Reinforcement Learning
Decision-Aware Actor-Critic with Function Approximation and Theoretical Guarantees
Vaswani, Sharan, Kazemi, Amirreza, Babanezhad, Reza, Roux, Nicolas Le
Actor-critic (AC) methods are widely used in reinforcement learning (RL) and benefit from the flexibility of using any policy gradient method as the actor and value-based method as the critic. The critic is usually trained by minimizing the TD error, an objective that is potentially decorrelated with the true goal of achieving a high reward with the actor. We address this mismatch by designing a joint objective for training the actor and critic in a decision-aware fashion. We use the proposed objective to design a generic, AC algorithm that can easily handle any function approximation. We explicitly characterize the conditions under which the resulting algorithm guarantees monotonic policy improvement, regardless of the choice of the policy and critic parameterization. Instantiating the generic algorithm results in an actor that involves maximizing a sequence of surrogate functions (similar to TRPO, PPO) and a critic that involves minimizing a closely connected objective. Using simple bandit examples, we provably establish the benefit of the proposed critic objective over the standard squared error. Finally, we empirically demonstrate the benefit of our decision-aware actor-critic framework on simple RL problems.
A Mini Review on the utilization of Reinforcement Learning with OPC UA
Schindler, Simon, Uray, Martin, Huber, Stefan
Reinforcement Learning (RL) is a powerful machine learning paradigm that has been applied in various fields such as robotics, natural language processing and game playing achieving state-of-the-art results. Targeted to solve sequential decision making problems, it is by design able to learn from experience and therefore adapt to changing dynamic environments. These capabilities make it a prime candidate for controlling and optimizing complex processes in industry. The key to fully exploiting this potential is the seamless integration of RL into existing industrial systems. The industrial communication standard Open Platform Communications UnifiedArchitecture (OPC UA) could bridge this gap. However, since RL and OPC UA are from different fields,there is a need for researchers to bridge the gap between the two technologies. This work serves to bridge this gap by providing a brief technical overview of both technologies and carrying out a semi-exhaustive literature review to gain insights on how RL and OPC UA are applied in combination. With this survey, three main research topics have been identified, following the intersection of RL with OPC UA. The results of the literature review show that RL is a promising technology for the control and optimization of industrial processes, but does not yet have the necessary standardized interfaces to be deployed in real-world scenarios with reasonably low effort.
On the Sensitivity of Reward Inference to Misspecified Human Models
Hong, Joey, Bhatia, Kush, Dragan, Anca
Inferring reward functions from human behavior is at the center of value alignment - aligning AI objectives with what we, humans, actually want. But doing so relies on models of how humans behave given their objectives. After decades of research in cognitive science, neuroscience, and behavioral economics, obtaining accurate human models remains an open research topic. This begs the question: how accurate do these models need to be in order for the reward inference to be accurate? On the one hand, if small errors in the model can lead to catastrophic error in inference, the entire framework of reward learning seems ill-fated, as we will never have perfect models of human behavior. On the other hand, if as our models improve, we can have a guarantee that reward accuracy also improves, this would show the benefit of more work on the modeling side. We study this question both theoretically and empirically. We do show that it is unfortunately possible to construct small adversarial biases in behavior that lead to arbitrarily large errors in the inferred reward. However, and arguably more importantly, we are also able to identify reasonable assumptions under which the reward inference error can be bounded linearly in the error in the human model. Finally, we verify our theoretical insights in discrete and continuous control tasks with simulated and human data.
One Risk to Rule Them All: A Risk-Sensitive Perspective on Model-Based Offline Reinforcement Learning
Rigter, Marc, Lacerda, Bruno, Hawes, Nick
Offline reinforcement learning (RL) is suitable for safety-critical domains where online exploration is too costly or dangerous. In such safety-critical settings, decision-making should take into consideration the risk of catastrophic outcomes. In other words, decision-making should be risk-sensitive. Previous works on risk in offline RL combine together offline RL techniques, to avoid distributional shift, with risk-sensitive RL algorithms, to achieve risk-sensitivity. In this work, we propose risk-sensitivity as a mechanism to jointly address both of these issues. Our model-based approach is risk-averse to both epistemic and aleatoric uncertainty. Risk-aversion to epistemic uncertainty prevents distributional shift, as areas not covered by the dataset have high epistemic uncertainty. Risk-aversion to aleatoric uncertainty discourages actions that may result in poor outcomes due to environment stochasticity. Our experiments show that our algorithm achieves competitive performance on deterministic benchmarks, and outperforms existing approaches for risk-sensitive objectives in stochastic domains.
