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 Reinforcement Learning


Efficient Sparse-Reward Goal-Conditioned Reinforcement Learning with a High Replay Ratio and Regularization

arXiv.org Artificial Intelligence

Reinforcement learning (RL) methods with a high replay ratio (RR) and regularization have gained interest due to their superior sample efficiency. However, these methods have mainly been developed for dense-reward tasks. In this paper, we aim to extend these RL methods to sparse-reward goal-conditioned tasks. We use Randomized Ensemble Double Q-learning (REDQ) (Chen et al., 2021), an RL method with a high RR and regularization. To apply REDQ to sparse-reward goal-conditioned tasks, we make the following modifications to it: (i) using hindsight experience replay and (ii) bounding target Q-values. We evaluate REDQ with these modifications on 12 sparse-reward goal-conditioned tasks of Robotics (Plappert et al., 2018), and show that it achieves about $2 \times$ better sample efficiency than previous state-of-the-art (SoTA) RL methods. Furthermore, we reconsider the necessity of specific components of REDQ and simplify it by removing unnecessary ones. The simplified REDQ with our modifications achieves $\sim 8 \times$ better sample efficiency than the SoTA methods in 4 Fetch tasks of Robotics.


Graph-based Prediction and Planning Policy Network (GP3Net) for scalable self-driving in dynamic environments using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advancements in motion planning for Autonomous Vehicles (AVs) show great promise in using expert driver behaviors in non-stationary driving environments. However, learning only through expert drivers needs more generalizability to recover from domain shifts and near-failure scenarios due to the dynamic behavior of traffic participants and weather conditions. A deep Graph-based Prediction and Planning Policy Network (GP3Net) framework is proposed for non-stationary environments that encodes the interactions between traffic participants with contextual information and provides a decision for safe maneuver for AV. A spatio-temporal graph models the interactions between traffic participants for predicting the future trajectories of those participants. The predicted trajectories are utilized to generate a future occupancy map around the AV with uncertainties embedded to anticipate the evolving non-stationary driving environments. Then the contextual information and future occupancy maps are input to the policy network of the GP3Net framework and trained using Proximal Policy Optimization (PPO) algorithm. The proposed GP3Net performance is evaluated on standard CARLA benchmarking scenarios with domain shifts of traffic patterns (urban, highway, and mixed). The results show that the GP3Net outperforms previous state-of-the-art imitation learning-based planning models for different towns. Further, in unseen new weather conditions, GP3Net completes the desired route with fewer traffic infractions. Finally, the results emphasize the advantage of including the prediction module to enhance safety measures in non-stationary environments.


DCIR: Dynamic Consistency Intrinsic Reward for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Learning optimal behavior policy for each agent in multi-agent systems is an essential yet difficult problem. Despite fruitful progress in multi-agent reinforcement learning, the challenge of addressing the dynamics of whether two agents should exhibit consistent behaviors is still under-explored. In this paper, we propose a new approach that enables agents to learn whether their behaviors should be consistent with that of other agents by utilizing intrinsic rewards to learn the optimal policy for each agent. We begin by defining behavior consistency as the divergence in output actions between two agents when provided with the same observation. Subsequently, we introduce dynamic consistency intrinsic reward (DCIR) to stimulate agents to be aware of others' behaviors and determine whether to be consistent with them. Lastly, we devise a dynamic scale network (DSN) that provides learnable scale factors for the agent at every time step to dynamically ascertain whether to award consistent behavior and the magnitude of rewards. We evaluate DCIR in multiple environments including Multi-agent Particle, Google Research Football and StarCraft II Micromanagement, demonstrating its efficacy.


KEEC: Embed to Control on An Equivariant Geometry

arXiv.org Artificial Intelligence

This paper investigates how representation learning can enable optimal control in unknown and complex dynamics, such as chaotic and non-linear systems, without relying on prior domain knowledge of the dynamics. The core idea is to establish an equivariant geometry that is diffeomorphic to the manifold defined by a dynamical system and to perform optimal control within this corresponding geometry, which is a non-trivial task. To address this challenge, Koopman Embed to Equivariant Control (KEEC) is proposed for model learning and control. Inspired by Lie theory, KEEC begins by learning a non-linear dynamical system defined on a manifold and embedding trajectories into a Lie group. Subsequently, KEEC formulates an equivariant value function equation in reinforcement learning on the equivariant geometry, ensuring an invariant effect as the value function on the original manifold. By deriving analytical-form optimal actions on the equivariant value function, KEEC theoretically achieves quadratic convergence for the optimal equivariant value function by leveraging the differential information on the equivariant geometry. The effectiveness of KEEC is demonstrated in challenging dynamical systems, including chaotic ones like Lorenz-63. Notably, our results show that isometric functions, which maintain the compactness and completeness of geometry while preserving metric and differential information, consistently outperform loss functions lacking these characteristics.


