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 Reinforcement Learning


Diffusion for World Modeling: Visual Details Matter in Atari

arXiv.org Artificial Intelligence

World models constitute a promising approach for training reinforcement learning agents in a safe and sample-efficient manner. Recent world models predominantly operate on sequences of discrete latent variables to model environment dynamics. However, this compression into a compact discrete representation may ignore visual details that are important for reinforcement learning. Concurrently, diffusion models have become a dominant approach for image generation, challenging well-established methods modeling discrete latents. Motivated by this paradigm shift, we introduce DIAMOND (DIffusion As a Model Of eNvironment Dreams), a reinforcement learning agent trained in a diffusion world model. We analyze the key design choices that are required to make diffusion suitable for world modeling, and demonstrate how improved visual details can lead to improved agent performance. DIAMOND achieves a mean human normalized score of 1.46 on the competitive Atari 100k benchmark; a new best for agents trained entirely within a world model. To foster future research on diffusion for world modeling, we release our code, agents and playable world models at https://github.com/eloialonso/diamond.


Is Mamba Compatible with Trajectory Optimization in Offline Reinforcement Learning?

arXiv.org Artificial Intelligence

Transformer-based trajectory optimization methods have demonstrated exceptional performance in offline Reinforcement Learning (offline RL), yet it poses challenges due to substantial parameter size and limited scalability, which is particularly critical in sequential decision-making scenarios where resources are constrained such as in robots and drones with limited computational power. Mamba, a promising new linear-time sequence model, offers performance on par with transformers while delivering substantially fewer parameters on long sequences. As it remains unclear whether Mamba is compatible with trajectory optimization, this work aims to conduct comprehensive experiments to explore the potential of Decision Mamba in offline RL (dubbed DeMa) from the aspect of data structures and network architectures with the following insights: (1) Long sequences impose a significant computational burden without contributing to performance improvements due to the fact that DeMa's focus on sequences diminishes approximately exponentially. Consequently, we introduce a Transformer-like DeMa as opposed to an RNN-like DeMa. (2) For the components of DeMa, we identify that the hidden attention mechanism is key to its success, which can also work well with other residual structures and does not require position embedding. Extensive evaluations from eight Atari games demonstrate that our specially designed DeMa is compatible with trajectory optimization and surpasses previous state-of-the-art methods, outdoing Decision Transformer (DT) by 80\% with 30\% fewer parameters, and exceeds DT in MuJoCo with only a quarter of the parameters.


Investigating the Impact of Choice on Deep Reinforcement Learning for Space Controls

arXiv.org Artificial Intelligence

For many space applications, traditional control methods are often used during operation. However, as the number of space assets continues to grow, autonomous operation can enable rapid development of control methods for different space related tasks. One method of developing autonomous control is Reinforcement Learning (RL), which has become increasingly popular after demonstrating promising performance and success across many complex tasks. While it is common for RL agents to learn bounded continuous control values, this may not be realistic or practical for many space tasks that traditionally prefer an on/off approach for control. This paper analyzes using discrete action spaces, where the agent must choose from a predefined list of actions. The experiments explore how the number of choices provided to the agents affects their measured performance during and after training. This analysis is conducted for an inspection task, where the agent must circumnavigate an object to inspect points on its surface, and a docking task, where the agent must move into proximity of another spacecraft and "dock" with a low relative speed. A common objective of both tasks, and most space tasks in general, is to minimize fuel usage, which motivates the agent to regularly choose an action that uses no fuel. Our results show that a limited number of discrete choices leads to optimal performance for the inspection task, while continuous control leads to optimal performance for the docking task.


CTD4 -- A Deep Continuous Distributional Actor-Critic Agent with a Kalman Fusion of Multiple Critics

arXiv.org Artificial Intelligence

Categorical Distributional Reinforcement Learning (CDRL) has demonstrated superior sample efficiency in learning complex tasks compared to conventional Reinforcement Learning (RL) approaches. However, the practical application of CDRL is encumbered by challenging projection steps, detailed parameter tuning, and domain knowledge. This paper addresses these challenges by introducing a pioneering Continuous Distributional Model-Free RL algorithm tailored for continuous action spaces. The proposed algorithm simplifies the implementation of distributional RL, adopting an actor-critic architecture wherein the critic outputs a continuous probability distribution. Additionally, we propose an ensemble of multiple critics fused through a Kalman fusion mechanism to mitigate overestimation bias. Through a series of experiments, we validate that our proposed method is easy to train and serves as a sample-efficient solution for executing complex continuous-control tasks.


Stochastic Learning of Computational Resource Usage as Graph Structured Multimarginal Schr\"odinger Bridge

arXiv.org Machine Learning

We propose to learn the time-varying stochastic computational resource usage of software as a graph structured Schr\"odinger bridge problem. In general, learning the computational resource usage from data is challenging because resources such as the number of CPU instructions and the number of last level cache requests are both time-varying and statistically correlated. Our proposed method enables learning the joint time-varying stochasticity in computational resource usage from the measured profile snapshots in a nonparametric manner. The method can be used to predict the most-likely time-varying distribution of computational resource availability at a desired time. We provide detailed algorithms for stochastic learning in both single and multi-core cases, discuss the convergence guarantees, computational complexities, and demonstrate their practical use in two case studies: a single-core nonlinear model predictive controller, and a synthetic multi-core software.


