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 Reinforcement Learning


CooHOI: Learning Cooperative Human-Object Interaction with Manipulated Object Dynamics

arXiv.org Artificial Intelligence

Recent years have seen significant advancements in humanoid control, largely due to the availability of large-scale motion capture data and the application of reinforcement learning methodologies. However, many real-world tasks, such as moving large and heavy furniture, require multi-character collaboration. Given the scarcity of data on multi-character collaboration and the efficiency challenges associated with multi-agent learning, these tasks cannot be straightforwardly addressed using training paradigms designed for single-agent scenarios. In this paper, we introduce Cooperative Human-Object Interaction (CooHOI), a novel framework that addresses multi-character objects transporting through a two-phase learning paradigm: individual skill acquisition and subsequent transfer. Initially, a single agent learns to perform tasks using the Adversarial Motion Priors (AMP) framework. Following this, the agent learns to collaborate with others by considering the shared dynamics of the manipulated object during parallel training using Multi-Agent Proximal Policy Optimization (MAPPO). When one agent interacts with the object, resulting in specific object dynamics changes, the other agents learn to respond appropriately, thereby achieving implicit communication and coordination between teammates. Unlike previous approaches that relied on tracking-based methods for multi-character HOI, CooHOI is inherently efficient, does not depend on motion capture data of multi-character interactions, and can be seamlessly extended to include more participants and a wide range of object types.


Optimizing Novelty of Top-k Recommendations using Large Language Models and Reinforcement Learning

arXiv.org Artificial Intelligence

Given an input query, a recommendation model is trained using user feedback data (e.g., click data) to output a ranked list of items. In real-world systems, besides accuracy, an important consideration for a new model is novelty of its top-k recommendations w.r.t. an existing deployed model. However, novelty of top-k items is a difficult goal to optimize a model for, since it involves a non-differentiable sorting operation on the model's predictions. Moreover, novel items, by definition, do not have any user feedback data. Given the semantic capabilities of large language models, we address these problems using a reinforcement learning (RL) formulation where large language models provide feedback for the novel items. However, given millions of candidate items, the sample complexity of a standard RL algorithm can be prohibitively high. To reduce sample complexity, we reduce the top-k list reward to a set of item-wise rewards and reformulate the state space to consist of tuples such that the action space is reduced to a binary decision; and show that this reformulation results in a significantly lower complexity when the number of items is large. We evaluate the proposed algorithm on improving novelty for a query-ad recommendation task on a large-scale search engine. Compared to supervised finetuning on recent pairs, the proposed RL-based algorithm leads to significant novelty gains with minimal loss in recall. We obtain similar results on the ORCAS query-webpage matching dataset and a product recommendation dataset based on Amazon reviews.


Robust Cooperative Multi-Agent Reinforcement Learning:A Mean-Field Type Game Perspective

arXiv.org Artificial Intelligence

In this paper, we study the problem of robust cooperative multi-agent reinforcement learning (RL) where a large number of cooperative agents with distributed information aim to learn policies in the presence of \emph{stochastic} and \emph{non-stochastic} uncertainties whose distributions are respectively known and unknown. Focusing on policy optimization that accounts for both types of uncertainties, we formulate the problem in a worst-case (minimax) framework, which is is intractable in general. Thus, we focus on the Linear Quadratic setting to derive benchmark solutions. First, since no standard theory exists for this problem due to the distributed information structure, we utilize the Mean-Field Type Game (MFTG) paradigm to establish guarantees on the solution quality in the sense of achieved Nash equilibrium of the MFTG. This in turn allows us to compare the performance against the corresponding original robust multi-agent control problem. Then, we propose a Receding-horizon Gradient Descent Ascent RL algorithm to find the MFTG Nash equilibrium and we prove a non-asymptotic rate of convergence. Finally, we provide numerical experiments to demonstrate the efficacy of our approach relative to a baseline algorithm.


