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 Reinforcement Learning


Tsallis Entropy Regularization for Linearly Solvable MDP and Linear Quadratic Regulator

arXiv.org Artificial Intelligence

Shannon entropy regularization is widely adopted in optimal control due to its ability to promote exploration and enhance robustness, e.g., maximum entropy reinforcement learning known as Soft Actor-Critic. In this paper, Tsallis entropy, which is a one-parameter extension of Shannon entropy, is used for the regularization of linearly solvable MDP and linear quadratic regulators. We derive the solution for these problems and demonstrate its usefulness in balancing between exploration and sparsity of the obtained control law.


Twisting Lids Off with Two Hands

arXiv.org Artificial Intelligence

Manipulating objects with two multi-fingered hands has been a long-standing challenge in robotics, attributed to the contact-rich nature of many manipulation tasks and the complexity inherent in coordinating a high-dimensional bimanual system. In this work, we consider the problem of twisting lids of various bottle-like objects with two hands, and demonstrate that policies trained in simulation using deep reinforcement learning can be effectively transferred to the real world. With novel engineering insights into physical modeling, real-time perception, and reward design, the policy demonstrates generalization capabilities across a diverse set of unseen objects, showcasing dynamic and dexterous behaviors. Our findings serve as compelling evidence that deep reinforcement learning combined with sim-to-real transfer remains a promising approach for addressing manipulation problems of unprecedented complexity.


Learning to Solve Job Shop Scheduling under Uncertainty

arXiv.org Machine Learning

Job-Shop Scheduling Problem (JSSP) is a combinatorial optimization problem where tasks need to be scheduled on machines in order to minimize criteria such as makespan or delay. To address more realistic scenarios, we associate a probability distribution with the duration of each task. Our objective is to generate a robust schedule, i.e. that minimizes the average makespan. This paper introduces a new approach that leverages Deep Reinforcement Learning (DRL) techniques to search for robust solutions, emphasizing JSSPs with uncertain durations. Key contributions of this research include: (1) advancements in DRL applications to JSSPs, enhancing generalization and scalability, (2) a novel method for addressing JSSPs with uncertain durations. The Wheatley approach, which integrates Graph Neural Networks (GNNs) and DRL, is made publicly available for further research and applications.


Learning One Representation to Optimize All Rewards

Neural Information Processing Systems

We introduce the forward-backward (FB) representation of the dynamics of a reward-free Markov decision process. It provides explicit near-optimal policies for any reward specified a posteriori. During an unsupervised phase, we use rewardfree interactions with the environment to learn two representations via off-the-shelf deep learning methods and temporal difference (TD) learning. In the test phase, a reward representation is estimated either from reward observations or an explicit reward description (e.g., a target state). The optimal policy for that reward is directly obtained from these representations, with no planning.


Beyond Value-Function Gaps: Improved Instance-Dependent Regret Bounds for Episodic Reinforcement Learning

Neural Information Processing Systems

We provide improved gap-dependent regret bounds for reinforcement learning in finite episodic Markov decision processes. Compared to prior work, our bounds depend on alternative definitions of gaps. These definitions are based on the insight that, in order to achieve a favorable regret, an algorithm does not need to learn how to behave optimally in states that are not reached by an optimal policy. We prove tighter upper regret bounds for optimistic algorithms and accompany them with new information-theoretic lower bounds for a large class of MDPs. Our results show that optimistic algorithms can not achieve the information-theoretic lower bounds even in deterministic MDPs unless there is a unique optimal policy.


Learning One Representation to Optimize All Rewards

Neural Information Processing Systems

We introduce the forward-backward (FB) representation of the dynamics of a reward-free Markov decision process. It provides explicit near-optimal policies for any reward specified a posteriori. During an unsupervised phase, we use rewardfree interactions with the environment to learn two representations via off-the-shelf deep learning methods and temporal difference (TD) learning. In the test phase, a reward representation is estimated either from reward observations or an explicit reward description (e.g., a target state). The optimal policy for that reward is directly obtained from these representations, with no planning.


