Goto

Collaborating Authors

 Reinforcement Learning


LNS2+RL: Combining Multi-agent Reinforcement Learning with Large Neighborhood Search in Multi-agent Path Finding

arXiv.org Artificial Intelligence

Multi-Agent Path Finding (MAPF) is a critical component of logistics and warehouse management, which focuses on planning collision-free paths for a team of robots in a known environment. Recent work introduced a novel MAPF approach, LNS2, which proposed to repair a quickly-obtainable set of infeasible paths via iterative re-planning, by relying on a fast, yet lower-quality, priority-based planner. At the same time, there has been a recent push for Multi-Agent Reinforcement Learning (MARL) based MAPF algorithms, which let agents learn decentralized policies that exhibit improved cooperation over such priority planning, although inevitably remaining slower. In this paper, we introduce a new MAPF algorithm, LNS2+RL, which combines the distinct yet complementary characteristics of LNS2 and MARL to effectively balance their individual limitations and get the best from both worlds. During early iterations, LNS2+RL relies on MARL for low-level re-planning, which we show eliminates collisions much more than a priority-based planner. There, our MARL-based planner allows agents to reason about past and future/predicted information to gradually learn cooperative decision-making through a finely designed curriculum learning. At later stages of planning, LNS2+RL adaptively switches to priority-based planning to quickly resolve the remaining collisions, naturally trading-off solution quality and computational efficiency. Our comprehensive experiments on challenging tasks across various team sizes, world sizes, and map structures consistently demonstrate the superior performance of LNS2+RL compared to many MAPF algorithms, including LNS2, LaCAM, and EECBS. In maps with complex structures, the advantages of LNS2+RL are particularly pronounced, with LNS2+RL achieving a success rate of over 50% in nearly half of the tested tasks, while that of LaCAM and EECBS falls to 0%.


Any-step Dynamics Model Improves Future Predictions for Online and Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Model-based methods in reinforcement learning offer a promising approach to enhance data efficiency by facilitating policy exploration within a dynamics model. However, accurately predicting sequential steps in the dynamics model remains a challenge due to the bootstrapping prediction, which attributes the next state to the prediction of the current state. This leads to accumulated errors during model roll-out. In this paper, we propose the Any-step Dynamics Model (ADM) to mitigate the compounding error by reducing bootstrapping prediction to direct prediction. ADM allows for the use of variable-length plans as inputs for predicting future states without frequent bootstrapping. We design two algorithms, ADMPO-ON and ADMPO-OFF, which apply ADM in online and offline model-based frameworks, respectively. In the online setting, ADMPO-ON demonstrates improved sample efficiency compared to previous state-of-the-art methods. In the offline setting, ADMPO-OFF not only demonstrates superior performance compared to recent state-of-the-art offline approaches but also offers better quantification of model uncertainty using only a single ADM.


Fast ML-driven Analog Circuit Layout using Reinforcement Learning and Steiner Trees

arXiv.org Artificial Intelligence

Abstract--This paper presents an artificial intelligence driven methodology to reduce the bottleneck often encountered in the analog ICs layout phase. We frame the floorplanning problem as a Markov Decision Process and leverage reinforcement learning for automatic placement generation under established topological constraints. Consequently, we introduce Steiner tree-based methods for the global routing step and generate guiding paths to be used to connect every circuit block. Finally, by integrating these solutions into a procedural generation framework, we present a unified pipeline that bridges the divide between circuit design and verification steps. Experimental results demonstrate the efficacy in generating complete layouts, eventually reducing runtimes to 1.5% compared to manual efforts.


EnCoMP: Enhanced Covert Maneuver Planning with Adaptive Threat-Aware Visibility Estimation using Offline Reinforcement Learning

