Reinforcement Learning
Regularized Off-Policy TD-Learning
The algorithmic framework underlying RO-TD integrates two key ideas: off-policy convergent gradient TD methods, such as TDC, and a convex-concave saddle-point formulation of non-smooth convex optimization, which enables first-order solvers and feature selection using online convex regularization. A detailed theoretical and experimental analysis of RO-TD is presented. A variety of experiments are presented to illustrate the off-policy convergence, sparse feature selection capability and low computational cost of the RO-TD algorithm.
On-line Reinforcement Learning Using Incremental Kernel-Based Stochastic Factorization
Kernel-based stochastic factorization (KBSF) is an algorithm for solving reinforcement learning tasks with continuous state spaces which builds a Markov decision process (MDP) based on a set of sample transitions. What sets KBSF apart from other kernel-based approaches is the fact that the size of its MDP is independent of the number of transitions, which makes it possible to control the trade-off between the quality of the resulting approximation and the associated computational cost. However, KBSF's memory usage grows linearly with the number of transitions, precluding its application in scenarios where a large amount of data must be processed. In this paper we show that it is possible to construct KBSF's MDP in a fully incremental way, thus freeing the space complexity of this algorithm from its dependence on the number of sample transitions. The incremental version of KBSF is able to process an arbitrary amount of data, which results in a model-based reinforcement learning algorithm that can be used to solve continuous MDPs in both off-line and on-line regimes. We present theoretical results showing that KBSF can approximate the value function that would be computed by conventional kernel-based learning with arbitrary precision. We empirically demonstrate the effectiveness of the proposed algorithm in the challenging threepole balancing task, in which the ability to process a large number of transitions is crucial for success.
Nonparametric Bayesian Inverse Reinforcement Learning for Multiple Reward Functions
We present a nonparametric Bayesian approach to inverse reinforcement learning (IRL) for multiple reward functions. Most previous IRL algorithms assume that the behaviour data is obtained from an agent who is optimizing a single reward function, but this assumption is hard to guarantee in practice. Our approach is based on integrating the Dirichlet process mixture model into Bayesian IRL. We provide an efficient Metropolis-Hastings sampling algorithm utilizing the gradient of the posterior to estimate the underlying reward functions, and demonstrate that our approach outperforms previous ones via experiments on a number of problem domains.
Learning from Limited Demonstrations Beomjoon Kim Amir-massoud Farahmand School of Computer Science School of Computer Science McGill University
We propose a Learning from Demonstration (LfD) algorithm which leverages expert data, even if they are very few or inaccurate. We achieve this by using both expert data, as well as reinforcement signals gathered through trial-and-error interactions with the environment. The key idea of our approach, Approximate Policy Iteration with Demonstration (APID), is that expert's suggestions are used to define linear constraints which guide the optimization performed by Approximate Policy Iteration. We prove an upper bound on the Bellman error of the estimate computed by APID at each iteration. Moreover, we show empirically that APID outperforms pure Approximate Policy Iteration, a state-of-the-art LfD algorithm, and supervised learning in a variety of scenarios, including when very few and/or suboptimal demonstrations are available. Our experiments include simulations as well as a real robot path-finding task.
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This paper is published in the context of making Learning from Demonstration more robust when a limited number of demonstrations are available. Many of the low level trajectory learning LfD approaches suffer from fragile policies. This paper proposes to use Reinforcement learning to overcome this limitation. This paper falls squarely in the LfD field and does not tackle Inverse reinforcement learning, i.e. the reward function is assumed to be known to the agent rather than inferred by demonstration. One work with a very similar flavor is that of Smart, W. and Kaelbling, L.P. "Effective Reinfrocement Learning for Mobile Robots" ICRA 2002.
Adaptive Step-Size for Policy Gradient Methods
In the last decade, policy gradient methods have significantly grown in popularity in the reinforcement-learning field. In particular, they have been largely employed in motor control and robotic applications, thanks to their ability to cope with continuous state and action domains and partial observable problems. Policy gradient researches have been mainly focused on the identification of effective gradient directions and the proposal of efficient estimation algorithms. Nonetheless, the performance of policy gradient methods is determined not only by the gradient direction, since convergence properties are strongly influenced by the choice of the step size: small values imply slow convergence rate, while large values may lead to oscillations or even divergence of the policy parameters. Step-size value is usually chosen by hand tuning and still little attention has been paid to its automatic selection. In this paper, we propose to determine the learning rate by maximizing a lower bound to the expected performance gain. Focusing on Gaussian policies, we derive a lower bound that is second-order polynomial of the step size, and we show how a simplified version of such lower bound can be maximized when the gradient is estimated from trajectory samples. The properties of the proposed approach are empirically evaluated in a linear-quadratic regulator problem.
Symbiotic Game and Foundation Models for Cyber Deception Operations in Strategic Cyber Warfare
We are currently facing unprecedented cyber warfare with the rapid evolution of tactics, increasing asymmetry of intelligence, and the growing accessibility of hacking tools. In this landscape, cyber deception emerges as a critical component of our defense strategy against increasingly sophisticated attacks. This chapter aims to highlight the pivotal role of game-theoretic models and foundation models (FMs) in analyzing, designing, and implementing cyber deception tactics. Game models (GMs) serve as a foundational framework for modeling diverse adversarial interactions, allowing us to encapsulate both adversarial knowledge and domain-specific insights. Meanwhile, FMs serve as the building blocks for creating tailored machine learning models suited to given applications. By leveraging the synergy between GMs and FMs, we can advance proactive and automated cyber defense mechanisms by not only securing our networks against attacks but also enhancing their resilience against well-planned operations. This chapter discusses the games at the tactical, operational, and strategic levels of warfare, delves into the symbiotic relationship between these methodologies, and explores relevant applications where such a framework can make a substantial impact in cybersecurity. The chapter discusses the promising direction of the multi-agent neurosymbolic conjectural learning (MANSCOL), which allows the defender to predict adversarial behaviors, design adaptive defensive deception tactics, and synthesize knowledge for the operational level synthesis and adaptation. FMs serve as pivotal tools across various functions for MANSCOL, including reinforcement learning, knowledge assimilation, formation of conjectures, and contextual representation. This chapter concludes with a discussion of the challenges associated with FMs and their application in the domain of cybersecurity.
