Reinforcement Learning
Learning to Play Atari in a World of Tokens
Agarwal, Pranav, Andrews, Sheldon, Kahou, Samira Ebrahimi
Model-based reinforcement learning agents utilizing transformers have shown improved sample efficiency due to their ability to model extended context, resulting in more accurate world models. However, for complex reasoning and planning tasks, these methods primarily rely on continuous representations. This complicates modeling of discrete properties of the real world such as disjoint object classes between which interpolation is not plausible. In this work, we introduce discrete abstract representations for transformer-based learning (DART), a sample-efficient method utilizing discrete representations for modeling both the world and learning behavior. We incorporate a transformer-decoder for auto-regressive world modeling and a transformer-encoder for learning behavior by attending to task-relevant cues in the discrete representation of the world model. For handling partial observability, we aggregate information from past time steps as memory tokens. DART outperforms previous state-of-the-art methods that do not use look-ahead search on the Atari 100k sample efficiency benchmark with a median human-normalized score of 0.790 and beats humans in 9 out of 26 games. We release our code at https://pranaval.github.io/DART/.
A New View on Planning in Online Reinforcement Learning
Roice, Kevin, Panahi, Parham Mohammad, Jordan, Scott M., White, Adam, White, Martha
This paper investigates a new approach to model-based reinforcement learning using background planning: mixing (approximate) dynamic programming updates and model-free updates, similar to the Dyna architecture. Background planning with learned models is often worse than model-free alternatives, such as Double DQN, even though the former uses significantly more memory and computation. The fundamental problem is that learned models can be inaccurate and often generate invalid states, especially when iterated many steps. In this paper, we avoid this limitation by constraining background planning to a set of (abstract) subgoals and learning only local, subgoal-conditioned models. This goal-space planning (GSP) approach is more computationally efficient, naturally incorporates temporal abstraction for faster long-horizon planning and avoids learning the transition dynamics entirely. We show that our GSP algorithm can propagate value from an abstract space in a manner that helps a variety of base learners learn significantly faster in different domains.
Revisiting Step-Size Assumptions in Stochastic Approximation
Lauand, Caio Kalil, Meyn, Sean
Many machine learning and optimization algorithms are built upon the framework of stochastic approximation (SA), for which the selection of step-size (or learning rate) is essential for success. For the sake of clarity, this paper focuses on the special case $\alpha_n = \alpha_0 n^{-\rho}$ at iteration $n$, with $\rho \in [0,1]$ and $\alpha_0>0$ design parameters. It is most common in practice to take $\rho=0$ (constant step-size), while in more theoretically oriented papers a vanishing step-size is preferred. In particular, with $\rho \in (1/2, 1)$ it is known that on applying the averaging technique of Polyak and Ruppert, the mean-squared error (MSE) converges at the optimal rate of $O(1/n)$ and the covariance in the central limit theorem (CLT) is minimal in a precise sense. The paper revisits step-size selection in a general Markovian setting. Under readily verifiable assumptions, the following conclusions are obtained provided $0<\rho<1$: $\bullet$ Parameter estimates converge with probability one, and also in $L_p$ for any $p\ge 1$. $\bullet$ The MSE may converge very slowly for small $\rho$, of order $O(\alpha_n^2)$ even with averaging. $\bullet$ For linear stochastic approximation the source of slow convergence is identified: for any $\rho\in (0,1)$, averaging results in estimates for which the error $\textit{covariance}$ vanishes at the optimal rate, and moreover the CLT covariance is optimal in the sense of Polyak and Ruppert. However, necessary and sufficient conditions are obtained under which the $\textit{bias}$ converges to zero at rate $O(\alpha_n)$. This is the first paper to obtain such strong conclusions while allowing for $\rho \le 1/2$. A major conclusion is that the choice of $\rho =0$ or even $\rho<1/2$ is justified only in select settings -- In general, bias may preclude fast convergence.
