Reinforcement Learning
Long-Term Fairness Inquiries and Pursuits in Machine Learning: A Survey of Notions, Methods, and Challenges
Gohar, Usman, Tang, Zeyu, Wang, Jialu, Zhang, Kun, Spirtes, Peter L., Liu, Yang, Cheng, Lu
While dynamic influential roles in high-stake domains traditionally steered fairness aligns with this concept by considering by human judgments, an extensive body of research has evolving dynamics over time (Li et al. 2023), long-term fairness brought attention to the challenges of bias and discrimination has a much broader scope. This umbrella term has different against marginalized groups (Mehrabi et al. 2021; facets, including sequential fairness (where sequential Cheng, Varshney, and Liu 2021). These issues are pervasive decisions impact fairness) and fairness over multiple time and manifest in different settings, including finance, steps, among others (as depicted in Fig:1). In this work, we legal (e.g., pretrial bail decisions), aviation, and healthcare aim to unify the different strands of literature on long-term practices, among others (Gohar et al. 2024; Barocas, Hardt, fairness under a common framework.
Deep Multi-Objective Reinforcement Learning for Utility-Based Infrastructural Maintenance Optimization
van Remmerden, Jesse, Kenter, Maurice, Roijers, Diederik M., Andriotis, Charalampos, Zhang, Yingqian, Bukhsh, Zaharah
In this paper, we introduce Multi-Objective Deep Centralized Multi-Agent Actor-Critic (MO- DCMAC), a multi-objective reinforcement learning (MORL) method for infrastructural maintenance optimization, an area traditionally dominated by single-objective reinforcement learning (RL) approaches. Previous single-objective RL methods combine multiple objectives, such as probability of collapse and cost, into a singular reward signal through reward-shaping. In contrast, MO-DCMAC can optimize a policy for multiple objectives directly, even when the utility function is non-linear. We evaluated MO-DCMAC using two utility functions, which use probability of collapse and cost as input. The first utility function is the Threshold utility, in which MO-DCMAC should minimize cost so that the probability of collapse is never above the threshold. The second is based on the Failure Mode, Effects, and Criticality Analysis (FMECA) methodology used by asset managers to asses maintenance plans. We evaluated MO-DCMAC, with both utility functions, in multiple maintenance environments, including ones based on a case study of the historical quay walls of Amsterdam. The performance of MO-DCMAC was compared against multiple rule-based policies based on heuristics currently used for constructing maintenance plans. Our results demonstrate that MO-DCMAC outperforms traditional rule-based policies across various environments and utility functions.
Towards Real-World Efficiency: Domain Randomization in Reinforcement Learning for Pre-Capture of Free-Floating Moving Targets by Autonomous Robots
Beigomi, Bahador, Zhu, Zheng H.
In this research, we introduce a deep reinforcement learning-based control approach to address the intricate challenge of the robotic pre-grasping phase under microgravity conditions. Leveraging reinforcement learning eliminates the necessity for manual feature design, therefore simplifying the problem and empowering the robot to learn pre-grasping policies through trial and error. Our methodology incorporates an off-policy reinforcement learning framework, employing the soft actor-critic technique to enable the gripper to proficiently approach a free-floating moving object, ensuring optimal pre-grasp success. For effective learning of the pre-grasping approach task, we developed a reward function that offers the agent clear and insightful feedback. Our case study examines a pre-grasping task where a Robotiq 3F gripper is required to navigate towards a free-floating moving target, pursue it, and subsequently position itself at the desired pre-grasp location. We assessed our approach through a series of experiments in both simulated and real-world environments. The source code, along with recordings of real-world robot grasping, is available at Fanuc_Robotiq_Grasp.
