Goto

Collaborating Authors

 Reinforcement Learning


Beyond Exact Gradients: Convergence of Stochastic Soft-Max Policy Gradient Methods with Entropy Regularization

arXiv.org Artificial Intelligence

Entropy regularization is an efficient technique for encouraging exploration and preventing a premature convergence of (vanilla) policy gradient methods in reinforcement learning (RL). However, the theoretical understanding of entropy-regularized RL algorithms has been limited. In this paper, we revisit the classical entropy regularized policy gradient methods with the soft-max policy parametrization, whose convergence has so far only been established assuming access to exact gradient oracles. To go beyond this scenario, we propose the first set of (nearly) unbiased stochastic policy gradient estimators with trajectory-level entropy regularization, with one being an unbiased visitation measure-based estimator and the other one being a nearly unbiased yet more practical trajectory-based estimator. We prove that although the estimators themselves are unbounded in general due to the additional logarithmic policy rewards introduced by the entropy term, the variances are uniformly bounded. We then propose a two-phase stochastic policy gradient (PG) algorithm that uses a large batch size in the first phase to overcome the challenge of the stochastic approximation due to the non-coercive landscape, and uses a small batch size in the second phase by leveraging the curvature information around the optimal policy. We establish a global optimality convergence result and a sample complexity of $\widetilde{\mathcal{O}}(\frac{1}{\epsilon^2})$ for the proposed algorithm. Our result is the first global convergence and sample complexity results for the stochastic entropy-regularized vanilla PG method.


INSIGHT: Universal Neural Simulator for Analog Circuits Harnessing Autoregressive Transformers

arXiv.org Artificial Intelligence

Analog front-end design heavily relies on specialized human expertise and costly trial-and-error simulations, which motivated many prior works on analog design automation. However, efficient and effective exploration of the vast and complex design space remains constrained by the time-consuming nature of SPICE simulations, making effective design automation a challenging endeavor. In this paper, we introduce INSIGHT, a GPU-powered, technology-agnostic, effective universal neural simulator in the analog front-end design automation loop. INSIGHT accurately predicts the performance metrics of analog circuits across various technologies with just a few microseconds of inference time. Notably, its autoregressive capabilities enable INSIGHT to accurately predict simulation-costly critical transient specifications leveraging less expensive performance metric information. The low cost and high fidelity feature make INSIGHT a good substitute for standard simulators in analog front-end optimization frameworks. INSIGHT is compatible with any optimization framework, facilitating enhanced design space exploration for sample efficiency through sophisticated offline learning and adaptation techniques. Our experiments demonstrate that INSIGHT-M, a model-based batch reinforcement learning sizing framework with INSIGHT as the accurate surrogate, only requires < 20 real-time simulations with 100-1000x lower simulation costs and significant speedup over existing sizing methods.


Model-free Distortion Canceling and Control of Quantum Devices

arXiv.org Artificial Intelligence

Quantum devices need precise control to achieve their full capability. In this work, we address the problem of controlling closed quantum systems, tackling two main issues. First, in practice the control signals are usually subject to unknown classical distortions that could arise from the device fabrication, material properties and/or instruments generating those signals. Second, in most cases modeling the system is very difficult or not even viable due to uncertainties in the relations between some variables and inaccessibility to some measurements inside the system. In this paper, we introduce a general model-free control approach based on deep reinforcement learning (DRL), that can work for any closed quantum system. We train a deep neural network (NN), using the REINFORCE policy gradient algorithm to control the state probability distribution of a closed quantum system as it evolves, and drive it to different target distributions. We present a novel controller architecture that comprises multiple NNs. This enables accommodating as many different target state distributions as desired, without increasing the complexity of the NN or its training process. The used DRL algorithm works whether the control problem can be modeled as a Markov decision process (MDP) or a partially observed MDP. Our method is valid whether the control signals are discrete- or continuous-valued. We verified our method through numerical simulations based on a photonic waveguide array chip. We trained a controller to generate sequences of different target output distributions of the chip with fidelity higher than 99%, where the controller showed superior performance in canceling the classical signal distortions.


Global Reinforcement Learning: Beyond Linear and Convex Rewards via Submodular Semi-gradient Methods

arXiv.org Artificial Intelligence

In classic Reinforcement Learning (RL), the agent maximizes an additive objective of the visited states, e.g., a value function. Unfortunately, objectives of this type cannot model many real-world applications such as experiment design, exploration, imitation learning, and risk-averse RL to name a few. This is due to the fact that additive objectives disregard interactions between states that are crucial for certain tasks. To tackle this problem, we introduce Global RL (GRL), where rewards are globally defined over trajectories instead of locally over states. Global rewards can capture negative interactions among states, e.g., in exploration, via submodularity, positive interactions, e.g., synergetic effects, via supermodularity, while mixed interactions via combinations of them. By exploiting ideas from submodular optimization, we propose a novel algorithmic scheme that converts any GRL problem to a sequence of classic RL problems and solves it efficiently with curvature-dependent approximation guarantees. We also provide hardness of approximation results and empirically demonstrate the effectiveness of our method on several GRL instances.


