Reinforcement Learning
Reinforcement learning in large, structured action spaces: A simulation study of decision support for spinal cord injury rehabilitation
Phelps, Nathan, Marrocco, Stephanie, Cornell, Stephanie, Wolfe, Dalton L., Lizotte, Daniel J.
Spinal cord injury (SCI) is characterized by damage and resulting dysfunction to the motor, sensory, and/or autonomic nervous systems associated with trauma or disease processes leading to traumatic or non-traumatic SCI, respectively. The functional consequences can therefore be wide-ranging across these systems, with varying degrees of muscle paralysis, sensory impairment, and autonomic dysfunction such as problems with cardiovascular control, thermoregulation, or bowel, bladder, or sexual function [1], [2]. In general, the more rostral (higher) the damage to the spinal cord, the more body systems that will be affected. With respect to motor function, persons with damage to the cervical (neck) area of the spinal cord will have impairments to both lower and upper limb muscles and are diagnosed as having tetraplegia, while persons with damage to the thoracic (back) or lumbar (lower back) area of the spinal cord will have impairments to the muscles of the thorax and/or the lower limbs only and are diagnosed as having paraplegia. Given the functional consequences of SCI are dependent on both the severity and level of the damage to the nervous system, in addition to a variety of other factors such as pre-morbid condition, additional secondary complications, and psychosocial influences, there is a significant degree of heterogeneity in the presentation of persons with SCI [1], [2].
Making RL with Preference-based Feedback Efficient via Randomization
Reinforcement Learning algorithms that learn from human feedback (RLHF) need to be efficient in terms of statistical complexity, computational complexity, and query complexity. In this work, we consider the RLHF setting where the feedback is given in the format of preferences over pairs of trajectories. In the linear MDP model, by using randomization in algorithm design, we present an algorithm that is sample efficient (i.e., has near-optimal worst-case regret bounds) and has polynomial running time (i.e., computational complexity is polynomial with respect to relevant parameters). Our algorithm further minimizes the query complexity through a novel randomized active learning procedure. In particular, our algorithm demonstrates a near-optimal tradeoff between the regret bound and the query complexity. To extend the results to more general nonlinear function approximation, we design a model-based randomized algorithm inspired by the idea of Thompson sampling. Our algorithm minimizes Bayesian regret bound and query complexity, again achieving a near-optimal tradeoff between these two quantities. Computation-wise, similar to the prior Thompson sampling algorithms under the regular RL setting, the main computation primitives of our algorithm are Bayesian supervised learning oracles which have been heavily investigated on the empirical side when applying Thompson sampling algorithms to RL benchmark problems.
Contrastive Preference Learning: Learning from Human Feedback without RL
Hejna, Joey, Rafailov, Rafael, Sikchi, Harshit, Finn, Chelsea, Niekum, Scott, Knox, W. Bradley, Sadigh, Dorsa
Reinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second, align the model by optimizing the learned reward via reinforcement learning (RL). This paradigm assumes that human preferences are distributed according to reward, but recent work suggests that they instead follow the regret under the user's optimal policy. Thus, learning a reward function from feedback is not only based on a flawed assumption of human preference, but also leads to unwieldy optimization challenges that stem from policy gradients or bootstrapping in the RL phase. Because of these optimization challenges, contemporary RLHF methods restrict themselves to contextual bandit settings (e.g., as in large language models) or limit observation dimensionality (e.g., state-based robotics). We overcome these limitations by introducing a new family of algorithms for optimizing behavior from human feedback using the regret-based model of human preferences. Using the principle of maximum entropy, we derive Contrastive Preference Learning (CPL), an algorithm for learning optimal policies from preferences without learning reward functions, circumventing the need for RL. CPL is fully off-policy, uses only a simple contrastive objective, and can be applied to arbitrary MDPs. This enables CPL to elegantly scale to high-dimensional and sequential RLHF problems while being simpler than prior methods. As large pretrained models have become increasingly performant, the problem of aligning them with human preferences have risen to the forefront of research. This alignment is especially difficult when larger datasets inevitably include suboptimal behaviors. Reinforcement learning from human feedback (RLHF) has emerged as a popular solution to this problem. Using human preferences, RLHF techniques discriminate between desirable and undesirable behaviors with the goal of refining a learned policy. This paradigm has shown promising results when applied to finetuning large language models (LLMs) (Ouyang et al., 2022), improving image generation models (Lee et al., 2023), and adapting robot policies (Christiano et al., 2017) - all from suboptimal data. For most RLHF algorithms, this process includes two phases.
