Reinforcement Learning
Intelligent Mode-switching Framework for Teleoperation
Kizilkaya, Burak, She, Changyang, Zhao, Guodong, Imran, Muhammad Ali
Teleoperation can be very difficult due to limited perception, high communication latency, and limited degrees of freedom (DoFs) at the operator side. Autonomous teleoperation is proposed to overcome this difficulty by predicting user intentions and performing some parts of the task autonomously to decrease the demand on the operator and increase the task completion rate. However, decision-making for mode-switching is generally assumed to be done by the operator, which brings an extra DoF to be controlled by the operator and introduces extra mental demand. On the other hand, the communication perspective is not investigated in the current literature, although communication imperfections and resource limitations are the main bottlenecks for teleoperation. In this study, we propose an intelligent mode-switching framework by jointly considering mode-switching and communication systems. User intention recognition is done at the operator side. Based on user intention recognition, a deep reinforcement learning (DRL) agent is trained and deployed at the operator side to seamlessly switch between autonomous and teleoperation modes. A real-world data set is collected from our teleoperation testbed to train both user intention recognition and DRL algorithms. Our results show that the proposed framework can achieve up to 50% communication load reduction with improved task completion probability.
Risk-Sensitive Multi-Agent Reinforcement Learning in Network Aggregative Markov Games
Ghaemi, Hafez, Kebriaei, Hamed, Moghaddam, Alireza Ramezani, Ahamdabadi, Majid Nili
Classical multi-agent reinforcement learning (MARL) assumes risk neutrality and complete objectivity for agents. However, in settings where agents need to consider or model human economic or social preferences, a notion of risk must be incorporated into the RL optimization problem. This will be of greater importance in MARL where other human or non-human agents are involved, possibly with their own risk-sensitive policies. In this work, we consider risk-sensitive and non-cooperative MARL with cumulative prospect theory (CPT), a non-convex risk measure and a generalization of coherent measures of risk. CPT is capable of explaining loss aversion in humans and their tendency to overestimate/underestimate small/large probabilities. We propose a distributed sampling-based actor-critic (AC) algorithm with CPT risk for network aggregative Markov games (NAMGs), which we call Distributed Nested CPT-AC. Under a set of assumptions, we prove the convergence of the algorithm to a subjective notion of Markov perfect Nash equilibrium in NAMGs. The experimental results show that subjective CPT policies obtained by our algorithm can be different from the risk-neutral ones, and agents with a higher loss aversion are more inclined to socially isolate themselves in an NAMG.
Federated Offline Reinforcement Learning: Collaborative Single-Policy Coverage Suffices
Woo, Jiin, Shi, Laixi, Joshi, Gauri, Chi, Yuejie
Offline RL (Levine et al., 2020), also known as batch RL, addresses the challenge of learning a near-optimal policy using offline datasets collected a priori, without further interactions with an environment. Fueled by the cost-effectiveness of utilizing pre-collected datasets compared to real-time explorations, offline RL has received increasing attention. However, the performance of offline RL crucially depends on the quality of offline datasets due to the lack of additional interactions with the environment, where the quality is determined by how thoroughly the state-action space is explored during data collection. Encouragingly, recent research (Li et al., 2022; Rashidinejad et al., 2021; Shi et al., 2022; Xie et al., 2021b) indicates that being more conservative on unseen state-action pairs, known as the principle of pessimism, enables learning of a near-optimal policy even with partial coverage of the state-action space, as long as the distribution of datasets encompasses the trajectory of the optimal policy. However, acquiring high-quality datasets that have good coverage of the optimal policy poses challenges because it requires the state-action visitation distribution induced by a behavior policy employed for data collection to be very close to the optimal policy. Alternatively, multiple datasets can be merged into one dataset to supplement insufficient coverage of one other, but this may be impractical when offline datasets are scattered and cannot be easily shared due to privacy and communication constraints.
