Goto

Collaborating Authors

 Reinforcement Learning


Spatially-Aware Transformer for Embodied Agents

arXiv.org Artificial Intelligence

Episodic memory plays a crucial role in various cognitive processes, such as the ability to mentally recall past events. While cognitive science emphasizes the significance of spatial context in the formation and retrieval of episodic memory, the current primary approach to implementing episodic memory in AI systems is through transformers that store temporally ordered experiences, which overlooks the spatial dimension. As a result, it is unclear how the underlying structure could be extended to incorporate the spatial axis beyond temporal order alone and thereby what benefits can be obtained. To address this, this paper explores the use of Spatially-Aware Transformer models that incorporate spatial information. These models enable the creation of place-centric episodic memory that considers both temporal and spatial dimensions. Adopting this approach, we demonstrate that memory utilization efficiency can be improved, leading to enhanced accuracy in various place-centric downstream tasks. Additionally, we propose the Adaptive Memory Allocator, a memory management method based on reinforcement learning that aims to optimize efficiency of memory utilization. Our experiments demonstrate the advantages of our proposed model in various environments and across multiple downstream tasks, including prediction, generation, reasoning, and reinforcement learning. The source code for our models and experiments will be available at https://github.com/junmokane/spatially-aware-transformer.


Offline Fictitious Self-Play for Competitive Games

arXiv.org Artificial Intelligence

Offline Reinforcement Learning (RL) has received significant interest due to its ability to improve policies in previously collected datasets without online interactions. Despite its success in the single-agent setting, offline multi-agent RL remains a challenge, especially in competitive games. Firstly, unaware of the game structure, it is impossible to interact with the opponents and conduct a major learning paradigm, self-play, for competitive games. Secondly, real-world datasets cannot cover all the state and action space in the game, resulting in barriers to identifying Nash equilibrium (NE). To address these issues, this paper introduces Off-FSP, the first practical model-free offline RL algorithm for competitive games. We start by simulating interactions with various opponents by adjusting the weights of the fixed dataset with importance sampling. This technique allows us to learn best responses to different opponents and employ the Offline Self-Play learning framework. In this framework, we further implement Fictitious Self-Play (FSP) to approximate NE. In partially covered real-world datasets, our methods show the potential to approach NE by incorporating any single-agent offline RL method. Experimental results in Leduc Hold'em Poker show that our method significantly improves performances compared with state-of-the-art baselines.


Cieran: Designing Sequential Colormaps via In-Situ Active Preference Learning

arXiv.org Artificial Intelligence

Quality colormaps can help communicate important data patterns. However, finding an aesthetically pleasing colormap that looks "just right" for a given scenario requires significant design and technical expertise. We introduce Cieran, a tool that allows any data analyst to rapidly find quality colormaps while designing charts within Jupyter Notebooks. Our system employs an active preference learning paradigm to rank expert-designed colormaps and create new ones from pairwise comparisons, allowing analysts who are novices in color design to tailor colormaps to their data context. We accomplish this by treating colormap design as a path planning problem through the CIELAB colorspace with a context-specific reward model. In an evaluation with twelve scientists, we found that Cieran effectively modeled user preferences to rank colormaps and leveraged this model to create new quality designs. Our work shows the potential of active preference learning for supporting efficient visualization design optimization.


RL-GPT: Integrating Reinforcement Learning and Code-as-policy

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have demonstrated proficiency in utilizing various tools by coding, yet they face limitations in handling intricate logic and precise control. In embodied tasks, high-level planning is amenable to direct coding, while low-level actions often necessitate task-specific refinement, such as Reinforcement Learning (RL). To seamlessly integrate both modalities, we introduce a two-level hierarchical framework, RL-GPT, comprising a slow agent and a fast agent. The slow agent analyzes actions suitable for coding, while the fast agent executes coding tasks. This decomposition effectively focuses each agent on specific tasks, proving highly efficient within our pipeline. Our approach outperforms traditional RL methods and existing GPT agents, demonstrating superior efficiency. In the Minecraft game, it rapidly obtains diamonds within a single day on an RTX3090. Additionally, it achieves SOTA performance across all designated MineDojo tasks.


ArCHer: Training Language Model Agents via Hierarchical Multi-Turn RL

arXiv.org Artificial Intelligence

A broad use case of large language models (LLMs) is in goal-directed decision-making tasks (or "agent" tasks), where an LLM needs to not just generate completions for a given prompt, but rather make intelligent decisions over a multi-turn interaction to accomplish a task (e.g., when interacting with the web, using tools, or providing customer support). Reinforcement learning (RL) provides a general paradigm to address such agent tasks, but current RL methods for LLMs largely focus on optimizing single-turn rewards. By construction, most single-turn RL methods cannot endow LLMs with the ability to intelligently seek information over multiple turns, perform credit assignment, or reason about their past actions -- all of which are critical in agent tasks. This raises the question: how can we design effective and efficient multi-turn RL algorithms for LLMs? In this paper, we develop a framework for building multi-turn RL algorithms for fine-tuning LLMs, that preserves the flexibility of existing single-turn RL methods for LLMs (e.g., proximal policy optimization), while accommodating multiple turns, long horizons, and delayed rewards effectively. To do this, our framework adopts a hierarchical RL approach and runs two RL algorithms in parallel: a high-level off-policy value-based RL algorithm to aggregate reward over utterances, and a low-level RL algorithm that utilizes this high-level value function to train a token policy within each utterance or turn. Our hierarchical framework, Actor-Critic Framework with a Hierarchical Structure (ArCHer), can also give rise to other RL methods. Empirically, we find that ArCHer significantly improves efficiency and performance on agent tasks, attaining a sample efficiency of about 100x over existing methods, while also improving with larger model capacity (upto the 7 billion scale that we tested on).


