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 Reinforcement Learning


Elastic Decision Transformer

arXiv.org Artificial Intelligence

This paper introduces Elastic Decision Transformer (EDT), a significant advancement over the existing Decision Transformer (DT) and its variants. Although DT purports to generate an optimal trajectory, empirical evidence suggests it struggles with trajectory stitching, a process involving the generation of an optimal or near-optimal trajectory from the best parts of a set of sub-optimal trajectories. The proposed EDT differentiates itself by facilitating trajectory stitching during action inference at test time, achieved by adjusting the history length maintained in DT. Further, the EDT optimizes the trajectory by retaining a longer history when the previous trajectory is optimal and a shorter one when it is sub-optimal, enabling it to "stitch" with a more optimal trajectory. Extensive experimentation demonstrates EDT's ability to bridge the performance gap between DT-based and Q Learning-based approaches. In particular, the EDT outperforms Q Learning-based methods in a multi-task regime on the D4RL locomotion benchmark and Atari games. Videos are available at: https://kristery.github.io/edt/.


Blessing from Human-AI Interaction: Super Reinforcement Learning in Confounded Environments

arXiv.org Artificial Intelligence

As AI becomes more prevalent throughout society, effective methods of integrating humans and AI systems that leverage their respective strengths and mitigate risk have become an important priority. In this paper, we introduce the paradigm of super reinforcement learning that takes advantage of Human-AI interaction for data driven sequential decision making. This approach utilizes the observed action, either from AI or humans, as input for achieving a stronger oracle in policy learning for the decision maker (humans or AI). In the decision process with unmeasured confounding, the actions taken by past agents can offer valuable insights into undisclosed information. By including this information for the policy search in a novel and legitimate manner, the proposed super reinforcement learning will yield a super-policy that is guaranteed to outperform both the standard optimal policy and the behavior one (e.g., past agents' actions). We call this stronger oracle a blessing from human-AI interaction. Furthermore, to address the issue of unmeasured confounding in finding super-policies using the batch data, a number of nonparametric and causal identifications are established. Building upon on these novel identification results, we develop several super-policy learning algorithms and systematically study their theoretical properties such as finite-sample regret guarantee. Finally, we illustrate the effectiveness of our proposal through extensive simulations and real-world applications.


Provable Benefits of Multi-task RL under Non-Markovian Decision Making Processes

arXiv.org Machine Learning

In multi-task reinforcement learning (RL) under Markov decision processes (MDPs), the presence of shared latent structures among multiple MDPs has been shown to yield significant benefits to the sample efficiency compared to single-task RL. In this paper, we investigate whether such a benefit can extend to more general sequential decision making problems, such as partially observable MDPs (POMDPs) and more general predictive state representations (PSRs). The main challenge here is that the large and complex model space makes it hard to identify what types of common latent structure of multi-task PSRs can reduce the model complexity and improve sample efficiency. To this end, we posit a joint model class for tasks and use the notion of $\eta$-bracketing number to quantify its complexity; this number also serves as a general metric to capture the similarity of tasks and thus determines the benefit of multi-task over single-task RL. We first study upstream multi-task learning over PSRs, in which all tasks share the same observation and action spaces. We propose a provably efficient algorithm UMT-PSR for finding near-optimal policies for all PSRs, and demonstrate that the advantage of multi-task learning manifests if the joint model class of PSRs has a smaller $\eta$-bracketing number compared to that of individual single-task learning. We also provide several example multi-task PSRs with small $\eta$-bracketing numbers, which reap the benefits of multi-task learning. We further investigate downstream learning, in which the agent needs to learn a new target task that shares some commonalities with the upstream tasks via a similarity constraint. By exploiting the learned PSRs from the upstream, we develop a sample-efficient algorithm that provably finds a near-optimal policy.


Agile Catching with Whole-Body MPC and Blackbox Policy Learning

arXiv.org Artificial Intelligence

We address a benchmark task in agile robotics: catching objects thrown at high-speed. This is a challenging task that involves tracking, intercepting, and cradling a thrown object with access only to visual observations of the object and the proprioceptive state of the robot, all within a fraction of a second. We present the relative merits of two fundamentally different solution strategies: (i) Model Predictive Control using accelerated constrained trajectory optimization, and (ii) Reinforcement Learning using zeroth-order optimization. We provide insights into various performance trade-offs including sample efficiency, sim-to-real transfer, robustness to distribution shifts, and whole-body multimodality via extensive on-hardware experiments. We conclude with proposals on fusing "classical" and "learning-based" techniques for agile robot control. Videos of our experiments may be found at https://sites.google.com/view/agile-catching


SDGym: Low-Code Reinforcement Learning Environments using System Dynamics Models

arXiv.org Artificial Intelligence

Understanding the long-term impact of algorithmic interventions on society is vital to achieving responsible AI. Traditional evaluation strategies often fall short due to the complex, adaptive and dynamic nature of society. While reinforcement learning (RL) can be a powerful approach for optimizing decisions in dynamic settings, the difficulty of realistic environment design remains a barrier to building robust agents that perform well in practical settings. To address this issue we tap into the field of system dynamics (SD) as a complementary method that incorporates collaborative simulation model specification practices. We introduce SDGym, a low-code library built on the OpenAI Gym framework which enables the generation of custom RL environments based on SD simulation models. Through a feasibility study we validate that well specified, rich RL environments can be generated from preexisting SD models and a few lines of configuration code. We demonstrate the capabilities of the SDGym environment using an SD model of the electric vehicle adoption problem. We compare two SD simulators, PySD and BPTK-Py for parity, and train a D4PG agent using the Acme framework to showcase learning and environment interaction. Our preliminary findings underscore the dual potential of SD to improve RL environment design and for RL to improve dynamic policy discovery within SD models. By open-sourcing SDGym, the intent is to galvanize further research and promote adoption across the SD and RL communities, thereby catalyzing collaboration in this emerging interdisciplinary space.


