Reinforcement Learning
Structural Generalization in Autonomous Cyber Incident Response with Message-Passing Neural Networks and Reinforcement Learning
Nyberg, Jakob, Johnson, Pontus
We believe that agents for automated incident response based on machine learning need to handle changes in network structure. Computer networks are dynamic, and can naturally change in structure over time. Retraining agents for small network changes costs time and energy. We attempt to address this issue with an existing method of relational agent learning, where the relations between objects are assumed to remain consistent across problem instances. The state of the computer network is represented as a relational graph and encoded through a message passing neural network. The message passing neural network and an agent policy using the encoding are optimized end-to-end using reinforcement learning. We evaluate the approach on the second instance of the Cyber Autonomy Gym for Experimentation (CAGE~2), a cyber incident simulator that simulates attacks on an enterprise network. We create variants of the original network with different numbers of hosts and agents are tested without additional training on them. Our results show that agents using relational information are able to find solutions despite changes to the network, and can perform optimally in some instances. Agents using the default vector state representation perform better, but need to be specially trained on each network variant, demonstrating a trade-off between specialization and generalization.
Narrowing the Gap between Adversarial and Stochastic MDPs via Policy Optimization
Tiapkin, Daniil, Chzhen, Evgenii, Stoltz, Gilles
In this paper, we consider the problem of learning in adversarial Markov decision processes [MDPs] with an oblivious adversary in a full-information setting. The agent interacts with an environment during $T$ episodes, each of which consists of $H$ stages, and each episode is evaluated with respect to a reward function that will be revealed only at the end of the episode. We propose an algorithm, called APO-MVP, that achieves a regret bound of order $\tilde{\mathcal{O}}(\mathrm{poly}(H)\sqrt{SAT})$, where $S$ and $A$ are sizes of the state and action spaces, respectively. This result improves upon the best-known regret bound by a factor of $\sqrt{S}$, bridging the gap between adversarial and stochastic MDPs, and matching the minimax lower bound $\Omega(\sqrt{H^3SAT})$ as far as the dependencies in $S,A,T$ are concerned. The proposed algorithm and analysis completely avoid the typical tool given by occupancy measures; instead, it performs policy optimization based only on dynamic programming and on a black-box online linear optimization strategy run over estimated advantage functions, making it easy to implement. The analysis leverages two recent techniques: policy optimization based on online linear optimization strategies (Jonckheere et al., 2023) and a refined martingale analysis of the impact on values of estimating transitions kernels (Zhang et al., 2023).
Preference-Guided Reinforcement Learning for Efficient Exploration
Wang, Guojian, Wu, Faguo, Zhang, Xiao, Chen, Tianyuan, Chen, Xuyang, Zhao, Lin
In this paper, we investigate preference-based reinforcement learning (PbRL) that allows reinforcement learning (RL) agents to learn from human feedback. This is particularly valuable when defining a fine-grain reward function is not feasible. However, this approach is inefficient and impractical for promoting deep exploration in hard-exploration tasks with long horizons and sparse rewards. To tackle this issue, we introduce LOPE: Learning Online with trajectory Preference guidancE, an end-to-end preference-guided RL framework that enhances exploration efficiency in hard-exploration tasks. Our intuition is that LOPE directly adjusts the focus of online exploration by considering human feedback as guidance, avoiding learning a separate reward model from preferences. Specifically, LOPE includes a two-step sequential policy optimization process consisting of trust-region-based policy improvement and preference guidance steps. We reformulate preference guidance as a novel trajectory-wise state marginal matching problem that minimizes the maximum mean discrepancy distance between the preferred trajectories and the learned policy. Furthermore, we provide a theoretical analysis to characterize the performance improvement bound and evaluate the LOPE's effectiveness. When assessed in various challenging hard-exploration environments, LOPE outperforms several state-of-the-art methods regarding convergence rate and overall performance. The code used in this study is available at \url{https://github.com/buaawgj/LOPE}.
On Bellman equations for continuous-time policy evaluation I: discretization and approximation
We study the problem of computing the value function from a discretely-observed trajectory of a continuous-time diffusion process. We develop a new class of algorithms based on easily implementable numerical schemes that are compatible with discrete-time reinforcement learning (RL) with function approximation. We establish high-order numerical accuracy as well as the approximation error guarantees for the proposed approach. In contrast to discrete-time RL problems where the approximation factor depends on the effective horizon, we obtain a bounded approximation factor using the underlying elliptic structures, even if the effective horizon diverges to infinity.
Learning With Generalised Card Representations for "Magic: The Gathering"
Bertram, Timo, Fรผrnkranz, Johannes, Mรผller, Martin
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to the large card variety and highly complex semantics, as well as requiring meaningful card and deck representations when aiming to utilise AI. In addition, regular releases of new card sets lead to unforeseeable fluctuations in the available card pool, thus affecting possible deck configurations and requiring continuous updates. Previous Game AI approaches to building decks have often been limited to fixed sets of possible cards, which greatly limits their utility in practice. In this work, we explore possible card representations that generalise to unseen cards, thus greatly extending the real-world utility of AI-based deck building for the game "Magic: The Gathering".We study such representations based on numerical, nominal, and text-based features of cards, card images, and meta information about card usage from third-party services. Our results show that while the particular choice of generalised input representation has little effect on learning to predict human card selections among known cards, the performance on new, unseen cards can be greatly improved. Our generalised model is able to predict 55\% of human choices on completely unseen cards, thus showing a deep understanding of card quality and strategy.