Adaptive Horizon Actor-Critic for Policy Learning in Contact-Rich Differentiable Simulation
Georgiev, Ignat, Srinivasan, Krishnan, Xu, Jie, Heiden, Eric, Garg, Animesh
Model-Free Reinforcement Learning (MFRL), leveraging the policy gradient theorem, has demonstrated considerable success in continuous control tasks. However, these approaches are plagued by high gradient variance due to zeroth-order gradient estimation, resulting in suboptimal policies. Conversely, First-Order Model-Based Reinforcement Learning (FO-MBRL) methods employing differentiable simulation provide gradients with reduced variance but are susceptible to sampling error in scenarios involving stiff dynamics, such as physical contact. This paper investigates the source of this error and introduces Adaptive Horizon Actor-Critic (AHAC), an FO-MBRL algorithm that reduces gradient error by adapting the model-based horizon to avoid stiff dynamics. Empirical findings reveal that AHAC outperforms MFRL baselines, attaining 40% more reward across a set of locomotion tasks and efficiently scaling to high-dimensional control environments with improved wall-clock-time efficiency.
Reinforcement Learning in Dynamic Treatment Regimes Needs Critical Reexamination
Luo, Zhiyao, Pan, Yangchen, Watkinson, Peter, Zhu, Tingting
In the rapidly changing healthcare landscape, the implementation of offline reinforcement learning (RL) in dynamic treatment regimes (DTRs) presents a mix of unprecedented opportunities and challenges. This position paper offers a critical examination of the current status of offline RL in the context of DTRs. We argue for a reassessment of applying RL in DTRs, citing concerns such as inconsistent and potentially inconclusive evaluation metrics, the absence of naive and supervised learning baselines, and the diverse choice of RL formulation in existing research. Through a case study with more than 17,000 evaluation experiments using a publicly available Sepsis dataset, we demonstrate that the performance of RL algorithms can significantly vary with changes in evaluation metrics and Markov Decision Process (MDP) formulations. Surprisingly, it is observed that in some instances, RL algorithms can be surpassed by random baselines subjected to policy evaluation methods and reward design. This calls for more careful policy evaluation and algorithm development in future DTR works. Additionally, we discussed potential enhancements toward more reliable development of RL-based dynamic treatment regimes and invited further discussion within the community. Code is available at https://github.com/GilesLuo/ReassessDTR.
History-Aware Planning for Risk-free Autonomous Navigation on Unknown Uneven Terrain
Wang, Yinchuan, Du, Nianfei, Qin, Yongsen, Zhang, Xiang, Song, Rui, Wang, Chaoqun
It is challenging for the mobile robot to achieve autonomous and mapless navigation in the unknown environment with uneven terrain. In this study, we present a layered and systematic pipeline. At the local level, we maintain a tree structure that is dynamically extended with the navigation. This structure unifies the planning with the terrain identification. Besides, it contributes to explicitly identifying the hazardous areas on uneven terrain. In particular, certain nodes of the tree are consistently kept to form a sparse graph at the global level, which records the history of the exploration. A series of subgoals that can be obtained in the tree and the graph are utilized for leading the navigation. To determine a subgoal, we develop an evaluation method whose input elements can be efficiently obtained on the layered structure. We conduct both simulation and real-world experiments to evaluate the developed method and its key modules. The experimental results demonstrate the effectiveness and efficiency of our method. The robot can travel through the unknown uneven region safely and reach the target rapidly without a preconstructed map.