BEHAVIOR-1K: A Human-Centered, Embodied AI Benchmark with 1,000 Everyday Activities and Realistic Simulation
Li, Chengshu, Zhang, Ruohan, Wong, Josiah, Gokmen, Cem, Srivastava, Sanjana, Martín-Martín, Roberto, Wang, Chen, Levine, Gabrael, Ai, Wensi, Martinez, Benjamin, Yin, Hang, Lingelbach, Michael, Hwang, Minjune, Hiranaka, Ayano, Garlanka, Sujay, Aydin, Arman, Lee, Sharon, Sun, Jiankai, Anvari, Mona, Sharma, Manasi, Bansal, Dhruva, Hunter, Samuel, Kim, Kyu-Young, Lou, Alan, Matthews, Caleb R, Villa-Renteria, Ivan, Tang, Jerry Huayang, Tang, Claire, Xia, Fei, Li, Yunzhu, Savarese, Silvio, Gweon, Hyowon, Liu, C. Karen, Wu, Jiajun, Fei-Fei, Li
We present BEHAVIOR-1K, a comprehensive simulation benchmark for human-centered robotics. BEHAVIOR-1K includes two components, guided and motivated by the results of an extensive survey on "what do you want robots to do for you?". The first is the definition of 1,000 everyday activities, grounded in 50 scenes (houses, gardens, restaurants, offices, etc.) with more than 9,000 objects annotated with rich physical and semantic properties. The second is OMNIGIBSON, a novel simulation environment that supports these activities via realistic physics simulation and rendering of rigid bodies, deformable bodies, and liquids. Our experiments indicate that the activities in BEHAVIOR-1K are long-horizon and dependent on complex manipulation skills, both of which remain a challenge for even state-of-the-art robot learning solutions. To calibrate the simulation-to-reality gap of BEHAVIOR-1K, we provide an initial study on transferring solutions learned with a mobile manipulator in a simulated apartment to its real-world counterpart. We hope that BEHAVIOR-1K's human-grounded nature, diversity, and realism make it valuable for embodied AI and robot learning research. Project website: https://behavior.stanford.edu.
Incorporating Graph Attention Mechanism into Geometric Problem Solving Based on Deep Reinforcement Learning
Zhong, Xiuqin, Yan, Shengyuan, Lin, Gongqi, Fu, Hongguang, Xu, Liang, Jiang, Siwen, Huang, Lei, Fang, Wei
In the context of online education, designing an automatic solver for geometric problems has been considered a crucial step towards general math Artificial Intelligence (AI), empowered by natural language understanding and traditional logical inference. In most instances, problems are addressed by adding auxiliary components such as lines or points. However, adding auxiliary components automatically is challenging due to the complexity in selecting suitable auxiliary components especially when pivotal decisions have to be made. The state-of-the-art performance has been achieved by exhausting all possible strategies from the category library to identify the one with the maximum likelihood. However, an extensive strategy search have to be applied to trade accuracy for ef-ficiency. To add auxiliary components automatically and efficiently, we present deep reinforcement learning framework based on the language model, such as BERT. We firstly apply the graph attention mechanism to reduce the strategy searching space, called AttnStrategy, which only focus on the conclusion-related components. Meanwhile, a novel algorithm, named Automatically Adding Auxiliary Components using Reinforcement Learning framework (A3C-RL), is proposed by forcing an agent to select top strategies, which incorporates the AttnStrategy and BERT as the memory components. Results from extensive experiments show that the proposed A3C-RL algorithm can substantially enhance the average precision by 32.7% compared to the traditional MCTS. In addition, the A3C-RL algorithm outperforms humans on the geometric questions from the annual University Entrance Mathematical Examination of China.
Socially Integrated Navigation: A Social Acting Robot with Deep Reinforcement Learning
Flögel, Daniel, Fischer, Lars, Rudolf, Thomas, Schürmann, Tobias, Hohmann, Sören
Mobile robots are being used on a large scale in various crowded situations and become part of our society. The socially acceptable navigation behavior of a mobile robot with individual human consideration is an essential requirement for scalable applications and human acceptance. Deep Reinforcement Learning (DRL) approaches are recently used to learn a robot's navigation policy and to model the complex interactions between robots and humans. We propose to divide existing DRL-based navigation approaches based on the robot's exhibited social behavior and distinguish between social collision avoidance with a lack of social behavior and socially aware approaches with explicit predefined social behavior. In addition, we propose a novel socially integrated navigation approach where the robot's social behavior is adaptive and emerges from the interaction with humans. The formulation of our approach is derived from a sociological definition, which states that social acting is oriented toward the acting of others. The DRL policy is trained in an environment where other agents interact socially integrated and reward the robot's behavior individually. The simulation results indicate that the proposed socially integrated navigation approach outperforms a socially aware approach in terms of distance traveled, time to completion, and negative impact on all agents within the environment.