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 Reinforcement Learning


Probabilistic Subgoal Representations for Hierarchical Reinforcement learning

arXiv.org Artificial Intelligence

In goal-conditioned hierarchical reinforcement learning (HRL), a high-level policy specifies a subgoal for the low-level policy to reach. Effective HRL hinges on a suitable subgoal represen tation function, abstracting state space into latent subgoal space and inducing varied low-level behaviors. Existing methods adopt a subgoal representation that provides a deterministic mapping from state space to latent subgoal space. Instead, this paper utilizes Gaussian Processes (GPs) for the first probabilistic subgoal representation. Our method employs a GP prior on the latent subgoal space to learn a posterior distribution over the subgoal representation functions while exploiting the long-range correlation in the state space through learnable kernels. This enables an adaptive memory that integrates long-range subgoal information from prior planning steps allowing to cope with stochastic uncertainties. Furthermore, we propose a novel learning objective to facilitate the simultaneous learning of probabilistic subgoal representations and policies within a unified framework. In experiments, our approach outperforms state-of-the-art baselines in standard benchmarks but also in environments with stochastic elements and under diverse reward conditions. Additionally, our model shows promising capabilities in transferring low-level policies across different tasks.


Reinforcement Learning via Auxiliary Task Distillation

arXiv.org Artificial Intelligence

We present Reinforcement Learning via Auxiliary Task Distillation (AuxDistill), a new method that enables reinforcement learning (RL) to perform long-horizon robot control problems by distilling behaviors from auxiliary RL tasks. AuxDistill achieves this by concurrently carrying out multi-task RL with auxiliary tasks, which are easier to learn and relevant to the main task. A weighted distillation loss transfers behaviors from these auxiliary tasks to solve the main task. We demonstrate that AuxDistill can learn a pixels-to-actions policy for a challenging multi-stage embodied object rearrangement task from the environment reward without demonstrations, a learning curriculum, or pre-trained skills. AuxDistill achieves $2.3 \times$ higher success than the previous state-of-the-art baseline in the Habitat Object Rearrangement benchmark and outperforms methods that use pre-trained skills and expert demonstrations.


KEHRL: Learning Knowledge-Enhanced Language Representations with Hierarchical Reinforcement Learning

arXiv.org Artificial Intelligence

Knowledge-enhanced pre-trained language models (KEPLMs) leverage relation triples from knowledge graphs (KGs) and integrate these external data sources into language models via self-supervised learning. Previous works treat knowledge enhancement as two independent operations, i.e., knowledge injection and knowledge integration. In this paper, we propose to learn Knowledge-Enhanced language representations with Hierarchical Reinforcement Learning (KEHRL), which jointly addresses the problems of detecting positions for knowledge injection and integrating external knowledge into the model in order to avoid injecting inaccurate or irrelevant knowledge. Specifically, a high-level reinforcement learning (RL) agent utilizes both internal and prior knowledge to iteratively detect essential positions in texts for knowledge injection, which filters out less meaningful entities to avoid diverting the knowledge learning direction. Once the entity positions are selected, a relevant triple filtration module is triggered to perform low-level RL to dynamically refine the triples associated with polysemic entities through binary-valued actions.


Quantum Multi-Agent Reinforcement Learning for Cooperative Mobile Access in Space-Air-Ground Integrated Networks

arXiv.org Artificial Intelligence

Achieving global space-air-ground integrated network (SAGIN) access only with CubeSats presents significant challenges such as the access sustainability limitations in specific regions (e.g., polar regions) and the energy efficiency limitations in CubeSats. To tackle these problems, high-altitude long-endurance unmanned aerial vehicles (HALE-UAVs) can complement these CubeSat shortcomings for providing cooperatively global access sustainability and energy efficiency. However, as the number of CubeSats and HALE-UAVs, increases, the scheduling dimension of each ground station (GS) increases. As a result, each GS can fall into the curse of dimensionality, and this challenge becomes one major hurdle for efficient global access. Therefore, this paper provides a quantum multi-agent reinforcement Learning (QMARL)-based method for scheduling between GSs and CubeSats/HALE-UAVs in order to improve global access availability and energy efficiency. The main reason why the QMARL-based scheduler can be beneficial is that the algorithm facilitates a logarithmic-scale reduction in scheduling action dimensions, which is one critical feature as the number of CubeSats and HALE-UAVs expands. Additionally, individual GSs have different traffic demands depending on their locations and characteristics, thus it is essential to provide differentiated access services. The superiority of the proposed scheduler is validated through data-intensive experiments in realistic CubeSat/HALE-UAV settings.


Inception: Efficiently Computable Misinformation Attacks on Markov Games

arXiv.org Artificial Intelligence

We study security threats to Markov games due to information asymmetry and misinformation. We consider an attacker player who can spread misinformation about its reward function to influence the robust victim player's behavior. Given a fixed fake reward function, we derive the victim's policy under worst-case rationality and present polynomial-time algorithms to compute the attacker's optimal worst-case policy based on linear programming and backward induction. Then, we provide an efficient inception ("planting an idea in someone's mind") attack algorithm to find the optimal fake reward function within a restricted set of reward functions with dominant strategies. Importantly, our methods exploit the universal assumption of rationality to compute attacks efficiently. Thus, our work exposes a security vulnerability arising from standard game assumptions under misinformation.


