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 Reinforcement Learning


A Reduction-based Framework for Sequential Decision Making with Delayed Feedback

arXiv.org Artificial Intelligence

We study stochastic delayed feedback in general sequential decision-making problems, which include bandits, single-agent Markov decision processes (MDPs), and Markov games (MGs). We propose a novel reduction-based framework, which turns any multi-batched algorithm for sequential decision making with instantaneous feedback into a sample-efficient algorithm that can handle stochastic delays in sequential decision-making problems. By plugging different multi-batched algorithms into our framework, we provide several examples demonstrating that our framework not only matches or improves existing results for bandits, tabular MDPs, and tabular MGs, but also provides the first line of studies on delays in sequential decision making with function approximation. In summary, we provide a complete set of sharp results for single-agent and multi-agent sequential decision-making problems with delayed feedback.


A Trust Region Approach for Few-Shot Sim-to-Real Reinforcement Learning

arXiv.org Machine Learning

Simulation-to-Reality Reinforcement Learning (Sim-to-Real RL) seeks to use simulations to minimize the need for extensive real-world interactions. Specifically, in the few-shot off-dynamics setting, the goal is to acquire a simulator-based policy despite a dynamics mismatch that can be effectively transferred to the real-world using only a handful of real-world transitions. In this context, conventional RL agents tend to exploit simulation inaccuracies resulting in policies that excel in the simulator but underperform in the real environment. To address this challenge, we introduce a novel approach that incorporates a penalty to constrain the trajectories induced by the simulator-trained policy inspired by recent advances in Imitation Learning and Trust Region based RL algorithms. We evaluate our method across various environments representing diverse Sim-to-Real conditions, where access to the real environment is extremely limited. These experiments include high-dimensional systems relevant to real-world applications. Across most tested scenarios, our proposed method demonstrates performance improvements compared to existing baselines. Reinforcement Learning (RL) is often applied in simulation before deploying the learned policy on real systems (Ju et al., 2022; Muratore et al., 2019; Kaspar et al., 2020; Witman et al., 2019). This approach is considered to be one of the safest and most efficient ways of obtaining a near-optimal policy for complex systems (Jiang et al., 2021; Salvato et al., 2021; Hsu et al., 2023), as many of the challenges of applying RL to real-world systems (Dulac-Arnold et al., 2021) are mitigated. The agent can sample the simulator at will (Kamthe & Deisenroth, 2018; Schwarzer et al., 2021) without having to consider any safety constraints (Garcıa & Fernández, 2015; Achiam et al., 2017) during training. However, simulators of complex systems are often inaccurate. Indeed, many physical laws such as contact forces, material elasticity, and fluid dynamics are difficult to model, leading simulators to rely on approximations (Koenig & Howard, 2004; Todorov et al., 2012).


Conservative Exploration for Policy Optimization via Off-Policy Policy Evaluation

arXiv.org Machine Learning

A precondition for the deployment of a Reinforcement Learning agent to a real-world system is to provide guarantees on the learning process. While a learning algorithm will eventually converge to a good policy, there are no guarantees on the performance of the exploratory policies. We study the problem of conservative exploration, where the learner must at least be able to guarantee its performance is at least as good as a baseline policy. We propose the first conservative provably efficient model-free algorithm for policy optimization in continuous finite-horizon problems. We leverage importance sampling techniques to counterfactually evaluate the conservative condition from the data self-generated by the algorithm. We derive a regret bound and show that (w.h.p.) the conservative constraint is never violated during learning. Finally, we leverage these insights to build a general schema for conservative exploration in DeepRL via off-policy policy evaluation techniques. We show empirically the effectiveness of our methods.


Best-of-Both-Worlds Algorithms for Linear Contextual Bandits

arXiv.org Machine Learning

Because of their relevance in practical applications, contextual bandits are a fundamental model of sequential decision-making with partial feedback. In particular, linear contextual bandits [Abe and Long, 1999, Auer, 2002], in which contexts are feature vectors and the loss is a linear function of the context, are among the most studied variants of contextual bandits. Traditionally, contextual bandits (and, in particular, their linear variant) have been investigated under stochastic assumptions on the generation of rewards. Namely, the loss of each action is a fixed and unknown linear function of the context to which some zero-mean noise is added. For this setting, efficient and nearly optimal algorithms, like OFUL [Abbasi-Yadkori et al., 2011] and a contextual variant of Thompson Sampling [Agrawal and Goyal, 2013], have been proposed in the past. Recently, Neu and Olkhovskaya [2020] introduced an adversarial variant of linear contextual bandits, where there are K arms and the linear loss associated with each arm is adversarially chosen in each round. They prove an upper bound on the regret of order dKT disregarding logarithmic factors, where d is the dimensionality of contexts and T is the time horizon. A matching lower bound Ω ( dKT) for this model is implied by the results of Zierahn et al. [2023]. The upper bound has been recently extended by Olkhovskaya et al. [2023], who show first and second-order regret bounds respectively of the order of K dL


Distributional Reinforcement Learning-based Energy Arbitrage Strategies in Imbalance Settlement Mechanism

arXiv.org Artificial Intelligence

Growth in the penetration of renewable energy sources makes supply more uncertain and leads to an increase in the system imbalance. This trend, together with the single imbalance pricing, opens an opportunity for balance responsible parties (BRPs) to perform energy arbitrage in the imbalance settlement mechanism. To this end, we propose a battery control framework based on distributional reinforcement learning (DRL). Our proposed control framework takes a risk-sensitive perspective, allowing BRPs to adjust their risk preferences: we aim to optimize a weighted sum of the arbitrage profit and a risk measure while constraining the daily number of cycles for the battery. We assess the performance of our proposed control framework using the Belgian imbalance prices of 2022 and compare two state-of-the-art RL methods, deep Q learning and soft actor-critic. Results reveal that the distributional soft actor-critic method can outperform other methods. Moreover, we note that our fully risk-averse agent appropriately learns to hedge against the risk related to the unknown imbalance price by (dis)charging the battery only when the agent is more certain about the price.


