Reinforcement Learning
Optimizing Deep Reinforcement Learning for Adaptive Robotic Arm Control
Shianifar, Jonaid, Schukat, Michael, Mason, Karl
In this paper, we explore the optimization of hyperparameters for the Soft Actor-Critic (SAC) and Proximal Policy Optimization (PPO) algorithms using the Tree-structured Parzen Estimator (TPE) in the context of robotic arm control with seven Degrees of Freedom (DOF). Our results demonstrate a significant enhancement in algorithm performance, TPE improves the success rate of SAC by 10.48 percentage points and PPO by 34.28 percentage points, where models trained for 50K episodes. Furthermore, TPE enables PPO to converge to a reward within 95% of the maximum reward 76% faster than without TPE, which translates to about 40K fewer episodes of training required for optimal performance. Also, this improvement for SAC is 80% faster than without TPE. This study underscores the impact of advanced hyperparameter optimization on the efficiency and success of deep reinforcement learning algorithms in complex robotic tasks.
How social reinforcement learning can lead to metastable polarisation and the voter model
Meylahn, Benedikt V., Meylahn, Janusz M.
Previous explanations for the persistence of polarization of opinions have typically included modelling assumptions that predispose the possibility of polarization (e.g.\ repulsive interactions). An exception is recent research showing that polarization is stable when agents form their opinions using reinforcement learning. We show that the polarization observed in this model is not stable, but exhibits consensus asymptotically with probability one. By constructing a link between the reinforcement learning model and the voter model, we argue that the observed polarization is metastable. Finally, we show that a slight modification in the learning process of the agents changes the model from being non-ergodic to being ergodic. Our results show that reinforcement learning may be a powerful method for modelling polarization in opinion dynamics, but that the tools appropriate for analysing such models crucially depend on the properties of the resulting systems. Properties which are determined by the details of the learning process.
RILe: Reinforced Imitation Learning
Albaba, Mert, Christen, Sammy, Gebhardt, Christoph, Langarek, Thomas, Black, Michael J., Hilliges, Otmar
Reinforcement Learning has achieved significant success in generating complex behavior but often requires extensive reward function engineering. Adversarial variants of Imitation Learning and Inverse Reinforcement Learning offer an alternative by learning policies from expert demonstrations via a discriminator. Employing discriminators increases their data- and computational efficiency over the standard approaches; however, results in sensitivity to imperfections in expert data. We propose RILe, a teacher-student system that achieves both robustness to imperfect data and efficiency. In RILe, the student learns an action policy while the teacher dynamically adjusts a reward function based on the student's performance and its alignment with expert demonstrations. By tailoring the reward function to both performance of the student and expert similarity, our system reduces dependence on the discriminator and, hence, increases robustness against data imperfections. Experiments show that RILe outperforms existing methods by 2x in settings with limited or noisy expert data.
When Do Skills Help Reinforcement Learning? A Theoretical Analysis of Temporal Abstractions
Li, Zhening, Poesia, Gabriel, Solar-Lezama, Armando
Skills are temporal abstractions that are intended to improve reinforcement learning (RL) performance through hierarchical RL. Despite our intuition about the properties of an environment that make skills useful, a precise characterization has been absent. We provide the first such characterization, focusing on the utility of deterministic skills in deterministic sparse-reward environments with finite action spaces. We show theoretically and empirically that RL performance gain from skills is worse in environments where solutions to states are less compressible. Additional theoretical results suggest that skills benefit exploration more than they benefit learning from existing experience, and that using unexpressive skills such as macroactions may worsen RL performance. We hope our findings can guide research on automatic skill discovery and help RL practitioners better decide when and how to use skills.
Multi-objective Reinforcement learning from AI Feedback
This paper presents Multi-Objective Reinforcement Learning from AI Feedback (MORLAIF), a novel approach to improving the alignment and performance of language models trained using reinforcement learning from AI feedback (RLAIF). In contrast to standard approaches that train a single preference model to represent all human preferences, MORLAIF decomposes this task into multiple simpler principles, such as toxicity, factuality, and sycophancy. Separate preference models are trained for each principle using feedback from GPT-3.5-Turbo. These preference model scores are then combined using different scalarization functions to provide a reward signal for Proximal Policy Optimization (PPO) training of the target language model. Our experiments indicate that MORLAIF outperforms the standard RLAIF baselines and that MORLAIF can be used to align larger language models using smaller ones. Surprisingly, the choice of scalarization function does not appear to significantly impact the results. Recent advancements in large language models (LLMs) have led to remarkable performance across a wide range of natural language tasks (Bommasani et al. (2021); Brown et al. (2020)). However, ensuring that these models behave in alignment with human values and preferences remains a significant challenge (Kenton et al. (2021)). Reinforcement learning from human feedback (RLHF) has emerged as a promising approach to address this issue by training models to optimize for humanspecified reward functions (Christiano et al. (2017); Stiennon et al. (2020)), but many issues with RLHF have been identified, such as the limited ability of humans to evaluate responses and reward hacking of the preference model (Casper et al. (2023)). In a standard RLHF setup, a preference model is trained on human comparisons of model outputs to represent human preferences.
