Reinforcement Learning
Reinforcement Learning for Corporate Bond Trading: A Sell Side Perspective
Atkins, Samuel, Fathi, Ali, Assefa, Sammy
A corporate bond trader in a typical sell side institution such as a bank provides liquidity to the market participants by buying/selling securities and maintaining an inventory. Upon receiving a request for a buy/sell price quote (RFQ), the trader provides a quote by adding a spread over a \textit{prevalent market price}. For illiquid bonds, the market price is harder to observe, and traders often resort to available benchmark bond prices (such as MarketAxess, Bloomberg, etc.). In \cite{Bergault2023ModelingLI}, the concept of \textit{Fair Transfer Price} for an illiquid corporate bond was introduced which is derived from an infinite horizon stochastic optimal control problem (for maximizing the trader's expected P\&L, regularized by the quadratic variation). In this paper, we consider the same optimization objective, however, we approach the estimation of an optimal bid-ask spread quoting strategy in a data driven manner and show that it can be learned using Reinforcement Learning. Furthermore, we perform extensive outcome analysis to examine the reasonableness of the trained agent's behavior.
HumanoidBench: Simulated Humanoid Benchmark for Whole-Body Locomotion and Manipulation
Sferrazza, Carmelo, Huang, Dun-Ming, Lin, Xingyu, Lee, Youngwoon, Abbeel, Pieter
Humanoid robots hold great promise in assisting humans in diverse environments and tasks, due to their flexibility and adaptability leveraging human-like morphology. However, research in humanoid robots is often bottlenecked by the costly and fragile hardware setups. To accelerate algorithmic research in humanoid robots, we present a high-dimensional, simulated robot learning benchmark, HumanoidBench, featuring a humanoid robot equipped with dexterous hands and a variety of challenging whole-body manipulation and locomotion tasks. Our findings reveal that state-of-the-art reinforcement learning algorithms struggle with most tasks, whereas a hierarchical learning approach achieves superior performance when supported by robust low-level policies, such as walking or reaching. With HumanoidBench, we provide the robotics community with a platform to identify the challenges arising when solving diverse tasks with humanoid robots, facilitating prompt verification of algorithms and ideas. The open-source code is available at https://humanoid-bench.github.io.
Scalable Ensembling For Mitigating Reward Overoptimisation
Ahmed, Ahmed M., Rafailov, Rafael, Sharkov, Stepan, Li, Xuechen, Koyejo, Sanmi
Reinforcement Learning from Human Feedback (RLHF) has enabled significant advancements within language modeling for powerful, instruction-following models. However, the alignment of these models remains a pressing challenge as the policy tends to overfit the learned ``proxy" reward model past an inflection point of utility as measured by a ``gold" reward model that is more performant -- a phenomenon known as overoptimisation. Prior work has mitigated this issue by computing a pessimistic statistic over an ensemble of reward models, which is common in Offline Reinforcement Learning but incredibly costly for language models with high memory requirements, making such approaches infeasible for sufficiently large models. To this end, we propose using a shared encoder but separate linear heads. We find this leads to similar performance as the full ensemble while allowing tremendous savings in memory and time required for training for models of similar size.
Discovering Minimal Reinforcement Learning Environments
Liesen, Jarek, Lu, Chris, Lupu, Andrei, Foerster, Jakob N., Sprekeler, Henning, Lange, Robert T.
Reinforcement learning (RL) agents are commonly trained and evaluated in the same environment. In contrast, humans often train in a specialized environment before being evaluated, such as studying a book before taking an exam. The potential of such specialized training environments is still vastly underexplored, despite their capacity to dramatically speed up training. The framework of synthetic environments takes a first step in this direction by meta-learning neural network-based Markov decision processes (MDPs). The initial approach was limited to toy problems and produced environments that did not transfer to unseen RL algorithms. We extend this approach in three ways: Firstly, we modify the meta-learning algorithm to discover environments invariant towards hyperparameter configurations and learning algorithms. Secondly, by leveraging hardware parallelism and introducing a curriculum on an agent's evaluation episode horizon, we can achieve competitive results on several challenging continuous control problems. Thirdly, we surprisingly find that contextual bandits enable training RL agents that transfer well to their evaluation environment, even if it is a complex MDP. Hence, we set up our experiments to train synthetic contextual bandits, which perform on par with synthetic MDPs, yield additional insights into the evaluation environment, and can speed up downstream applications.
Attention Networks for Personalized Mealtime Insulin Dosing in People with Type 1 Diabetes
Fathi, Anas El, Pryor, Elliott, Breton, Marc D.
Calculating mealtime insulin doses poses a significant challenge for individuals with Type 1 Diabetes (T1D). Doses should perfectly compensate for expected post-meal glucose excursions, requiring a profound understanding of the individual's insulin sensitivity and the meal macronutrients'. Usually, people rely on intuition and experience to develop this understanding. In this work, we demonstrate how a reinforcement learning agent, employing a self-attention encoder network, can effectively mimic and enhance this intuitive process. Trained on 80 virtual subjects from the FDA-approved UVA/Padova T1D adult cohort and tested on twenty, self-attention demonstrates superior performance compared to other network architectures. Results reveal a significant reduction in glycemic risk, from 16.5 to 9.6 in scenarios using sensor-augmented pump and from 9.1 to 6.7 in scenarios using automated insulin delivery. This new paradigm bypasses conventional therapy parameters, offering the potential to simplify treatment and promising improved quality of life and glycemic outcomes for people with T1D.