Deep Reinforcement Learning-based Intelligent Traffic Signal Controls with Optimized CO2 emissions
Agand, Pedram, Iskrov, Alexey, Chen, Mo
Nowadays, transportation networks face the challenge of sub-optimal control policies that can have adverse effects on human health, the environment, and contribute to traffic congestion. Increased levels of air pollution and extended commute times caused by traffic bottlenecks make intersection traffic signal controllers a crucial component of modern transportation infrastructure. Despite several adaptive traffic signal controllers in literature, limited research has been conducted on their comparative performance. Furthermore, despite carbon dioxide (CO2) emissions' significance as a global issue, the literature has paid limited attention to this area. In this report, we propose EcoLight, a reward shaping scheme for reinforcement learning algorithms that not only reduces CO2 emissions but also achieves competitive results in metrics such as travel time. We compare the performance of tabular Q-Learning, DQN, SARSA, and A2C algorithms using metrics such as travel time, CO2 emissions, waiting time, and stopped time. Our evaluation considers multiple scenarios that encompass a range of road users (trucks, buses, cars) with varying pollution levels.
Diverse Offline Imitation Learning
Vlastelica, Marin, Cheng, Jin, Martius, Georg, Kolev, Pavel
There has been significant recent progress in the area of unsupervised skill discovery, utilizing various information-theoretic objectives as measures of diversity. Despite these advances, challenges remain: current methods require significant online interaction, fail to leverage vast amounts of available task-agnostic data and typically lack a quantitative measure of skill utility. We address these challenges by proposing a principled offline algorithm for unsupervised skill discovery that, in addition to maximizing diversity, ensures that each learned skill imitates state-only expert demonstrations to a certain degree. Our main analytical contribution is to connect Fenchel duality, reinforcement learning, and unsupervised skill discovery to maximize a mutual information objective subject to KL-divergence state occupancy constraints. Furthermore, we demonstrate the effectiveness of our method on the standard offline benchmark D4RL and on a custom offline dataset collected from a 12-DoF quadruped robot for which the policies trained in simulation transfer well to the real robotic system.
Text as Environment: A Deep Reinforcement Learning Text Readability Assessment Model
Mohammadi, Hamid, Khasteh, Seyed Hossein, Firoozi, Tahereh, Samavati, Taha
Evaluating the readability of a text can significantly facilitate the precise expression of information in written form. The formulation of text readability assessment involves the identification of meaningful properties of the text regardless of its length. Sophisticated features and models are used to evaluate the comprehensibility of texts accurately. Despite this, the problem of assessing texts' readability efficiently remains relatively untouched. The efficiency of state-of-the-art text readability assessment models can be further improved using deep reinforcement learning models. Using a hard attention-based active inference technique, the proposed approach makes efficient use of input text and computational resources. Through the use of semi-supervised signals, the reinforcement learning model uses the minimum amount of text in order to determine text's readability. A comparison of the model on Weebit and Cambridge Exams with state-of-the-art models, such as the BERT text readability model, shows that it is capable of achieving state-of-the-art accuracy with a significantly smaller amount of input text than other models.
