Reinforcement Learning
Disentangled (Un)Controllable Features
Kooi, Jacob E., Hoogendoorn, Mark, François-Lavet, Vincent
In the context of MDPs with high-dimensional states, downstream tasks are predominantly applied on a compressed, low-dimensional representation of the original input space. A variety of learning objectives have therefore been used to attain useful representations. However, these representations usually lack interpretability of the different features. We present a novel approach that is able to disentangle latent features into a controllable and an uncontrollable partition. We illustrate that the resulting partitioned representations are easily interpretable on three types of environments and show that, in a distribution of procedurally generated maze environments, it is feasible to interpretably employ a planning algorithm in the isolated controllable latent partition.
GLIDE-RL: Grounded Language Instruction through DEmonstration in RL
Kharyal, Chaitanya, Gottipati, Sai Krishna, Sinha, Tanmay Kumar, Das, Srijita, Taylor, Matthew E.
One of the final frontiers in the development of complex human - AI collaborative systems is the ability of AI agents to comprehend the natural language and perform tasks accordingly. However, training efficient Reinforcement Learning (RL) agents grounded in natural language has been a long-standing challenge due to the complexity and ambiguity of the language and sparsity of the rewards, among other factors. Several advances in reinforcement learning, curriculum learning, continual learning, language models have independently contributed to effective training of grounded agents in various environments. Leveraging these developments, we present a novel algorithm, Grounded Language Instruction through DEmonstration in RL (GLIDE-RL) that introduces a teacher-instructor-student curriculum learning framework for training an RL agent capable of following natural language instructions that can generalize to previously unseen language instructions. In this multi-agent framework, the teacher and the student agents learn simultaneously based on the student's current skill level. We further demonstrate the necessity for training the student agent with not just one, but multiple teacher agents. Experiments on a complex sparse reward environment validates the effectiveness of our proposed approach.
On Time-Indexing as Inductive Bias in Deep RL for Sequential Manipulation Tasks
Qureshi, M. Nomaan, Eisner, Ben, Held, David
In standard policy learning, a single neural-network based policy is tasked with learning both of these skills (and learning to switch between them), without any access to structures that explicitly encode the multi-modal nature of task space.Ideally, policies would be able to emergently learn to decompose tasks at different levels of abstraction, and factor the task learning into unique skills. One common approach is to try and jointly learn a set of subskills, as well as a selection function which selects a specific subskill to execute at the current time step [5]. This poses a fundamental bootstrapping issue: as the skills change and improve, the selection function must change and improve as well, which can lead to unstable training. An important observation of many optimal policies for manipulation tasks is that skills tend to be executed in sequence, without backtracking. Therefore, time itself can serve as a useful indicator for skill selection. For instance, while executing a stacking task, it is reasonable to assume that the robot will undertake the'reach' skill at the start of the task, and subsequently perform the'stack' skill towards the end of the task. Our intuition here is that selecting the'skill' according to which time-step we are currently at can be used as a good strategy for selecting
SVGDreamer: Text Guided SVG Generation with Diffusion Model
Xing, Ximing, Zhou, Haitao, Wang, Chuang, Zhang, Jing, Xu, Dong, Yu, Qian
Recently, text-guided scalable vector graphics (SVGs) synthesis has shown promise in domains such as iconography and sketch. However, existing text-to-SVG generation methods lack editability and struggle with visual quality and result diversity. To address these limitations, we propose a novel text-guided vector graphics synthesis method called SVGDreamer. SVGDreamer incorporates a semantic-driven image vectorization (SIVE) process that enables the decomposition of synthesis into foreground objects and background, thereby enhancing editability. Specifically, the SIVE process introduce attention-based primitive control and an attention-mask loss function for effective control and manipulation of individual elements. Additionally, we propose a Vectorized Particle-based Score Distillation (VPSD) approach to tackle the challenges of color over-saturation, vector primitives over-smoothing, and limited result diversity in existing text-to-SVG generation methods. Furthermore, on the basis of VPSD, we introduce Reward Feedback Learning (ReFL) to accelerate VPSD convergence and improve aesthetic appeal. Extensive experiments have been conducted to validate the effectiveness of SVGDreamer, demonstrating its superiority over baseline methods in terms of editability, visual quality, and diversity. The code and demo of SVGDreamer can be found at \href{https://ximinng.github.io/SVGDreamer-project/}{https://ximinng.github.io/SVGDreamer-project/}.
Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents
Pleines, Marco, Pallasch, Matthias, Zimmer, Frank, Preuss, Mike
Memory Gym presents a suite of 2D partially observable environments, namely Mortar Mayhem, Mystery Path, and Searing Spotlights, designed to benchmark memory capabilities in decision-making agents. These environments, originally with finite tasks, are expanded into innovative, endless formats, mirroring the escalating challenges of cumulative memory games such as ``I packed my bag''. This progression in task design shifts the focus from merely assessing sample efficiency to also probing the levels of memory effectiveness in dynamic, prolonged scenarios. To address the gap in available memory-based Deep Reinforcement Learning baselines, we introduce an implementation that integrates Transformer-XL (TrXL) with Proximal Policy Optimization. This approach utilizes TrXL as a form of episodic memory, employing a sliding window technique. Our comparative study between the Gated Recurrent Unit (GRU) and TrXL reveals varied performances across different settings. TrXL, on the finite environments, demonstrates superior sample efficiency in Mystery Path and outperforms in Mortar Mayhem. However, GRU is more efficient on Searing Spotlights. Most notably, in all endless tasks, GRU makes a remarkable resurgence, consistently outperforming TrXL by significant margins. Website and Source Code: https://github.com/MarcoMeter/endless-memory-gym/
Bridging the Gap Between Target Networks and Functional Regularization
Piche, Alexandre, Thomas, Valentin, Marino, Joseph, Pardinas, Rafael, Marconi, Gian Maria, Pal, Christopher, Khan, Mohammad Emtiyaz
Bootstrapping is behind much of the successes of Deep Reinforcement Learning. However, learning the value function via bootstrapping often leads to unstable training due to fast-changing target values. Target Networks are employed to stabilize training by using an additional set of lagging parameters to estimate the target values. Despite the popularity of Target Networks, their effect on the optimization is still misunderstood. In this work, we show that they act as an implicit regularizer. This regularizer has disadvantages such as being inflexible and non convex. To overcome these issues, we propose an explicit Functional Regularization that is a convex regularizer in function space and can easily be tuned. We analyze the convergence of our method theoretically and empirically demonstrate that replacing Target Networks with the more theoretically grounded Functional Regularization approach leads to better sample efficiency and performance improvements.
Reinforcement Learning for SAR View Angle Inversion with Differentiable SAR Renderer
Wang, Yanni, Jia, Hecheng, Fu, Shilei, Lin, Huiping, Xu, Feng
The electromagnetic inverse problem has long been a research hotspot. This study aims to reverse radar view angles in synthetic aperture radar (SAR) images given a target model. Nonetheless, the scarcity of SAR data, combined with the intricate background interference and imaging mechanisms, limit the applications of existing learning-based approaches. To address these challenges, we propose an interactive deep reinforcement learning (DRL) framework, where an electromagnetic simulator named differentiable SAR render (DSR) is embedded to facilitate the interaction between the agent and the environment, simulating a human-like process of angle prediction. Specifically, DSR generates SAR images at arbitrary view angles in real-time. And the differences in sequential and semantic aspects between the view angle-corresponding images are leveraged to construct the state space in DRL, which effectively suppress the complex background interference, enhance the sensitivity to temporal variations, and improve the capability to capture fine-grained information. Additionally, in order to maintain the stability and convergence of our method, a series of reward mechanisms, such as memory difference, smoothing and boundary penalty, are utilized to form the final reward function. Extensive experiments performed on both simulated and real datasets demonstrate the effectiveness and robustness of our proposed method. When utilized in the cross-domain area, the proposed method greatly mitigates inconsistency between simulated and real domains, outperforming reference methods significantly.
