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 Reinforcement Learning


DISCRET: Synthesizing Faithful Explanations For Treatment Effect Estimation

arXiv.org Artificial Intelligence

Designing faithful yet accurate AI models is challenging, particularly in the field of individual treatment effect estimation (ITE). ITE prediction models deployed in critical settings such as healthcare should ideally be (i) accurate, and (ii) provide faithful explanations. However, current solutions are inadequate: state-of-the-art black-box models do not supply explanations, post-hoc explainers for black-box models lack faithfulness guarantees, and self-interpretable models greatly compromise accuracy. To address these issues, we propose DISCRET, a self-interpretable ITE framework that synthesizes faithful, rule-based explanations for each sample. A key insight behind DISCRET is that explanations can serve dually as database queries to identify similar subgroups of samples. We provide a novel RL algorithm to efficiently synthesize these explanations from a large search space. We evaluate DISCRET on diverse tasks involving tabular, image, and text data. DISCRET outperforms the best self-interpretable models and has accuracy comparable to the best black-box models while providing faithful explanations. DISCRET is available at https://github.com/wuyinjun-1993/DISCRET-ICML2024.


Multi-Dimensional Optimization for Text Summarization via Reinforcement Learning

arXiv.org Artificial Intelligence

The evaluation of summary quality encompasses diverse dimensions such as consistency, coherence, relevance, and fluency. However, existing summarization methods often target a specific dimension, facing challenges in generating well-balanced summaries across multiple dimensions. In this paper, we propose multi-objective reinforcement learning tailored to generate balanced summaries across all four dimensions. We introduce two multi-dimensional optimization (MDO) strategies for adaptive learning: 1) MDO_min, rewarding the current lowest dimension score, and 2) MDO_pro, optimizing multiple dimensions similar to multi-task learning, resolves conflicting gradients across dimensions through gradient projection. Unlike prior ROUGE-based rewards relying on reference summaries, we use a QA-based reward model that aligns with human preferences. Further, we discover the capability to regulate the length of summaries by adjusting the discount factor, seeking the generation of concise yet informative summaries that encapsulate crucial points. Our approach achieved substantial performance gains compared to baseline models on representative summarization datasets, particularly in the overlooked dimensions.


Slow and Steady Wins the Race: Maintaining Plasticity with Hare and Tortoise Networks

arXiv.org Artificial Intelligence

This study investigates the loss of generalization ability in neural networks, revisiting warm-starting experiments from Ash & Adams. Our empirical analysis reveals that common methods designed to enhance plasticity by maintaining trainability provide limited benefits to generalization. While reinitializing the network can be effective, it also risks losing valuable prior knowledge. To this end, we introduce the Hare & Tortoise, inspired by the brain's complementary learning system. Hare & Tortoise consists of two components: the Hare network, which rapidly adapts to new information analogously to the hippocampus, and the Tortoise network, which gradually integrates knowledge akin to the neocortex. By periodically reinitializing the Hare network to the Tortoise's weights, our method preserves plasticity while retaining general knowledge. Hare & Tortoise can effectively maintain the network's ability to generalize, which improves advanced reinforcement learning algorithms on the Atari-100k benchmark. The code is available at https://github.com/dojeon-ai/hare-tortoise.


Cognitive Manipulation: Semi-supervised Visual Representation and Classroom-to-real Reinforcement Learning for Assembly in Semi-structured Environments

arXiv.org Artificial Intelligence

Assembling a slave object into a fixture-free master object represents a critical challenge in flexible manufacturing. Existing deep reinforcement learning-based methods, while benefiting from visual or operational priors, often struggle with small-batch precise assembly tasks due to their reliance on insufficient priors and high-costed model development. To address these limitations, this paper introduces a cognitive manipulation and learning approach that utilizes skill graphs to integrate learning-based object detection with fine manipulation models into a cohesive modular policy. This approach enables the detection of the master object from both global and local perspectives to accommodate positional uncertainties and variable backgrounds, and parametric residual policy to handle pose error and intricate contact dynamics effectively. Leveraging the skill graph, our method supports knowledge-informed learning of semi-supervised learning for object detection and classroom-to-real reinforcement learning for fine manipulation. Simulation experiments on a gear-assembly task have demonstrated that the skill-graph-enabled coarse-operation planning and visual attention are essential for efficient learning and robust manipulation, showing substantial improvements of 13$\%$ in success rate and 15.4$\%$ in number of completion steps over competing methods. Real-world experiments further validate that our system is highly effective for robotic assembly in semi-structured environments.


Task Planning for Object Rearrangement in Multi-room Environments

arXiv.org Artificial Intelligence

Object rearrangement in a multi-room setup should produce a reasonable plan that reduces the agent's overall travel and the number of steps. Recent state-of-the-art methods fail to produce such plans because they rely on explicit exploration for discovering unseen objects due to partial observability and a heuristic planner to sequence the actions for rearrangement. This paper proposes a novel hierarchical task planner to efficiently plan a sequence of actions to discover unseen objects and rearrange misplaced objects within an untidy house to achieve a desired tidy state. The proposed method introduces several novel techniques, including (i) a method for discovering unseen objects using commonsense knowledge from large language models, (ii) a collision resolution and buffer prediction method based on Cross-Entropy Method to handle blocked goal and swap cases, (iii) a directed spatial graph-based state space for scalability, and (iv) deep reinforcement learning (RL) for producing an efficient planner. The planner interleaves the discovery of unseen objects and rearrangement to minimize the number of steps taken and overall traversal of the agent. The paper also presents new metrics and a benchmark dataset called MoPOR to evaluate the effectiveness of the rearrangement planning in a multi-room setting. The experimental results demonstrate that the proposed method effectively addresses the multi-room rearrangement problem.