Limitations of Agents Simulated by Predictive Models
Douglas, Raymond, Karwowski, Jacek, Bae, Chan, Draguns, Andis, Krakovna, Victoria
There is increasing focus on adapting predictive models into agent-like systems, most notably AI assistants based on language models. We outline two structural reasons for why these models can fail when turned into agents. First, we discuss auto-suggestive delusions. Prior work has shown theoretically that models fail to imitate agents that generated the training data if the agents relied on hidden observations: the hidden observations act as confounding variables, and the models treat actions they generate as evidence for nonexistent observations. Second, we introduce and formally study a related, novel limitation: predictor-policy incoherence. When a model generates a sequence of actions, the model's implicit prediction of the policy that generated those actions can serve as a confounding variable. The result is that models choose actions as if they expect future actions to be suboptimal, causing them to be overly conservative. We show that both of those failures are fixed by including a feedback loop from the environment, that is, re-training the models on their own actions. We give simple demonstrations of both limitations using Decision Transformers and confirm that empirical results agree with our conceptual and formal analysis. Our treatment provides a unifying view of those failure modes, and informs the question of why fine-tuning offline learned policies with online learning makes them more effective.
Training Large Language Models for Reasoning through Reverse Curriculum Reinforcement Learning
Xi, Zhiheng, Chen, Wenxiang, Hong, Boyang, Jin, Senjie, Zheng, Rui, He, Wei, Ding, Yiwen, Liu, Shichun, Guo, Xin, Wang, Junzhe, Guo, Honglin, Shen, Wei, Fan, Xiaoran, Zhou, Yuhao, Dou, Shihan, Wang, Xiao, Zhang, Xinbo, Sun, Peng, Gui, Tao, Zhang, Qi, Huang, Xuanjing
In this paper, we propose R$^3$: Learning Reasoning through Reverse Curriculum Reinforcement Learning (RL), a novel method that employs only outcome supervision to achieve the benefits of process supervision for large language models. The core challenge in applying RL to complex reasoning is to identify a sequence of actions that result in positive rewards and provide appropriate supervision for optimization. Outcome supervision provides sparse rewards for final results without identifying error locations, whereas process supervision offers step-wise rewards but requires extensive manual annotation. R$^3$ overcomes these limitations by learning from correct demonstrations. Specifically, R$^3$ progressively slides the start state of reasoning from a demonstration's end to its beginning, facilitating easier model exploration at all stages. Thus, R$^3$ establishes a step-wise curriculum, allowing outcome supervision to offer step-level signals and precisely pinpoint errors. Using Llama2-7B, our method surpasses RL baseline on eight reasoning tasks by $4.1$ points on average. Notebaly, in program-based reasoning on GSM8K, it exceeds the baseline by $4.2$ points across three backbone models, and without any extra data, Codellama-7B + R$^3$ performs comparable to larger models or closed-source models.
Analysing the Sample Complexity of Opponent Shaping
Fung, Kitty, Zhang, Qizhen, Lu, Chris, Wan, Jia, Willi, Timon, Foerster, Jakob
Learning in general-sum games often yields collectively sub-optimal results. Addressing this, opponent shaping (OS) methods actively guide the learning processes of other agents, empirically leading to improved individual and group performances in many settings. Early OS methods use higher-order derivatives to shape the learning of co-players, making them unsuitable for shaping multiple learning steps. Follow-up work, Model-free Opponent Shaping (M-FOS), addresses these by reframing the OS problem as a meta-game. In contrast to early OS methods, there is little theoretical understanding of the M-FOS framework. Providing theoretical guarantees for M-FOS is hard because A) there is little literature on theoretical sample complexity bounds for meta-reinforcement learning B) M-FOS operates in continuous state and action spaces, so theoretical analysis is challenging. In this work, we present R-FOS, a tabular version of M-FOS that is more suitable for theoretical analysis. R-FOS discretises the continuous meta-game MDP into a tabular MDP. Within this discretised MDP, we adapt the $R_{max}$ algorithm, most prominently used to derive PAC-bounds for MDPs, as the meta-learner in the R-FOS algorithm. We derive a sample complexity bound that is exponential in the cardinality of the inner state and action space and the number of agents. Our bound guarantees that, with high probability, the final policy learned by an R-FOS agent is close to the optimal policy, apart from a constant factor. Finally, we investigate how R-FOS's sample complexity scales in the size of state-action space. Our theoretical results on scaling are supported empirically in the Matching Pennies environment.