Optimizing UAV-UGV Coalition Operations: A Hybrid Clustering and Multi-Agent Reinforcement Learning Approach for Path Planning in Obstructed Environment
Brotee, Shamyo, Kabir, Farhan, Razzaque, Md. Abdur, Roy, Palash, Mamun-Or-Rashid, Md., Hassan, Md. Rafiul, Hassan, Mohammad Mehedi
One of the most critical applications undertaken by coalitions of Unmanned Aerial Vehicles (UAVs) and Unmanned Ground Vehicles (UGVs) is reaching predefined targets by following the most time-efficient routes while avoiding collisions. Unfortunately, UAVs are hampered by limited battery life, and UGVs face challenges in reachability due to obstacles and elevation variations. Existing literature primarily focuses on one-to-one coalitions, which constrains the efficiency of reaching targets. In this work, we introduce a novel approach for a UAV-UGV coalition with a variable number of vehicles, employing a modified mean-shift clustering algorithm to segment targets into multiple zones. Each vehicle utilizes Multi-agent Deep Deterministic Policy Gradient (MADDPG) and Multi-agent Proximal Policy Optimization (MAPPO), two advanced reinforcement learning algorithms, to form an effective coalition for navigating obstructed environments without collisions. This approach of assigning targets to various circular zones, based on density and range, significantly reduces the time required to reach these targets. Moreover, introducing variability in the number of UAVs and UGVs in a coalition enhances task efficiency by enabling simultaneous multi-target engagement. The results of our experimental evaluation demonstrate that our proposed method substantially surpasses current state-of-the-art techniques, nearly doubling efficiency in terms of target navigation time and task completion rate.
Minimum Coverage Sets for Training Robust Ad Hoc Teamwork Agents
Rahman, Arrasy, Cui, Jiaxun, Stone, Peter
Robustly cooperating with unseen agents and human partners presents significant challenges due to the diverse cooperative conventions these partners may adopt. Existing Ad Hoc Teamwork (AHT) methods address this challenge by training an agent with a population of diverse teammate policies obtained through maximizing specific diversity metrics. However, prior heuristic-based diversity metrics do not always maximize the agent's robustness in all cooperative problems. In this work, we first propose that maximizing an AHT agent's robustness requires it to emulate policies in the minimum coverage set (MCS), the set of best-response policies to any partner policies in the environment. We then introduce the L-BRDiv algorithm that generates a set of teammate policies that, when used for AHT training, encourage agents to emulate policies from the MCS. L-BRDiv works by solving a constrained optimization problem to jointly train teammate policies for AHT training and approximating AHT agent policies that are members of the MCS. We empirically demonstrate that L-BRDiv produces more robust AHT agents than state-of-the-art methods in a broader range of two-player cooperative problems without the need for extensive hyperparameter tuning for its objectives. Our study shows that L-BRDiv outperforms the baseline methods by prioritizing discovering distinct members of the MCS instead of repeatedly finding redundant policies.
Low Variance Off-policy Evaluation with State-based Importance Sampling
Bossens, David M., Thomas, Philip S.
In off-policy reinforcement learning, a behaviour policy performs exploratory interactions with the environment to obtain state-action-reward samples which are then used to learn a target policy that optimises the expected return. This leads to a problem of off-policy evaluation, where one needs to evaluate the target policy from samples collected by the often unrelated behaviour policy. Importance sampling is a traditional statistical technique that is often applied to off-policy evaluation. While importance sampling estimators are unbiased, their variance increases exponentially with the horizon of the decision process due to computing the importance weight as a product of action probability ratios, yielding estimates with low accuracy for domains involving long-term planning. This paper proposes state-based importance sampling, which drops the action probability ratios of sub-trajectories with ``negligible states'' -- roughly speaking, those for which the chosen actions have no impact on the return estimate -- from the computation of the importance weight. Theoretical results show this reduces the ordinary importance sampling variance from $O(\exp(H))$ to $O(\exp(X))$ where $X < H$ is the largest subtrajectory with non-negligible states. To identify negligible states, two search algorithms are proposed, one based on covariance testing and one based on state-action values. We formulate state-based variants of ordinary importance sampling, weighted importance sampling, per-decision importance sampling, incremental importance sampling, doubly robust off-policy evaluation, and stationary density ratio estimation. Experiments in four distinct domains show that state-based methods consistently yield reduced variance and improved accuracy compared to their traditional counterparts.