Artificial Generational Intelligence: Cultural Accumulation in Reinforcement Learning

arXiv.org Artificial Intelligence

Cultural accumulation drives the open-ended and diverse progress in capabilities spanning human history. It builds an expanding body of knowledge and skills by combining individual exploration with inter-generational information transmission. Despite its widespread success among humans, the capacity for artificial learning agents to accumulate culture remains under-explored. In particular, approaches to reinforcement learning typically strive for improvements over only a single lifetime. Generational algorithms that do exist fail to capture the open-ended, emergent nature of cultural accumulation, which allows individuals to trade-off innovation and imitation. Building on the previously demonstrated ability for reinforcement learning agents to perform social learning, we find that training setups which balance this with independent learning give rise to cultural accumulation. These accumulating agents outperform those trained for a single lifetime with the same cumulative experience. We explore this accumulation by constructing two models under two distinct notions of a generation: episodic generations, in which accumulation occurs via in-context learning and train-time generations, in which accumulation occurs via in-weights learning. In-context and in-weights cultural accumulation can be interpreted as analogous to knowledge and skill accumulation, respectively. To the best of our knowledge, this work is the first to present general models that achieve emergent cultural accumulation in reinforcement learning, opening up new avenues towards more open-ended learning systems, as well as presenting new opportunities for modelling human culture.


Leveraging Knowlegde Graphs for Interpretable Feature Generation

arXiv.org Artificial Intelligence

The quality of Machine Learning (ML) models strongly depends on the input data, as such Feature Engineering (FE) is often required in ML. In addition, with the proliferation of ML-powered systems, especially in critical contexts, the need for interpretability and explainability becomes increasingly important. Since manual FE is time-consuming and requires case specific knowledge, we propose KRAFT, an AutoFE framework that leverages a knowledge graph to guide the generation of interpretable features. Our hybrid AI approach combines a neural generator to transform raw features through a series of transformations and a knowledge-based reasoner to evaluate features interpretability using Description Logics (DL). The generator is trained through Deep Reinforcement Learning (DRL) to maximize the prediction accuracy and the interpretability of the generated features. Extensive experiments on real datasets demonstrate that KRAFT significantly improves accuracy while ensuring a high level of interpretability.


Exploring the limits of Hierarchical World Models in Reinforcement Learning

arXiv.org Artificial Intelligence

Hierarchical model-based reinforcement learning (HMBRL) aims to combine the benefits of better sample efficiency of model based reinforcement learning (MBRL) with the abstraction capability of hierarchical reinforcement learning (HRL) to solve complex tasks efficiently. While HMBRL has great potential, it still lacks wide adoption. In this work we describe a novel HMBRL framework and evaluate it thoroughly. To complement the multi-layered decision making idiom characteristic for HRL, we construct hierarchical world models that simulate environment dynamics at various levels of temporal abstraction. These models are used to train a stack of agents that communicate in a top-down manner by proposing goals to their subordinate agents. A significant focus of this study is the exploration of a static and environment agnostic temporal abstraction, which allows concurrent training of models and agents throughout the hierarchy. Unlike most goal-conditioned H(MB)RL approaches, it also leads to comparatively low dimensional abstract actions. Although our HMBRL approach did not outperform traditional methods in terms of final episode returns, it successfully facilitated decision making across two levels of abstraction using compact, low dimensional abstract actions. A central challenge in enhancing our method's performance, as uncovered through comprehensive experimentation, is model exploitation on the abstract level of our world model stack. We provide an in depth examination of this issue, discussing its implications for the field and suggesting directions for future research to overcome this challenge. By sharing these findings, we aim to contribute to the broader discourse on refining HMBRL methodologies and to assist in the development of more effective autonomous learning systems for complex decision-making environments.


Learning to Play Air Hockey with Model-Based Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In the context of addressing the Robot Air Hockey Challenge 2023, we investigate the applicability of model-based deep reinforcement learning to acquire a policy capable of autonomously playing air hockey. Our agents learn solely from sparse rewards while incorporating self-play to iteratively refine their behaviour over time. The robotic manipulator is interfaced using continuous high-level actions for position-based control in the Cartesian plane while having partial observability of the environment with stochastic transitions. We demonstrate that agents are prone to overfitting when trained solely against a single playstyle, highlighting the importance of self-play for generalization to novel strategies of unseen opponents. Furthermore, the impact of the imagination horizon is explored in the competitive setting of the highly dynamic game of air hockey, with longer horizons resulting in more stable learning and better overall performance.


SplAgger: Split Aggregation for Meta-Reinforcement Learning

arXiv.org Artificial Intelligence

A core ambition of reinforcement learning (RL) is the creation of agents capable of rapid learning in novel tasks. Meta-RL aims to achieve this by directly learning such agents. Black box methods do so by training off-the-shelf sequence models end-to-end. By contrast, task inference methods explicitly infer a posterior distribution over the unknown task, typically using distinct objectives and sequence models designed to enable task inference. Recent work has shown that task inference methods are not necessary for strong performance. However, it remains unclear whether task inference sequence models are beneficial even when task inference objectives are not. In this paper, we present evidence that task inference sequence models are indeed still beneficial. In particular, we investigate sequence models with permutation invariant aggregation, which exploit the fact that, due to the Markov property, the task posterior does not depend on the order of data. We empirically confirm the advantage of permutation invariant sequence models without the use of task inference objectives. However, we also find, surprisingly, that there are multiple conditions under which permutation variance remains useful. Therefore, we propose SplAgger, which uses both permutation variant and invariant components to achieve the best of both worlds, outperforming all baselines evaluated on continuous control and memory environments. Code is provided at https://github.com/jacooba/hyper.