Diversity from Human Feedback

arXiv.org Artificial Intelligence

Diversity plays a significant role in many problems, such as ensemble learning, reinforcement learning, and combinatorial optimization. How to define the diversity measure is a longstanding problem. Many methods rely on expert experience to define a proper behavior space and then obtain the diversity measure, which is, however, challenging in many scenarios. In this paper, we propose the problem of learning a behavior space from human feedback and present a general method called Diversity from Human Feedback (DivHF) to solve it. DivHF learns a behavior descriptor consistent with human preference by querying human feedback. The learned behavior descriptor can be combined with any distance measure to define a diversity measure. We demonstrate the effectiveness of DivHF by integrating it with the Quality-Diversity optimization algorithm MAP-Elites and conducting experiments on the QDax suite. The results show that DivHF learns a behavior space that aligns better with human requirements compared to direct data-driven approaches and leads to more diverse solutions under human preference. Our contributions include formulating the problem, proposing the DivHF method, and demonstrating its effectiveness through experiments.


How the level sampling process impacts zero-shot generalisation in deep reinforcement learning

arXiv.org Artificial Intelligence

A key limitation preventing the wider adoption of autonomous agents trained via deep reinforcement learning (RL) is their limited ability to generalise to new environments, even when these share similar characteristics with environments encountered during training. In this work, we investigate how a non-uniform sampling strategy of individual environment instances, or levels, affects the zero-shot generalisation (ZSG) ability of RL agents, considering two failure modes: overfitting and over-generalisation. As a first step, we measure the mutual information (MI) between the agent's internal representation and the set of training levels, which we find to be well-correlated to instance overfitting. In contrast to uniform sampling, adaptive sampling strategies prioritising levels based on their value loss are more effective at maintaining lower MI, which provides a novel theoretical justification for this class of techniques. We then turn our attention to unsupervised environment design (UED) methods, which adaptively generate new training levels and minimise MI more effectively than methods sampling from a fixed set. However, we find UED methods significantly shift the training distribution, resulting in over-generalisation and worse ZSG performance over the distribution of interest. To prevent both instance overfitting and over-generalisation, we introduce self-supervised environment design (SSED). SSED generates levels using a variational autoencoder, effectively reducing MI while minimising the shift with the distribution of interest, and leads to statistically significant improvements in ZSG over fixed-set level sampling strategies and UED methods.


Natural Actor-Critic for Robust Reinforcement Learning with Function Approximation

arXiv.org Artificial Intelligence

We study robust reinforcement learning (RL) with the goal of determining a well-performing policy that is robust against model mismatch between the training simulator and the testing environment. Previous policy-based robust RL algorithms mainly focus on the tabular setting under uncertainty sets that facilitate robust policy evaluation, but are no longer tractable when the number of states scales up. To this end, we propose two novel uncertainty set formulations, one based on double sampling and the other on an integral probability metric. Both make large-scale robust RL tractable even when one only has access to a simulator. We propose a robust natural actor-critic (RNAC) approach that incorporates the new uncertainty sets and employs function approximation. We provide finite-time convergence guarantees for the proposed RNAC algorithm to the optimal robust policy within the function approximation error. Finally, we demonstrate the robust performance of the policy learned by our proposed RNAC approach in multiple MuJoCo environments and a real-world TurtleBot navigation task.


Inducing Stackelberg Equilibrium through Spatio-Temporal Sequential Decision-Making in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In multi-agent reinforcement learning (MARL), self-interested agents attempt to establish equilibrium and achieve coordination depending on game structure. However, existing MARL approaches are mostly bound by the simultaneous actions of all agents in the Markov game (MG) framework, and few works consider the formation of equilibrium strategies via asynchronous action coordination. In view of the advantages of Stackelberg equilibrium (SE) over Nash equilibrium, we construct a spatio-temporal sequential decision-making structure derived from the MG and propose an N-level policy model based on a conditional hypernetwork shared by all agents. This approach allows for asymmetric training with symmetric execution, with each agent responding optimally conditioned on the decisions made by superior agents. Agents can learn heterogeneous SE policies while still maintaining parameter sharing, which leads to reduced cost for learning and storage and enhanced scalability as the number of agents increases. Experiments demonstrate that our method effectively converges to the SE policies in repeated matrix game scenarios, and performs admirably in immensely complex settings including cooperative tasks and mixed tasks.


Policy Gradient for Rectangular Robust Markov Decision Processes

arXiv.org Artificial Intelligence

Policy gradient methods have become a standard for training reinforcement learning agents in a scalable and efficient manner. However, they do not account for transition uncertainty, whereas learning robust policies can be computationally expensive. In this paper, we introduce robust policy gradient (RPG), a policy-based method that efficiently solves rectangular robust Markov decision processes (MDPs). We provide a closed-form expression for the worst occupation measure. Incidentally, we find that the worst kernel is a rank-one perturbation of the nominal. Combining the worst occupation measure with a robust Q-value estimation yields an explicit form of the robust gradient. Our resulting RPG can be estimated from data with the same time complexity as its non-robust equivalent. Hence, it relieves the computational burden of convex optimization problems required for training robust policies by current policy gradient approaches.


Reinforcement Learning in Non-Markovian Environments

arXiv.org Artificial Intelligence

Motivated by the novel paradigm developed by Van Roy and coauthors for reinforcement learning in arbitrary non-Markovian environments, we propose a related formulation and explicitly pin down the error caused by non-Markovianity of observations when the Q-learning algorithm is applied on this formulation. Based on this observation, we propose that the criterion for agent design should be to seek good approximations for certain conditional laws. Inspired by classical stochastic control, we show that our problem reduces to that of recursive computation of approximate sufficient statistics. This leads to an autoencoder-based scheme for agent design which is then numerically tested on partially observed reinforcement learning environments.