Confidence Aware Inverse Constrained Reinforcement Learning

arXiv.org Artificial Intelligence

In coming up with solutions to real-world problems, humans implicitly adhere to constraints that are too numerous and complex to be specified completely. However, reinforcement learning (RL) agents need these constraints to learn the correct optimal policy in these settings. The field of Inverse Constraint Reinforcement Learning (ICRL) deals with this problem and provides algorithms that aim to estimate the constraints from expert demonstrations collected offline. Practitioners prefer to know a measure of confidence in the estimated constraints, before deciding to use these constraints, which allows them to only use the constraints that satisfy a desired level of confidence. However, prior works do not allow users to provide the desired level of confidence for the inferred constraints. This work provides a principled ICRL method that can take a confidence level with a set of expert demonstrations and outputs a constraint that is at least as constraining as the true underlying constraint with the desired level of confidence. Further, unlike previous methods, this method allows a user to know if the number of expert trajectories is insufficient to learn a constraint with a desired level of confidence, and therefore collect more expert trajectories as required to simultaneously learn constraints with the desired level of confidence and a policy that achieves the desired level of performance.


WARP: On the Benefits of Weight Averaged Rewarded Policies

arXiv.org Artificial Intelligence

Reinforcement learning from human feedback (RLHF) aligns large language models (LLMs) by encouraging their generations to have high rewards, using a reward model trained on human preferences. To prevent the forgetting of pre-trained knowledge, RLHF usually incorporates a KL regularization; this forces the policy to remain close to its supervised fine-tuned initialization, though it hinders the reward optimization. To tackle the trade-off between KL and reward, in this paper we introduce a novel alignment strategy named Weight Averaged Rewarded Policies (WARP). WARP merges policies in the weight space at three distinct stages. First, it uses the exponential moving average of the policy as a dynamic anchor in the KL regularization. Second, it applies spherical interpolation to merge independently fine-tuned policies into a new enhanced one. Third, it linearly interpolates between this merged model and the initialization, to recover features from pre-training. This procedure is then applied iteratively, with each iteration's final model used as an advanced initialization for the next, progressively refining the KL-reward Pareto front, achieving superior rewards at fixed KL. Experiments with GEMMA policies validate that WARP improves their quality and alignment, outperforming other open-source LLMs.


OCALM: Object-Centric Assessment with Language Models

arXiv.org Artificial Intelligence

Properly defining a reward signal to efficiently train a reinforcement learning (RL) agent is a challenging task. Designing balanced objective functions from which a desired behavior can emerge requires expert knowledge, especially for complex environments. Learning rewards from human feedback or using large language models (LLMs) to directly provide rewards are promising alternatives, allowing non-experts to specify goals for the agent. However, black-box reward models make it difficult to debug the reward. In this work, we propose Object-Centric Assessment with Language Models (OCALM) to derive inherently interpretable reward functions for RL agents from natural language task descriptions. OCALM uses the extensive world-knowledge of LLMs while leveraging the object-centric nature common to many environments to derive reward functions focused on relational concepts, providing RL agents with the ability to derive policies from task descriptions.


Scaling Population-Based Reinforcement Learning with GPU Accelerated Simulation

arXiv.org Artificial Intelligence

In recent years, deep reinforcement learning (RL) has shown its effectiveness in solving complex continuous control tasks like locomotion and dexterous manipulation. However, this comes at the cost of an enormous amount of experience required for training, exacerbated by the sensitivity of learning efficiency and the policy performance to hyperparameter selection, which often requires numerous trials of time-consuming experiments. This work introduces a Population-Based Reinforcement Learning (PBRL) approach that exploits a GPU-accelerated physics simulator to enhance the exploration capabilities of RL by concurrently training multiple policies in parallel. The PBRL framework is applied to three state-of-the-art RL algorithms - PPO, SAC, and DDPG - dynamically adjusting hyperparameters based on the performance of learning agents. The experiments are performed on four challenging tasks in Isaac Gym - Anymal Terrain, Shadow Hand, Humanoid, Franka Nut Pick - by analyzing the effect of population size and mutation mechanisms for hyperparameters. The results demonstrate that PBRL agents outperform non-evolutionary baseline agents across tasks essential for humanoid robots, such as bipedal locomotion, manipulation, and grasping in unstructured environments. The trained agents are finally deployed in the real world for the Franka Nut Pick manipulation task. To our knowledge, this is the first sim-to-real attempt for successfully deploying PBRL agents on real hardware. Code and videos of the learned policies are available on our project website (https://sites.google.com/view/pbrl).


Deep Reinforcement Learning: A Convex Optimization Approach

arXiv.org Artificial Intelligence

In this paper, we consider reinforcement learning of nonlinear systems with continuous state and action spaces. We present an episodic learning algorithm, where we for each episode use convex optimization to find a two-layer neural network approximation of the optimal $Q$-function. The convex optimization approach guarantees that the weights calculated at each episode are optimal, with respect to the given sampled states and actions of the current episode. For stable nonlinear systems, we show that the algorithm converges and that the converging parameters of the trained neural network can be made arbitrarily close to the optimal neural network parameters. In particular, if the regularization parameter in the training phase is given by $\rho$, then the parameters of the trained neural network converge to $w$, where the distance between $w$ and the optimal parameters $w^\star$ is bounded by $\mathcal{O}(\rho)$. That is, when the number of episodes goes to infinity, there exists a constant $C$ such that \[ \|w-w^\star\| \le C\rho. \] In particular, our algorithm converges arbitrarily close to the optimal neural network parameters as the regularization parameter goes to zero. As a consequence, our algorithm converges fast due to the polynomial-time convergence of convex optimization algorithms.