arXiv.org Artificial Intelligence

--Autonomous robots operating in complex environments face the critical challenge of identifying and utilizing environmental cover for covert navigation to minimize exposure to potential threats. We propose EnCoMP, an enhanced navigation framework that integrates offline reinforcement learning and our novel Adaptive Threat-A ware Visibility Estimation (A T A VE) algorithm to enable robots to navigate covertly and efficiently in diverse outdoor settings. A T A VE is a dynamic probabilistic threat modeling technique that we designed to continuously assess and mitigate potential threats in real-time, enhancing the robot's ability to navigate covertly by adapting to evolving environmental and threat conditions. Moreover, our approach generates high-fidelity multi-map representations, including cover maps, potential threat maps, height maps, and goal maps from LiDAR point clouds, providing a comprehensive understanding of the environment. We train a Conservative Q-Learning (CQL) model on a large-scale dataset collected from real-world environments, learning a robust policy that maximizes cover utilization, minimizes threat exposure, and maintains efficient navigation. We demonstrate our method's capabilities on a physical Jackal robot, showing extensive experiments across diverse terrains. These experiments demonstrate EnCoMP's superior performance compared to state-of-the-art methods, achieving a 95% success rate, 85% cover utilization, and reducing threat exposure to 10.5%, while significantly outperforming baselines in navigation efficiency and robustness. Autonomous navigation in complex environments is a critical capability for robots operating in various applications, such as military reconnaissance [1], search and rescue missions [2], and surveillance operations [3]. These scenarios pose unique challenges for robots, requiring them to accurately perceive the environment, identify potential cover, and adapt their navigation strategies to minimize exposure to threats while efficiently reaching the goal. Jumman Hossain, Abu-Zaher Faridee, and Nirmalya Roy are with the Department of Information Systems, University of Maryland, Baltimore County, USA. Jade Freeman and Timothy Gregory are with the DEVCOM Army Research Lab, USA. Theron Trout is with Stormfish Scientific Corp. Developing robust navigation strategies that can effectively navigate in these environments while maintaining covertness is a challenging task, as it requires accounting for various uncertainties, dynamic obstacles, and environmental factors. Existing approaches to covert navigation often rely on pre-defined environmental models [4], [5] or supervised learning techniques [6], [7] that require extensive manual annotation and labeling of traversable terrain.


Biological Neurons Compete with Deep Reinforcement Learning in Sample Efficiency in a Simulated Gameworld

arXiv.org Artificial Intelligence

How do biological systems and machine learning algorithms compare in the number of samples required to show significant improvements in completing a task? We compared the learning efficiency of in vitro biological neural networks to the state-of-the-art deep reinforcement learning (RL) algorithms in a simplified simulation of the game `Pong'. Using DishBrain, a system that embodies in vitro neural networks with in silico computation using a high-density multi-electrode array, we contrasted the learning rate and the performance of these biological systems against time-matched learning from three state-of-the-art deep RL algorithms (i.e., DQN, A2C, and PPO) in the same game environment. This allowed a meaningful comparison between biological neural systems and deep RL. We find that when samples are limited to a real-world time course, even these very simple biological cultures outperformed deep RL algorithms across various game performance characteristics, implying a higher sample efficiency. Ultimately, even when tested across multiple types of information input to assess the impact of higher dimensional data input, biological neurons showcased faster learning than all deep reinforcement learning agents.


The surprising efficiency of temporal difference learning for rare event prediction

arXiv.org Artificial Intelligence

We quantify the efficiency of temporal difference (TD) learning over the direct, or Monte Carlo (MC), estimator for policy evaluation in reinforcement learning, with an emphasis on estimation of quantities related to rare events. Policy evaluation is complicated in the rare event setting by the long timescale of the event and by the need for \emph{relative accuracy} in estimates of very small values. Specifically, we focus on least-squares TD (LSTD) prediction for finite state Markov chains, and show that LSTD can achieve relative accuracy far more efficiently than MC. We prove a central limit theorem for the LSTD estimator and upper bound the \emph{relative asymptotic variance} by simple quantities characterizing the connectivity of states relative to the transition probabilities between them. Using this bound, we show that, even when both the timescale of the rare event and the relative accuracy of the MC estimator are exponentially large in the number of states, LSTD maintains a fixed level of relative accuracy with a total number of observed transitions of the Markov chain that is only \emph{polynomially} large in the number of states.


