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 Reinforcement Learning


A Natural Extension To Online Algorithms For Hybrid RL With Limited Coverage

arXiv.org Machine Learning

Hybrid Reinforcement Learning (RL), leveraging both online and offline data, has garnered recent interest, yet research on its provable benefits remains sparse. Additionally, many existing hybrid RL algorithms (Song et al., 2023; Nakamoto et al., 2023; Amortila et al., 2024) impose coverage assumptions on the offline dataset, but we show that this is unnecessary. A well-designed online algorithm should "fill in the gaps" in the offline dataset, exploring states and actions that the behavior policy did not explore. Unlike previous approaches that focus on estimating the offline data distribution to guide online exploration (Li et al., 2023b), we show that a natural extension to standard optimistic online algorithms -- warm-starting them by including the offline dataset in the experience replay buffer -- achieves similar provable gains from hybrid data even when the offline dataset does not have single-policy concentrability. We accomplish this by partitioning the state-action space into two, bounding the regret on each partition through an offline and an online complexity measure, and showing that the regret of this hybrid RL algorithm can be characterized by the best partition -- despite the algorithm not knowing the partition itself. As an example, we propose DISC-GOLF, a modification of an existing optimistic online algorithm with general function approximation called GOLF used in Jin et al. (2021); Xie et al. (2022a), and show that it demonstrates provable gains over both online-only and offline-only reinforcement learning, with competitive bounds when specialized to the tabular, linear and block MDP cases. Numerical simulations further validate our theory that hybrid data facilitates more efficient exploration, supporting the potential of hybrid RL in various scenarios.


Deep Reinforcement Learning-based Large-scale Robot Exploration

arXiv.org Artificial Intelligence

In this work, we propose a deep reinforcement learning (DRL) based reactive planner to solve large-scale Lidar-based autonomous robot exploration problems in 2D action space. Our DRL-based planner allows the agent to reactively plan its exploration path by making implicit predictions about unknown areas, based on a learned estimation of the underlying transition model of the environment. To this end, our approach relies on learned attention mechanisms for their powerful ability to capture long-term dependencies at different spatial scales to reason about the robot's entire belief over known areas. Our approach relies on ground truth information (i.e., privileged learning) to guide the environment estimation during training, as well as on a graph rarefaction algorithm, which allows models trained in small-scale environments to scale to large-scale ones. Simulation results show that our model exhibits better exploration efficiency (12% in path length, 6% in makespan) and lower planning time (60%) than the state-of-the-art planners in a 130m x 100m benchmark scenario. We also validate our learned model on hardware.


Adaptive Rational Activations to Boost Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Latest insights from biology show that intelligence not only emerges from the connections between neurons, but that individual neurons shoulder more computational responsibility than previously anticipated. Specifically, neural plasticity should be critical in the context of constantly changing reinforcement learning (RL) environments, yet current approaches still primarily employ static activation functions. In this work, we motivate the use of adaptable activation functions in RL and show that rational activation functions are particularly suitable for augmenting plasticity. Inspired by residual networks, we derive a condition under which rational units are closed under residual connections and formulate a naturally regularised version. The proposed joint-rational activation allows for desirable degrees of flexibility, yet regularises plasticity to an extent that avoids overfitting by leveraging a mutual set of activation function parameters across layers. We demonstrate that equipping popular algorithms with (joint) rational activations leads to consistent improvements on different games from the Atari Learning Environment benchmark, notably making DQN competitive to DDQN and Rainbow. Neural Networks' efficiency in approximating any function has made them the default choice in many machine learning tasks. This is no different in deep reinforcement learning (RL), where the DQN algorithm's introduction (Mnih et al., 2015) has sparked the development of various neural solutions. In concurrence with former neuroscientific explanations of brainpower residing in combinations stemming from trillions of connections (Garlick, 2002), present advances have emphasised the role of the neural architecture (Liu et al., 2018; Xie et al., 2019). However, research has also progressively shown that individual neurons shoulder more complexity than initially expected, with the latest results demonstrating that dendritic compartments can compute complex functions (e.g. This finding seems to have renewed interest in activation functions (Georgescu et al., 2020; Misra, 2020). In fact, many functions have been adopted across different domains (Redmon et al., 2016; Brown et al., 2020; Schulman et al., 2017). To reduce the bias introduced by a fixed activation function and achieve higher expressive power, one can further learn which activation function is performant for a particular task (Zoph & Le, 2017; Liu et al., 2018), learn to combine arbitrary families of activation functions (Manessi & Rozza, 2018), or find coefficients for polynomial activations as weights to be optimised (Goyal et al., 2019). Figure 1: Neural plasticity due to trainable activation functions allows RL agents to adapt to environments of increasing complexity. Rational activations (bottom), with shared parameters in each of the last two layers, evolve together with their input distributions (shaded blue) when learning with DQN on Time Pilot.


