Reinforcement Learning
Improved Algorithm for Adversarial Linear Mixture MDPs with Bandit Feedback and Unknown Transition
Li, Long-Fei, Zhao, Peng, Zhou, Zhi-Hua
We study reinforcement learning with linear function approximation, unknown transition, and adversarial losses in the bandit feedback setting. Specifically, we focus on linear mixture MDPs whose transition kernel is a linear mixture model. We propose a new algorithm that attains an $\widetilde{O}(d\sqrt{HS^3K} + \sqrt{HSAK})$ regret with high probability, where $d$ is the dimension of feature mappings, $S$ is the size of state space, $A$ is the size of action space, $H$ is the episode length and $K$ is the number of episodes. Our result strictly improves the previous best-known $\widetilde{O}(dS^2 \sqrt{K} + \sqrt{HSAK})$ result in Zhao et al. (2023a) since $H \leq S$ holds by the layered MDP structure. Our advancements are primarily attributed to (i) a new least square estimator for the transition parameter that leverages the visit information of all states, as opposed to only one state in prior work, and (ii) a new self-normalized concentration tailored specifically to handle non-independent noises, originally proposed in the dynamic assortment area and firstly applied in reinforcement learning to handle correlations between different states.
Knockoff-Guided Feature Selection via A Single Pre-trained Reinforced Agent
Wang, Xinyuan, Wang, Dongjie, Ying, Wangyang, Xie, Rui, Chen, Haifeng, Fu, Yanjie
Feature selection prepares the AI-readiness of data by eliminating redundant features. Prior research falls into two primary categories: i) Supervised Feature Selection, which identifies the optimal feature subset based on their relevance to the target variable; ii) Unsupervised Feature Selection, which reduces the feature space dimensionality by capturing the essential information within the feature set instead of using target variable. However, SFS approaches suffer from time-consuming processes and limited generalizability due to the dependence on the target variable and downstream ML tasks. UFS methods are constrained by the deducted feature space is latent and untraceable. To address these challenges, we introduce an innovative framework for feature selection, which is guided by knockoff features and optimized through reinforcement learning, to identify the optimal and effective feature subset. In detail, our method involves generating "knockoff" features that replicate the distribution and characteristics of the original features but are independent of the target variable. Each feature is then assigned a pseudo label based on its correlation with all the knockoff features, serving as a novel metric for feature evaluation. Our approach utilizes these pseudo labels to guide the feature selection process in 3 novel ways, optimized by a single reinforced agent: 1). A deep Q-network, pre-trained with the original features and their corresponding pseudo labels, is employed to improve the efficacy of the exploration process in feature selection. 2). We introduce unsupervised rewards to evaluate the feature subset quality based on the pseudo labels and the feature space reconstruction loss to reduce dependencies on the target variable. 3). A new {\epsilon}-greedy strategy is used, incorporating insights from the pseudo labels to make the feature selection process more effective.
Population-aware Online Mirror Descent for Mean-Field Games by Deep Reinforcement Learning
Wu, Zida, Lauriere, Mathieu, Chua, Samuel Jia Cong, Geist, Matthieu, Pietquin, Olivier, Mehta, Ankur
Mean Field Games (MFGs) have the ability to handle large-scale multi-agent systems, but learning Nash equilibria in MFGs remains a challenging task. In this paper, we propose a deep reinforcement learning (DRL) algorithm that achieves population-dependent Nash equilibrium without the need for averaging or sampling from history, inspired by Munchausen RL and Online Mirror Descent. Through the design of an additional inner-loop replay buffer, the agents can effectively learn to achieve Nash equilibrium from any distribution, mitigating catastrophic forgetting. The resulting policy can be applied to various initial distributions. Numerical experiments on four canonical examples demonstrate our algorithm has better convergence properties than SOTA algorithms, in particular a DRL version of Fictitious Play for population-dependent policies.
