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 Reinforcement Learning


Snapshot Reinforcement Learning: Leveraging Prior Trajectories for Efficiency

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) algorithms require substantial samples and computational resources to achieve higher performance, which restricts their practical application and poses challenges for further development. Given the constraint of limited resources, it is essential to leverage existing computational work (e.g., learned policies, samples) to enhance sample efficiency and reduce the computational resource consumption of DRL algorithms. Previous works to leverage existing computational work require intrusive modifications to existing algorithms and models, designed specifically for specific algorithms, lacking flexibility and universality. In this paper, we present the Snapshot Reinforcement Learning (SnapshotRL) framework, which enhances sample efficiency by simply altering environments, without making any modifications to algorithms and models. By allowing student agents to choose states in teacher trajectories as the initial state to sample, SnapshotRL can effectively utilize teacher trajectories to assist student agents in training, allowing student agents to explore a larger state space at the early training phase. We propose a simple and effective SnapshotRL baseline algorithm, S3RL, which integrates well with existing DRL algorithms. Our experiments demonstrate that integrating S3RL with TD3, SAC, and PPO algorithms on the MuJoCo benchmark significantly improves sample efficiency and average return, without extra samples and additional computational resources.


Zap Q-Learning

Neural Information Processing Systems

The Zap Q-learning algorithm introduced in this paper is an improvement of Watkins' original algorithm and recent competitors in several respects. It is a matrix-gain algorithm designed so that its asymptotic variance is optimal. Moreover, an ODE analysis suggests that the transient behavior is a close match to a deterministic Newton-Raphson implementation. This is made possible by a two time-scale update equation for the matrix gain sequence. The analysis suggests that the approach will lead to stable and efficient computation even for non-ideal parameterized settings. Numerical experiments confirm the quick convergence, even in such non-ideal cases.


In-context Exploration-Exploitation for Reinforcement Learning

arXiv.org Machine Learning

In-context learning is a promising approach for online policy learning of offline reinforcement learning (RL) methods, which can be achieved at inference time without gradient optimization. However, this method is hindered by significant computational costs resulting from the gathering of large training trajectory sets and the need to train large Transformer models. We address this challenge by introducing an In-context Exploration-Exploitation (ICEE) algorithm, designed to optimize the efficiency of in-context policy learning. Unlike existing models, ICEE performs an exploration-exploitation trade-off at inference time within a Transformer model, without the need for explicit Bayesian inference. Consequently, ICEE can solve Bayesian optimization problems as efficiently as Gaussian process biased methods do, but in significantly less time. Through experiments in grid world environments, we demonstrate that ICEE can learn to solve new RL tasks using only tens of episodes, marking a substantial improvement over the hundreds of episodes needed by the previous in-context learning method.


{\epsilon}-Neural Thompson Sampling of Deep Brain Stimulation for Parkinson Disease Treatment

arXiv.org Artificial Intelligence

Deep Brain Stimulation (DBS) stands as an effective intervention for alleviating the motor symptoms of Parkinson's disease (PD). Traditional commercial DBS devices are only able to deliver fixed-frequency periodic pulses to the basal ganglia (BG) regions of the brain, i.e., continuous DBS (cDBS). However, they in general suffer from energy inefficiency and side effects, such as speech impairment. Recent research has focused on adaptive DBS (aDBS) to resolve the limitations of cDBS. Specifically, reinforcement learning (RL) based approaches have been developed to adapt the frequencies of the stimuli in order to achieve both energy efficiency and treatment efficacy. However, RL approaches in general require significant amount of training data and computational resources, making it intractable to integrate RL policies into real-time embedded systems as needed in aDBS. In contrast, contextual multi-armed bandits (CMAB) in general lead to better sample efficiency compared to RL. In this study, we propose a CMAB solution for aDBS. Specifically, we define the context as the signals capturing irregular neuronal firing activities in the BG regions (i.e., beta-band power spectral density), while each arm signifies the (discretized) pulse frequency of the stimulation. Moreover, an {\epsilon}-exploring strategy is introduced on top of the classic Thompson sampling method, leading to an algorithm called {\epsilon}-Neural Thompson sampling ({\epsilon}-NeuralTS), such that the learned CMAB policy can better balance exploration and exploitation of the BG environment. The {\epsilon}-NeuralTS algorithm is evaluated using a computation BG model that captures the neuronal activities in PD patients' brains. The results show that our method outperforms both existing cDBS methods and CMAB baselines.


On the Global Convergence of Policy Gradient in Average Reward Markov Decision Processes

arXiv.org Artificial Intelligence

We present the first finite time global convergence analysis of policy gradient in the context of infinite horizon average reward Markov decision processes (MDPs). Specifically, we focus on ergodic tabular MDPs with finite state and action spaces. Our analysis shows that the policy gradient iterates converge to the optimal policy at a sublinear rate of $O\left({\frac{1}{T}}\right),$ which translates to $O\left({\log(T)}\right)$ regret, where $T$ represents the number of iterations. Prior work on performance bounds for discounted reward MDPs cannot be extended to average reward MDPs because the bounds grow proportional to the fifth power of the effective horizon. Thus, our primary contribution is in proving that the policy gradient algorithm converges for average-reward MDPs and in obtaining finite-time performance guarantees. In contrast to the existing discounted reward performance bounds, our performance bounds have an explicit dependence on constants that capture the complexity of the underlying MDP. Motivated by this observation, we reexamine and improve the existing performance bounds for discounted reward MDPs. We also present simulations to empirically evaluate the performance of average reward policy gradient algorithm.