Beyond Value-Function Gaps: Improved Instance-Dependent Regret Bounds for Episodic Reinforcement Learning

Neural Information Processing Systems

We provide improved gap-dependent regret bounds for reinforcement learning in finite episodic Markov decision processes. Compared to prior work, our bounds depend on alternative definitions of gaps. These definitions are based on the insight that, in order to achieve a favorable regret, an algorithm does not need to learn how to behave optimally in states that are not reached by an optimal policy. We prove tighter upper regret bounds for optimistic algorithms and accompany them with new information-theoretic lower bounds for a large class of MDPs. Our results show that optimistic algorithms can not achieve the information-theoretic lower bounds even in deterministic MDPs unless there is a unique optimal policy.


Deep Incremental Model Based Reinforcement Learning: A One-Step Lookback Approach for Continuous Robotics Control

arXiv.org Artificial Intelligence

Model-based reinforcement learning (MBRL) attempts to use an available or a learned model to improve the data efficiency of reinforcement learning. This work proposes a one-step lookback approach that jointly learns the latent-space model and the policy to realize the sample-efficient continuous robotic control, wherein the control-theoretical knowledge is utilized to decrease the model learning difficulty. Specifically, the so-called one-step backward data is utilized to facilitate the incremental evolution model, an alternative structured representation of the robotics evolution model in the MBRL field. The incremental evolution model accurately predicts the robotics movement but with low sample complexity. This is because the formulated incremental evolution model degrades the model learning difficulty into a parametric matrix learning problem, which is especially favourable to high-dimensional robotics applications. The imagined data from the learned incremental evolution model is used to supplement training data to enhance the sample efficiency. Comparative numerical simulations on benchmark continuous robotics control problems are conducted to validate the efficiency of our proposed one-step lookback approach.


Feint in Multi-Player Games

arXiv.org Artificial Intelligence

This paper introduces the first formalization, implementation and quantitative evaluation of Feint in Multi-Player Games. Our work first formalizes Feint from the perspective of Multi-Player Games, in terms of the temporal, spatial, and their collective impacts. The formalization is built upon Non-transitive Active Markov Game Model, where Feint can have a considerable amount of impacts. Then, our work considers practical implementation details of Feint in Multi-Player Games, under the state-of-the-art progress of multi-agent modeling to date (namely Multi-Agent Reinforcement Learning). Finally, our work quantitatively examines the effectiveness of our design, and the results show that our design of Feint can (1) greatly improve the reward gains from the game; (2) significantly improve the diversity of Multi-Player Games; and (3) only incur negligible overheads in terms of time consumption. We conclude that our design of Feint is effective and practical, to make Multi-Player Games more interesting.


Agent with Warm Start and Active Termination for Plane Localization in 3D Ultrasound

arXiv.org Artificial Intelligence

Standard plane localization is crucial for ultrasound (US) diagnosis. In prenatal US, dozens of standard planes are manually acquired with a 2D probe. It is time-consuming and operator-dependent. In comparison, 3D US containing multiple standard planes in one shot has the inherent advantages of less user-dependency and more efficiency. However, manual plane localization in US volume is challenging due to the huge search space and large fetal posture variation. In this study, we propose a novel reinforcement learning (RL) framework to automatically localize fetal brain standard planes in 3D US. Our contribution is two-fold. First, we equip the RL framework with a landmark-aware alignment module to provide warm start and strong spatial bounds for the agent actions, thus ensuring its effectiveness. Second, instead of passively and empirically terminating the agent inference, we propose a recurrent neural network based strategy for active termination of the agent's interaction procedure. This improves both the accuracy and efficiency of the localization system. Extensively validated on our in-house large dataset, our approach achieves the accuracy of 3.4mm/9.6{\deg} and 2.7mm/9.1{\deg} for the transcerebellar and transthalamic plane localization, respectively. Ourproposed RL framework is general and has the potential to improve the efficiency and standardization of US scanning.