Reinforcement Learning
Expert Proximity as Surrogate Rewards for Single Demonstration Imitation Learning
Chiang, Chia-Cheng, Lan, Li-Cheng, Sun, Wei-Fang, Feng, Chien, Hsieh, Cho-Jui, Lee, Chun-Yi
In this paper, we focus on single-demonstration imitation learning (IL), a practical approach for real-world applications where obtaining numerous expert demonstrations is costly or infeasible. In contrast to typical IL settings with multiple demonstrations, single-demonstration IL involves an agent having access to only one expert trajectory. We highlight the issue of sparse reward signals in this setting and propose to mitigate this issue through our proposed Transition Discriminator-based IL (TDIL) method. TDIL is an IRL method designed to address reward sparsity by introducing a denser surrogate reward function that considers environmental dynamics. This surrogate reward function encourages the agent to navigate towards states that are proximal to expert states. In practice, TDIL trains a transition discriminator to differentiate between valid and non-valid transitions in a given environment to compute the surrogate rewards. The experiments demonstrate that TDIL outperforms existing IL approaches and achieves expert-level performance in the single-demonstration IL setting across five widely adopted MuJoCo benchmarks as well as the "Adroit Door" environment.
Closure Discovery for Coarse-Grained Partial Differential Equations using Multi-Agent Reinforcement Learning
von Bassewitz, Jan-Philipp, Kaltenbach, Sebastian, Koumoutsakos, Petros
Reliable predictions of critical phenomena, such as weather, wildfires and epidemics are often founded on models described by Partial Differential Equations (PDEs). However, simulations that capture the full range of spatio-temporal scales in such PDEs are often prohibitively expensive. Consequently, coarse-grained simulations that employ heuristics and empirical closure terms are frequently utilized as an alternative. We propose a novel and systematic approach for identifying closures in under-resolved PDEs using Multi-Agent Reinforcement Learning (MARL). The MARL formulation incorporates inductive bias and exploits locality by deploying a central policy represented efficiently by Convolutional Neural Networks (CNN). We demonstrate the capabilities and limitations of MARL through numerical solutions of the advection equation and the Burgers' equation. Our results show accurate predictions for in- and out-of-distribution test cases as well as a significant speedup compared to resolving all scales.
SLIM: Skill Learning with Multiple Critics
Emukpere, David, Wu, Bingbing, Perez, Julien
Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been particularly successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful manipulation behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, surpassing the state-of-the-art approaches for skill discovery by a large margin.
Leveraging Approximate Model-based Shielding for Probabilistic Safety Guarantees in Continuous Environments
Goodall, Alexander W., Belardinelli, Francesco
Shielding is a popular technique for achieving safe reinforcement learning (RL). However, classical shielding approaches come with quite restrictive assumptions making them difficult to deploy in complex environments, particularly those with continuous state or action spaces. In this paper we extend the more versatile approximate model-based shielding (AMBS) framework to the continuous setting. In particular we use Safety Gym as our test-bed, allowing for a more direct comparison of AMBS with popular constrained RL algorithms. We also provide strong probabilistic safety guarantees for the continuous setting. In addition, we propose two novel penalty techniques that directly modify the policy gradient, which empirically provide more stable convergence in our experiments.
Distilling Conditional Diffusion Models for Offline Reinforcement Learning through Trajectory Stitching
Deep generative models have recently emerged as an effective approach to offline reinforcement learning. However, their large model size poses challenges in computation. We address this issue by proposing a knowledge distillation method based on data augmentation. In particular, high-return trajectories are generated from a conditional diffusion model, and they are blended with the original trajectories through a novel stitching algorithm that leverages a new reward generator. Applying the resulting dataset to behavioral cloning, the learned shallow policy whose size is much smaller outperforms or nearly matches deep generative planners on several D4RL benchmarks.
Learning and Calibrating Heterogeneous Bounded Rational Market Behaviour with Multi-Agent Reinforcement Learning
Evans, Benjamin Patrick, Ganesh, Sumitra
Agent-based models (ABMs) have shown promise for modelling various real world phenomena incompatible with traditional equilibrium analysis. However, a critical concern is the manual definition of behavioural rules in ABMs. Recent developments in multi-agent reinforcement learning (MARL) offer a way to address this issue from an optimisation perspective, where agents strive to maximise their utility, eliminating the need for manual rule specification. This learning-focused approach aligns with established economic and financial models through the use of rational utility-maximising agents. However, this representation departs from the fundamental motivation for ABMs: that realistic dynamics emerging from bounded rationality and agent heterogeneity can be modelled. To resolve this apparent disparity between the two approaches, we propose a novel technique for representing heterogeneous processing-constrained agents within a MARL framework. The proposed approach treats agents as constrained optimisers with varying degrees of strategic skills, permitting departure from strict utility maximisation. Behaviour is learnt through repeated simulations with policy gradients to adjust action likelihoods. To allow efficient computation, we use parameterised shared policy learning with distributions of agent skill levels. Shared policy learning avoids the need for agents to learn individual policies yet still enables a spectrum of bounded rational behaviours. We validate our model's effectiveness using real-world data on a range of canonical $n$-agent settings, demonstrating significantly improved predictive capability.
