Reinforcement Learning
Animal-AI 3: What's New & Why You Should Care
Voudouris, Konstantinos, Alhas, Ibrahim, Schellaert, Wout, Crosby, Matthew, Holmes, Joel, Burden, John, Chaubey, Niharika, Donnelly, Niall, Patel, Matishalin, Halina, Marta, Hernández-Orallo, José, Cheke, Lucy G.
The Animal-AI Environment is a unique game-based research platform designed to serve both the artificial intelligence and cognitive science research communities. In this paper, we present Animal-AI 3, the latest version of the environment, outlining several major new features that make the game more engaging for humans and more complex for AI systems. New features include interactive buttons, reward dispensers, and player notifications, as well as an overhaul of the environment's graphics and processing for significant increases in agent training time and quality of the human player experience. We provide detailed guidance on how to build computational and behavioural experiments with Animal-AI 3. We present results from a series of agents, including the state-of-the-art Deep Reinforcement Learning agent (dreamer-v3), on newly designed tests and the Animal-AI Testbed of 900 tasks inspired by research in comparative psychology. Animal-AI 3 is designed to facilitate collaboration between the cognitive sciences and artificial intelligence. This paper serves as a stand-alone document that motivates, describes, and demonstrates Animal-AI 3 for the end user.
Dynamic Knowledge Injection for AIXI Agents
Yang-Zhao, Samuel, Ng, Kee Siong, Hutter, Marcus
Prior approximations of AIXI, a Bayesian optimality notion for general reinforcement learning, can only approximate AIXI's Bayesian environment model using an a-priori defined set of models. This is a fundamental source of epistemic uncertainty for the agent in settings where the existence of systematic bias in the predefined model class cannot be resolved by simply collecting more data from the environment. We address this issue in the context of Human-AI teaming by considering a setup where additional knowledge for the agent in the form of new candidate models arrives from a human operator in an online fashion. We introduce a new agent called DynamicHedgeAIXI that maintains an exact Bayesian mixture over dynamically changing sets of models via a time-adaptive prior constructed from a variant of the Hedge algorithm. The DynamicHedgeAIXI agent is the richest direct approximation of AIXI known to date and comes with good performance guarantees. Experimental results on epidemic control on contact networks validates the agent's practical utility.
Multi-agent reinforcement learning using echo-state network and its application to pedestrian dynamics
Comprehensively understanding such motions through only experiments and observations is challenging. Thus, several studies have conducted computer simulations for a better understanding. Traditionally, animals (including humans) are assumed to obey certain mathematical rules in these simulations (Vicsek et al., (1995); Helbing and Molnar, (1995); Muramatsu et al., (1999)). However, with the recent development of machine learning, simulation methods that reproduce animals by agents of reinforcement learning (RL) have been proposed (Martinez-Gil et al., (2014, 2017); Zheng and Liu, (2019); Bahamid and Ibrahim, (2022); Huang et al., (2023)). RL in an environment with several agents exist is referred to as multi-agent reinforcement learning (MARL), and has been studied intensively to realize the competition or cooperation between agents. Currently, deep learning is usually used to implement RL agents, because it outperforms conventional methods of machine learning (Mnih et al., (2015,
Curriculum Learning for Cooperation in Multi-Agent Reinforcement Learning
Bhati, Rupali, Gottipati, Sai Krishna, Mars, Clodéric, Taylor, Matthew E.
While there has been significant progress in curriculum learning and continuous learning for training agents to generalize across a wide variety of environments in the context of single-agent reinforcement learning, it is unclear if these algorithms would still be valid in a multi-agent setting. In a competitive setting, a learning agent can be trained by making it compete with a curriculum of increasingly skilled opponents. However, a general intelligent agent should also be able to learn to act around other agents and cooperate with them to achieve common goals. When cooperating with other agents, the learning agent must (a) learn how to perform the task (or subtask), and (b) increase the overall team reward. In this paper, we aim to answer the question of what kind of cooperative teammate, and a curriculum of teammates should a learning agent be trained with to achieve these two objectives. Our results on the game Overcooked show that a pre-trained teammate who is less skilled is the best teammate for overall team reward but the worst for the learning of the agent. Moreover, somewhat surprisingly, a curriculum of teammates with decreasing skill levels performs better than other types of curricula.
Learning a Diffusion Model Policy from Rewards via Q-Score Matching
Psenka, Michael, Escontrela, Alejandro, Abbeel, Pieter, Ma, Yi
Diffusion models have become a popular choice for representing actor policies in behavior cloning and offline reinforcement learning. This is due to their natural ability to optimize an expressive class of distributions over a continuous space. However, previous works fail to exploit the score-based structure of diffusion models, and instead utilize a simple behavior cloning term to train the actor, limiting their ability in the actor-critic setting. In this paper, we focus on off-policy reinforcement learning and propose a new method for learning a diffusion model policy that exploits the linked structure between the score of the policy and the action gradient of the Q-function. We denote this method Q-score matching and provide theoretical justification for this approach. We conduct experiments in simulated environments to demonstrate the effectiveness of our proposed method and compare to popular baselines.
