Goto

Collaborating Authors

 Reinforcement Learning


Learning by Doing: An Online Causal Reinforcement Learning Framework with Causal-Aware Policy

arXiv.org Artificial Intelligence

As a key component to intuitive cognition and reasoning solutions in human intelligence, causal knowledge provides great potential for reinforcement learning (RL) agents' interpretability towards decision-making by helping reduce the searching space. However, there is still a considerable gap in discovering and incorporating causality into RL, which hinders the rapid development of causal RL. In this paper, we consider explicitly modeling the generation process of states with the causal graphical model, based on which we augment the policy. We formulate the causal structure updating into the RL interaction process with active intervention learning of the environment. To optimize the derived objective, we propose a framework with theoretical performance guarantees that alternates between two steps: using interventions for causal structure learning during exploration and using the learned causal structure for policy guidance during exploitation. Due to the lack of public benchmarks that allow direct intervention in the state space, we design the root cause localization task in our simulated fault alarm environment and then empirically show the effectiveness and robustness of the proposed method against state-of-the-art baselines. Theoretical analysis shows that our performance improvement attributes to the virtuous cycle of causal-guided policy learning and causal structure learning, which aligns with our experimental results.


Explaining Learned Reward Functions with Counterfactual Trajectories

arXiv.org Artificial Intelligence

Learning rewards from human behaviour or feedback is a promising approach to aligning AI systems with human values but fails to consistently extract correct reward functions. Interpretability tools could enable users to understand and evaluate possible flaws in learned reward functions. We propose Counterfactual Trajectory Explanations (CTEs) to interpret reward functions in reinforcement learning by contrasting an original with a counterfactual partial trajectory and the rewards they each receive. We derive six quality criteria for CTEs and propose a novel Monte-Carlo-based algorithm for generating CTEs that optimises these quality criteria. Finally, we measure how informative the generated explanations are to a proxy-human model by training it on CTEs. CTEs are demonstrably informative for the proxy-human model, increasing the similarity between its predictions and the reward function on unseen trajectories. Further, it learns to accurately judge differences in rewards between trajectories and generalises to out-of-distribution examples. Although CTEs do not lead to a perfect understanding of the reward, our method, and more generally the adaptation of XAI methods, are presented as a fruitful approach for interpreting learned reward functions.


Learning Communication Policies for Different Follower Behaviors in a Collaborative Reference Game

arXiv.org Artificial Intelligence

Albrecht and Stone (2018) state that modeling of changing behaviors remains an open problem "due to the essentially unconstrained nature of what other agents may do". In this work we evaluate the adaptability of neural artificial agents towards assumed partner behaviors in a collaborative reference game. In this game success is achieved when a knowledgeable Guide can verbally lead a Follower to the selection of a specific puzzle piece among several distractors. We frame this language grounding and coordination task as a reinforcement learning problem and measure to which extent a common reinforcement training algorithm (PPO) is able to produce neural agents (the Guides) that perform well with various heuristic Follower behaviors that vary along the dimensions of confidence and autonomy. We experiment with a learning signal that in addition to the goal condition also respects an assumed communicative effort. Our results indicate that this novel ingredient leads to communicative strategies that are less verbose (staying silent in some of the steps) and that with respect to that the Guide's strategies indeed adapt to the partner's level of confidence and autonomy. Figure 1: An exemplary interaction between a Guide and a Follower that controls the gripper (the black dot).


Code as Reward: Empowering Reinforcement Learning with VLMs

arXiv.org Artificial Intelligence

Pre-trained Vision-Language Models (VLMs) are able to understand visual concepts, describe and decompose complex tasks into sub-tasks, and provide feedback on task completion. In this paper, we aim to leverage these capabilities to support the training of reinforcement learning (RL) agents. In principle, VLMs are well suited for this purpose, as they can naturally analyze image-based observations and provide feedback (reward) on learning progress. However, inference in VLMs is computationally expensive, so querying them frequently to compute rewards would significantly slowdown the training of an RL agent. To address this challenge, we propose a framework named Code as Reward (VLM-CaR). VLM-CaR produces dense reward functions from VLMs through code generation, thereby significantly reducing the computational burden of querying the VLM directly. We show that the dense rewards generated through our approach are very accurate across a diverse set of discrete and continuous environments, and can be more effective in training RL policies than the original sparse environment rewards.


Latent Plan Transformer: Planning as Latent Variable Inference

arXiv.org Artificial Intelligence

In tasks aiming for long-term returns, planning becomes necessary. We study generative modeling for planning with datasets repurposed from offline reinforcement learning. Specifically, we identify temporal consistency in the absence of step-wise rewards as one key technical challenge. We introduce the Latent Plan Transformer (LPT), a novel model that leverages a latent space to connect a Transformer-based trajectory generator and the final return. LPT can be learned with maximum likelihood estimation on trajectory-return pairs. In learning, posterior sampling of the latent variable naturally gathers sub-trajectories to form a consistent abstraction despite the finite context. During test time, the latent variable is inferred from an expected return before policy execution, realizing the idea of planning as inference. It then guides the autoregressive policy throughout the episode, functioning as a plan. Our experiments demonstrate that LPT can discover improved decisions from suboptimal trajectories. It achieves competitive performance across several benchmarks, including Gym-Mujoco, Maze2D, and Connect Four, exhibiting capabilities of nuanced credit assignments, trajectory stitching, and adaptation to environmental contingencies. These results validate that latent variable inference can be a strong alternative to step-wise reward prompting.