Multi-Agent Reinforcement Learning Meets Leaf Sequencing in Radiotherapy
Gao, Riqiang, Ghesu, Florin C., Arberet, Simon, Basiri, Shahab, Kuusela, Esa, Kraus, Martin, Comaniciu, Dorin, Kamen, Ali
In contemporary radiotherapy planning (RTP), a key module leaf sequencing is predominantly addressed by optimization-based approaches. In this paper, we propose a novel deep reinforcement learning (DRL) model termed as Reinforced Leaf Sequencer (RLS) in a multi-agent framework for leaf sequencing. The RLS model offers improvements to time-consuming iterative optimization steps via large-scale training and can control movement patterns through the design of reward mechanisms. We have conducted experiments on four datasets with four metrics and compared our model with a leading optimization sequencer. Our findings reveal that the proposed RLS model can achieve reduced fluence reconstruction errors, and potential faster convergence when integrated in an optimization planner. Additionally, RLS has shown promising results in a full artificial intelligence RTP pipeline. We hope this pioneer multi-agent RL leaf sequencer can foster future research on machine learning for RTP.
Reciprocal Reward Influence Encourages Cooperation From Self-Interested Agents
Zhou, John L., Hong, Weizhe, Kao, Jonathan C.
Emergent cooperation among self-interested individuals is a widespread phenomenon in the natural world, but remains elusive in interactions between artificially intelligent agents. Instead, na\"ive reinforcement learning algorithms typically converge to Pareto-dominated outcomes in even the simplest of social dilemmas. An emerging class of opponent-shaping methods have demonstrated the ability to reach prosocial outcomes by influencing the learning of other agents. However, they rely on higher-order derivatives through the predicted learning step of other agents or learning meta-game dynamics, which in turn rely on stringent assumptions over opponent learning rules or exponential sample complexity, respectively. To provide a learning rule-agnostic and sample-efficient alternative, we introduce Reciprocators, reinforcement learning agents which are intrinsically motivated to reciprocate the influence of an opponent's actions on their returns. This approach effectively seeks to modify other agents' $Q$-values by increasing their return following beneficial actions (with respect to the Reciprocator) and decreasing it after detrimental actions, guiding them towards mutually beneficial actions without attempting to directly shape policy updates. We show that Reciprocators can be used to promote cooperation in a variety of temporally extended social dilemmas during simultaneous learning.
Advancing DRL Agents in Commercial Fighting Games: Training, Integration, and Agent-Human Alignment
Zhang, Chen, He, Qiang, Yuan, Zhou, Liu, Elvis S., Wang, Hong, Zhao, Jian, Wang, Yang
Deep Reinforcement Learning (DRL) agents have demonstrated impressive success in a wide range of game genres. However, existing research primarily focuses on optimizing DRL competence rather than addressing the challenge of prolonged player interaction. In this paper, we propose a practical DRL agent system for fighting games named Sh\=ukai, which has been successfully deployed to Naruto Mobile, a popular fighting game with over 100 million registered users. Sh\=ukai quantifies the state to enhance generalizability, introducing Heterogeneous League Training (HELT) to achieve balanced competence, generalizability, and training efficiency. Furthermore, Sh\=ukai implements specific rewards to align the agent's behavior with human expectations. Sh\=ukai's ability to generalize is demonstrated by its consistent competence across all characters, even though it was trained on only 13% of them. Additionally, HELT exhibits a remarkable 22% improvement in sample efficiency. Sh\=ukai serves as a valuable training partner for players in Naruto Mobile, enabling them to enhance their abilities and skills.
Learning the Target Network in Function Space
Asadi, Kavosh, Liu, Yao, Sabach, Shoham, Yin, Ming, Fakoor, Rasool
We focus on the task of learning the value function in the reinforcement learning (RL) setting. This task is often solved by updating a pair of online and target networks while ensuring that the parameters of these two networks are equivalent. We propose Lookahead-Replicate (LR), a new value-function approximation algorithm that is agnostic to this parameter-space equivalence. Instead, the LR algorithm is designed to maintain an equivalence between the two networks in the function space. This value-based equivalence is obtained by employing a new target-network update. We show that LR leads to a convergent behavior in learning the value function. We also present empirical results demonstrating that LR-based target-network updates significantly improve deep RL on the Atari benchmark.