Melting Pot 2.0
Agapiou, John P., Vezhnevets, Alexander Sasha, Duรฉรฑez-Guzmรกn, Edgar A., Matyas, Jayd, Mao, Yiran, Sunehag, Peter, Kรถster, Raphael, Madhushani, Udari, Kopparapu, Kavya, Comanescu, Ramona, Strouse, DJ, Johanson, Michael B., Singh, Sukhdeep, Haas, Julia, Mordatch, Igor, Mobbs, Dean, Leibo, Joel Z.
Multi-agent artificial intelligence research promises a path to develop intelligent technologies that are more human-like and more human-compatible than those produced by "solipsistic" approaches, which do not consider interactions between agents. Melting Pot is a research tool developed to facilitate work on multi-agent artificial intelligence, and provides an evaluation protocol that measures generalization to novel social partners in a set of canonical test scenarios. Each scenario pairs a physical environment (a "substrate") with a reference set of co-players (a "background population"), to create a social situation with substantial interdependence between the individuals involved. For instance, some scenarios were inspired by institutional-economics-based accounts of natural resource management and public-good-provision dilemmas. Others were inspired by considerations from evolutionary biology, game theory, and artificial life. Melting Pot aims to cover a maximally diverse set of interdependencies and incentives. It includes the commonly-studied extreme cases of perfectly-competitive (zero-sum) motivations and perfectly-cooperative (shared-reward) motivations, but does not stop with them. As in real-life, a clear majority of scenarios in Melting Pot have mixed incentives. They are neither purely competitive nor purely cooperative and thus demand successful agents be able to navigate the resulting ambiguity. Here we describe Melting Pot 2.0, which revises and expands on Melting Pot. We also introduce support for scenarios with asymmetric roles, and explain how to integrate them into the evaluation protocol. This report also contains: (1) details of all substrates and scenarios; (2) a complete description of all baseline algorithms and results. Our intention is for it to serve as a reference for researchers using Melting Pot 2.0.
Improved Bayesian Regret Bounds for Thompson Sampling in Reinforcement Learning
Moradipari, Ahmadreza, Pedramfar, Mohammad, Zini, Modjtaba Shokrian, Aggarwal, Vaneet
In this paper, we prove the first Bayesian regret bounds for Thompson Sampling in reinforcement learning in a multitude of settings. We simplify the learning problem using a discrete set of surrogate environments, and present a refined analysis of the information ratio using posterior consistency. This leads to an upper bound of order $\widetilde{O}(H\sqrt{d_{l_1}T})$ in the time inhomogeneous reinforcement learning problem where $H$ is the episode length and $d_{l_1}$ is the Kolmogorov $l_1-$dimension of the space of environments. We then find concrete bounds of $d_{l_1}$ in a variety of settings, such as tabular, linear and finite mixtures, and discuss how how our results are either the first of their kind or improve the state-of-the-art.
Posterior Sampling for Competitive RL: Function Approximation and Partial Observation
Qiu, Shuang, Dai, Ziyu, Zhong, Han, Wang, Zhaoran, Yang, Zhuoran, Zhang, Tong
This paper investigates posterior sampling algorithms for competitive reinforcement learning (RL) in the context of general function approximations. Focusing on zero-sum Markov games (MGs) under two critical settings, namely self-play and adversarial learning, we first propose the self-play and adversarial generalized eluder coefficient (GEC) as complexity measures for function approximation, capturing the exploration-exploitation trade-off in MGs. Based on self-play GEC, we propose a model-based self-play posterior sampling method to control both players to learn Nash equilibrium, which can successfully handle the partial observability of states. Furthermore, we identify a set of partially observable MG models fitting MG learning with the adversarial policies of the opponent. Incorporating the adversarial GEC, we propose a model-based posterior sampling method for learning adversarial MG with potential partial observability. We further provide low regret bounds for proposed algorithms that can scale sublinearly with the proposed GEC and the number of episodes $T$. To the best of our knowledge, we for the first time develop generic model-based posterior sampling algorithms for competitive RL that can be applied to a majority of tractable zero-sum MG classes in both fully observable and partially observable MGs with self-play and adversarial learning.
