Reinforcement Learning
Detecting Hidden Triggers: Mapping Non-Markov Reward Functions to Markov
Hyde, Gregory, Santos, Eugene Jr
Many Reinforcement Learning algorithms assume a Markov reward function to guarantee optimality. However, not all reward functions are known to be Markov. In this paper, we propose a framework for mapping non-Markov reward functions into equivalent Markov ones by learning a Reward Machine - a specialized reward automaton. Unlike the general practice of learning Reward Machines, we do not require a set of high-level propositional symbols from which to learn. Rather, we learn \emph{hidden triggers} directly from data that encode them. We demonstrate the importance of learning Reward Machines versus their Deterministic Finite-State Automata counterparts, for this task, given their ability to model reward dependencies in a single automaton. We formalize this distinction in our learning objective. Our mapping process is constructed as an Integer Linear Programming problem. We prove that our mappings provide consistent expectations for the underlying process. We empirically validate our approach by learning black-box non-Markov Reward functions in the Officeworld Domain. Additionally, we demonstrate the effectiveness of learning dependencies between rewards in a new domain, Breakfastworld.
Closing the Gap between TD Learning and Supervised Learning -- A Generalisation Point of View
Ghugare, Raj, Geist, Matthieu, Berseth, Glen, Eysenbach, Benjamin
Some reinforcement learning (RL) algorithms can stitch pieces of experience to solve a task never seen before during training. This oft-sought property is one of the few ways in which RL methods based on dynamic-programming differ from RL methods based on supervised-learning (SL). Yet, certain RL methods based on off-the-shelf SL algorithms achieve excellent results without an explicit mechanism for stitching; it remains unclear whether those methods forgo this important stitching property. This paper studies this question for the problems of achieving a target goal state and achieving a target return value. Our main result is to show that the stitching property corresponds to a form of combinatorial generalization: after training on a distribution of (state, goal) pairs, one would like to evaluate on (state, goal) pairs not seen together in the training data. Our analysis shows that this sort of generalization is different from i.i.d. generalization. This connection between stitching and generalisation reveals why we should not expect SL-based RL methods to perform stitching, even in the limit of large datasets and models. Based on this analysis, we construct new datasets to explicitly test for this property, revealing that SL-based methods lack this stitching property and hence fail to perform combinatorial generalization. Nonetheless, the connection between stitching and combinatorial generalisation also suggests a simple remedy for improving generalisation in SL: data augmentation. We propose a temporal data augmentation and demonstrate that adding it to SL-based methods enables them to successfully complete tasks not seen together during training. On a high level, this connection illustrates the importance of combinatorial generalization for data efficiency in time-series data beyond tasks beyond RL, like audio, video, or text.
Meta Reinforcement Learning for Strategic IoT Deployments Coverage in Disaster-Response UAV Swarms
Dhuheir, Marwan, Erbad, Aiman, Al-Fuqaha, Ala
In the past decade, Unmanned Aerial Vehicles (UAVs) have grabbed the attention of researchers in academia and industry for their potential use in critical emergency applications, such as providing wireless services to ground users and collecting data from areas affected by disasters, due to their advantages in terms of maneuverability and movement flexibility. The UAVs' limited resources, energy budget, and strict mission completion time have posed challenges in adopting UAVs for these applications. Our system model considers a UAV swarm that navigates an area collecting data from ground IoT devices focusing on providing better service for strategic locations and allowing UAVs to join and leave the swarm (e.g., for recharging) in a dynamic way. In this work, we introduce an optimization model with the aim of minimizing the total energy consumption and provide the optimal path planning of UAVs under the constraints of minimum completion time and transmit power. The formulated optimization is NP-hard making it not applicable for real-time decision making. Therefore, we introduce a light-weight meta-reinforcement learning solution that can also cope with sudden changes in the environment through fast convergence. We conduct extensive simulations and compare our approach to three state-of-the-art learning models. Our simulation results prove that our introduced approach is better than the three state-of-the-art algorithms in providing coverage to strategic locations with fast convergence.
Decision Making in Non-Stationary Environments with Policy-Augmented Search
Pettet, Ava, Zhang, Yunuo, Luo, Baiting, Wray, Kyle, Baier, Hendrik, Laszka, Aron, Dubey, Abhishek, Mukhopadhyay, Ayan
Sequential decision-making under uncertainty is present in many important problems. Two popular approaches for tackling such problems are reinforcement learning and online search (e.g., Monte Carlo tree search). While the former learns a policy by interacting with the environment (typically done before execution), the latter uses a generative model of the environment to sample promising action trajectories at decision time. Decision-making is particularly challenging in non-stationary environments, where the environment in which an agent operates can change over time. Both approaches have shortcomings in such settings -- on the one hand, policies learned before execution become stale when the environment changes and relearning takes both time and computational effort. Online search, on the other hand, can return sub-optimal actions when there are limitations on allowed runtime. In this paper, we introduce \textit{Policy-Augmented Monte Carlo tree search} (PA-MCTS), which combines action-value estimates from an out-of-date policy with an online search using an up-to-date model of the environment. We prove theoretical results showing conditions under which PA-MCTS selects the one-step optimal action and also bound the error accrued while following PA-MCTS as a policy. We compare and contrast our approach with AlphaZero, another hybrid planning approach, and Deep Q Learning on several OpenAI Gym environments. Through extensive experiments, we show that under non-stationary settings with limited time constraints, PA-MCTS outperforms these baselines.