Learning Future Representation with Synthetic Observations for Sample-efficient Reinforcement Learning

arXiv.org Artificial Intelligence

In visual Reinforcement Learning (RL), upstream representation learning largely determines the effect of downstream policy learning. Employing auxiliary tasks allows the agent to enhance visual representation in a targeted manner, thereby improving the sample efficiency and performance of downstream RL. Prior advanced auxiliary tasks all focus on how to extract as much information as possible from limited experience (including observations, actions, and rewards) through their different auxiliary objectives, whereas in this article, we first start from another perspective: auxiliary training data. We try to improve auxiliary representation learning for RL by enriching auxiliary training data, proposing \textbf{L}earning \textbf{F}uture representation with \textbf{S}ynthetic observations \textbf{(LFS)}, a novel self-supervised RL approach. Specifically, we propose a training-free method to synthesize observations that may contain future information, as well as a data selection approach to eliminate unqualified synthetic noise. The remaining synthetic observations and real observations then serve as the auxiliary data to achieve a clustering-based temporal association task for representation learning. LFS allows the agent to access and learn observations that have not yet appeared in advance, so as to quickly understand and exploit them when they occur later. In addition, LFS does not rely on rewards or actions, which means it has a wider scope of application (e.g., learning from video) than recent advanced auxiliary tasks. Extensive experiments demonstrate that our LFS exhibits state-of-the-art RL sample efficiency on challenging continuous control and enables advanced visual pre-training based on action-free video demonstrations.


Going into Orbit: Massively Parallelizing Episodic Reinforcement Learning

arXiv.org Artificial Intelligence

The possibilities of robot control have multiplied across various domains through the application of deep reinforcement learning. To overcome safety and sampling efficiency issues, deep reinforcement learning models can be trained in a simulation environment, allowing for faster iteration cycles. This can be enhanced further by parallelizing the training process using GPUs. NVIDIA's open-source robot learning framework Orbit leverages this potential by wrapping tensor-based reinforcement learning libraries for high parallelism and building upon Isaac Sim for its simulations. We contribute a detailed description of the implementation of a benchmark reinforcement learning task, namely box pushing, using Orbit. Additionally, we benchmark the performance of our implementation in comparison to a CPU-based implementation and report the performance metrics. Finally, we tune the hyper parameters of our implementation and show that we can generate significantly more samples in the same amount of time by using Orbit.


Deep Dive into Model-free Reinforcement Learning for Biological and Robotic Systems: Theory and Practice

arXiv.org Artificial Intelligence

Animals and robots exist in a physical world and must coordinate their bodies to achieve behavioral objectives. With recent developments in deep reinforcement learning, it is now possible for scientists and engineers to obtain sensorimotor strategies (policies) for specific tasks using physically simulated bodies and environments. However, the utility of these methods goes beyond the constraints of a specific task; they offer an exciting framework for understanding the organization of an animal sensorimotor system in connection to its morphology and physical interaction with the environment, as well as for deriving general design rules for sensing and actuation in robotic systems. Algorithms and code implementing both learning agents and environments are increasingly available, but the basic assumptions and choices that go into the formulation of an embodied feedback control problem using deep reinforcement learning may not be immediately apparent. Here, we present a concise exposition of the mathematical and algorithmic aspects of model-free reinforcement learning, specifically through the use of \textit{actor-critic} methods, as a tool for investigating the feedback control underlying animal and robotic behavior.


Do No Harm: A Counterfactual Approach to Safe Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) for control has become increasingly popular due to its ability to learn rich feedback policies that take into account uncertainty and complex representations of the environment. When considering safety constraints, constrained optimization approaches, where agents are penalized for constraint violations, are commonly used. In such methods, if agents are initialized in, or must visit, states where constraint violation might be inevitable, it is unclear how much they should be penalized. We address this challenge by formulating a constraint on the counterfactual harm of the learned policy compared to a default, safe policy. In a philosophical sense this formulation only penalizes the learner for constraint violations that it caused; in a practical sense it maintains feasibility of the optimal control problem. We present simulation studies on a rover with uncertain road friction and a tractor-trailer parking environment that demonstrate our constraint formulation enables agents to learn safer policies than contemporary constrained RL methods.


Highway Graph to Accelerate Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) algorithms often suffer from low training efficiency. A strategy to mitigate this issue is to incorporate a model-based planning algorithm, such as Monte Carlo Tree Search (MCTS) or Value Iteration (VI), into the environmental model. The major limitation of VI is the need to iterate over a large tensor. These still lead to intensive computations. We focus on improving the training efficiency of RL algorithms by improving the efficiency of the value learning process. For the deterministic environments with discrete state and action spaces, a non-branching sequence of transitions moves the agent without deviating from intermediate states, which we call a highway. On such non-branching highways, the value-updating process can be merged as a one-step process instead of iterating the value step-by-step. Based on this observation, we propose a novel graph structure, named highway graph, to model the state transition. Our highway graph compresses the transition model into a concise graph, where edges can represent multiple state transitions to support value propagation across multiple time steps in each iteration. We thus can obtain a more efficient value learning approach by facilitating the VI algorithm on highway graphs. By integrating the highway graph into RL (as a model-based off-policy RL method), the RL training can be remarkably accelerated in the early stages (within 1 million frames). Comparison against various baselines on four categories of environments reveals that our method outperforms both representative and novel model-free and model-based RL algorithms, demonstrating 10 to more than 150 times more efficiency while maintaining an equal or superior expected return, as confirmed by carefully conducted analyses. Moreover, a deep neural network-based agent is trained using the highway graph, resulting in better generalization and lower storage costs.