A Doubly Robust Approach to Sparse Reinforcement Learning
Kim, Wonyoung, Iyengar, Garud, Zeevi, Assaf
We propose a new regret minimization algorithm for episodic sparse linear Markov decision process (SMDP) where the state-transition distribution is a linear function of observed features. The only previously known algorithm for SMDP requires the knowledge of the sparsity parameter and oracle access to an unknown policy. We overcome these limitations by combining the doubly robust method that allows one to use feature vectors of \emph{all} actions with a novel analysis technique that enables the algorithm to use data from all periods in all episodes. The regret of the proposed algorithm is $\tilde{O}(\sigma^{-1}_{\min} s_{\star} H \sqrt{N})$, where $\sigma_{\min}$ denotes the restrictive the minimum eigenvalue of the average Gram matrix of feature vectors, $s_\star$ is the sparsity parameter, $H$ is the length of an episode, and $N$ is the number of rounds. We provide a lower regret bound that matches the upper bound up to logarithmic factors on a newly identified subclass of SMDPs. Our numerical experiments support our theoretical results and demonstrate the superior performance of our algorithm.
Generative Flow Networks as Entropy-Regularized RL
Tiapkin, Daniil, Morozov, Nikita, Naumov, Alexey, Vetrov, Dmitry
The recently proposed generative flow networks (GFlowNets) are a method of training a policy to sample compositional discrete objects with probabilities proportional to a given reward via a sequence of actions. GFlowNets exploit the sequential nature of the problem, drawing parallels with reinforcement learning (RL). Our work extends the connection between RL and GFlowNets to a general case. We demonstrate how the task of learning a generative flow network can be efficiently redefined as an entropy-regularized RL problem with a specific reward and regularizer structure. Furthermore, we illustrate the practical efficiency of this reformulation by applying standard soft RL algorithms to GFlowNet training across several probabilistic modeling tasks. Contrary to previously reported results, we show that entropic RL approaches can be competitive against established GFlowNet training methods. This perspective opens a direct path for integrating reinforcement learning principles into the realm of generative flow networks.
Hindsight Learning for MDPs with Exogenous Inputs
Sinclair, Sean R., Frujeri, Felipe, Cheng, Ching-An, Marshall, Luke, Barbalho, Hugo, Li, Jingling, Neville, Jennifer, Menache, Ishai, Swaminathan, Adith
Many resource management problems require sequential decision-making under uncertainty, where the only uncertainty affecting the decision outcomes are exogenous variables outside the control of the decision-maker. We model these problems as Exo-MDPs (Markov Decision Processes with Exogenous Inputs) and design a class of data-efficient algorithms for them termed Hindsight Learning (HL). Our HL algorithms achieve data efficiency by leveraging a key insight: having samples of the exogenous variables, past decisions can be revisited in hindsight to infer counterfactual consequences that can accelerate policy improvements. We compare HL against classic baselines in the multi-secretary and airline revenue management problems. We also scale our algorithms to a business-critical cloud resource management problem -- allocating Virtual Machines (VMs) to physical machines, and simulate their performance with real datasets from a large public cloud provider. We find that HL algorithms outperform domain-specific heuristics, as well as state-of-the-art reinforcement learning methods.
Learning to Discern: Imitating Heterogeneous Human Demonstrations with Preference and Representation Learning
Kuhar, Sachit, Cheng, Shuo, Chopra, Shivang, Bronars, Matthew, Xu, Danfei
Practical Imitation Learning (IL) systems rely on large human demonstration datasets for successful policy learning. However, challenges lie in maintaining the quality of collected data and addressing the suboptimal nature of some demonstrations, which can compromise the overall dataset quality and hence the learning outcome. Furthermore, the intrinsic heterogeneity in human behavior can produce equally successful but disparate demonstrations, further exacerbating the challenge of discerning demonstration quality. To address these challenges, this paper introduces Learning to Discern (L2D), an offline imitation learning framework for learning from demonstrations with diverse quality and style. Given a small batch of demonstrations with sparse quality labels, we learn a latent representation for temporally embedded trajectory segments. Preference learning in this latent space trains a quality evaluator that generalizes to new demonstrators exhibiting different styles. Empirically, we show that L2D can effectively assess and learn from varying demonstrations, thereby leading to improved policy performance across a range of tasks in both simulations and on a physical robot.