Dense Reward for Free in Reinforcement Learning from Human Feedback
Chan, Alex J., Sun, Hao, Holt, Samuel, van der Schaar, Mihaela
Reinforcement Learning from Human Feedback (RLHF) has been credited as the key advance that has allowed Large Language Models (LLMs) to effectively follow instructions and produce useful assistance. Classically, this involves generating completions from the LLM in response to a query before using a separate reward model to assign a score to the full completion. As an auto-regressive process, the LLM has to take many "actions" (selecting individual tokens) and only receives a single, sparse reward at the end of an episode, a setup that is known to be difficult to optimise in traditional reinforcement learning. In this work we leverage the fact that the reward model contains more information than just its scalar output, in particular, it calculates an attention map over tokens as part of the transformer architecture. We use these attention weights to redistribute the reward along the whole completion, effectively densifying the signal and highlighting the most important tokens, all without incurring extra computational cost or requiring any additional modelling. We demonstrate that, theoretically, this approach is equivalent to potential-based reward shaping, ensuring that the optimal policy remains unchanged. Empirically, we show that it stabilises training, accelerates the rate of learning, and, in practical cases, may lead to better local optima.
FM3Q: Factorized Multi-Agent MiniMax Q-Learning for Two-Team Zero-Sum Markov Game
Hu, Guangzheng, Zhu, Yuanheng, Li, Haoran, Zhao, Dongbin
Many real-world applications involve some agents that fall into two teams, with payoffs that are equal within the same team but of opposite sign across the opponent team. The so-called two-team zero-sum Markov games (2t0sMGs) can be resolved with reinforcement learning in recent years. However, existing methods are thus inefficient in light of insufficient consideration of intra-team credit assignment, data utilization and computational intractability. In this paper, we propose the individual-global-minimax (IGMM) principle to ensure the coherence between two-team minimax behaviors and the individual greedy behaviors through Q functions in 2t0sMGs. Based on it, we present a novel multi-agent reinforcement learning framework, Factorized Multi-Agent MiniMax Q-Learning (FM3Q), which can factorize the joint minimax Q function into individual ones and iteratively solve for the IGMM-satisfied minimax Q functions for 2t0sMGs. Moreover, an online learning algorithm with neural networks is proposed to implement FM3Q and obtain the deterministic and decentralized minimax policies for two-team players. A theoretical analysis is provided to prove the convergence of FM3Q. Empirically, we use three environments to evaluate the learning efficiency and final performance of FM3Q and show its superiority on 2t0sMGs.
Neural Policy Style Transfer
Fernandez-Fernandez, Raul, Victores, Juan G., Gago, Jennifer J., Estevez, David, Balaguer, Carlos
Style Transfer has been proposed in a number of fields: fine arts, natural language processing, and fixed trajectories. We scale this concept up to control policies within a Deep Reinforcement Learning infrastructure. Each network is trained to maximize the expected reward, which typically encodes the goal of an action, and can be described as the content. The expressive power of deep neural networks enables encoding a secondary task, which can be described as the style. The Neural Policy Style Transfer (NPST) algorithm is proposed to transfer the style of one policy to another, while maintaining the content of the latter. Different policies are defined via Deep Q-Network architectures. These models are trained using demonstrations through Inverse Reinforcement Learning. Two different sets of user demonstrations are performed, one for content and other for style. Different styles are encoded as defined by user demonstrations. The generated policy is the result of feeding a content policy and a style policy to the NPST algorithm. Experiments are performed in a catch-ball game inspired by the Deep Reinforcement Learning classical Atari games; and a real-world painting scenario with a full-sized humanoid robot, based on previous works of the authors. The implementation of three different Q-Network architectures (Shallow, Deep and Deep Recurrent Q-Network) to encode the policies within the NPST framework is proposed and the results obtained in the experiments with each of these architectures compared.
Deep Robot Sketching: An application of Deep Q-Learning Networks for human-like sketching
Fernandez-Fernandez, Raul, Victores, Juan G., Balaguer, Carlos
The current success of Reinforcement Learning algorithms for its performance in complex environments has inspired many recent theoretical approaches to cognitive science. Artistic environments are studied within the cognitive science community as rich, natural, multi-sensory, multi-cultural environments. In this work, we propose the introduction of Reinforcement Learning for improving the control of artistic robot applications. Deep Q-learning Neural Networks (DQN) is one of the most successful algorithms for the implementation of Reinforcement Learning in robotics. DQN methods generate complex control policies for the execution of complex robot applications in a wide set of environments. Current art painting robot applications use simple control laws that limits the adaptability of the frameworks to a set of simple environments. In this work, the introduction of DQN within an art painting robot application is proposed. The goal is to study how the introduction of a complex control policy impacts the performance of a basic art painting robot application. The main expected contribution of this work is to serve as a first baseline for future works introducing DQN methods for complex art painting robot frameworks. Experiments consist of real world executions of human drawn sketches using the DQN generated policy and TEO, the humanoid robot. Results are compared in terms of similarity and obtained reward with respect to the reference inputs