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 Reinforcement Learning


Towards Generalizability of Multi-Agent Reinforcement Learning in Graphs with Recurrent Message Passing

arXiv.org Artificial Intelligence

Graph-based environments pose unique challenges to multi-agent reinforcement learning. In decentralized approaches, agents operate within a given graph and make decisions based on partial or outdated observations. The size of the observed neighborhood limits the generalizability to different graphs and affects the reactivity of agents, the quality of the selected actions, and the communication overhead. This work focuses on generalizability and resolves the trade-off in observed neighborhood size with a continuous information flow in the whole graph. We propose a recurrent message-passing model that iterates with the environment's steps and allows nodes to create a global representation of the graph by exchanging messages with their neighbors. Agents receive the resulting learned graph observations based on their location in the graph. Our approach can be used in a decentralized manner at runtime and in combination with a reinforcement learning algorithm of choice. We evaluate our method across 1000 diverse graphs in the context of routing in communication networks and find that it enables agents to generalize and adapt to changes in the graph.


In-Context Reinforcement Learning for Variable Action Spaces

arXiv.org Artificial Intelligence

Recently, it has been shown that transformers pre-trained on diverse datasets with multi-episode contexts can generalize to new reinforcement learning tasks in-context. A key limitation of previously proposed models is their reliance on a predefined action space size and structure. The introduction of a new action space often requires data re-collection and model re-training, which can be costly for some applications. In our work, we show that it is possible to mitigate this issue by proposing the Headless-AD model that, despite being trained only once, is capable of generalizing to discrete action spaces of variable size, semantic content and order. By experimenting with Bernoulli and contextual bandits, as well as a gridworld environment, we show that Headless-AD exhibits significant capability to generalize to action spaces it has never encountered, even outperforming specialized models trained for a specific set of actions on several environment configurations.


DiffTOP: Differentiable Trajectory Optimization for Deep Reinforcement and Imitation Learning

arXiv.org Artificial Intelligence

This paper introduces DiffTOP, which utilizes Differentiable Trajectory OPtimization as the policy representation to generate actions for deep reinforcement and imitation learning. Trajectory optimization is a powerful and widely used algorithm in control, parameterized by a cost and a dynamics function. The key to our approach is to leverage the recent progress in differentiable trajectory optimization, which enables computing the gradients of the loss with respect to the parameters of trajectory optimization. As a result, the cost and dynamics functions of trajectory optimization can be learned end-to-end. DiffTOP addresses the ``objective mismatch'' issue of prior model-based RL algorithms, as the dynamics model in DiffTOP is learned to directly maximize task performance by differentiating the policy gradient loss through the trajectory optimization process. We further benchmark DiffTOP for imitation learning on standard robotic manipulation task suites with high-dimensional sensory observations and compare our method to feed-forward policy classes as well as Energy-Based Models (EBM) and Diffusion. Across 15 model-based RL tasks and 13 imitation learning tasks with high-dimensional image and point cloud inputs, DiffTOP outperforms prior state-of-the-art methods in both domains.


Multi-Timescale Ensemble Q-learning for Markov Decision Process Policy Optimization

arXiv.org Artificial Intelligence

Reinforcement learning (RL) is a classical tool to solve network control or policy optimization problems in unknown environments. The original Q-learning suffers from performance and complexity challenges across very large networks. Herein, a novel model-free ensemble reinforcement learning algorithm which adapts the classical Q-learning is proposed to handle these challenges for networks which admit Markov decision process (MDP) models. Multiple Q-learning algorithms are run on multiple, distinct, synthetically created and structurally related Markovian environments in parallel; the outputs are fused using an adaptive weighting mechanism based on the Jensen-Shannon divergence (JSD) to obtain an approximately optimal policy with low complexity. The theoretical justification of the algorithm, including the convergence of key statistics and Q-functions are provided. Numerical results across several network models show that the proposed algorithm can achieve up to 55% less average policy error with up to 50% less runtime complexity than the state-of-the-art Q-learning algorithms. Numerical results validate assumptions made in the theoretical analysis.


Improving Token-Based World Models with Parallel Observation Prediction

arXiv.org Artificial Intelligence

Motivated by the success of Transformers when applied to sequences of discrete symbols, token-based world models (TBWMs) were recently proposed as sample-efficient methods. In TBWMs, the world model consumes agent experience as a language-like sequence of tokens, where each observation constitutes a sub-sequence. However, during imagination, the sequential token-by-token generation of next observations results in a severe bottleneck, leading to long training times, poor GPU utilization, and limited representations. To resolve this bottleneck, we devise a novel Parallel Observation Prediction (POP) mechanism. POP augments a Retentive Network (RetNet) with a novel forward mode tailored to our reinforcement learning setting. We incorporate POP in a novel TBWM agent named REM (Retentive Environment Model), showcasing a 15.4x faster imagination compared to prior TBWMs. REM attains superhuman performance on 12 out of 26 games of the Atari 100K benchmark, while training in less than 12 hours. Our code is available at \url{https://github.com/leor-c/REM}.


