Reinforcement Learning
Finding Counterfactually Optimal Action Sequences in Continuous State Spaces
Tsirtsis, Stratis, Gomez-Rodriguez, Manuel
Whenever a clinician reflects on the efficacy of a sequence of treatment decisions for a patient, they may try to identify critical time steps where, had they made different decisions, the patient's health would have improved. While recent methods at the intersection of causal inference and reinforcement learning promise to aid human experts, as the clinician above, to retrospectively analyze sequential decision making processes, they have focused on environments with finitely many discrete states. However, in many practical applications, the state of the environment is inherently continuous in nature. In this paper, we aim to fill this gap. We start by formally characterizing a sequence of discrete actions and continuous states using finite horizon Markov decision processes and a broad class of bijective structural causal models. Building upon this characterization, we formalize the problem of finding counterfactually optimal action sequences and show that, in general, we cannot expect to solve it in polynomial time. Then, we develop a search method based on the $A^*$ algorithm that, under a natural form of Lipschitz continuity of the environment's dynamics, is guaranteed to return the optimal solution to the problem. Experiments on real clinical data show that our method is very efficient in practice, and it has the potential to offer interesting insights for sequential decision making tasks.
A Novel Framework for Policy Mirror Descent with General Parameterization and Linear Convergence
Alfano, Carlo, Yuan, Rui, Rebeschini, Patrick
Modern policy optimization methods in reinforcement learning, such as TRPO and PPO, owe their success to the use of parameterized policies. However, while theoretical guarantees have been established for this class of algorithms, especially in the tabular setting, the use of general parameterization schemes remains mostly unjustified. In this work, we introduce a novel framework for policy optimization based on mirror descent that naturally accommodates general parameterizations. The policy class induced by our scheme recovers known classes, e.g., softmax, and generates new ones depending on the choice of mirror map. Using our framework, we obtain the first result that guarantees linear convergence for a policy-gradient-based method involving general parameterization. To demonstrate the ability of our framework to accommodate general parameterization schemes, we provide its sample complexity when using shallow neural networks, show that it represents an improvement upon the previous best results, and empirically validate the effectiveness of our theoretical claims on classic control tasks.
Pointer Networks with Q-Learning for OP Combinatorial Optimization
The Orienteering Problem (OP) presents a unique challenge in combinatorial optimization, emphasized by its widespread use in logistics, delivery, and transportation planning. Given the NP-hard nature of OP, obtaining optimal solutions is inherently complex. While Pointer Networks (Ptr-Nets) have exhibited prowess in various combinatorial tasks, their performance in the context of OP leaves room for improvement. Recognizing the potency of Q-learning, especially when paired with deep neural structures, this research unveils the Pointer Q-Network (PQN). This innovative method combines Ptr-Nets and Q-learning, effectively addressing the specific challenges presented by OP. We deeply explore the architecture and efficiency of PQN, showcasing its superior capability in managing OP situations.
Active Vision Reinforcement Learning under Limited Visual Observability
Shang, Jinghuan, Ryoo, Michael S.
In this work, we investigate Active Vision Reinforcement Learning (ActiveVision-RL), where an embodied agent simultaneously learns action policy for the task while also controlling its visual observations in partially observable environments. We denote the former as motor policy and the latter as sensory policy. For example, humans solve real world tasks by hand manipulation (motor policy) together with eye movements (sensory policy). ActiveVision-RL poses challenges on coordinating two policies given their mutual influence. We propose SUGARL, Sensorimotor Understanding Guided Active Reinforcement Learning, a framework that models motor and sensory policies separately, but jointly learns them using with an intrinsic sensorimotor reward. This learnable reward is assigned by sensorimotor reward module, incentivizes the sensory policy to select observations that are optimal to infer its own motor action, inspired by the sensorimotor stage of humans. Through a series of experiments, we show the effectiveness of our method across a range of observability conditions and its adaptability to existed RL algorithms. The sensory policies learned through our method are observed to exhibit effective active vision strategies.
Causal Question Answering with Reinforcement Learning
Blรผbaum, Lukas, Heindorf, Stefan
Causal questions inquire about causal relationships between different events or phenomena. Specifically, they often aim to determine whether there is a relationship between two phenomena, or to identify all causes/effects of a phenomenon. Causal questions are important for a variety of use cases, including virtual assistants and search engines. However, many current approaches to causal question answering cannot provide explanations or evidence for their answers. Hence, in this paper, we aim to answer causal questions with CauseNet, a large-scale dataset of causal relations and their provenance data. Inspired by recent, successful applications of reinforcement learning to knowledge graph tasks, such as link prediction and fact-checking, we explore the application of reinforcement learning on CauseNet for causal question answering. We introduce an Actor-Critic based agent which learns to search through the graph to answer causal questions. We bootstrap the agent with a supervised learning procedure to deal with large action spaces and sparse rewards. Our evaluation shows that the agent successfully prunes the search space to answer binary causal questions by visiting less than 30 nodes per question compared to over 3,000 nodes by a naive breadth-first search. Our ablation study indicates that our supervised learning strategy provides a strong foundation upon which our reinforcement learning agent improves. The paths returned by our agent explain the mechanisms by which a cause produces an effect. Moreover, for each edge on a path, CauseNet stores its original source on the web allowing for easy verification of paths.