Understanding Iterative Combinatorial Auction Designs via Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Iterative combinatorial auctions are widely used in high stakes settings such as spectrum auctions. Such auctions can be hard to understand analytically, making it difficult for bidders to determine how to behave and for designers to optimize auction rules to ensure desirable outcomes such as high revenue or welfare. In this paper, we investigate whether multi-agent reinforcement learning (MARL) algorithms can be used to understand iterative combinatorial auctions, given that these algorithms have recently shown empirical success in several other domains. We find that MARL can indeed benefit auction analysis, but that deploying it effectively is nontrivial. We begin by describing modelling decisions that keep the resulting game tractable without sacrificing important features such as imperfect information or asymmetry between bidders. We also discuss how to navigate pitfalls of various MARL algorithms, how to overcome challenges in verifying convergence, and how to generate and interpret multiple equilibria. We illustrate the promise of our resulting approach by using it to evaluate a specific rule change to a clock auction, finding substantially different auction outcomes due to complex changes in bidders' behavior.


Temporal-Aware Deep Reinforcement Learning for Energy Storage Bidding in Energy and Contingency Reserve Markets

arXiv.org Artificial Intelligence

The battery energy storage system (BESS) has immense potential for enhancing grid reliability and security through its participation in the electricity market. BESS often seeks various revenue streams by taking part in multiple markets to unlock its full potential, but effective algorithms for joint-market participation under price uncertainties are insufficiently explored in the existing research. To bridge this gap, we develop a novel BESS joint bidding strategy that utilizes deep reinforcement learning (DRL) to bid in the spot and contingency frequency control ancillary services (FCAS) markets. Our approach leverages a transformer-based temporal feature extractor to effectively respond to price fluctuations in seven markets simultaneously and helps DRL learn the best BESS bidding strategy in joint-market participation. Additionally, unlike conventional "black-box" DRL model, our approach is more interpretable and provides valuable insights into the temporal bidding behavior of BESS in the dynamic electricity market. We validate our method using realistic market prices from the Australian National Electricity Market. The results show that our strategy outperforms benchmarks, including both optimization-based and other DRL-based strategies, by substantial margins. Our findings further suggest that effective temporal-aware bidding can significantly increase profits in the spot and contingency FCAS markets compared to individual market participation.


How to Train your Antivirus: RL-based Hardening through the Problem-Space

arXiv.org Artificial Intelligence

ML-based malware detection on dynamic analysis reports is vulnerable to both evasion and spurious correlations. In this work, we investigate a specific ML architecture employed in the pipeline of a widely-known commercial antivirus company, with the goal to harden it against adversarial malware. Adversarial training, the sole defensive technique that can confer empirical robustness, is not applicable out of the box in this domain, for the principal reason that gradient-based perturbations rarely map back to feasible problem-space programs. We introduce a novel Reinforcement Learning approach for constructing adversarial examples, a constituent part of adversarially training a model against evasion. Our approach comes with multiple advantages. It performs modifications that are feasible in the problem-space, and only those; thus it circumvents the inverse mapping problem. It also makes possible to provide theoretical guarantees on the robustness of the model against a particular set of adversarial capabilities. Our empirical exploration validates our theoretical insights, where we can consistently reach 0\% Attack Success Rate after a few adversarial retraining iterations.


The Fusion of Deep Reinforcement Learning and Edge Computing for Real-time Monitoring and Control Optimization in IoT Environments

arXiv.org Artificial Intelligence

In response to the demand for real-time performance and control quality in industrial Internet of Things (IoT) environments, this paper proposes an optimization control system based on deep reinforcement learning and edge computing. The system leverages cloud-edge collaboration, deploys lightweight policy networks at the edge, predicts system states, and outputs controls at a high frequency, enabling monitoring and optimization of industrial objectives. Additionally, a dynamic resource allocation mechanism is designed to ensure rational scheduling of edge computing resources, achieving global optimization. Results demonstrate that this approach reduces cloud-edge communication latency, accelerates response to abnormal situations, reduces system failure rates, extends average equipment operating time, and saves costs for manual maintenance and replacement. This ensures real-time and stable control.


ELA: Exploited Level Augmentation for Offline Learning in Zero-Sum Games

arXiv.org Artificial Intelligence

Offline learning has become widely used due to its ability to derive effective policies from offline datasets gathered by expert demonstrators without interacting with the environment directly. Recent research has explored various ways to enhance offline learning efficiency by considering the characteristics (e.g., expertise level or multiple demonstrators) of the dataset. However, a different approach is necessary in the context of zero-sum games, where outcomes vary significantly based on the strategy of the opponent. In this study, we introduce a novel approach that uses unsupervised learning techniques to estimate the exploited level of each trajectory from the offline dataset of zero-sum games made by diverse demonstrators. Subsequently, we incorporate the estimated exploited level into the offline learning to maximize the influence of the dominant strategy. Our method enables interpretable exploited level estimation in multiple zero-sum games and effectively identifies dominant strategy data. Also, our exploited level augmented offline learning significantly enhances the original offline learning algorithms including imitation learning and offline reinforcement learning for zero-sum games.