GAgent: An Adaptive Rigid-Soft Gripping Agent with Vision Language Models for Complex Lighting Environments

arXiv.org Artificial Intelligence

In recent years, the gripping use of unmanned aerial vehicles (UAVs) has emerged as a new trending research direction [1, 2]. However, the grabbing scenes in the open world are very complex, which leads to the development of robotic grasping systems with advanced cognitive and adaptable grasping capabilities. To achieve high-level cognitive abilities, reinforcement learning embodiment is studied[3, 4]. In [3], Scalable Deep Reinforcement Learning is used to handle large amounts of off-policy image data for complex tasks like grasping. However, RL-based embodiment has posed challenges in terms of generalization capability, sample-effectiveness capability, and profound reasoning capability, especially in dynamic and uncertain real environments. Recently, Large multimodal models (LMMs), such as MiniGPT-4 [5] and LLaVA [6], have exhibited impressive performance in the domains of natural instruction-following and visual cognition. Therefore, LMMs are integrated with the physical world in the embodied agent. Apart from RL algorithms for specific tasks, LMMs-based agents have generalization capabilities [7, 8] though fine-tune methods, such as human demonstrations [9], vision-language cross-modal connector[10], ever-growing skill library [11] and so on. On-policy (RL) algorithms face challenges in terms of sample efficiency.


Skill Machines: Temporal Logic Skill Composition in Reinforcement Learning

arXiv.org Artificial Intelligence

It is desirable for an agent to be able to solve a rich variety of problems that can be specified through language in the same environment. A popular approach towards obtaining such agents is to reuse skills learned in prior tasks to generalise compositionally to new ones. However, this is a challenging problem due to the curse of dimensionality induced by the combinatorially large number of ways high-level goals can be combined both logically and temporally in language. To address this problem, we propose a framework where an agent first learns a sufficient set of skill primitives to achieve all high-level goals in its environment. The agent can then flexibly compose them both logically and temporally to provably achieve temporal logic specifications in any regular language, such as regular fragments of linear temporal logic. This provides the agent with the ability to map from complex temporal logic task specifications to near-optimal behaviours zero-shot. We demonstrate this experimentally in a tabular setting, as well as in a high-dimensional video game and continuous control environment. Finally, we also demonstrate that the performance of skill machines can be improved with regular off-policy reinforcement learning algorithms when optimal behaviours are desired.


ViSaRL: Visual Reinforcement Learning Guided by Human Saliency

arXiv.org Artificial Intelligence

Training robots to perform complex control tasks from high-dimensional pixel input using reinforcement learning (RL) is sample-inefficient, because image observations are comprised primarily of task-irrelevant information. By contrast, humans are able to visually attend to task-relevant objects and areas. Based on this insight, we introduce Visual Saliency-Guided Reinforcement Learning (ViSaRL). Using ViSaRL to learn visual representations significantly improves the success rate, sample efficiency, and generalization of an RL agent on diverse tasks including DeepMind Control benchmark, robot manipulation in simulation and on a real robot. We present approaches for incorporating saliency into both CNN and Transformer-based encoders. We show that visual representations learned using ViSaRL are robust to various sources of visual perturbations including perceptual noise and scene variations. ViSaRL nearly doubles success rate on the real-robot tasks compared to the baseline which does not use saliency.


Distributed Multi-Objective Dynamic Offloading Scheduling for Air-Ground Cooperative MEC

arXiv.org Artificial Intelligence

Utilizing unmanned aerial vehicles (UAVs) with edge server to assist terrestrial mobile edge computing (MEC) has attracted tremendous attention. Nevertheless, state-of-the-art schemes based on deterministic optimizations or single-objective reinforcement learning (RL) cannot reduce the backlog of task bits and simultaneously improve energy efficiency in highly dynamic network environments, where the design problem amounts to a sequential decision-making problem. In order to address the aforementioned problems, as well as the curses of dimensionality introduced by the growing number of terrestrial terrestrial users, this paper proposes a distributed multi-objective (MO) dynamic trajectory planning and offloading scheduling scheme, integrated with MORL and the kernel method. The design of n-step return is also applied to average fluctuations in the backlog. Numerical results reveal that the n-step return can benefit the proposed kernel-based approach, achieving significant improvement in the long-term average backlog performance, compared to the conventional 1-step return design. Due to such design and the kernel-based neural network, to which decision-making features can be continuously added, the kernel-based approach can outperform the approach based on fully-connected deep neural network, yielding improvement in energy consumption and the backlog performance, as well as a significant reduction in decision-making and online learning time.