Mixing Artificial and Natural Intelligence: From Statistical Mechanics to AI and Back to Turbulence

arXiv.org Artificial Intelligence

The paper reflects on the future role of AI in scientific research, with a special focus on turbulence studies, and examines the evolution of AI, particularly through Diffusion Models rooted in non-equilibrium statistical mechanics. It underscores the significant impact of AI on advancing reduced, Lagrangian models of turbulence through innovative use of deep neural networks. Additionally, the paper reviews various other AI applications in turbulence research and outlines potential challenges and opportunities in the concurrent advancement of AI and statistical hydrodynamics. This discussion sets the stage for a future where AI and turbulence research are intricately intertwined, leading to more profound insights and advancements in both fields.


Optimal Defender Strategies for CAGE-2 using Causal Modeling and Tree Search

arXiv.org Artificial Intelligence

The CAGE-2 challenge is considered a standard benchmark to compare methods for autonomous cyber defense. Current state-of-the-art methods evaluated against this benchmark are based on model-free (offline) reinforcement learning, which does not provide provably optimal defender strategies. We address this limitation and present a formal (causal) model of CAGE-2 together with a method that produces a provably optimal defender strategy, which we call Causal Partially Observable Monte-Carlo Planning (C-POMCP). It has two key properties. First, it incorporates the causal structure of the target system, i.e., the causal relationships among the system variables. This structure allows for a significant reduction of the search space of defender strategies. Second, it is an online method that updates the defender strategy at each time step via tree search. Evaluations against the CAGE-2 benchmark show that C-POMCP achieves state-of-the-art performance with respect to effectiveness and is two orders of magnitude more efficient in computing time than the closest competitor method.


Investigating the Interplay of Prioritized Replay and Generalization

arXiv.org Artificial Intelligence

Experience replay is ubiquitous in reinforcement learning, to reuse past data and improve sample efficiency. Though a variety of smart sampling schemes have been introduced to improve performance, uniform sampling by far remains the most common approach. One exception is Prioritized Experience Replay (PER), where sampling is done proportionally to TD errors, inspired by the success of prioritized sweeping in dynamic programming. The original work on PER showed improvements in Atari, but follow-up results are mixed. In this paper, we investigate several variations on PER, to attempt to understand where and when PER may be useful. Our findings in prediction tasks reveal that while PER can improve value propagation in tabular settings, behavior is significantly different when combined with neural networks. Certain mitigations -- like delaying target network updates to control generalization and using estimates of expected TD errors in PER to avoid chasing stochasticity -- can avoid large spikes in error with PER and neural networks, but nonetheless generally do not outperform uniform replay. In control tasks, none of the prioritized variants consistently outperform uniform replay.


A Benchmark Environment for Offline Reinforcement Learning in Racing Games

arXiv.org Artificial Intelligence

Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.


Constrained Intrinsic Motivation for Reinforcement Learning

arXiv.org Artificial Intelligence

This paper investigates two fundamental problems that arise when utilizing Intrinsic Motivation (IM) for reinforcement learning in Reward-Free Pre-Training (RFPT) tasks and Exploration with Intrinsic Motivation (EIM) tasks: 1) how to design an effective intrinsic objective in RFPT tasks, and 2) how to reduce the bias introduced by the intrinsic objective in EIM tasks. Existing IM methods suffer from static skills, limited state coverage, sample inefficiency in RFPT tasks, and suboptimality in EIM tasks. To tackle these problems, we propose \emph{Constrained Intrinsic Motivation (CIM)} for RFPT and EIM tasks, respectively: 1) CIM for RFPT maximizes the lower bound of the conditional state entropy subject to an alignment constraint on the state encoder network for efficient dynamic and diverse skill discovery and state coverage maximization; 2) CIM for EIM leverages constrained policy optimization to adaptively adjust the coefficient of the intrinsic objective to mitigate the distraction from the intrinsic objective. In various MuJoCo robotics environments, we empirically show that CIM for RFPT greatly surpasses fifteen IM methods for unsupervised skill discovery in terms of skill diversity, state coverage, and fine-tuning performance. Additionally, we showcase the effectiveness of CIM for EIM in redeeming intrinsic rewards when task rewards are exposed from the beginning. Our code is available at https://github.com/x-zheng16/CIM.


Instruction Following with Goal-Conditioned Reinforcement Learning in Virtual Environments

arXiv.org Artificial Intelligence

In this study, we address the issue of enabling an artificial intelligence agent to execute complex language instructions within virtual environments. In our framework, we assume that these instructions involve intricate linguistic structures and multiple interdependent tasks that must be navigated successfully to achieve the desired outcomes. To effectively manage these complexities, we propose a hierarchical framework that combines the deep language comprehension of large language models with the adaptive action-execution capabilities of reinforcement learning agents. The language module (based on LLM) translates the language instruction into a high-level action plan, which is then executed by a pre-trained reinforcement learning agent. We have demonstrated the effectiveness of our approach in two different environments: in IGLU, where agents are instructed to build structures, and in Crafter, where agents perform tasks and interact with objects in the surrounding environment according to language commands.