Belief-Enriched Pessimistic Q-Learning against Adversarial State Perturbations
Reinforcement learning (RL) has achieved phenomenal success in various domains. However, its data-driven nature also introduces new vulnerabilities that can be exploited by malicious opponents. Recent work shows that a well-trained RL agent can be easily manipulated by strategically perturbing its state observations at the test stage. Existing solutions either introduce a regularization term to improve the smoothness of the trained policy against perturbations or alternatively train the agent's policy and the attacker's policy. However, the former does not provide sufficient protection against strong attacks, while the latter is computationally prohibitive for large environments. In this work, we propose a new robust RL algorithm for deriving a pessimistic policy to safeguard against an agent's uncertainty about true states. This approach is further enhanced with belief state inference and diffusion-based state purification to reduce uncertainty. Empirical results show that our approach obtains superb performance under strong attacks and has a comparable training overhead with regularization-based methods. As one of the major paradigms for data-driven control, reinforcement learning (RL) provides a principled and solid framework for sequential decision-making under uncertainty. By incorporating the approximation capacity of deep neural networks, deep reinforcement learning (DRL) has found impressive applications in robotics (Levine et al., 2016), large generative models (OpenAI, 2023), and autonomous driving (Kiran et al., 2021), and obtained super-human performance in tasks such as Go (Silver et al., 2016) and Gran Turismo (Wurman et al., 2022). However, an RL agent is subject to various types of attacks, including state and reward perturbation, action space manipulation, and model inference and poisoning (Ilahi et al., 2022). Recent studies have shown that an RL agent can be manipulated by poisoning its observation (Huang et al., 2017; Zhang et al., 2020a) and reward signals (Huang & Zhu, 2019), and a well-trained RL agent can be easily defeated by a malicious opponent behaving unexpectedly (Gleave et al., 2020). In particular, recent research has demonstrated the brittleness (Zhang et al., 2020a; Sun et al., 2021) of existing RL algorithms in the face of adversarial state perturbations, where a malicious agent strategically and stealthily perturbs the observations of a trained RL agent, causing a significant loss of cumulative reward. Such an attack can be implemented in practice by exploiting the defects in the agent's perception component, e.g., sensors and communication channels. This raises significant concerns when applying RL techniques in security and safety-critical domains.
A Survey on Applications of Reinforcement Learning in Spatial Resource Allocation
Zhang, Di, Wang, Moyang, Mango, Joseph, Li, Xiang, Xu, Xianrui
The challenge of spatial resource allocation is pervasive across various domains such as transportation, industry, and daily life. As the scale of real-world issues continues to expand and demands for real-time solutions increase, traditional algorithms face significant computational pressures, struggling to achieve optimal efficiency and real-time capabilities. In recent years, with the escalating computational power of computers, the remarkable achievements of reinforcement learning in domains like Go and robotics have demonstrated its robust learning and sequential decision-making capabilities. Given these advancements, there has been a surge in novel methods employing reinforcement learning to tackle spatial resource allocation problems. These methods exhibit advantages such as rapid solution convergence and strong model generalization abilities, offering a new perspective on resolving spatial resource allocation problems. Therefore, this paper aims to summarize and review recent theoretical methods and applied research utilizing reinforcement learning to address spatial resource allocation problems. It provides a summary and comprehensive overview of its fundamental principles, related methodologies, and applied research. Additionally, it highlights several unresolved issues that urgently require attention in this direction for the future.
Bidirectional Progressive Neural Networks with Episodic Return Progress for Emergent Task Sequencing and Robotic Skill Transfer
Ada, Suzan Ece, Say, Hanne, Ugur, Emre, Oztop, Erhan
Human brain and behavior provide a rich venue that can inspire novel control and learning methods for robotics. In an attempt to exemplify such a development by inspiring how humans acquire knowledge and transfer skills among tasks, we introduce a novel multi-task reinforcement learning framework named Episodic Return Progress with Bidirectional Progressive Neural Networks (ERP-BPNN). The proposed ERP-BPNN model (1) learns in a human-like interleaved manner by (2) autonomous task switching based on a novel intrinsic motivation signal and, in contrast to existing methods, (3) allows bidirectional skill transfer among tasks. ERP-BPNN is a general architecture applicable to several multi-task learning settings; in this paper, we present the details of its neural architecture and show its ability to enable effective learning and skill transfer among morphologically different robots in a reaching task. The developed Bidirectional Progressive Neural Network (BPNN) architecture enables bidirectional skill transfer without requiring incremental training and seamlessly integrates with online task arbitration. The task arbitration mechanism developed is based on soft Episodic Return progress (ERP), a novel intrinsic motivation (IM) signal. To evaluate our method, we use quantifiable robotics metrics such as 'expected distance to goal' and 'path straightness' in addition to the usual reward-based measure of episodic return common in reinforcement learning. With simulation experiments, we show that ERP-BPNN achieves faster cumulative convergence and improves performance in all metrics considered among morphologically different robots compared to the baselines.