Explore 3D Dance Generation via Reward Model from Automatically-Ranked Demonstrations
Wang, Zilin, Zhuang, Haolin, Li, Lu, Zhang, Yinmin, Zhong, Junjie, Chen, Jun, Yang, Yu, Tang, Boshi, Wu, Zhiyong
This paper presents an Exploratory 3D Dance generation framework, E3D2, designed to address the exploration capability deficiency in existing music-conditioned 3D dance generation models. Current models often generate monotonous and simplistic dance sequences that misalign with human preferences because they lack exploration capabilities. The E3D2 framework involves a reward model trained from automatically-ranked dance demonstrations, which then guides the reinforcement learning process. This approach encourages the agent to explore and generate high quality and diverse dance movement sequences. The soundness of the reward model is both theoretically and experimentally validated. Empirical experiments demonstrate the effectiveness of E3D2 on the AIST++ dataset. Project Page: https://sites.google.com/view/e3d2.
Active search and coverage using point-cloud reinforcement learning
Rosynski, Matthias, Pop, Alexandru, Busoniu, Lucian
We consider a problem in which the trajectory of a mobile 3D sensor must be optimized so that certain objects are both found in the overall scene and covered by the point cloud, as fast as possible. This problem is called target search and coverage, and the paper provides an end-to-end deep reinforcement learning (RL) solution to solve it. The deep neural network combines four components: deep hierarchical feature learning occurs in the first stage, followed by multi-head transformers in the second, max-pooling and merging with bypassed information to preserve spatial relationships in the third, and a distributional dueling network in the last stage. To evaluate the method, a simulator is developed where cylinders must be found by a Kinect sensor. A network architecture study shows that deep hierarchical feature learning works for RL and that by using farthest point sampling (FPS) we can reduce the amount of points and achieve not only a reduction of the network size but also better results. We also show that multi-head attention for point-clouds helps to learn the agent faster but converges to the same outcome. Finally, we compare RL using the best network with a greedy baseline that maximizes immediate rewards and requires for that purpose an oracle that predicts the next observation. We decided RL achieves significantly better and more robust results than the greedy strategy.
Mastering Stacking of Diverse Shapes with Large-Scale Iterative Reinforcement Learning on Real Robots
Lampe, Thomas, Abdolmaleki, Abbas, Bechtle, Sarah, Huang, Sandy H., Springenberg, Jost Tobias, Bloesch, Michael, Groth, Oliver, Hafner, Roland, Hertweck, Tim, Neunert, Michael, Wulfmeier, Markus, Zhang, Jingwei, Nori, Francesco, Heess, Nicolas, Riedmiller, Martin
Reinforcement learning solely from an agent's self-generated data is often believed to be infeasible for learning on real robots, due to the amount of data needed. However, if done right, agents learning from real data can be surprisingly efficient through re-using previously collected sub-optimal data. In this paper we demonstrate how the increased understanding of off-policy learning methods and their embedding in an iterative online/offline scheme (``collect and infer'') can drastically improve data-efficiency by using all the collected experience, which empowers learning from real robot experience only. Moreover, the resulting policy improves significantly over the state of the art on a recently proposed real robot manipulation benchmark. Our approach learns end-to-end, directly from pixels, and does not rely on additional human domain knowledge such as a simulator or demonstrations.
Counting Reward Automata: Sample Efficient Reinforcement Learning Through the Exploitation of Reward Function Structure
Bester, Tristan, Rosman, Benjamin, James, Steven, Tasse, Geraud Nangue
We present counting reward automata-a finite state machine variant capable of modelling any reward function expressible as a formal language. Unlike previous approaches, which are limited to the expression of tasks as regular languages, our framework allows for tasks described by unrestricted grammars. We prove that an agent equipped with such an abstract machine is able to solve a larger set of tasks than those utilising current approaches. We show that this increase in expressive power does not come at the cost of increased automaton complexity. A selection of learning algorithms are presented which exploit automaton structure to improve sample efficiency. We show that the state machines required in our formulation can be specified from natural language task descriptions using large language models. Empirical results demonstrate that our method outperforms competing approaches in terms of sample efficiency, automaton complexity, and task completion.
Challenges for Reinforcement Learning in Quantum Computing
Altmann, Philipp, Bärligea, Adelina, Stein, Jonas, Kölle, Michael, Gabor, Thomas, Phan, Thomy, Linnhoff-Popien, Claudia
Quantum computing (QC) in the current NISQ-era is still limited. To gain early insights and advantages, hybrid applications are widely considered mitigating those shortcomings. Hybrid quantum machine learning (QML) comprises both the application of QC to improve machine learning (ML), and the application of ML to improve QC architectures. This work considers the latter, focusing on leveraging reinforcement learning (RL) to improve current QC approaches. We therefore introduce various generic challenges arising from quantum architecture search and quantum circuit optimization that RL algorithms need to solve to provide benefits for more complex applications and combinations of those. Building upon these challenges we propose a concrete framework, formalized as a Markov decision process, to enable to learn policies that are capable Figure 1: Quantum Circuit Designer for qubits with depth of controlling a universal set of quantum gates. Furthermore, we provide benchmark results to assess shortcomings and strengths of current state-of-the-art algorithms.