Risk Sensitivity in Markov Games and Multi-Agent Reinforcement Learning: A Systematic Review
Ghaemi, Hafez, Jamshidi, Shirin, Mashreghi, Mohammad, Ahmadabadi, Majid Nili, Kebriaei, Hamed
Markov games (MGs) and multi-agent reinforcement learning (MARL) are studied to model decision making in multi-agent systems. Traditionally, the objective in MG and MARL has been risk-neutral, i.e., agents are assumed to optimize a performance metric such as expected return, without taking into account subjective or cognitive preferences of themselves or of other agents. However, ignoring such preferences leads to inaccurate models of decision making in many real-world scenarios in finance, operations research, and behavioral economics. Therefore, when these preferences are present, it is necessary to incorporate a suitable measure of risk into the optimization objective of agents, which opens the door to risk-sensitive MG and MARL. In this paper, we systemically review the literature on risk sensitivity in MG and MARL that has been growing in recent years alongside other areas of reinforcement learning and game theory. We define and mathematically describe different risk measures used in MG and MARL and individually for each measure, discuss articles that incorporate it. Finally, we identify recent trends in theoretical and applied works in the field and discuss possible directions of future research.
Stochastic Guidance of Buoyancy Controlled Vehicles under Ice Shelves using Ocean Currents
Rossi, Federico, Branch, Andrew, Schodlok, Michael P., Stanton, Timothy, Fenty, Ian G., Hook, Joshua Vander, Clark, Evan B.
We propose a novel technique for guidance of buoyancy-controlled vehicles in uncertain under-ice ocean flows. In-situ melt rate measurements collected at the grounding zone of Antarctic ice shelves, where the ice shelf meets the underlying bedrock, are essential to constrain models of future sea level rise. Buoyancy-controlled vehicles, which control their vertical position in the water column through internal actuation but have no means of horizontal propulsion, offer an affordable and reliable platform for such in-situ data collection. However, reaching the grounding zone requires vehicles to traverse tens of kilometers under the ice shelf, with approximate position knowledge and no means of communication, in highly variable and uncertain ocean currents. To address this challenge, we propose a partially observable MDP approach that exploits model-based knowledge of the under-ice currents and, critically, of their uncertainty, to synthesize effective guidance policies. The approach uses approximate dynamic programming to model uncertainty in the currents, and QMDP to address localization uncertainty. Numerical experiments show that the policy can deliver up to 88.8% of underwater vehicles to the grounding zone -- a 33% improvement compared to state-of-the-art guidance techniques, and a 262% improvement over uncontrolled drifters. Collectively, these results show that model-based under-ice guidance is a highly promising technique for exploration of under-ice cavities, and has the potential to enable cost-effective and scalable access to these challenging and rarely observed environments.
Boosting Robustness in Preference-Based Reinforcement Learning with Dynamic Sparsity
Muslimani, Calarina, Grooten, Bram, Mamillapalli, Deepak Ranganatha Sastry, Pechenizkiy, Mykola, Mocanu, Decebal Constantin, Taylor, Matthew E.
For autonomous agents to successfully integrate into human-centered environments, agents should be able to learn from and adapt to humans in their native settings. Preference-based reinforcement learning (PbRL) is a promising approach that learns reward functions from human preferences. This enables RL agents to adapt their behavior based on human desires. However, humans live in a world full of diverse information, most of which is not relevant to completing a particular task. It becomes essential that agents learn to focus on the subset of task-relevant environment features. Unfortunately, prior work has largely ignored this aspect; primarily focusing on improving PbRL algorithms in standard RL environments that are carefully constructed to contain only task-relevant features. This can result in algorithms that may not effectively transfer to a more noisy real-world setting. To that end, this work proposes R2N (Robust-to-Noise), the first PbRL algorithm that leverages principles of dynamic sparse training to learn robust reward models that can focus on task-relevant features. We study the effectiveness of R2N in the Extremely Noisy Environment setting, an RL problem setting where up to 95% of the state features are irrelevant distractions. In experiments with a simulated teacher, we demonstrate that R2N can adapt the sparse connectivity of its neural networks to focus on task-relevant features, enabling R2N to significantly outperform several state-of-the-art PbRL algorithms in multiple locomotion and control environments.