Oralytics Reinforcement Learning Algorithm
Trella, Anna L., Zhang, Kelly W., Carpenter, Stephanie M., Elashoff, David, Greer, Zara M., Nahum-Shani, Inbal, Ruenger, Dennis, Shetty, Vivek, Murphy, Susan A.
Dental disease is one of the most common chronic diseases in the United States, particularly affecting disadvantaged communities. While scientific evidence indicates that healthy oral self-care behaviors (OSCB) (i.e., systematic, twice-a-day tooth brushing) prevent dental disease [Lรถe, 2000, Attin and Hornecker, 2005], this basic behavior is not consistently practiced [Yaacob et al., 2014]. We have developed Oralytics, an online, reinforcement learning (RL) algorithm that optimizes the delivery of personalized intervention prompts to improve OSCB. These prompts, delivered via push notification from the Oralytics app, are designed to supplement clinician instruction and consist of engaging content tailored to participants, such as brushing feedback and motivational messages. This paper describes the methodology used to design and develop the online RL algorithm. To make quality design decisions, we leveraged prior data, domain expertise, and experiments in a simulation test bed.
A Super-human Vision-based Reinforcement Learning Agent for Autonomous Racing in Gran Turismo
Vasco, Miguel, Seno, Takuma, Kawamoto, Kenta, Subramanian, Kaushik, Wurman, Peter R., Stone, Peter
Racing autonomous cars faster than the best human drivers has been a longstanding grand challenge for the fields of Artificial Intelligence and robotics. Recently, an end-to-end deep reinforcement learning agent met this challenge in a high-fidelity racing simulator, Gran Turismo. However, this agent relied on global features that require instrumentation external to the car. This paper introduces, to the best of our knowledge, the first super-human car racing agent whose sensor input is purely local to the car, namely pixels from an ego-centric camera view and quantities that can be sensed from on-board the car, such as the car's velocity. By leveraging global features only at training time, the learned agent is able to outperform the best human drivers in time trial (one car on the track at a time) races using only local input features. The resulting agent is evaluated in Gran Turismo 7 on multiple tracks and cars. Detailed ablation experiments demonstrate the agent's strong reliance on visual inputs, making it the first vision-based super-human car racing agent.
The Role of Inherent Bellman Error in Offline Reinforcement Learning with Linear Function Approximation
In this paper, we study the offline RL problem with linear function approximation. Our main structural assumption is that the MDP has low inherent Bellman error, which stipulates that linear value functions have linear Bellman backups with respect to the greedy policy. This assumption is natural in that it is essentially the minimal assumption required for value iteration to succeed. We give a computationally efficient algorithm which succeeds under a single-policy coverage condition on the dataset, namely which outputs a policy whose value is at least that of any policy which is well-covered by the dataset. Even in the setting when the inherent Bellman error is 0 (termed linear Bellman completeness), our algorithm yields the first known guarantee under single-policy coverage. In the setting of positive inherent Bellman error ${\varepsilon_{\mathrm{BE}}} > 0$, we show that the suboptimality error of our algorithm scales with $\sqrt{\varepsilon_{\mathrm{BE}}}$. Furthermore, we prove that the scaling of the suboptimality with $\sqrt{\varepsilon_{\mathrm{BE}}}$ cannot be improved for any algorithm. Our lower bound stands in contrast to many other settings in reinforcement learning with misspecification, where one can typically obtain performance that degrades linearly with the misspecification error.
Can Go AIs be adversarially robust?
Tseng, Tom, McLean, Euan, Pelrine, Kellin, Wang, Tony T., Gleave, Adam
Prior work found that superhuman Go AIs like KataGo can be defeated by simple adversarial strategies. In this paper, we study if simple defenses can improve KataGo's worst-case performance. We test three natural defenses: adversarial training on hand-constructed positions, iterated adversarial training, and changing the network architecture. We find that some of these defenses are able to protect against previously discovered attacks. Unfortunately, we also find that none of these defenses are able to withstand adaptive attacks. In particular, we are able to train new adversaries that reliably defeat our defended agents by causing them to blunder in ways humans would not. Our results suggest that building robust AI systems is challenging even in narrow domains such as Go. For interactive examples of attacks and a link to our codebase, see https://goattack.far.ai/.
More Efficient Randomized Exploration for Reinforcement Learning via Approximate Sampling
Ishfaq, Haque, Tan, Yixin, Yang, Yu, Lan, Qingfeng, Lu, Jianfeng, Mahmood, A. Rupam, Precup, Doina, Xu, Pan
Thompson sampling (TS) is one of the most popular exploration techniques in reinforcement learning (RL). However, most TS algorithms with theoretical guarantees are difficult to implement and not generalizable to Deep RL. While the emerging approximate sampling-based exploration schemes are promising, most existing algorithms are specific to linear Markov Decision Processes (MDP) with suboptimal regret bounds, or only use the most basic samplers such as Langevin Monte Carlo. In this work, we propose an algorithmic framework that incorporates different approximate sampling methods with the recently proposed Feel-Good Thompson Sampling (FGTS) approach (Zhang, 2022; Dann et al., 2021), which was previously known to be computationally intractable in general. When applied to linear MDPs, our regret analysis yields the best known dependency of regret on dimensionality, surpassing existing randomized algorithms. Additionally, we provide explicit sampling complexity for each employed sampler. Empirically, we show that in tasks where deep exploration is necessary, our proposed algorithms that combine FGTS and approximate sampling perform significantly better compared to other strong baselines. On several challenging games from the Atari 57 suite, our algorithms achieve performance that is either better than or on par with other strong baselines from the deep RL literature.