Deep reinforcement learning for weakly coupled MDP's with continuous actions
Robledo, Francisco, Ayesta, Urtzi, Avrachenkov, Konstantin
This paper introduces the Lagrange Policy for Continuous Actions (LPCA), a reinforcement learning algorithm specifically designed for weakly coupled MDP problems with continuous action spaces. LPCA addresses the challenge of resource constraints dependent on continuous actions by introducing a Lagrange relaxation of the weakly coupled MDP problem within a neural network framework for Q-value computation. This approach effectively decouples the MDP, enabling efficient policy learning in resource-constrained environments. We present two variations of LPCA: LPCA-DE, which utilizes differential evolution for global optimization, and LPCA-Greedy, a method that incrementally and greadily selects actions based on Q-value gradients. Comparative analysis against other state-of-the-art techniques across various settings highlight LPCA's robustness and efficiency in managing resource allocation while maximizing rewards.
Finite Time Analysis of Temporal Difference Learning for Mean-Variance in a Discounted MDP
Sangadi, Tejaram, Prashanth, L. A., Jagannathan, Krishna
In the standard reinforcement learning (RL) setting, the objective is to learn a policy that maximizes the value function, which is the expectation of the cumulative reward that is obtained over a finite or infinite time horizon. However, in several practical scenarios including finance, automated driving and drug testing, a risk sensitive learning paradigm assumes importance, wherein the value function, which is an expectation, needs to be traded off suitably with an appropriate risk metric associated with the reward distribution. One way to achieve this is to solve a constrained optimization problem with this risk metric as a constraint, and the value function as the objective. Variance is a popular risk measure, which is usually incorporated into a risk-sensitive optimization problem as a constraint, with the usual expected value as the objective. Such a mean-variance formulation was studied in the seminal work of Markowitz [10]. In the context of RL, mean-variance optimization has been considered in several previous works, cf.
Reinforcement Learning to Disentangle Multiqubit Quantum States from Partial Observations
Tashev, Pavel, Petrov, Stefan, Metz, Friederike, Bukov, Marin
Using partial knowledge of a quantum state to control multiqubit entanglement is a largely unexplored paradigm in the emerging field of quantum interactive dynamics with the potential to address outstanding challenges in quantum state preparation and compression, quantum control, and quantum complexity. We present a deep reinforcement learning (RL) approach to constructing short disentangling circuits for arbitrary 4-, 5-, and 6-qubit states using an actor-critic algorithm. With access to only two-qubit reduced density matrices, our agent decides which pairs of qubits to apply two-qubit gates on; requiring only local information makes it directly applicable on modern NISQ devices. Utilizing a permutation-equivariant transformer architecture, the agent can autonomously identify qubit permutations within the state, and adjusts the disentangling protocol accordingly. Once trained, it provides circuits from different initial states without further optimization. We demonstrate the agent's ability to identify and exploit the entanglement structure of multiqubit states. For 4-, 5-, and 6-qubit Haar-random states, the agent learns to construct disentangling circuits that exhibit strong correlations both between consecutive gates and among the qubits involved. Through extensive benchmarking, we show the efficacy of the RL approach to find disentangling protocols with minimal gate resources. We explore the resilience of our trained agents to noise, highlighting their potential for real-world quantum computing applications. Analyzing optimal disentangling protocols, we report a general circuit to prepare an arbitrary 4-qubit state using at most 5 two-qubit (10 CNOT) gates.
GTA: Generative Trajectory Augmentation with Guidance for Offline Reinforcement Learning
Lee, Jaewoo, Yun, Sujin, Yun, Taeyoung, Park, Jinkyoo
Offline Reinforcement Learning (Offline RL) presents challenges of learning effective decision-making policies from static datasets without any online interactions. Data augmentation techniques, such as noise injection and data synthesizing, aim to improve Q-function approximation by smoothing the learned state-action region. However, these methods often fall short of directly improving the quality of offline datasets, leading to suboptimal results. In response, we introduce \textbf{GTA}, Generative Trajectory Augmentation, a novel generative data augmentation approach designed to enrich offline data by augmenting trajectories to be both high-rewarding and dynamically plausible. GTA applies a diffusion model within the data augmentation framework. GTA partially noises original trajectories and then denoises them with classifier-free guidance via conditioning on amplified return value. Our results show that GTA, as a general data augmentation strategy, enhances the performance of widely used offline RL algorithms in both dense and sparse reward settings. Furthermore, we conduct a quality analysis of data augmented by GTA and demonstrate that GTA improves the quality of the data. Our code is available at https://github.com/Jaewoopudding/GTA
Reinforcement Learning for High-Level Strategic Control in Tower Defense Games
Bergdahl, Joakim, Sestini, Alessandro, Gisslén, Linus
In strategy games, one of the most important aspects of game design is maintaining a sense of challenge for players. Many mobile titles feature quick gameplay loops that allow players to progress steadily, requiring an abundance of levels and puzzles to prevent them from reaching the end too quickly. As with any content creation, testing and validation are essential to ensure engaging gameplay mechanics, enjoyable game assets, and playable levels. In this paper, we propose an automated approach that can be leveraged for gameplay testing and validation that combines traditional scripted methods with reinforcement learning, reaping the benefits of both approaches while adapting to new situations similarly to how a human player would. We test our solution on a popular tower defense game, Plants vs. Zombies. The results show that combining a learned approach, such as reinforcement learning, with a scripted AI produces a higher-performing and more robust agent than using only heuristic AI, achieving a 57.12% success rate compared to 47.95% in a set of 40 levels. Moreover, the results demonstrate the difficulty of training a general agent for this type of puzzle-like game.