Tensor Low-rank Approximation of Finite-horizon Value Functions

arXiv.org Artificial Intelligence

The goal of reinforcement learning is estimating a policy that maps states to actions and maximizes the cumulative reward of a Markov Decision Process (MDP). This is oftentimes achieved by estimating first the optimal (reward) value function (VF) associated with each state-action pair. When the MDP has an infinite horizon, the optimal VFs and policies are stationary under mild conditions. However, in finite-horizon MDPs, the VFs (hence, the policies) vary with time. This poses a challenge since the number of VFs to estimate grows not only with the size of the state-action space but also with the time horizon. This paper proposes a non-parametric low-rank stochastic algorithm to approximate the VFs of finite-horizon MDPs. First, we represent the (unknown) VFs as a multi-dimensional array, or tensor, where time is one of the dimensions. Then, we use rewards sampled from the MDP to estimate the optimal VFs. More precisely, we use the (truncated) PARAFAC decomposition to design an online low-rank algorithm that recovers the entries of the tensor of VFs. The size of the low-rank PARAFAC model grows additively with respect to each of its dimensions, rendering our approach efficient, as demonstrated via numerical experiments.


Matrix Low-Rank Trust Region Policy Optimization

arXiv.org Artificial Intelligence

Most methods in reinforcement learning use a Policy Gradient (PG) approach to learn a parametric stochastic policy that maps states to actions. The standard approach is to implement such a mapping via a neural network (NN) whose parameters are optimized using stochastic gradient descent. However, PG methods are prone to large policy updates that can render learning inefficient. Trust region algorithms, like Trust Region Policy Optimization (TRPO), constrain the policy update step, ensuring monotonic improvements. This paper introduces low-rank matrix-based models as an efficient alternative for estimating the parameters of TRPO algorithms. By gathering the stochastic policy's parameters into a matrix and applying matrix-completion techniques, we promote and enforce low rank. Our numerical studies demonstrate that low-rank matrix-based policy models effectively reduce both computational and sample complexities compared to NN models, while maintaining comparable aggregated rewards.


Knowing What Not to Do: Leverage Language Model Insights for Action Space Pruning in Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) is employed to develop autonomous agents that can learn to adopt cooperative or competitive strategies within complex environments. However, the linear increase in the number of agents leads to a combinatorial explosion of the action space, which may result in algorithmic instability, difficulty in convergence, or entrapment in local optima. While researchers have designed a variety of effective algorithms to compress the action space, these methods also introduce new challenges, such as the need for manually designed prior knowledge or reliance on the structure of the problem, which diminishes the applicability of these techniques. In this paper, we introduce Evolutionary action SPAce Reduction with Knowledge (eSpark), an exploration function generation framework driven by large language models (LLMs) to boost exploration and prune unnecessary actions in MARL. Using just a basic prompt that outlines the overall task and setting, eSpark is capable of generating exploration functions in a zero-shot manner, identifying and pruning redundant or irrelevant state-action pairs, and then achieving autonomous improvement from policy feedback. In reinforcement learning tasks involving inventory management and traffic light control encompassing a total of 15 scenarios, eSpark consistently outperforms the combined MARL algorithm in all scenarios, achieving an average performance gain of 34.4% and 9.9% in the two types of tasks respectively. Additionally, eSpark has proven to be capable of managing situations with a large number of agents, securing a 29.7% improvement in scalability challenges that featured over 500 agents. The code can be found in https://github.com/LiuZhihao2022/eSpark.git.


Q-value Regularized Transformer for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advancements in offline reinforcement learning (RL) have underscored the capabilities of Conditional Sequence Modeling (CSM), a paradigm that learns the action distribution based on history trajectory and target returns for each state. However, these methods often struggle with stitching together optimal trajectories from sub-optimal ones due to the inconsistency between the sampled returns within individual trajectories and the optimal returns across multiple trajectories. Fortunately, Dynamic Programming (DP) methods offer a solution by leveraging a value function to approximate optimal future returns for each state, while these techniques are prone to unstable learning behaviors, particularly in long-horizon and sparse-reward scenarios. Building upon these insights, we propose the Q-value regularized Transformer (QT), which combines the trajectory modeling ability of the Transformer with the predictability of optimal future returns from DP methods. QT learns an action-value function and integrates a term maximizing action-values into the training loss of CSM, which aims to seek optimal actions that align closely with the behavior policy. Empirical evaluations on D4RL benchmark datasets demonstrate the superiority of QT over traditional DP and CSM methods, highlighting the potential of QT to enhance the state-of-the-art in offline RL.