Dreaming of Many Worlds: Learning Contextual World Models Aids Zero-Shot Generalization

arXiv.org Artificial Intelligence

Zero-shot generalization (ZSG) to unseen dynamics is a major challenge for creating generally capable embodied agents. To address the broader challenge, we start with the simpler setting of contextual reinforcement learning (cRL), assuming observability of the context values that parameterize the variation in the system's dynamics, such as the mass or dimensions of a robot, without making further simplifying assumptions about the observability of the Markovian state. Toward the goal of ZSG to unseen variation in context, we propose the contextual recurrent state-space model (cRSSM), which introduces changes to the world model of the Dreamer (v3) (Hafner et al., 2023). This allows the world model to incorporate context for inferring latent Markovian states from the observations and modeling the latent dynamics. Our experiments show that such systematic incorporation of the context improves the ZSG of the policies trained on the ``dreams'' of the world model. We further find qualitatively that our approach allows Dreamer to disentangle the latent state from context, allowing it to extrapolate its dreams to the many worlds of unseen contexts. The code for all our experiments is available at \url{https://github.com/sai-prasanna/dreaming_of_many_worlds}.


A Scalable and Parallelizable Digital Twin Framework for Sustainable Sim2Real Transition of Multi-Agent Reinforcement Learning Systems

arXiv.org Artificial Intelligence

This work presents a sustainable multi-agent deep reinforcement learning framework capable of selectively scaling parallelized training workloads on-demand, and transferring the trained policies from simulation to reality using minimal hardware resources. We introduce AutoDRIVE Ecosystem as an enabling digital twin framework to train, deploy, and transfer cooperative as well as competitive multi-agent reinforcement learning policies from simulation to reality. Particularly, we first investigate an intersection traversal problem of 4 cooperative vehicles (Nigel) that share limited state information in single as well as multi-agent learning settings using a common policy approach. We then investigate an adversarial autonomous racing problem of 2 vehicles (F1TENTH) using an individual policy approach. In either set of experiments, a decentralized learning architecture was adopted, which allowed robust training and testing of the policies in stochastic environments. The agents were provided with realistically sparse observation spaces, and were restricted to sample control actions that implicitly satisfied the imposed kinodynamic and safety constraints. The experimental results for both problem statements are reported in terms of quantitative metrics and qualitative remarks for training as well as deployment phases. We also discuss agent and environment parallelization techniques adopted to efficiently accelerate MARL training, while analyzing their computational performance. Finally, we demonstrate a resource-aware transition of the trained policies from simulation to reality using the proposed digital twin framework.


The Fallacy of Minimizing Local Regret in the Sequential Task Setting

arXiv.org Machine Learning

In the realm of Reinforcement Learning (RL), online RL is often conceptualized as an optimization problem, where an algorithm interacts with an unknown environment to minimize cumulative regret. In a stationary setting, strong theoretical guarantees, like a sublinear ($\sqrt{T}$) regret bound, can be obtained, which typically implies the convergence to an optimal policy and the cessation of exploration. However, these theoretical setups often oversimplify the complexities encountered in real-world RL implementations, where tasks arrive sequentially with substantial changes between tasks and the algorithm may not be allowed to adaptively learn within certain tasks. We study the changes beyond the outcome distributions, encompassing changes in the reward designs (mappings from outcomes to rewards) and the permissible policy spaces. Our results reveal the fallacy of myopically minimizing regret within each task: obtaining optimal regret rates in the early tasks may lead to worse rates in the subsequent ones, even when the outcome distributions stay the same. To realize the optimal cumulative regret bound across all the tasks, the algorithm has to overly explore in the earlier tasks. This theoretical insight is practically significant, suggesting that due to unanticipated changes (e.g., rapid technological development or human-in-the-loop involvement) between tasks, the algorithm needs to explore more than it would in the usual stationary setting within each task. Such implication resonates with the common practice of using clipped policies in mobile health clinical trials and maintaining a fixed rate of $\epsilon$-greedy exploration in robotic learning.