Quantum Architecture Search: A Survey
Martyniuk, Darya, Jung, Johannes, Paschke, Adrian
Quantum computing has made significant progress in recent years, attracting immense interest not only in research laboratories but also in various industries. However, the application of quantum computing to solve real-world problems is still hampered by a number of challenges, including hardware limitations and a relatively under-explored landscape of quantum algorithms, especially when compared to the extensive development of classical computing. The design of quantum circuits, in particular parameterized quantum circuits (PQCs), which contain learnable parameters optimized by classical methods, is a non-trivial and time-consuming task requiring expert knowledge. As a result, research on the automated generation of PQCs, known as quantum architecture search (QAS), has gained considerable interest. QAS focuses on the use of machine learning and optimization-driven techniques to generate PQCs tailored to specific problems and characteristics of quantum hardware. In this paper, we provide an overview of QAS methods by examining relevant research studies in the field. We discuss main challenges in designing and performing an automated search for an optimal PQC, and survey ways to address them to ease future research.
Investigating Pre-Training Objectives for Generalization in Vision-Based Reinforcement Learning
Kim, Donghu, Lee, Hojoon, Lee, Kyungmin, Hwang, Dongyoon, Choo, Jaegul
Recently, various pre-training methods have been introduced in vision-based Reinforcement Learning (RL). However, their generalization ability remains unclear due to evaluations being limited to in-distribution environments and non-unified experimental setups. To address this, we introduce the Atari Pre-training Benchmark (Atari-PB), which pre-trains a ResNet-50 model on 10 million transitions from 50 Atari games and evaluates it across diverse environment distributions. Our experiments show that pre-training objectives focused on learning task-agnostic features (e.g., identifying objects and understanding temporal dynamics) enhance generalization across different environments. In contrast, objectives focused on learning task-specific knowledge (e.g., identifying agents and fitting reward functions) improve performance in environments similar to the pre-training dataset but not in varied ones. We publicize our codes, datasets, and model checkpoints at https://github.com/dojeon-ai/Atari-PB.
Acquiring Diverse Skills using Curriculum Reinforcement Learning with Mixture of Experts
Celik, Onur, Taranovic, Aleksandar, Neumann, Gerhard
Reinforcement learning (RL) is a powerful approach for acquiring a good-performing policy. However, learning diverse skills is challenging in RL due to the commonly used Gaussian policy parameterization. We propose \textbf{Di}verse \textbf{Skil}l \textbf{L}earning (Di-SkilL\footnote{Videos and code are available on the project webpage: \url{https://alrhub.github.io/di-skill-website/}}), an RL method for learning diverse skills using Mixture of Experts, where each expert formalizes a skill as a contextual motion primitive. Di-SkilL optimizes each expert and its associate context distribution to a maximum entropy objective that incentivizes learning diverse skills in similar contexts. The per-expert context distribution enables automatic curricula learning, allowing each expert to focus on its best-performing sub-region of the context space. To overcome hard discontinuities and multi-modalities without any prior knowledge of the environment's unknown context probability space, we leverage energy-based models to represent the per-expert context distributions and demonstrate how we can efficiently train them using the standard policy gradient objective. We show on challenging robot simulation tasks that Di-SkilL can learn diverse and performant skills.
Query-based Semantic Gaussian Field for Scene Representation in Reinforcement Learning
Wang, Jiaxu, Zhang, Ziyi, Zhang, Qiang, Li, Jia, Sun, Jingkai, Sun, Mingyuan, He, Junhao, Xu, Renjing
Latent scene representation plays a significant role in training reinforcement learning (RL) agents. To obtain good latent vectors describing the scenes, recent works incorporate the 3D-aware latent-conditioned NeRF pipeline into scene representation learning. However, these NeRF-related methods struggle to perceive 3D structural information due to the inefficient dense sampling in volumetric rendering. Moreover, they lack fine-grained semantic information included in their scene representation vectors because they evenly consider free and occupied spaces. Both of them can destroy the performance of downstream RL tasks. To address the above challenges, we propose a novel framework that adopts the efficient 3D Gaussian Splatting (3DGS) to learn 3D scene representation for the first time. In brief, we present the Query-based Generalizable 3DGS to bridge the 3DGS technique and scene representations with more geometrical awareness than those in NeRFs. Moreover, we present the Hierarchical Semantics Encoding to ground the fine-grained semantic features to 3D Gaussians and further distilled to the scene representation vectors. We conduct extensive experiments on two RL platforms including Maniskill2 and Robomimic across 10 different tasks. The results show that our method outperforms the other 5 baselines by a large margin. We achieve the best success rates on 8 tasks and the second-best on the other two tasks.