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 Reinforcement Learning


Learning to Communicate Functional States with Nonverbal Expressions for Improved Human-Robot Collaboration

arXiv.org Artificial Intelligence

Collaborative robots must effectively communicate their internal state to humans to enable a smooth interaction. Nonverbal communication is widely used to communicate information during human-robot interaction, however, such methods may also be misunderstood, leading to communication errors. In this work, we explore modulating the acoustic parameter values (pitch bend, beats per minute, beats per loop) of nonverbal auditory expressions to convey functional robot states (accomplished, progressing, stuck). We propose a reinforcement learning (RL) algorithm based on noisy human feedback to produce accurately interpreted nonverbal auditory expressions. The proposed approach was evaluated through a user study with 24 participants. The results demonstrate that: 1. Our proposed RL-based approach is able to learn suitable acoustic parameter values which improve the users' ability to correctly identify the state of the robot. 2. Algorithm initialization informed by previous user data can be used to significantly speed up the learning process. 3. The method used for algorithm initialization strongly influences whether participants converge to similar sounds for each robot state. 4. Modulation of pitch bend has the largest influence on user association between sounds and robotic states.


MF-OML: Online Mean-Field Reinforcement Learning with Occupation Measures for Large Population Games

arXiv.org Artificial Intelligence

Reinforcement learning for multi-agent games has attracted lots of attention recently. However, given the challenge of solving Nash equilibria for large population games, existing works with guaranteed polynomial complexities either focus on variants of zero-sum and potential games, or aim at solving (coarse) correlated equilibria, or require access to simulators, or rely on certain assumptions that are hard to verify. This work proposes MF-OML (Mean-Field Occupation-Measure Learning), an online mean-field reinforcement learning algorithm for computing approximate Nash equilibria of large population sequential symmetric games. MF-OML is the first fully polynomial multi-agent reinforcement learning algorithm for provably solving Nash equilibria (up to mean-field approximation gaps that vanish as the number of players $N$ goes to infinity) beyond variants of zero-sum and potential games. When evaluated by the cumulative deviation from Nash equilibria, the algorithm is shown to achieve a high probability regret bound of $\tilde{O}(M^{3/4}+N^{-1/2}M)$ for games with the strong Lasry-Lions monotonicity condition, and a regret bound of $\tilde{O}(M^{11/12}+N^{- 1/6}M)$ for games with only the Lasry-Lions monotonicity condition, where $M$ is the total number of episodes and $N$ is the number of agents of the game. As a byproduct, we also obtain the first tractable globally convergent computational algorithm for computing approximate Nash equilibria of monotone mean-field games.


Leveraging Sub-Optimal Data for Human-in-the-Loop Reinforcement Learning

arXiv.org Artificial Intelligence

To create useful reinforcement learning (RL) agents, step zero is to design a suitable reward function that captures the nuances of the task. However, reward engineering can be a difficult and time-consuming process. Instead, human-in-the-loop (HitL) RL allows agents to learn reward functions from human feedback. Despite recent successes, many of the HitL RL methods still require numerous human interactions to learn successful reward functions. To improve the feedback efficiency of HitL RL methods (i.e., require less feedback), this paper introduces Sub-optimal Data Pre-training, SDP, an approach that leverages reward-free, sub-optimal data to improve scalar- and preference-based HitL RL algorithms. In SDP, we start by pseudo-labeling all low-quality data with rewards of zero. Through this process, we obtain free reward labels to pre-train our reward model. This pre-training phase provides the reward model a head start in learning, whereby it can identify that low-quality transitions should have a low reward, all without any actual feedback. Through extensive experiments with a simulated teacher, we demonstrate that SDP can significantly improve or achieve competitive performance with state-of-the-art (SOTA) HitL RL algorithms across nine robotic manipulation and locomotion tasks.


SIR-RL: Reinforcement Learning for Optimized Policy Control during Epidemiological Outbreaks in Emerging Market and Developing Economies

arXiv.org Artificial Intelligence

The outbreak of COVID-19 has highlighted the intricate interplay between public health and economic stability on a global scale. This study proposes a novel reinforcement learning framework designed to optimize health and economic outcomes during pandemics. The framework leverages the SIR model, integrating both lockdown measures (via a stringency index) and vaccination strategies to simulate disease dynamics. The stringency index, indicative of the severity of lockdown measures, influences both the spread of the disease and the economic health of a country. Developing nations, which bear a disproportionate economic burden under stringent lockdowns, are the primary focus of our study. By implementing reinforcement learning, we aim to optimize governmental responses and strike a balance between the competing costs associated with public health and economic stability. This approach also enhances transparency in governmental decision-making by establishing a well-defined reward function for the reinforcement learning agent. In essence, this study introduces an innovative and ethical strategy to navigate the challenge of balancing public health and economic stability amidst infectious disease outbreaks.


Continual Model-based Reinforcement Learning for Data Efficient Wireless Network Optimisation

arXiv.org Artificial Intelligence

We present a method that addresses the pain point of long lead-time required to deploy cell-level parameter optimisation policies to new wireless network sites. Given a sequence of action spaces represented by overlapping subsets of cell-level configuration parameters provided by domain experts, we formulate throughput optimisation as Continual Reinforcement Learning of control policies. Simulation results suggest that the proposed system is able to shorten the end-to-end deployment lead-time by two-fold compared to a reinitialise-and-retrain baseline without any drop in optimisation gain.


