally, we incorporate a specialized algorithm to further ensure operational safety. We evaluate our model against baselines on the DSRL benchmark. Experiment results demonstrate that our model not only adheres to stringent safety constraints but also achieves superior performance compared to existing methodologies. This underscores the potential of our approach in advancing the safety and efficacy of MARL in real-world applications.
Balancing the Scales: Reinforcement Learning for Fair Classification
Eshuijs, Leon, Wang, Shihan, Fokkens, Antske
Fairness in classification tasks has traditionally focused on bias removal from neural representations, but recent trends favor algorithmic methods that embed fairness into the training process. These methods steer models towards fair performance, preventing potential elimination of valuable information that arises from representation manipulation. Reinforcement Learning (RL), with its capacity for learning through interaction and adjusting reward functions to encourage desired behaviors, emerges as a promising tool in this domain. In this paper, we explore the usage of RL to address bias in imbalanced classification by scaling the reward function to mitigate bias. We employ the contextual multi-armed bandit framework and adapt three popular RL algorithms to suit our objectives, demonstrating a novel approach to mitigating bias.
Human-Modeling in Sequential Decision-Making: An Analysis through the Lens of Human-Aware AI
Tulli, Silvia, Vasileiou, Stylianos Loukas, Sreedharan, Sarath
"Human-aware" has become a popular keyword used to describe a particular class of AI systems that are designed to work and interact with humans. While there exists a surprising level of consistency among the works that use the label human-aware, the term itself mostly remains poorly understood. In this work, we retroactively try to provide an account of what constitutes a human-aware AI system. We see that human-aware AI is a design oriented paradigm, one that focuses on the need for modeling the humans it may interact with. Additionally, we see that this paradigm offers us intuitive dimensions to understand and categorize the kinds of interactions these systems might have with humans. We show the pedagogical value of these dimensions by using them as a tool to understand and review the current landscape of work related to human-AI systems that purport some form of human modeling. To fit the scope of a workshop paper, we specifically narrowed our review to papers that deal with sequential decision-making and were published in a major AI conference in the last three years. Our analysis helps identify the space of potential research problems that are currently being overlooked. We perform additional analysis on the degree to which these works make explicit reference to results from social science and whether they actually perform user-studies to validate their systems. We also provide an accounting of the various AI methods used by these works.
Adaptive Advantage-Guided Policy Regularization for Offline Reinforcement Learning
Liu, Tenglong, Li, Yang, Lan, Yixing, Gao, Hao, Pan, Wei, Xu, Xin
In offline reinforcement learning, the challenge of out-of-distribution (OOD) is pronounced. To address this, existing methods often constrain the learned policy through policy regularization. However, these methods often suffer from the issue of unnecessary conservativeness, hampering policy improvement. This occurs due to the indiscriminate use of all actions from the behavior policy that generates the offline dataset as constraints. The problem becomes particularly noticeable when the quality of the dataset is suboptimal. Thus, we propose Adaptive Advantage-guided Policy Regularization (A2PR), obtaining high-advantage actions from an augmented behavior policy combined with VAE to guide the learned policy. A2PR can select high-advantage actions that differ from those present in the dataset, while still effectively maintaining conservatism from OOD actions. This is achieved by harnessing the VAE capacity to generate samples matching the distribution of the data points. We theoretically prove that the improvement of the behavior policy is guaranteed. Besides, it effectively mitigates value overestimation with a bounded performance gap. Empirically, we conduct a series of experiments on the D4RL benchmark, where A2PR demonstrates state-of-the-art performance. Furthermore, experimental results on additional suboptimal mixed datasets reveal that A2PR exhibits superior performance. Code is available at https://github.com/ltlhuuu/A2PR.