Self-Supervised Path Planning in UAV-aided Wireless Networks based on Active Inference
Krayani, Ali, Khan, Khalid, Marcenaro, Lucio, Marchese, Mario, Regazzoni, Carlo
Secondly, we use the learned This paper presents a novel self-supervised path-planning method world model as an internal generative model enriched with active for UAV-aided networks. First, we employed an optimizer to solve states to simulate the environment and plan actions that minimize training examples offline and then used the resulting solutions as the agent's surprise during online decision-making. This approach demonstrations from which the UAV can learn the world model to enables the UAV to navigate its surroundings with a reference model understand the environment and implicitly discover the optimizer's representing the goal, choosing actions that minimize unexpected or policy. UAV equipped with the world model can make real-time unusual observations (surprise) measured by how much they deviate autonomous decisions and engage in online planning using active from the expected goal. The main contributions of this paper are as inference. During planning, UAV can score different policies based follows: It expands on previous research [11] by exploring online on the expected surprise, allowing it to choose among alternative planning, a prospective form of cognition.
Reconciling Reality through Simulation: A Real-to-Sim-to-Real Approach for Robust Manipulation
Torne, Marcel, Simeonov, Anthony, Li, Zechu, Chan, April, Chen, Tao, Gupta, Abhishek, Agrawal, Pulkit
Imitation learning methods need significant human supervision to learn policies robust to changes in object poses, physical disturbances, and visual distractors. Reinforcement learning, on the other hand, can explore the environment autonomously to learn robust behaviors but may require impractical amounts of unsafe real-world data collection. To learn performant, robust policies without the burden of unsafe real-world data collection or extensive human supervision, we propose RialTo, a system for robustifying real-world imitation learning policies via reinforcement learning in "digital twin" simulation environments constructed on the fly from small amounts of real-world data. To enable this real-to-sim-to-real pipeline, RialTo proposes an easy-to-use interface for quickly scanning and constructing digital twins of real-world environments. We also introduce a novel "inverse distillation" procedure for bringing real-world demonstrations into simulated environments for efficient fine-tuning, with minimal human intervention and engineering required. We evaluate RialTo across a variety of robotic manipulation problems in the real world, such as robustly stacking dishes on a rack, placing books on a shelf, and six other tasks. RialTo increases (over 67%) in policy robustness without requiring extensive human data collection. Project website and videos at https://real-to-sim-to-real.github.io/RialTo/
Sampling-based Safe Reinforcement Learning for Nonlinear Dynamical Systems
Suttle, Wesley A., Sharma, Vipul K., Kosaraju, Krishna C., Sivaranjani, S., Liu, Ji, Gupta, Vijay, Sadler, Brian M.
We develop provably safe and convergent reinforcement learning (RL) algorithms for control of nonlinear dynamical systems, bridging the gap between the hard safety guarantees of control theory and the convergence guarantees of RL theory. Recent advances at the intersection of control and RL follow a two-stage, safety filter approach to enforcing hard safety constraints: model-free RL is used to learn a potentially unsafe controller, whose actions are projected onto safe sets prescribed, for example, by a control barrier function. Though safe, such approaches lose any convergence guarantees enjoyed by the underlying RL methods. In this paper, we develop a single-stage, sampling-based approach to hard constraint satisfaction that learns RL controllers enjoying classical convergence guarantees while satisfying hard safety constraints throughout training and deployment. We validate the efficacy of our approach in simulation, including safe control of a quadcopter in a challenging obstacle avoidance problem, and demonstrate that it outperforms existing benchmarks.
Dexterous Legged Locomotion in Confined 3D Spaces with Reinforcement Learning
Xu, Zifan, Raj, Amir Hossain, Xiao, Xuesu, Stone, Peter
Recent advances of locomotion controllers utilizing deep reinforcement learning (RL) have yielded impressive results in terms of achieving rapid and robust locomotion across challenging terrain, such as rugged rocks, non-rigid ground, and slippery surfaces. However, while these controllers primarily address challenges underneath the robot, relatively little research has investigated legged mobility through confined 3D spaces, such as narrow tunnels or irregular voids, which impose all-around constraints. The cyclic gait patterns resulted from existing RL-based methods to learn parameterized locomotion skills characterized by motion parameters, such as velocity and body height, may not be adequate to navigate robots through challenging confined 3D spaces, requiring both agile 3D obstacle avoidance and robust legged locomotion. Instead, we propose to learn locomotion skills end-to-end from goal-oriented navigation in confined 3D spaces. To address the inefficiency of tracking distant navigation goals, we introduce a hierarchical locomotion controller that combines a classical planner tasked with planning waypoints to reach a faraway global goal location, and an RL-based policy trained to follow these waypoints by generating low-level motion commands. This approach allows the policy to explore its own locomotion skills within the entire solution space and facilitates smooth transitions between local goals, enabling long-term navigation towards distant goals. In simulation, our hierarchical approach succeeds at navigating through demanding confined 3D environments, outperforming both pure end-to-end learning approaches and parameterized locomotion skills. We further demonstrate the successful real-world deployment of our simulation-trained controller on a real robot.