Discrete-Time Mean-Variance Strategy Based on Reinforcement Learning

arXiv.org Artificial Intelligence

This paper studies a discrete-time mean-variance model based on reinforcement learning. Compared with its continuous-time counterpart in \cite{zhou2020mv}, the discrete-time model makes more general assumptions about the asset's return distribution. Using entropy to measure the cost of exploration, we derive the optimal investment strategy, whose density function is also Gaussian type. Additionally, we design the corresponding reinforcement learning algorithm. Both simulation experiments and empirical analysis indicate that our discrete-time model exhibits better applicability when analyzing real-world data than the continuous-time model.


MaDi: Learning to Mask Distractions for Generalization in Visual Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The visual world provides an abundance of information, but many input pixels received by agents often contain distracting stimuli. Autonomous agents need the ability to distinguish useful information from task-irrelevant perceptions, enabling them to generalize to unseen environments with new distractions. Existing works approach this problem using data augmentation or large auxiliary networks with additional loss functions. We introduce MaDi, a novel algorithm that learns to mask distractions by the reward signal only. In MaDi, the conventional actor-critic structure of deep reinforcement learning agents is complemented by a small third sibling, the Masker. This lightweight neural network generates a mask to determine what the actor and critic will receive, such that they can focus on learning the task. The masks are created dynamically, depending on the current input. We run experiments on the DeepMind Control Generalization Benchmark, the Distracting Control Suite, and a real UR5 Robotic Arm. Our algorithm improves the agent's focus with useful masks, while its efficient Masker network only adds 0.2% more parameters to the original structure, in contrast to previous work. MaDi consistently achieves generalization results better than or competitive to state-of-the-art methods.


Hardware-Aware DNN Compression via Diverse Pruning and Mixed-Precision Quantization

arXiv.org Artificial Intelligence

Deep Neural Networks (DNNs) have shown significant advantages in a wide variety of domains. However, DNNs are becoming computationally intensive and energy hungry at an exponential pace, while at the same time, there is a vast demand for running sophisticated DNN-based services on resource constrained embedded devices. In this paper, we target energy-efficient inference on embedded DNN accelerators. To that end, we propose an automated framework to compress DNNs in a hardware-aware manner by jointly employing pruning and quantization. We explore, for the first time, per-layer fine- and coarse-grained pruning, in the same DNN architecture, in addition to low bit-width mixed-precision quantization for weights and activations. Reinforcement Learning (RL) is used to explore the associated design space and identify the pruning-quantization configuration so that the energy consumption is minimized whilst the prediction accuracy loss is retained at acceptable levels. Using our novel composite RL agent we are able to extract energy-efficient solutions without requiring retraining and/or fine tuning. Our extensive experimental evaluation over widely used DNNs and the CIFAR-10/100 and ImageNet datasets demonstrates that our framework achieves $39\%$ average energy reduction for $1.7\%$ average accuracy loss and outperforms significantly the state-of-the-art approaches.


Human-Centric Resource Allocation for the Metaverse With Multiaccess Edge Computing

arXiv.org Artificial Intelligence

Multi-access edge computing (MEC) is a promising solution to the computation-intensive, low-latency rendering tasks of the metaverse. However, how to optimally allocate limited communication and computation resources at the edge to a large number of users in the metaverse is quite challenging. In this paper, we propose an adaptive edge resource allocation method based on multi-agent soft actor-critic with graph convolutional networks (SAC-GCN). Specifically, SAC-GCN models the multi-user metaverse environment as a graph where each agent is denoted by a node. Each agent learns the interplay between agents by graph convolutional networks with self-attention mechanism to further determine the resource usage for one user in the metaverse. The effectiveness of SAC-GCN is demonstrated through the analysis of user experience, balance of resource allocation, and resource utilization rate by taking a virtual city park metaverse as an example. Experimental results indicate that SAC-GCN outperforms other resource allocation methods in improving overall user experience, balancing resource allocation, and increasing resource utilization rate by at least 27%, 11%, and 8%, respectively.


A Theory of Non-Acyclic Generative Flow Networks

arXiv.org Artificial Intelligence

GFlowNets is a novel flow-based method for learning a stochastic policy to generate objects via a sequence of actions and with probability proportional to a given positive reward. We contribute to relaxing hypotheses limiting the application range of GFlowNets, in particular: acyclicity (or lack thereof). To this end, we extend the theory of GFlowNets on measurable spaces which includes continuous state spaces without cycle restrictions, and provide a generalization of cycles in this generalized context. We show that losses used so far push flows to get stuck into cycles and we define a family of losses solving this issue. Experiments on graphs and continuous tasks validate those principles.