Prompt to Transfer: Sim-to-Real Transfer for Traffic Signal Control with Prompt Learning
Da, Longchao, Gao, Minquan, Mei, Hao, Wei, Hua
Numerous solutions are proposed for the Traffic Signal Control (TSC) tasks aiming to provide efficient transportation and mitigate congestion waste. In recent, promising results have been attained by Reinforcement Learning (RL) methods through trial and error in simulators, bringing confidence in solving cities' congestion headaches. However, there still exist performance gaps when simulator-trained policies are deployed to the real world. This issue is mainly introduced by the system dynamic difference between the training simulator and the real-world environments. The Large Language Models (LLMs) are trained on mass knowledge and proved to be equipped with astonishing inference abilities. In this work, we leverage LLMs to understand and profile the system dynamics by a prompt-based grounded action transformation. Accepting the cloze prompt template, and then filling in the answer based on accessible context, the pre-trained LLM's inference ability is exploited and applied to understand how weather conditions, traffic states, and road types influence traffic dynamics, being aware of this, the policies' action is taken and grounded based on realistic dynamics, thus help the agent learn a more realistic policy. We conduct experiments using DQN to show the effectiveness of the proposed PromptGAT's ability in mitigating the performance gap from simulation to reality (sim-to-real).
Stochastic Dynamic Power Dispatch with High Generalization and Few-Shot Adaption via Contextual Meta Graph Reinforcement Learning
Deng, Bairong, Yu, Tao, Pan, Zhenning, Zhang, Xuehan, Wu, Yufeng, Ding, Qiaoyi
Reinforcement learning is an emerging approaches to facilitate multi-stage sequential decision-making problems. This paper studies a real-time multi-stage stochastic power dispatch considering multivariate uncertainties. Current researches suffer from low generalization and practicality, that is, the learned dispatch policy can only handle a specific dispatch scenario, its performance degrades significantly if actual samples and training samples are inconsistent. To fill these gaps, a novel contextual meta graph reinforcement learning (Meta-GRL) for a highly generalized multi-stage optimal dispatch policy is proposed. Specifically, a more general contextual Markov decision process (MDP) and scalable graph representation are introduced to achieve a more generalized multi-stage stochastic power dispatch modeling. An upper meta-learner is proposed to encode context for different dispatch scenarios and learn how to achieve dispatch task identification while the lower policy learner learns context-specified dispatch policy. After sufficient offline learning, this approach can rapidly adapt to unseen and undefined scenarios with only a few updations of the hypothesis judgments generated by the meta-learner. Numerical comparisons with state-of-the-art policies and traditional reinforcement learning verify the optimality, efficiency, adaptability, and scalability of the proposed Meta-GRL.
Deep Reinforcement Learning Empowered Activity-Aware Dynamic Health Monitoring Systems
Ye, Ziqiaing, Gao, Yulan, Xiao, Yue, Xiong, Zehui, Niyato, Dusit
In smart healthcare, health monitoring utilizes diverse tools and technologies to analyze patients' real-time biosignal data, enabling immediate actions and interventions. Existing monitoring approaches were designed on the premise that medical devices track several health metrics concurrently, tailored to their designated functional scope. This means that they report all relevant health values within that scope, which can result in excess resource use and the gathering of extraneous data due to monitoring irrelevant health metrics. In this context, we propose Dynamic Activity-Aware Health Monitoring strategy (DActAHM) for striking a balance between optimal monitoring performance and cost efficiency, a novel framework based on Deep Reinforcement Learning (DRL) and SlowFast Model to ensure precise monitoring based on users' activities. Specifically, with the SlowFast Model, DActAHM efficiently identifies individual activities and captures these results for enhanced processing. Subsequently, DActAHM refines health metric monitoring in response to the identified activity by incorporating a DRL framework. Extensive experiments comparing DActAHM against three state-of-the-art approaches demonstrate it achieves 27.3% higher gain than the best-performing baseline that fixes monitoring actions over timeline.