Probabilistic inverse optimal control for non-linear partially observable systems disentangles perceptual uncertainty and behavioral costs
Straub, Dominik, Schultheis, Matthias, Koeppl, Heinz, Rothkopf, Constantin A.
Inverse optimal control can be used to characterize behavior in sequential decision-making tasks. Most existing work, however, is limited to fully observable or linear systems, or requires the action signals to be known. Here, we introduce a probabilistic approach to inverse optimal control for partially observable stochastic non-linear systems with unobserved action signals, which unifies previous approaches to inverse optimal control with maximum causal entropy formulations. Using an explicit model of the noise characteristics of the sensory and motor systems of the agent in conjunction with local linearization techniques, we derive an approximate likelihood function for the model parameters, which can be computed within a single forward pass. We present quantitative evaluations on stochastic and partially observable versions of two classic control tasks and two human behavioral tasks. Importantly, we show that our method can disentangle perceptual factors and behavioral costs despite the fact that epistemic and pragmatic actions are intertwined in sequential decision-making under uncertainty, such as in active sensing and active learning. The proposed method has broad applicability, ranging from imitation learning to sensorimotor neuroscience.
Learning Robot Manipulation from Cross-Morphology Demonstration
Salhotra, Gautam, Liu, I-Chun Arthur, Sukhatme, Gaurav
Learning from Demonstration (LfD) [1, 2] is a set of supervised learning methods where a teacher (often, but not always, a human) demonstrates a task, and a student (usually a robot) uses this information to learn to perform the same task. Some LfD methods cope with small morphological mismatches between the teacher and student [3, 4] (e.g., five-fingered hand to two-fingered gripper). However, they typically fail for a large mismatch (e.g., bimanual human demonstration to a robot arm with one gripper). The key difference is that to reproduce the transition from a demonstration state to the next, no single student action suffices - a sequence of actions may be needed. Supervised methods are appealing where demonstration-free methods [5] do not converge or underperform [6] and purely analytical approaches are computationally infeasible [7, 8]. In such settings, human demonstrations of complex tasks are often readily available e.g., it is straightforward for a human to show a robot how to fold a cloth. An LfD-based imitation learning approach is appealing in such settings provided we allow the human demonstrator to use their body in the way they find most convenient (e.g., using two hands to hang a cloth on a clothesline to dry). This requirement induces a potentially large morphology mismatch - we want to learn and execute complex tasks with deformable objects on a single manipulator robot using natural human demonstrations. We propose a framework, Morphological Adaptation in Imitation Learning (MAIL), to bridge this mismatch.
MAG-GNN: Reinforcement Learning Boosted Graph Neural Network
Kong, Lecheng, Feng, Jiarui, Liu, Hao, Tao, Dacheng, Chen, Yixin, Zhang, Muhan
While Graph Neural Networks (GNNs) recently became powerful tools in graph learning tasks, considerable efforts have been spent on improving GNNs' structural encoding ability. A particular line of work proposed subgraph GNNs that use subgraph information to improve GNNs' expressivity and achieved great success. However, such effectivity sacrifices the efficiency of GNNs by enumerating all possible subgraphs. In this paper, we analyze the necessity of complete subgraph enumeration and show that a model can achieve a comparable level of expressivity by considering a small subset of the subgraphs. We then formulate the identification of the optimal subset as a combinatorial optimization problem and propose Magnetic Graph Neural Network (MAG-GNN), a reinforcement learning (RL) boosted GNN, to solve the problem. Starting with a candidate subgraph set, MAG-GNN employs an RL agent to iteratively update the subgraphs to locate the most expressive set for prediction. This reduces the exponential complexity of subgraph enumeration to the constant complexity of a subgraph search algorithm while keeping good expressivity. We conduct extensive experiments on many datasets, showing that MAG-GNN achieves competitive performance to state-of-the-art methods and even outperforms many subgraph GNNs. We also demonstrate that MAG-GNN effectively reduces the running time of subgraph GNNs.