Bias Mitigation via Compensation: A Reinforcement Learning Perspective

arXiv.org Artificial Intelligence

As AI increasingly integrates with human decision-making, we must carefully consider interactions between the two. In particular, current approaches focus on optimizing individual agent actions but often overlook the nuances of collective intelligence. Group dynamics might require that one agent (e.g., the AI system) compensate for biases and errors in another agent (e.g., the human), but this compensation should be carefully developed. We provide a theoretical framework for algorithmic compensation that synthesizes game theory and reinforcement learning principles to demonstrate the natural emergence of deceptive outcomes from the continuous learning dynamics of agents. We provide simulation results involving Markov Decision Processes (MDP) learning to interact. This work then underpins our ethical analysis of the conditions in which AI agents should adapt to biases and behaviors of other agents in dynamic and complex decision-making environments. Overall, our approach addresses the nuanced role of strategic deception of humans, challenging previous assumptions about its detrimental effects. We assert that compensation for others' biases can enhance coordination and ethical alignment: strategic deception, when ethically managed, can positively shape human-AI interactions.


DiffuseLoco: Real-Time Legged Locomotion Control with Diffusion from Offline Datasets

arXiv.org Artificial Intelligence

This work introduces DiffuseLoco, a framework for training multi-skill diffusion-based policies for dynamic legged locomotion from offline datasets, enabling real-time control of diverse skills on robots in the real world. Offline learning at scale has led to breakthroughs in computer vision, natural language processing, and robotic manipulation domains. However, scaling up learning for legged robot locomotion, especially with multiple skills in a single policy, presents significant challenges for prior online reinforcement learning methods. To address this challenge, we propose a novel, scalable framework that leverages diffusion models to directly learn from offline multimodal datasets with a diverse set of locomotion skills. With design choices tailored for real-time control in dynamical systems, including receding horizon control and delayed inputs, DiffuseLoco is capable of reproducing multimodality in performing various locomotion skills, zero-shot transfer to real quadrupedal robots, and it can be deployed on edge computing devices. Furthermore, DiffuseLoco demonstrates free transitions between skills and robustness against environmental variations. Through extensive benchmarking in real-world experiments, DiffuseLoco exhibits better stability and velocity tracking performance compared to prior reinforcement learning and non-diffusion-based behavior cloning baselines. The design choices are validated via comprehensive ablation studies. This work opens new possibilities for scaling up learning-based legged locomotion controllers through the scaling of large, expressive models and diverse offline datasets.


Control randomisation approach for policy gradient and application to reinforcement learning in optimal switching

arXiv.org Machine Learning

We propose a comprehensive framework for policy gradient methods tailored to continuous time reinforcement learning. This is based on the connection between stochastic control problems and randomised problems, enabling applications across various classes of Markovian continuous time control problems, beyond diffusion models, including e.g. regular, impulse and optimal stopping/switching problems. By utilizing change of measure in the control randomisation technique, we derive a new policy gradient representation for these randomised problems, featuring parametrised intensity policies. We further develop actor-critic algorithms specifically designed to address general Markovian stochastic control issues. Our framework is demonstrated through its application to optimal switching problems, with two numerical case studies in the energy sector focusing on real options.


Optimal Parallelization Strategies for Active Flow Control in Deep Reinforcement Learning-Based Computational Fluid Dynamics

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) has emerged as a promising approach for handling highly dynamic and nonlinear Active Flow Control (AFC) problems. However, the computational cost associated with training DRL models presents a significant performance bottleneck. To address this challenge and enable efficient scaling on high-performance computing architectures, this study focuses on optimizing DRL-based algorithms in parallel settings. We validate an existing state-of-the-art DRL framework used for AFC problems and discuss its efficiency bottlenecks. Subsequently, by deconstructing the overall framework and conducting extensive scalability benchmarks for individual components, we investigate various hybrid parallelization configurations and propose efficient parallelization strategies. Moreover, we refine input/output (I/O) operations in multi-environment DRL training to tackle critical overhead associated with data movement. Finally, we demonstrate the optimized framework for a typical AFC problem where near-linear scaling can be obtained for the overall framework. We achieve a significant boost in parallel efficiency from around 49% to approximately 78%, and the training process is accelerated by approximately 47 times using 60 CPU cores. These findings are expected to provide valuable insights for further advancements in DRL-based AFC studies.


Point Cloud Models Improve Visual Robustness in Robotic Learners

arXiv.org Artificial Intelligence

Visual control policies can encounter significant performance degradation when visual conditions like lighting or camera position differ from those seen during training -- often exhibiting sharp declines in capability even for minor differences. In this work, we examine robustness to a suite of these types of visual changes for RGB-D and point cloud based visual control policies. To perform these experiments on both model-free and model-based reinforcement learners, we introduce a novel Point Cloud World Model (PCWM) and point cloud based control policies. Our experiments show that policies that explicitly encode point clouds are significantly more robust than their RGB-D counterparts. Further, we find our proposed PCWM significantly outperforms prior works in terms of sample efficiency during training. Taken together, these results suggest reasoning about the 3D scene through point clouds can improve performance, reduce learning time, and increase robustness for robotic learners. Project Webpage: https://pvskand.github.io/projects/PCWM