Discovering Temporally-Aware Reinforcement Learning Algorithms

arXiv.org Artificial Intelligence

Recent advancements in meta-learning have enabled the automatic discovery of novel reinforcement learning algorithms parameterized by surrogate objective functions. To improve upon manually designed algorithms, the parameterization of this learned objective function must be expressive enough to represent novel principles of learning (instead of merely recovering already established ones) while still generalizing to a wide range of settings outside of its meta-training distribution. However, existing methods focus on discovering objective functions that, like many widely used objective functions in reinforcement learning, do not take into account the total number of steps allowed for training, or "training horizon". In contrast, humans use a plethora of different learning objectives across the course of acquiring a new ability. For instance, students may alter their studying techniques based on the proximity to exam deadlines and their self-assessed capabilities. This paper contends that ignoring the optimization time horizon significantly restricts the expressive potential of discovered learning algorithms. We propose a simple augmentation to two existing objective discovery approaches that allows the discovered algorithm to dynamically update its objective function throughout the agent's training procedure, resulting in expressive schedules and increased generalization across different training horizons. In the process, we find that commonly used meta-gradient approaches fail to discover such adaptive objective functions while evolution strategies discover highly dynamic learning rules. We demonstrate the effectiveness of our approach on a wide range of tasks and analyze the resulting learned algorithms, which we find effectively balance exploration and exploitation by modifying the structure of their learning rules throughout the agent's lifetime.


Decision Theory-Guided Deep Reinforcement Learning for Fast Learning

arXiv.org Artificial Intelligence

This paper introduces a novel approach, Decision Theory-guided Deep Reinforcement Learning (DT-guided DRL), to address the inherent cold start problem in DRL. By integrating decision theory principles, DT-guided DRL enhances agents' initial performance and robustness in complex environments, enabling more efficient and reliable convergence during learning. Our investigation encompasses two primary problem contexts: the cart pole and maze navigation challenges. Experimental results demonstrate that the integration of decision theory not only facilitates effective initial guidance for DRL agents but also promotes a more structured and informed exploration strategy, particularly in environments characterized by large and intricate state spaces. The results of experiment demonstrate that DT-guided DRL can provide significantly higher rewards compared to regular DRL. Specifically, during the initial phase of training, the DT-guided DRL yields up to an 184% increase in accumulated reward. Moreover, even after reaching convergence, it maintains a superior performance, ending with up to 53% more reward than standard DRL in large maze problems. DT-guided DRL represents an advancement in mitigating a fundamental challenge of DRL by leveraging functions informed by human (designer) knowledge, setting a foundation for further research in this promising interdisciplinary domain.


Enhancement of High-definition Map Update Service Through Coverage-aware and Reinforcement Learning

arXiv.org Artificial Intelligence

High-definition (HD) Map systems will play a pivotal role in advancing autonomous driving to a higher level, thanks to the significant improvement over traditional two-dimensional (2D) maps. Creating an HD Map requires a huge amount of on-road and off-road data. Typically, these raw datasets are collected and uploaded to cloud-based HD map service providers through vehicular networks. Nevertheless, there are challenges in transmitting the raw data over vehicular wireless channels due to the dynamic topology. As the number of vehicles increases, there is a detrimental impact on service quality, which acts as a barrier to a real-time HD Map system for collaborative driving in Autonomous Vehicles (AV). In this paper, to overcome network congestion, a Q-learning coverage-time-awareness algorithm is presented to optimize the quality of service for vehicular networks and HD map updates. The algorithm is evaluated in an environment that imitates a dynamic scenario where vehicles enter and leave. Results showed an improvement in latency for HD map data of $75\%$, $73\%$, and $10\%$ compared with IEEE802.11p without Quality of Service (QoS), IEEE802.11 with QoS, and IEEE802.11p with new access category (AC) for HD map, respectively.


Scaling Artificial Intelligence for Digital Wargaming in Support of Decision-Making

arXiv.org Artificial Intelligence

In this unprecedented era of technology-driven transformation, it becomes more critical than ever that we aggressively invest in developing robust artificial intelligence (AI) for wargaming in support of decision-making. By advancing AI-enabled systems and pairing these with human judgment, we will be able to enhance all-domain awareness, improve the speed and quality of our decision cycles, offer recommendations for novel courses of action, and more rapidly counter our adversary's actions. It therefore becomes imperative that we accelerate the development of AI to help us better address the complexity of modern challenges and dilemmas that currently requires human intelligence and, if possible, attempt to surpass human intelligence--not to replace humans, but to augment and better inform human decision-making at machine speed. Although deep reinforcement learning continues to show promising results in intelligent agent behavior development for the long-horizon, complex tasks typically found in combat modeling and simulation, further research is needed to enable the scaling of AI to deal with these intricate and expansive state-spaces characteristic of wargaming for either concept development, education, or analysis. To help address this challenge, in our research, we are developing and implementing a hierarchical reinforcement learning framework that includes a multi-model approach and dimension-invariant observation abstractions.


Real-World Fluid Directed Rigid Body Control via Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advances in real-world applications of reinforcement learning (RL) have relied on the ability to accurately simulate systems at scale. However, domains such as fluid dynamical systems exhibit complex dynamic phenomena that are hard to simulate at high integration rates, limiting the direct application of modern deep RL algorithms to often expensive or safety critical hardware. In this work, we introduce "Box o Flows", a novel benchtop experimental control system for systematically evaluating RL algorithms in dynamic real-world scenarios. We describe the key components of the Box o Flows, and through a series of experiments demonstrate how state-of-the-art model-free RL algorithms can synthesize a variety of complex behaviors via simple reward specifications. Furthermore, we explore the role of offline RL in data-efficient hypothesis testing by reusing past experiences. We believe that the insights gained from this preliminary study and the availability of systems like the Box o Flows support the way forward for developing systematic RL algorithms that can be generally applied to complex, dynamical systems. Supplementary material and videos of experiments are available at https://sites.google.com/view/box-o-flows/home.