Reinforcement Learning
Toward Computationally Efficient Inverse Reinforcement Learning via Reward Shaping
Cooke, Lauren H., Klyne, Harvey, Zhang, Edwin, Laidlaw, Cassidy, Tambe, Milind, Doshi-Velez, Finale
Inverse reinforcement learning (IRL) is computationally challenging, with common approaches requiring the solution of multiple reinforcement learning (RL) sub-problems. This work motivates the use of potential-based reward shaping to reduce the computational burden of each RL sub-problem. This work serves as a proof-of-concept and we hope will inspire future developments towards computationally efficient IRL.
Contextual Reinforcement Learning for Offshore Wind Farm Bidding
Cole, David, Sharma, Himanshu, Wang, Wei
We propose a framework for applying reinforcement learning to contextual two-stage stochastic optimization and apply this framework to the problem of energy market bidding of an off-shore wind farm. Reinforcement learning could potentially be used to learn close to optimal solutions for first stage variables of a two-stage stochastic program under different contexts. Under the proposed framework, these solutions would be learned without having to solve the full two-stage stochastic program. We present initial results of training using the DDPG algorithm and present intended future steps to improve performance.
Learning to Act without Actions
Schmidt, Dominik, Jiang, Minqi
Pre-training large models on vast amounts of web data has proven to be an effective approach for obtaining powerful, general models in several domains, including language and vision. However, this paradigm has not yet taken hold in deep reinforcement learning (RL). This gap is due to the fact that the most abundant form of embodied behavioral data on the web consists of videos, which do not include the action labels required by existing methods for training policies from offline data. We introduce Latent Action Policies from Observation (LAPO), a method to infer latent actions and, consequently, latent-action policies purely from action-free demonstrations. Our experiments on challenging procedurally-generated environments show that LAPO can act as an effective pre-training method to obtain RL policies that can then be rapidly fine-tuned to expert-level performance. Our approach serves as a key stepping stone to enabling the pre-training of powerful, generalist RL models on the vast amounts of action-free demonstrations readily available on the web.
Deep-Dispatch: A Deep Reinforcement Learning-Based Vehicle Dispatch Algorithm for Advanced Air Mobility
Varnousfaderani, Elaheh Sabziyan, Shihab, Syed A. M., Dulia, Esrat F.
Near future air taxi operations with electric vertical take-off and landing (eVTOL) aircraft will be constrained by the need for frequent recharging of eVTOLs, limited takeoff and landing pads in vertiports, and subject to time-varying demand and electricity prices, making the eVTOL dispatch problem unique and particularly challenging to solve. Previously, we have developed optimization models to address this problem. Such optimization models however suffer from prohibitively high computational run times when the scale of the problem increases, making them less practical for real world implementation. To overcome this issue, we have developed two deep reinforcement learning-based eVTOL dispatch algorithms, namely single-agent and multi-agent deep Q-learning eVTOL dispatch algorithms, where the objective is to maximize operating profit. An eVTOL-based passenger transportation simulation environment was built to assess the performance of our algorithms across $36$ numerical cases with varying number of eVTOLs, vertiports, and demand. The results indicate that the multi-agent eVTOL dispatch algorithm can closely approximate the optimal dispatch policy with significantly less computational expenses compared to the benchmark optimization model. The multi-agent algorithm was found to outperform the single-agent counterpart with respect to both profits generated and training time.
Learning Discrete-Time Major-Minor Mean Field Games
Cui, Kai, Dayanıklı, Gökçe, Laurière, Mathieu, Geist, Matthieu, Pietquin, Olivier, Koeppl, Heinz
Recent techniques based on Mean Field Games (MFGs) allow the scalable analysis of multi-player games with many similar, rational agents. However, standard MFGs remain limited to homogeneous players that weakly influence each other, and cannot model major players that strongly influence other players, severely limiting the class of problems that can be handled. We propose a novel discrete time version of major-minor MFGs (M3FGs), along with a learning algorithm based on fictitious play and partitioning the probability simplex. Importantly, M3FGs generalize MFGs with common noise and can handle not only random exogeneous environment states but also major players. A key challenge is that the mean field is stochastic and not deterministic as in standard MFGs. Our theoretical investigation verifies both the M3FG model and its algorithmic solution, showing firstly the well-posedness of the M3FG model starting from a finite game of interest, and secondly convergence and approximation guarantees of the fictitious play algorithm. Then, we empirically verify the obtained theoretical results, ablating some of the theoretical assumptions made, and show successful equilibrium learning in three example problems. Overall, we establish a learning framework for a novel and broad class of tractable games.
CACTO-SL: Using Sobolev Learning to improve Continuous Actor-Critic with Trajectory Optimization
Alboni, Elisa, Grandesso, Gianluigi, Papini, Gastone Pietro Rosati, Carpentier, Justin, Del Prete, Andrea
Trajectory Optimization (TO) and Reinforcement Learning (RL) are powerful and complementary tools to solve optimal control problems. On the one hand, TO can efficiently compute locally-optimal solutions, but it tends to get stuck in local minima if the problem is not convex. On the other hand, RL is typically less sensitive to non-convexity, but it requires a much higher computational effort. Recently, we have proposed CACTO (Continuous Actor-Critic with Trajectory Optimization), an algorithm that uses TO to guide the exploration of an actor-critic RL algorithm. In turns, the policy encoded by the actor is used to warm-start TO, closing the loop between TO and RL. In this work, we present an extension of CACTO exploiting the idea of Sobolev learning. To make the training of the critic network faster and more data efficient, we enrich it with the gradient of the Value function, computed via a backward pass of the differential dynamic programming algorithm. Our results show that the new algorithm is more efficient than the original CACTO, reducing the number of TO episodes by a factor ranging from 3 to 10, and consequently the computation time. Moreover, we show that CACTO-SL helps TO to find better minima and to produce more consistent results.