Read to Play (R2-Play): Decision Transformer with Multimodal Game Instruction

arXiv.org Artificial Intelligence

Developing a generalist agent is a longstanding objective in artificial intelligence. Previous efforts utilizing extensive offline datasets from various tasks demonstrate remarkable performance in multitasking scenarios within Reinforcement Learning. However, these works encounter challenges in extending their capabilities to new tasks. Recent approaches integrate textual guidance or visual trajectory into decision networks to provide task-specific contextual cues, representing a promising direction. However, it is observed that relying solely on textual guidance or visual trajectory is insufficient for accurately conveying the contextual information of tasks. This paper explores enhanced forms of task guidance for agents, enabling them to comprehend gameplay instructions, thereby facilitating a "read-to-play" capability. Drawing inspiration from the success of multimodal instruction tuning in visual tasks, we treat the visual-based RL task as a long-horizon vision task and construct a set of multimodal game instructions to incorporate instruction tuning into a decision transformer. Experimental results demonstrate that incorporating multimodal game instructions significantly enhances the decision transformer's multitasking and generalization capabilities.


Logical Specifications-guided Dynamic Task Sampling for Reinforcement Learning Agents

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) has made significant strides in enabling artificial agents to learn diverse behaviors. However, learning an effective policy often requires a large number of environment interactions. To mitigate sample complexity issues, recent approaches have used high-level task specifications, such as Linear Temporal Logic (LTL$_f$) formulas or Reward Machines (RM), to guide the learning progress of the agent. In this work, we propose a novel approach, called Logical Specifications-guided Dynamic Task Sampling (LSTS), that learns a set of RL policies to guide an agent from an initial state to a goal state based on a high-level task specification, while minimizing the number of environmental interactions. Unlike previous work, LSTS does not assume information about the environment dynamics or the Reward Machine, and dynamically samples promising tasks that lead to successful goal policies. We evaluate LSTS on a gridworld and show that it achieves improved time-to-threshold performance on complex sequential decision-making problems compared to state-of-the-art RM and Automaton-guided RL baselines, such as Q-Learning for Reward Machines and Compositional RL from logical Specifications (DIRL). Moreover, we demonstrate that our method outperforms RM and Automaton-guided RL baselines in terms of sample-efficiency, both in a partially observable robotic task and in a continuous control robotic manipulation task.


Exploring Deep Reinforcement Learning for Robust Target Tracking using Micro Aerial Vehicles

arXiv.org Artificial Intelligence

The capability to autonomously track a non-cooperative target is a key technological requirement for micro aerial vehicles. In this paper, we propose an output feedback control scheme based on deep reinforcement learning for controlling a micro aerial vehicle to persistently track a flying target while maintaining visual contact. The proposed method leverages relative position data for control, relaxing the assumption of having access to full state information which is typical of related approaches in literature. Moreover, we exploit classical robustness indicators in the learning process through domain randomization to increase the robustness of the learned policy. Experimental results validate the proposed approach for target tracking, demonstrating high performance and robustness with respect to mass mismatches and control delays. The resulting nonlinear controller significantly outperforms a standard model-based design in numerous off-nominal scenarios.


Emergence of In-Context Reinforcement Learning from Noise Distillation

arXiv.org Artificial Intelligence

Recently, extensive studies in Reinforcement Learning have been carried out on the ability of transformers to adapt in-context to various environments and tasks. Current in-context RL methods are limited by their strict requirements for data, which needs to be generated by RL agents or labeled with actions from an optimal policy. In order to address this prevalent problem, we propose AD$^\varepsilon$, a new data acquisition approach that enables in-context Reinforcement Learning from noise-induced curriculum. We show that it is viable to construct a synthetic noise injection curriculum which helps to obtain learning histories. Moreover, we experimentally demonstrate that it is possible to alleviate the need for generation using optimal policies, with in-context RL still able to outperform the best suboptimal policy in a learning dataset by a 2x margin.


Imitation Learning from Observation with Automatic Discount Scheduling

arXiv.org Artificial Intelligence

Humans often acquire new skills through observation and imitation. For robotic agents, learning from the plethora of unlabeled video demonstration data available on the Internet necessitates imitating the expert without access to its action, presenting a challenge known as Imitation Learning from Observations (ILfO). A common approach to tackle ILfO problems is to convert them into inverse reinforcement learning problems, utilizing a proxy reward computed from the agent's and the expert's observations. Nonetheless, we identify that tasks characterized by a progress dependency property pose significant challenges for such approaches; in these tasks, the agent needs to initially learn the expert's preceding behaviors before mastering the subsequent ones. Our investigation reveals that the main cause is that the reward signals assigned to later steps hinder the learning of initial behaviors. To address this challenge, we present a novel ILfO framework that enables the agent to master earlier behaviors before advancing to later ones. We introduce an Automatic Discount Scheduling (ADS) mechanism that adaptively alters the discount factor in reinforcement learning during the training phase, prioritizing earlier rewards initially and gradually engaging later rewards only when the earlier behaviors have been mastered. Our experiments, conducted on nine Meta-World tasks, demonstrate that our method significantly outperforms state-of-the-art methods across all tasks, including those that are unsolvable by them.