Rewarding What Matters: Step-by-Step Reinforcement Learning for Task-Oriented Dialogue

arXiv.org Artificial Intelligence

Reinforcement learning (RL) is a powerful approach to enhance task-oriented dialogue (TOD) systems. However, existing RL methods tend to mainly focus on generation tasks, such as dialogue policy learning (DPL) or response generation (RG), while neglecting dialogue state tracking (DST) for understanding. This narrow focus limits the systems to achieve globally optimal performance by overlooking the interdependence between understanding and generation. Additionally, RL methods face challenges with sparse and delayed rewards, which complicates training and optimization. To address these issues, we extend RL into both understanding and generation tasks by introducing step-by-step rewards throughout the token generation. The understanding reward increases as more slots are correctly filled in DST, while the generation reward grows with the accurate inclusion of user requests. Our approach provides a balanced optimization aligned with task completion. Experimental results demonstrate that our approach effectively enhances the performance of TOD systems and achieves new state-of-the-art results on three widely used datasets, including MultiWOZ2.0, MultiWOZ2.1, and In-Car. Our approach also shows superior few-shot ability in low-resource settings compared to current models.


Learning to Select Goals in Automated Planning with Deep-Q Learning

arXiv.org Artificial Intelligence

In this work we propose a planning and acting architecture endowed with a module which learns to select subgoals with Deep Q-Learning. This allows us to decrease the load of a planner when faced with scenarios with real-time restrictions. We have trained this architecture on a video game environment used as a standard test-bed for intelligent systems applications, testing it on different levels of the same game to evaluate its generalization abilities. We have measured the performance of our approach as more training data is made available, as well as compared it with both a state-of-the-art, classical planner and the standard Deep Q-Learning algorithm. The results obtained show our model performs better than the alternative methods considered, when both plan quality (plan length) and time requirements are taken into account. On the one hand, it is more sample-efficient than standard Deep Q-Learning, and it is able to generalize better across levels. On the other hand, it reduces problem-solving time when compared with a state-of-the-art automated planner, at the expense of obtaining plans with only 9% more actions.


Urban-Focused Multi-Task Offline Reinforcement Learning with Contrastive Data Sharing

arXiv.org Artificial Intelligence

Enhancing diverse human decision-making processes in an urban environment is a critical issue across various applications, including ride-sharing vehicle dispatching, public transportation management, and autonomous driving. Offline reinforcement learning (RL) is a promising approach to learn and optimize human urban strategies (or policies) from pre-collected human-generated spatial-temporal urban data. However, standard offline RL faces two significant challenges: (1) data scarcity and data heterogeneity, and (2) distributional shift. In this paper, we introduce MODA -- a Multi-Task Offline Reinforcement Learning with Contrastive Data Sharing approach. MODA addresses the challenges of data scarcity and heterogeneity in a multi-task urban setting through Contrastive Data Sharing among tasks. This technique involves extracting latent representations of human behaviors by contrasting positive and negative data pairs. It then shares data presenting similar representations with the target task, facilitating data augmentation for each task. Moreover, MODA develops a novel model-based multi-task offline RL algorithm. This algorithm constructs a robust Markov Decision Process (MDP) by integrating a dynamics model with a Generative Adversarial Network (GAN). Once the robust MDP is established, any online RL or planning algorithm can be applied. Extensive experiments conducted in a real-world multi-task urban setting validate the effectiveness of MODA. The results demonstrate that MODA exhibits significant improvements compared to state-of-the-art baselines, showcasing its capability in advancing urban decision-making processes. We also made our code available to the research community.