$\mathbf{(N,K)}$-Puzzle: A Cost-Efficient Testbed for Benchmarking Reinforcement Learning Algorithms in Generative Language Model

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning (RL) algorithms aim to enhance the performance of language models at scale. Yet, there is a noticeable absence of a cost-effective and standardized testbed tailored to evaluating and comparing these algorithms. To bridge this gap, we present a generalized version of the 24-Puzzle: the $(N,K)$-Puzzle, which challenges language models to reach a target value $K$ with $N$ integers. We evaluate the effectiveness of established RL algorithms such as Proximal Policy Optimization (PPO), alongside novel approaches like Identity Policy Optimization (IPO) and Direct Policy Optimization (DPO).


Disentangling Policy from Offline Task Representation Learning via Adversarial Data Augmentation

arXiv.org Artificial Intelligence

Offline meta-reinforcement learning (OMRL) proficiently allows an agent to tackle novel tasks while solely relying on a static dataset. For precise and efficient task identification, existing OMRL research suggests learning separate task representations that be incorporated with policy input, thus forming a context-based meta-policy. A major approach to train task representations is to adopt contrastive learning using multi-task offline data. The dataset typically encompasses interactions from various policies (i.e., the behavior policies), thus providing a plethora of contextual information regarding different tasks. Nonetheless, amassing data from a substantial number of policies is not only impractical but also often unattainable in realistic settings. Instead, we resort to a more constrained yet practical scenario, where multi-task data collection occurs with a limited number of policies. We observed that learned task representations from previous OMRL methods tend to correlate spuriously with the behavior policy instead of reflecting the essential characteristics of the task, resulting in unfavorable out-of-distribution generalization. To alleviate this issue, we introduce a novel algorithm to disentangle the impact of behavior policy from task representation learning through a process called adversarial data augmentation. Specifically, the objective of adversarial data augmentation is not merely to generate data analogous to offline data distribution; instead, it aims to create adversarial examples designed to confound learned task representations and lead to incorrect task identification. Our experiments show that learning from such adversarial samples significantly enhances the robustness and effectiveness of the task identification process and realizes satisfactory out-of-distribution generalization.


RL-MSA: a Reinforcement Learning-based Multi-line bus Scheduling Approach

arXiv.org Artificial Intelligence

Multiple Line Bus Scheduling Problem (MLBSP) is vital to save operational cost of bus company and guarantee service quality for passengers. Existing approaches typically generate a bus scheduling scheme in an offline manner and then schedule buses according to the scheme. In practice, uncertain events such as traffic congestion occur frequently, which may make the pre-determined bus scheduling scheme infeasible. In this paper, MLBSP is modeled as a Markov Decision Process (MDP). A Reinforcement Learning-based Multi-line bus Scheduling Approach (RL-MSA) is proposed for bus scheduling at both the offline and online phases. At the offline phase, deadhead decision is integrated into bus selection decision for the first time to simplify the learning problem. At the online phase, deadhead decision is made through a time window mechanism based on the policy learned at the offline phase. We develop several new and useful state features including the features for control points, bus lines and buses. A bus priority screening mechanism is invented to construct bus-related features. Considering the interests of both the bus company and passengers, a reward function combining the final reward and the step-wise reward is devised. Experiments at the offline phase demonstrate that the number of buses used of RL-MSA is decreased compared with offline optimization approaches. At the online phase, RL-MSA can cover all departure times in a timetable (i.e., service quality) without increasing the number of buses used (i.e., operational cost).


Tactical Decision Making for Autonomous Trucks by Deep Reinforcement Learning with Total Cost of Operation Based Reward

arXiv.org Artificial Intelligence

We develop a deep reinforcement learning framework for tactical decision making in an autonomous truck, specifically for Adaptive Cruise Control (ACC) and lane change maneuvers in a highway scenario. Our results demonstrate that it is beneficial to separate high-level decision-making processes and low-level control actions between the reinforcement learning agent and the low-level controllers based on physical models. In the following, we study optimizing the performance with a realistic and multi-objective reward function based on Total Cost of Operation (TCOP) of the truck using different approaches; by adding weights to reward components, by normalizing the reward components and by using curriculum learning techniques.


Quantifying the Sensitivity of Inverse Reinforcement Learning to Misspecification

arXiv.org Artificial Intelligence

Inverse reinforcement learning (IRL) aims to infer an agent's preferences (represented as a reward function R) from their behaviour (represented as a policy π). To do this, we need a behavioural model of how π relates to R. In the current literature, the most common behavioural models are optimality, Boltzmann-rationality, and causal entropy maximisation. However, the true relationship between a human's preferences and their behaviour is much more complex than any of these behavioural models. This means that the behavioural models are misspecified, which raises the concern that they may lead to systematic errors if applied to real data. In this paper, we analyse how sensitive the IRL problem is to misspecification of the behavioural model. Specifically, we provide necessary and sufficient conditions that completely characterise how the observed data may differ from the assumed behavioural model without incurring an error above a given threshold. In addition to this, we also characterise the conditions under which a behavioural model is robust to small perturbations of the observed policy, and we analyse how robust many behavioural models are to misspecification of their parameter values (such as e.g. the discount rate). Our analysis suggests that the IRL problem is highly sensitive to misspecification, in the sense that very mild misspecification can lead to very large errors in the inferred reward function. Inverse reinforcement learning (IRL) is a subfield of machine learning that aims to develop techniques for inferring an agent's preferences based on their actions in a sequential decision-making problem (Ng & Russell, 2000). There are many motivations for IRL. One motivation is to use it as a tool for imitation learning, where the objective is to replicate the behaviour of an expert in some task (e.g. In this context, it is not essential that the inferred preferences reflect the actual intentions of the expert, as long as they improve the imitation learning process. Another motivation for IRL is to use it as a tool for preference elicitation, where the objective is to understand an agent's goals or desires (e.g. In this context, it is of central importance that the inferred preferences reflect the actual preferences of the observed agent.