Episodic Return Decomposition by Difference of Implicitly Assigned Sub-Trajectory Reward
Lin, Haoxin, Wu, Hongqiu, Zhang, Jiaji, Sun, Yihao, Ye, Junyin, Yu, Yang
Real-world decision-making problems are usually accompanied by delayed rewards, which affects the sample efficiency of Reinforcement Learning, especially in the extremely delayed case where the only feedback is the episodic reward obtained at the end of an episode. Episodic return decomposition is a promising way to deal with the episodic-reward setting. Several corresponding algorithms have shown remarkable effectiveness of the learned step-wise proxy rewards from return decomposition. However, these existing methods lack either attribution or representation capacity, leading to inefficient decomposition in the case of long-term episodes. In this paper, we propose a novel episodic return decomposition method called Diaster (Difference of implicitly assigned sub-trajectory reward). Diaster decomposes any episodic reward into credits of two divided sub-trajectories at any cut point, and the step-wise proxy rewards come from differences in expectation. We theoretically and empirically verify that the decomposed proxy reward function can guide the policy to be nearly optimal. Experimental results show that our method outperforms previous state-of-the-art methods in terms of both sample efficiency and performance.
World Models via Policy-Guided Trajectory Diffusion
Rigter, Marc, Yamada, Jun, Posner, Ingmar
World models are a powerful tool for developing intelligent agents. By predicting the outcome of a sequence of actions, world models enable policies to be optimised via on-policy reinforcement learning (RL) using synthetic data, i.e. in "in imagination". Existing world models are autoregressive in that they interleave predicting the next state with sampling the next action from the policy. Prediction error inevitably compounds as the trajectory length grows. In this work, we propose a novel world modelling approach that is not autoregressive and generates entire on-policy trajectories in a single pass through a diffusion model. Our approach, Policy-Guided Trajectory Diffusion (PolyGRAD), leverages a denoising model in addition to the gradient of the action distribution of the policy to diffuse a trajectory of initially random states and actions into an on-policy synthetic trajectory. We analyse the connections between PolyGRAD, score-based generative models, and classifier-guided diffusion models. Our results demonstrate that PolyGRAD outperforms state-of-the-art baselines in terms of trajectory prediction error for moderate-length trajectories, with the exception of autoregressive diffusion. At short horizons, PolyGRAD obtains comparable errors to autoregressive diffusion, but with significantly lower computational requirements. Our experiments also demonstrate that PolyGRAD enables performant policies to be trained via on-policy RL in imagination for MuJoCo continuous control domains. Thus, PolyGRAD introduces a new paradigm for scalable and non-autoregressive on-policy world modelling.
Evaluating Pretrained models for Deployable Lifelong Learning
Lekkala, Kiran, Bhargava, Eshan, Ge, Yunhao, Itti, Laurent
We create a novel benchmark for evaluating a Deployable Lifelong Learning system for Visual Reinforcement Learning (RL) that is pretrained on a curated dataset, and propose a novel Scalable Lifelong Learning system capable of retaining knowledge from the previously learnt RL tasks. Our benchmark measures the efficacy of a deployable Lifelong Learning system that is evaluated on scalability, performance and resource utilization. Our proposed system, once pretrained on the dataset, can be deployed to perform continual learning on unseen tasks. Our proposed method consists of a Few Shot Class Incremental Learning (FSCIL) based task-mapper and an encoder/backbone trained entirely using the pretrain dataset. The policy parameters corresponding to the recognized task are then loaded to perform the task. We show that this system can be scaled to incorporate a large number of tasks due to the small memory footprint and fewer computational resources. We perform experiments on our DeLL (Deployment for Lifelong Learning) benchmark on the Atari games to determine the efficacy of the system.
ETHER: Aligning Emergent Communication for Hindsight Experience Replay
Denamganaï, Kevin, Hernandez, Daniel, Vardal, Ozan, Missaoui, Sondess, Walker, James Alfred
Natural language instruction following is paramount to enable collaboration between artificial agents and human beings. Natural language-conditioned reinforcement learning (RL) agents have shown how natural languages' properties, such as compositionality, can provide a strong inductive bias to learn complex policies. Previous architectures like HIGhER combine the benefit of language-conditioning with Hindsight Experience Replay (HER) to deal with sparse rewards environments. Yet, like HER, HIGhER relies on an oracle predicate function to provide a feedback signal highlighting which linguistic description is valid for which state. This reliance on an oracle limits its application. Additionally, HIGhER only leverages the linguistic information contained in successful RL trajectories, thus hurting its final performance and data-efficiency. Without early successful trajectories, HIGhER is no better than DQN upon which it is built. In this paper, we propose the Emergent Textual Hindsight Experience Replay (ETHER) agent, which builds on HIGhER and addresses both of its limitations by means of (i) a discriminative visual referential game, commonly studied in the subfield of Emergent Communication (EC), used here as an unsupervised auxiliary task and (ii) a semantic grounding scheme to align the emergent language with the natural language of the instruction-following benchmark. We show that the referential game's agents make an artificial language emerge that is aligned with the natural-like language used to describe goals in the BabyAI benchmark and that it is expressive enough so as to also describe unsuccessful RL trajectories and thus provide feedback to the RL agent to leverage the linguistic, structured information contained in all trajectories. Our work shows that EC is a viable unsupervised auxiliary task for RL and provides missing pieces to make HER more widely applicable.