Constrained Meta Agnostic Reinforcement Learning

arXiv.org Artificial Intelligence

Meta-Reinforcement Learning (Meta-RL) aims to acquire meta-knowledge for quick adaptation to diverse tasks. However, applying these policies in real-world environments presents a significant challenge in balancing rapid adaptability with adherence to environmental constraints. Our novel approach, Constraint Model Agnostic Meta Learning (C-MAML), merges meta learning with constrained optimization to address this challenge. C-MAML enables rapid and efficient task adaptation by incorporating task-specific constraints directly into its meta-algorithm framework during the training phase. This fusion results in safer initial parameters for learning new tasks. We demonstrate the effectiveness of C-MAML in simulated locomotion with wheeled robot tasks of varying complexity, highlighting its practicality and robustness in dynamic environments.


MacroHFT: Memory Augmented Context-aware Reinforcement Learning On High Frequency Trading

arXiv.org Artificial Intelligence

High-frequency trading (HFT) that executes algorithmic trading in short time scales, has recently occupied the majority of cryptocurrency market. Besides traditional quantitative trading methods, reinforcement learning (RL) has become another appealing approach for HFT due to its terrific ability of handling high-dimensional financial data and solving sophisticated sequential decision-making problems, \emph{e.g.,} hierarchical reinforcement learning (HRL) has shown its promising performance on second-level HFT by training a router to select only one sub-agent from the agent pool to execute the current transaction. However, existing RL methods for HFT still have some defects: 1) standard RL-based trading agents suffer from the overfitting issue, preventing them from making effective policy adjustments based on financial context; 2) due to the rapid changes in market conditions, investment decisions made by an individual agent are usually one-sided and highly biased, which might lead to significant loss in extreme markets. To tackle these problems, we propose a novel Memory Augmented Context-aware Reinforcement learning method On HFT, \emph{a.k.a.} MacroHFT, which consists of two training phases: 1) we first train multiple types of sub-agents with the market data decomposed according to various financial indicators, specifically market trend and volatility, where each agent owns a conditional adapter to adjust its trading policy according to market conditions; 2) then we train a hyper-agent to mix the decisions from these sub-agents and output a consistently profitable meta-policy to handle rapid market fluctuations, equipped with a memory mechanism to enhance the capability of decision-making. Extensive experiments on various cryptocurrency markets demonstrate that MacroHFT can achieve state-of-the-art performance on minute-level trading tasks.


On Convergence and Rate of Convergence of Policy Improvement Algorithms

arXiv.org Artificial Intelligence

The Policy Improvement Algorithm (PIA) is a well-known approach in numerical optimal control theory, see, e.g., Jacka-Mijatović [5], Kerimkulov-Siska-Szpruch [6, 7], Puterman [10]. Its main idea is to construct an iteration scheme for the control actions that traces the maximizers/minimizers of the Hamiltonian, so that the corresponding returns are naturally improving. Mathematically this amounts to a type of Picard iteration for the associated HJB equations. Motivated by the above problem but with model uncertainty, the Reinforcement Learning (RL) algorithms for the entropy-regularized stochastic control problems have received very strong attention in recent years. By using relaxed control, the control problem is regularized or say penalized by Shannon's entropy, which captures the trade-off between exploitation (to optimize) and exploration (to learn the model).


Revealing the learning process in reinforcement learning agents through attention-oriented metrics

arXiv.org Artificial Intelligence

The learning process of a reinforcement learning (RL) agent remains poorly understood beyond the mathematical formulation of its learning algorithm. To address this gap, we introduce attention-oriented metrics (ATOMs) to investigate the development of an RL agent's attention during training. We tested ATOMs on three variations of a Pong game, each designed to teach the agent distinct behaviours, complemented by a behavioural assessment. Our findings reveal that ATOMs successfully delineate the attention patterns of an agent trained on each game variation, and that these differences in attention patterns translate into differences in the agent's behaviour. Through continuous monitoring of ATOMs during training, we observed that the agent's attention developed in phases, and that these phases were consistent across games. Finally, we noted that the agent's attention to its paddle emerged relatively late in the training and coincided with a marked increase in its performance score. Overall, we believe that ATOMs could significantly enhance our understanding of RL agents' learning processes, which is essential for improving their reliability and efficiency.