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 Reinforcement Learning


Improve Robustness of Reinforcement Learning against Observation Perturbations via $l_\infty$ Lipschitz Policy Networks

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) has achieved remarkable advances in sequential decision tasks. However, recent works have revealed that DRL agents are susceptible to slight perturbations in observations. This vulnerability raises concerns regarding the effectiveness and robustness of deploying such agents in real-world applications. In this work, we propose a novel robust reinforcement learning method called SortRL, which improves the robustness of DRL policies against observation perturbations from the perspective of the network architecture. We employ a novel architecture for the policy network that incorporates global $l_\infty$ Lipschitz continuity and provide a convenient method to enhance policy robustness based on the output margin. Besides, a training framework is designed for SortRL, which solves given tasks while maintaining robustness against $l_\infty$ bounded perturbations on the observations. Several experiments are conducted to evaluate the effectiveness of our method, including classic control tasks and video games. The results demonstrate that SortRL achieves state-of-the-art robustness performance against different perturbation strength.


HiER: Highlight Experience Replay and Easy2Hard Curriculum Learning for Boosting Off-Policy Reinforcement Learning Agents

arXiv.org Artificial Intelligence

Even though reinforcement-learning-based algorithms achieved superhuman performance in many domains, the field of robotics poses significant challenges as the state and action spaces are continuous, and the reward function is predominantly sparse. In this work, we propose: 1) HiER: highlight experience replay that creates a secondary replay buffer for the most relevant experiences, 2) E2H-ISE: an easy2hard data collection curriculum-learning method based on controlling the entropy of the initial state-goal distribution and with it, indirectly, the task difficulty, and 3) HiER+: the combination of HiER and E2H-ISE. They can be applied with or without the techniques of hindsight experience replay (HER) and prioritized experience replay (PER). While both HiER and E2H-ISE surpass the baselines, HiER+ further improves the results and significantly outperforms the state-of-the-art on the push, slide, and pick-and-place robotic manipulation tasks. Our implementation and further media materials are available on the project site.


iOn-Profiler: intelligent Online multi-objective VNF Profiling with Reinforcement Learning

arXiv.org Artificial Intelligence

Leveraging the potential of Virtualised Network Functions (VNFs) requires a clear understanding of the link between resource consumption and performance. The current state of the art tries to do that by utilising Machine Learning (ML) and specifically Supervised Learning (SL) models for given network environments and VNF types assuming single-objective optimisation targets. Taking a different approach poses a novel VNF profiler optimising multi-resource type allocation and performance objectives using adapted Reinforcement Learning (RL). Our approach can meet Key Performance Indicator (KPI) targets while minimising multi-resource type consumption and optimising the VNF output rate compared to existing single-objective solutions. Our experimental evaluation with three real-world VNF types over a total of 39 study scenarios (13 per VNF), for three resource types (virtual CPU, memory, and network link capacity), verifies the accuracy of resource allocation predictions and corresponding successful profiling decisions via a benchmark comparison between our RL model and SL models. We also conduct a complementary exhaustive search-space study revealing that different resources impact performance in varying ways per VNF type, implying the necessity of multi-objective optimisation, individualised examination per VNF type, and adaptable online profile learning, such as with the autonomous online learning approach of iOn-Profiler.


Promptable Behaviors: Personalizing Multi-Objective Rewards from Human Preferences

arXiv.org Artificial Intelligence

Customizing robotic behaviors to be aligned with diverse human preferences is an underexplored challenge in the field of embodied AI. In this paper, we present Promptable Behaviors, a novel framework that facilitates efficient personalization of robotic agents to diverse human preferences in complex environments. We use multi-objective reinforcement learning to train a single policy adaptable to a broad spectrum of preferences. We introduce three distinct methods to infer human preferences by leveraging different types of interactions: (1) human demonstrations, (2) preference feedback on trajectory comparisons, and (3) language instructions. We evaluate the proposed method in personalized object-goal navigation and flee navigation tasks in ProcTHOR and RoboTHOR, demonstrating the ability to prompt agent behaviors to satisfy human preferences in various scenarios. Project page: https://promptable-behaviors.github.io


Auto MC-Reward: Automated Dense Reward Design with Large Language Models for Minecraft

arXiv.org Artificial Intelligence

Traditional reinforcement-learning-based agents rely on sparse rewards that often only use binary values to indicate task completion or failure. The challenge in exploration efficiency makes it difficult to effectively learn complex tasks in Minecraft. To address this, this paper introduces an advanced learning system, named Auto MC-Reward, that leverages Large Language Models (LLMs) to automatically design dense reward functions, thereby enhancing the learning efficiency. Auto MC-Reward consists of three important components: Reward Designer, Reward Critic, and Trajectory Analyzer. Given the environment information and task descriptions, the Reward Designer first design the reward function by coding an executable Python function with predefined observation inputs. Then, our Reward Critic will be responsible for verifying the code, checking whether the code is self-consistent and free of syntax and semantic errors. Further, the Trajectory Analyzer summarizes possible failure causes and provides refinement suggestions according to collected trajectories. In the next round, Reward Designer will take further refine and iterate the dense reward function based on feedback. Experiments demonstrate a significant improvement in the success rate and learning efficiency of our agents in complex tasks in Minecraft, such as obtaining diamond with the efficient ability to avoid lava, and efficiently explore trees and animals that are sparse on the plains biome.