Staged Reinforcement Learning for Complex Tasks through Decomposed Environments
Pina, Rafael, Artaud, Corentin, Liu, Xiaolan, De Silva, Varuna
Reinforcement Learning (RL) is an area of growing interest in the field of artificial intelligence due to its many notable applications in diverse fields. Particularly within the context of intelligent vehicle control, RL has made impressive progress. However, currently it is still in simulated controlled environments where RL can achieve its full super-human potential. Although how to apply simulation experience in real scenarios has been studied, how to approximate simulated problems to the real dynamic problems is still a challenge. In this paper, we discuss two methods that approximate RL problems to real problems. In the context of traffic junction simulations, we demonstrate that, if we can decompose a complex task into multiple sub-tasks, solving these tasks first can be advantageous to help minimising possible occurrences of catastrophic events in the complex task. From a multi-agent perspective, we introduce a training structuring mechanism that exploits the use of experience learned under the popular paradigm called Centralised Training Decentralised Execution (CTDE). This experience can then be leveraged in fully decentralised settings that are conceptually closer to real settings, where agents often do not have access to a central oracle and must be treated as isolated independent units. The results show that the proposed approaches improve agents performance in complex tasks related to traffic junctions, minimising potential safety-critical problems that might happen in these scenarios. Although still in simulation, the investigated situations are conceptually closer to real scenarios and thus, with these results, we intend to motivate further research in the subject.
HACMan: Learning Hybrid Actor-Critic Maps for 6D Non-Prehensile Manipulation
Zhou, Wenxuan, Jiang, Bowen, Yang, Fan, Paxton, Chris, Held, David
Manipulating objects without grasping them is an essential component of human dexterity, referred to as non-prehensile manipulation. Non-prehensile manipulation may enable more complex interactions with the objects, but also presents challenges in reasoning about gripper-object interactions. In this work, we introduce Hybrid Actor-Critic Maps for Manipulation (HACMan), a reinforcement learning approach for 6D non-prehensile manipulation of objects using point cloud observations. HACMan proposes a temporally-abstracted and spatially-grounded object-centric action representation that consists of selecting a contact location from the object point cloud and a set of motion parameters describing how the robot will move after making contact. We modify an existing off-policy RL algorithm to learn in this hybrid discrete-continuous action representation. We evaluate HACMan on a 6D object pose alignment task in both simulation and in the real world. On the hardest version of our task, with randomized initial poses, randomized 6D goals, and diverse object categories, our policy demonstrates strong generalization to unseen object categories without a performance drop, achieving an 89% success rate on unseen objects in simulation and 50% success rate with zero-shot transfer in the real world. Compared to alternative action representations, HACMan achieves a success rate more than three times higher than the best baseline. With zero-shot sim2real transfer, our policy can successfully manipulate unseen objects in the real world for challenging non-planar goals, using dynamic and contact-rich non-prehensile skills. Videos can be found on the project website: https://hacman-2023.github.io.
Mutual Information Regularized Offline Reinforcement Learning
Ma, Xiao, Kang, Bingyi, Xu, Zhongwen, Lin, Min, Yan, Shuicheng
The major challenge of offline RL is the distribution shift that appears when out-of-distribution actions are queried, which makes the policy improvement direction biased by extrapolation errors. Most existing methods address this problem by penalizing the policy or value for deviating from the behavior policy during policy improvement or evaluation. In this work, we propose a novel MISA framework to approach offline RL from the perspective of Mutual Information between States and Actions in the dataset by directly constraining the policy improvement direction. MISA constructs lower bounds of mutual information parameterized by the policy and Q-values. We show that optimizing this lower bound is equivalent to maximizing the likelihood of a one-step improved policy on the offline dataset. Hence, we constrain the policy improvement direction to lie in the data manifold. The resulting algorithm simultaneously augments the policy evaluation and improvement by adding mutual information regularizations. MISA is a general framework that unifies conservative Q-learning (CQL) and behavior regularization methods (e.g., TD3+BC) as special cases. We introduce 3 different variants of MISA, and empirically demonstrate that tighter mutual information lower bound gives better offline RL performance. In addition, our extensive experiments show MISA significantly outperforms a wide range of baselines on various tasks of the D4RL benchmark,e.g., achieving 742.9 total points on gym-locomotion tasks. Our code is available at https://github.com/sail-sg/MISA.
For SALE: State-Action Representation Learning for Deep Reinforcement Learning
Fujimoto, Scott, Chang, Wei-Di, Smith, Edward J., Gu, Shixiang Shane, Precup, Doina, Meger, David
In the field of reinforcement learning (RL), representation learning is a proven tool for complex image-based tasks, but is often overlooked for environments with low-level states, such as physical control problems. This paper introduces SALE, a novel approach for learning embeddings that model the nuanced interaction between state and action, enabling effective representation learning from low-level states. We extensively study the design space of these embeddings and highlight important design considerations. We integrate SALE and an adaptation of checkpoints for RL into TD3 to form the TD7 algorithm, which significantly outperforms existing continuous control algorithms. On OpenAI gym benchmark tasks, TD7 has an average performance gain of 276.7% and 50.7% over TD3 at 300k and 5M time steps, respectively, and works in both the online and offline settings.
Steps Towards Satisficing Distributed Dynamic Team Trust
Hunt, Edmund R., Baber, Chris, Sobhani, Mehdi, Milivojevic, Sanja, Yusuf, Sagir, Musolesi, Mirco, Waterson, Patrick, Maynard, Sally
Defining and measuring trust in dynamic, multiagent teams is important in a range of contexts, particularly in defense and security domains. Team members should be trusted to work towards agreed goals and in accordance with shared values. In this paper, our concern is with the definition of goals and values such that it is possible to define 'trust' in a way that is interpretable, and hence usable, by both humans and robots. We argue that the outcome of team activity can be considered in terms of 'goal', 'individual/team values', and 'legal principles'. We question whether alignment is possible at the level of 'individual/team values', or only at the 'goal' and 'legal principles' levels. We argue for a set of metrics to define trust in human-robot teams that are interpretable by human or robot team members, and consider an experiment that could demonstrate the notion of 'satisficing trust' over the course of a simulated mission.