Safe Offline Reinforcement Learning with Feasibility-Guided Diffusion Model
Zheng, Yinan, Li, Jianxiong, Yu, Dongjie, Yang, Yujie, Li, Shengbo Eben, Zhan, Xianyuan, Liu, Jingjing
Safe offline reinforcement learning is a promising way to bypass risky online interactions towards safe policy learning. Most existing methods only enforce soft constraints, i.e., constraining safety violations in expectation below thresholds predetermined. This can lead to potentially unsafe outcomes, thus unacceptable in safety-critical scenarios. An alternative is to enforce the hard constraint of zero violation. However, this can be challenging in offline setting, as it needs to strike the right balance among three highly intricate and correlated aspects: safety constraint satisfaction, reward maximization, and behavior regularization imposed by offline datasets. Interestingly, we discover that via reachability analysis of safe-control theory, the hard safety constraint can be equivalently translated to identifying the largest feasible region given the offline dataset. This seamlessly converts the original trilogy problem to a feasibility-dependent objective, i.e., maximizing reward value within the feasible region while minimizing safety risks in the infeasible region. Inspired by these, we propose FISOR (FeasIbility-guided Safe Offline RL), which allows safety constraint adherence, reward maximization, and offline policy learning to be realized via three decoupled processes, while offering strong safety performance and stability. In FISOR, the optimal policy for the translated optimization problem can be derived in a special form of weighted behavior cloning, which can be effectively extracted with a guided diffusion model thanks to its expressiveness. Moreover, we propose a novel energy-guided sampling method that does not require training a complicated time-dependent classifier to simplify the training. Evaluation results show that FISOR is the only method that can guarantee safety satisfaction in all tasks, while achieving top returns in most tasks. Autonomous decision making imposes paramount safety concerns in safety-critical tasks (Li, 2023), such as industrial control systems (Zhan et al., 2022) and autonomous driving (Kiran et al., 2021), where any unsafe outcome can lead to severe consequences.
CivRealm: A Learning and Reasoning Odyssey in Civilization for Decision-Making Agents
Qi, Siyuan, Chen, Shuo, Li, Yexin, Kong, Xiangyu, Wang, Junqi, Yang, Bangcheng, Wong, Pring, Zhong, Yifan, Zhang, Xiaoyuan, Zhang, Zhaowei, Liu, Nian, Wang, Wei, Yang, Yaodong, Zhu, Song-Chun
The generalization of decision-making agents encompasses two fundamental elements: learning from past experiences and reasoning in novel contexts. However, the predominant emphasis in most interactive environments is on learning, often at the expense of complexity in reasoning. In this paper, we introduce CivRealm, an environment inspired by the Civilization game. Civilization's profound alignment with human history and society necessitates sophisticated learning, while its ever-changing situations demand strong reasoning to generalize. Particularly, CivRealm sets up an imperfect-information general-sum game with a changing number of players; it presents a plethora of complex features, challenging the agent to deal with open-ended stochastic environments that require diplomacy and negotiation skills. Within CivRealm, we provide interfaces for two typical agent types: tensor-based agents that focus on learning, and language-based agents that emphasize reasoning. To catalyze further research, we present initial results for both paradigms. The canonical RL-based agents exhibit reasonable performance in mini-games, whereas both RL- and LLM-based agents struggle to make substantial progress in the full game. Overall, CivRealm stands as a unique learning and reasoning challenge for decision-making agents. The code is available at https://github.com/bigai-ai/civrealm.
Episodic Reinforcement Learning with Expanded State-reward Space
Liang, Dayang, Zhang, Yaru, Liu, Yunlong
Empowered by deep neural networks, deep reinforcement learning (DRL) has demonstrated tremendous empirical successes in various domains, including games, health care, and autonomous driving. Despite these advancements, DRL is still identified as data-inefficient as effective policies demand vast numbers of environmental samples. Recently, episodic control (EC)-based model-free DRL methods enable sample efficiency by recalling past experiences from episodic memory. However, existing EC-based methods suffer from the limitation of potential misalignment between the state and reward spaces for neglecting the utilization of (past) retrieval states with extensive information, which probably causes inaccurate value estimation and degraded policy performance. To tackle this issue, we introduce an efficient EC-based DRL framework with expanded state-reward space, where the expanded states used as the input and the expanded rewards used in the training both contain historical and current information. To be specific, we reuse the historical states retrieved by EC as part of the input states and integrate the retrieved MC-returns into the immediate reward in each interactive transition. As a result, our method is able to simultaneously achieve the full utilization of retrieval information and the better evaluation of state values by a Temporal Difference (TD) loss. Empirical results on challenging Box2d and Mujoco tasks demonstrate the superiority of our method over a recent sibling method and common baselines. Further, we also verify our method's effectiveness in alleviating Q-value overestimation by additional experiments of Q-value comparison.