Vision-Language Models as a Source of Rewards

arXiv.org Artificial Intelligence

Building generalist agents that can accomplish many goals in rich open-ended environments is one of the research frontiers for reinforcement learning. A key limiting factor for building generalist agents with RL has been the need for a large number of reward functions for achieving different goals. We investigate the feasibility of using off-the-shelf vision-language models, or VLMs, as sources of rewards for reinforcement learning agents. We show how rewards for visual achievement of a variety of language goals can be derived from the CLIP family of models, and used to train RL agents that can achieve a variety of language goals. We showcase this approach in two distinct visual domains and present a scaling trend showing how larger VLMs lead to more accurate rewards for visual goal achievement, which in turn produces more capable RL agents.


Less is more -- the Dispatcher/ Executor principle for multi-task Reinforcement Learning

arXiv.org Artificial Intelligence

Humans instinctively know how to neglect details when it comes to solve complex decision making problems in environments with unforeseeable variations. This abstraction process seems to be a vital property for most biological systems and helps to'abstract away' unnecessary details and boost generalisation. In this work we introduce the dispatcher/ executor principle for the design of multi-task Reinforcement Learning controllers. It suggests to partition the controller in two entities, one that understands the task (the dispatcher) and one that computes the controls for the specific device (the executor) - and to connect these two by a strongly regularizing communication channel. The core rationale behind this position paper is that changes in structure and design principles can improve generalisation properties and drastically enforce data-efficiency. It is in some sense a'yes, and ...' response to the current trend of using large neural networks trained on vast amounts of data and bet on emerging generalisation properties. While we agree on the power of scaling - in the sense of Sutton's'bitter lesson' - we will give some evidence, that considering structure and adding design principles can be a valuable and critical component in particular when data is not abundant and infinite, but is a precious resource. A video showing the results can be found at https://sites.google.com/view/dispatcher-executor.


LiFT: Unsupervised Reinforcement Learning with Foundation Models as Teachers

arXiv.org Artificial Intelligence

We propose a framework that leverages foundation models as teachers, guiding a reinforcement learning agent to acquire semantically meaningful behavior without human feedback. In our framework, the agent receives task instructions grounded in a training environment from large language models. Then, a vision-language model guides the agent in learning the multi-task language-conditioned policy by providing reward feedback. We demonstrate that our method can learn semantically meaningful skills in a challenging open-ended MineDojo environment while prior unsupervised skill discovery methods struggle. Additionally, we discuss observed challenges of using off-the-shelf foundation models as teachers and our efforts to address them.


Global Rewards in Multi-Agent Deep Reinforcement Learning for Autonomous Mobility on Demand Systems

arXiv.org Artificial Intelligence

We study vehicle dispatching in autonomous mobility on demand (AMoD) systems, where a central operator assigns vehicles to customer requests or rejects these with the aim of maximizing its total profit. Recent approaches use multi-agent deep reinforcement learning (MADRL) to realize scalable yet performant algorithms, but train agents based on local rewards, which distorts the reward signal with respect to the system-wide profit, leading to lower performance. We therefore propose a novel global-rewards-based MADRL algorithm for vehicle dispatching in AMoD systems, which resolves so far existing goal conflicts between the trained agents and the operator by assigning rewards to agents leveraging a counterfactual baseline. Our algorithm shows statistically significant improvements across various settings on real-world data compared to state-of-the-art MADRL algorithms with local rewards. We further provide a structural analysis which shows that the utilization of global rewards can improve implicit vehicle balancing and demand forecasting abilities.


Learning Safety Constraints From Demonstration Using One-Class Decision Trees

arXiv.org Artificial Intelligence

The alignment of autonomous agents with human values is a pivotal challenge when deploying these agents within physical environments, where safety is an important concern. However, defining the agent's objective as a reward and/or cost function is inherently complex and prone to human errors. In response to this challenge, we present a novel approach that leverages one-class decision trees to facilitate learning from expert demonstrations. These decision trees provide a foundation for representing a set of constraints pertinent to the given environment as a logical formula in disjunctive normal form. The learned constraints are subsequently employed within an oracle constrained reinforcement learning framework, enabling the acquisition of a safe policy. In contrast to other methods, our approach offers an interpretable representation of the constraints, a vital feature in safety-critical environments. To validate the effectiveness of our proposed method, we conduct experiments in synthetic benchmark domains and a realistic driving environment.