Revisiting Sparse Rewards for Goal-Reaching Reinforcement Learning
Vasan, Gautham, Wang, Yan, Shahriar, Fahim, Bergstra, James, Jagersand, Martin, Mahmood, A. Rupam
Many real-world robot learning problems, such as pick-and-place or arriving at a destination, can be seen as a problem of reaching a goal state as soon as possible. These problems, when formulated as episodic reinforcement learning tasks, can easily be specified to align well with our intended goal: 1 reward every time step with termination upon reaching the goal state, called minimum-time tasks. Despite this simplicity, such formulations are often overlooked in favor of dense rewards due to their perceived difficulty and lack of informativeness. Our studies contrast the two reward paradigms, revealing that the minimum-time task specification not only facilitates learning higher-quality policies but can also surpass dense-reward-based policies on their own performance metrics. Crucially, we also identify the goal-hit rate of the initial policy as a robust early indicator for learning success in such sparse feedback settings. Finally, using four distinct real-robotic platforms, we show that it is possible to learn pixel-based policies from scratch within two to three hours using constant negative rewards. Our video demo can be found here.
Enhancing Class Fairness in Classification with A Two-Player Game Approach
Jiang, Yunpeng, Weng, Paul, Ban, Yutong
Data augmentation is widely applied and has shown its benefits in different machine learning tasks. However, as recently observed in some downstream tasks, data augmentation may introduce an unfair impact on classifications. While it can improve the performance of some classes, it can actually be detrimental for other classes, which can be problematic in some application domains. In this paper, to counteract this phenomenon, we propose a FAir Classification approach with a Two-player game (FACT). We first formulate the training of a classifier with data augmentation as a fair optimization problem, which can be further written as an adversarial two-player game. Following this formulation, we propose a novel multiplicative weight optimization algorithm, for which we theoretically prove that it can converge to a solution that is fair over classes. Interestingly, our formulation also reveals that this fairness issue over classes is not due to data augmentation only, but is in fact a general phenomenon. Our empirical experiments demonstrate that the performance of our learned classifiers is indeed more fairly distributed over classes in five datasets, with only limited impact on the average accuracy.
System stabilization with policy optimization on unstable latent manifolds
Werner, Steffen W. R., Peherstorfer, Benjamin
Stability is a basic requirement when studying the behavior of dynamical systems. However, stabilizing dynamical systems via reinforcement learning is challenging because only little data can be collected over short time horizons before instabilities are triggered and data become meaningless. This work introduces a reinforcement learning approach that is formulated over latent manifolds of unstable dynamics so that stabilizing policies can be trained from few data samples. The unstable manifolds are minimal in the sense that they contain the lowest dimensional dynamics that are necessary for learning policies that guarantee stabilization. This is in stark contrast to generic latent manifolds that aim to approximate all -- stable and unstable -- system dynamics and thus are higher dimensional and often require higher amounts of data. Experiments demonstrate that the proposed approach stabilizes even complex physical systems from few data samples for which other methods that operate either directly in the system state space or on generic latent manifolds fail.
Hybrid Classical-Quantum architecture for vectorised image classification of hand-written sketches
Cordero, Y., Biswas, S., Vilariรฑo, F., Bilkis, M.
Quantum machine learning (QML) investigates how quantum phenomena can be exploited in order to learn data in an alternative way, \textit{e.g.} by means of a quantum computer. While recent results evidence that QML models can potentially surpass their classical counterparts' performance in specific tasks, quantum technology hardware is still unready to reach quantum advantage in tasks of significant relevance to the broad scope of the computer science community. Recent advances indicate that hybrid classical-quantum models can readily attain competitive performances at low architecture complexities. Such investigations are often carried out for image-processing tasks, and are notably constrained to modelling \textit{raster images}, represented as a grid of two-dimensional pixels. Here, we introduce vector-based representation of sketch drawings as a test-bed for QML models. Such a lower-dimensional data structure results handful to benchmark model's performance, particularly in current transition times, where classical simulations of quantum circuits are naturally limited in the number of qubits, and quantum hardware is not readily available to perform large-scale experiments. We report some encouraging results for primitive hybrid classical-quantum architectures, in a canonical sketch recognition problem.
Research on Autonomous Robots Navigation based on Reinforcement Learning
Wang, Zixiang, Yan, Hao, Wang, Yining, Xu, Zhengjia, Wang, Zhuoyue, Wu, Zhizhong
Reinforcement learning continuously optimizes decision-making based on real-time feedback reward signals through continuous interaction with the environment, demonstrating strong adaptive and self-learning capabilities. In recent years, it has become one of the key methods to achieve autonomous navigation of robots. In this work, an autonomous robot navigation method based on reinforcement learning is introduced. We use the Deep Q Network (DQN) and Proximal Policy Optimization (PPO) models to optimize the path planning and decision-making process through the continuous interaction between the robot and the environment, and the reward signals with real-time feedback. By combining the Q-value function with the deep neural network, deep Q network can handle high-dimensional state space, so as to realize path planning in complex environments. Proximal policy optimization is a strategy gradient-based method, which enables robots to explore and utilize environmental information more efficiently by optimizing policy functions. These methods not only improve the robot's navigation ability in the unknown environment, but also enhance its adaptive and self-learning capabilities. Through multiple training and simulation experiments, we have verified the effectiveness and robustness of these models in various complex scenarios.