Off-policy Distributional Q($\lambda$): Distributional RL without Importance Sampling
Tang, Yunhao, Rowland, Mark, Munos, Rémi, Pires, Bernardo Ávila, Dabney, Will
We introduce off-policy distributional Q($\lambda$), a new addition to the family of off-policy distributional evaluation algorithms. Off-policy distributional Q($\lambda$) does not apply importance sampling for off-policy learning, which introduces intriguing interactions with signed measures. Such unique properties distributional Q($\lambda$) from other existing alternatives such as distributional Retrace. We characterize the algorithmic properties of distributional Q($\lambda$) and validate theoretical insights with tabular experiments. We show how distributional Q($\lambda$)-C51, a combination of Q($\lambda$) with the C51 agent, exhibits promising results on deep RL benchmarks.
When is Mean-Field Reinforcement Learning Tractable and Relevant?
Yardim, Batuhan, Goldman, Artur, He, Niao
Mean-field reinforcement learning has become a popular theoretical framework for efficiently approximating large-scale multi-agent reinforcement learning (MARL) problems exhibiting symmetry. However, questions remain regarding the applicability of mean-field approximations: in particular, their approximation accuracy of real-world systems and conditions under which they become computationally tractable. We establish explicit finite-agent bounds for how well the MFG solution approximates the true $N$-player game for two popular mean-field solution concepts. Furthermore, for the first time, we establish explicit lower bounds indicating that MFGs are poor or uninformative at approximating $N$-player games assuming only Lipschitz dynamics and rewards. Finally, we analyze the computational complexity of solving MFGs with only Lipschitz properties and prove that they are in the class of \textsc{PPAD}-complete problems conjectured to be intractable, similar to general sum $N$ player games. Our theoretical results underscore the limitations of MFGs and complement and justify existing work by proving difficulty in the absence of common theoretical assumptions.
Model-Based RL for Mean-Field Games is not Statistically Harder than Single-Agent RL
Huang, Jiawei, He, Niao, Krause, Andreas
We study the sample complexity of reinforcement learning (RL) in Mean-Field Games (MFGs) with model-based function approximation that requires strategic exploration to find a Nash Equilibrium policy. We introduce the Partial Model-Based Eluder Dimension (P-MBED), a more effective notion to characterize the model class complexity. Notably, P-MBED measures the complexity of the single-agent model class converted from the given mean-field model class, and potentially, can be exponentially lower than the MBED proposed by \citet{huang2023statistical}. We contribute a model elimination algorithm featuring a novel exploration strategy and establish sample complexity results polynomial w.r.t.~P-MBED. Crucially, our results reveal that, under the basic realizability and Lipschitz continuity assumptions, \emph{learning Nash Equilibrium in MFGs is no more statistically challenging than solving a logarithmic number of single-agent RL problems}. We further extend our results to Multi-Type MFGs, generalizing from conventional MFGs and involving multiple types of agents. This extension implies statistical tractability of a broader class of Markov Games through the efficacy of mean-field approximation. Finally, inspired by our theoretical algorithm, we present a heuristic approach with improved computational efficiency and empirically demonstrate its effectiveness.
Offline Actor-Critic Reinforcement Learning Scales to Large Models
Springenberg, Jost Tobias, Abdolmaleki, Abbas, Zhang, Jingwei, Groth, Oliver, Bloesch, Michael, Lampe, Thomas, Brakel, Philemon, Bechtle, Sarah, Kapturowski, Steven, Hafner, Roland, Heess, Nicolas, Riedmiller, Martin
We show that offline actor-critic reinforcement learning can scale to large models - such as transformers - and follows similar scaling laws as supervised learning. We find that offline actor-critic algorithms can outperform strong, supervised, behavioral cloning baselines for multi-task training on a large dataset containing both sub-optimal and expert behavior on 132 continuous control tasks. We introduce a Perceiver-based actor-critic model and elucidate the key model features needed to make offline RL work with self- and cross-attention modules. Overall, we find that: i) simple offline actor critic algorithms are a natural choice for gradually moving away from the currently predominant paradigm of behavioral cloning, and ii) via offline RL it is possible to learn multi-task policies that master many domains simultaneously, including real robotics tasks, from sub-optimal demonstrations or self-generated data.