Learning to Control and Coordinate Mixed Traffic Through Robot Vehicles at Complex and Unsignalized Intersections

arXiv.org Artificial Intelligence

Intersections are essential road infrastructures for traffic in modern metropolises. However, they can also be the bottleneck of traffic flows as a result of traffic incidents or the absence of traffic coordination mechanisms such as traffic lights. Recently, various control and coordination mechanisms that are beyond traditional control methods have been proposed to improve the efficiency of intersection traffic. Amongst these methods, the control of foreseeable mixed traffic that consists of human-driven vehicles (HVs) and robot vehicles (RVs) has emerged. In this project, we propose a decentralized multi-agent reinforcement learning approach for the control and coordination of mixed traffic at real-world, complex intersections--a topic that has not been previously explored. Comprehensive experiments are conducted to show the effectiveness of our approach. In particular, we show that using 5% RVs, we can prevent congestion formation inside a complex intersection under the actual traffic demand of 700 vehicles per hour. In contrast, without RVs, congestion starts to develop when the traffic demand reaches as low as 200 vehicles per hour. When there exist more than 60% RVs in traffic, our method starts to achieve comparable or even better performance to traffic signals on the average waiting time of all vehicles at the intersection. Our method is also robust against both blackout events and sudden RV percentage drops, and enjoys excellent generalizablility, which is illustrated by its successful deployment in two unseen intersections.


Learning Hierarchical Interactive Multi-Object Search for Mobile Manipulation

arXiv.org Artificial Intelligence

Existing object-search approaches enable robots to search through free pathways, however, robots operating in unstructured human-centered environments frequently also have to manipulate the environment to their needs. In this work, we introduce a novel interactive multi-object search task in which a robot has to open doors to navigate rooms and search inside cabinets and drawers to find target objects. These new challenges require combining manipulation and navigation skills in unexplored environments. We present HIMOS, a hierarchical reinforcement learning approach that learns to compose exploration, navigation, and manipulation skills. To achieve this, we design an abstract high-level action space around a semantic map memory and leverage the explored environment as instance navigation points. We perform extensive experiments in simulation and the real world that demonstrate that, with accurate perception, the decision making of HIMOS effectively transfers to new environments in a zero-shot manner. It shows robustness to unseen subpolicies, failures in their execution, and different robot kinematics. These capabilities open the door to a wide range of downstream tasks across embodied AI and real-world use cases.


Interpretable Deep Reinforcement Learning for Optimizing Heterogeneous Energy Storage Systems

arXiv.org Artificial Intelligence

Energy storage systems (ESS) are pivotal component in the energy market, serving as both energy suppliers and consumers. ESS operators can reap benefits from energy arbitrage by optimizing operations of storage equipment. To further enhance ESS flexibility within the energy market and improve renewable energy utilization, a heterogeneous photovoltaic-ESS (PV-ESS) is proposed, which leverages the unique characteristics of battery energy storage (BES) and hydrogen energy storage (HES). For scheduling tasks of the heterogeneous PV-ESS, cost description plays a crucial role in guiding operator's strategies to maximize benefits. We develop a comprehensive cost function that takes into account degradation, capital, and operation/maintenance costs to reflect real-world scenarios. Moreover, while numerous methods excel in optimizing ESS energy arbitrage, they often rely on black-box models with opaque decision-making processes, limiting practical applicability. To overcome this limitation and enable transparent scheduling strategies, a prototype-based policy network with inherent interpretability is introduced. This network employs human-designed prototypes to guide decision-making by comparing similarities between prototypical situations and encountered situations, which allows for naturally explained scheduling strategies. Comparative results across four distinct cases underscore the effectiveness and practicality of our proposed pre-hoc interpretable optimization method when contrasted with black-box models.


Vision-Language Models are Zero-Shot Reward Models for Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning (RL) requires either manually specifying a reward function, which is often infeasible, or learning a reward model from a large amount of human feedback, which is often very expensive. We study a more sample-efficient alternative: using pretrained vision-language models (VLMs) as zero-shot reward models (RMs) to specify tasks via natural language. We propose a natural and general approach to using VLMs as reward models, which we call VLM-RMs. We use VLM-RMs based on CLIP to train a MuJoCo humanoid to learn complex tasks without a manually specified reward function, such as kneeling, doing the splits, and sitting in a lotus position. For each of these tasks, we only provide a single sentence text prompt describing the desired task with minimal prompt engineering. We provide videos of the trained agents at: https://sites.google.com/view/vlm-rm. We can improve performance by providing a second ``baseline'' prompt and projecting out parts of the CLIP embedding space irrelevant to distinguish between goal and baseline. Further, we find a strong scaling effect for VLM-RMs: larger VLMs trained with more compute and data are better reward models. The failure modes of VLM-RMs we encountered are all related to known capability limitations of current VLMs, such as limited spatial reasoning ability or visually unrealistic environments that are far off-distribution for the VLM. We find that VLM-RMs are remarkably robust as long as the VLM is large enough. This suggests that future VLMs will become more and more useful reward models for a wide range of RL applications.


A Game-Theoretic Framework for Joint Forecasting and Planning

arXiv.org Artificial Intelligence

Planning safe robot motions in the presence of humans requires reliable forecasts of future human motion. However, simply predicting the most likely motion from prior interactions does not guarantee safety. Such forecasts fail to model the long tail of possible events, which are rarely observed in limited datasets. On the other hand, planning for worst-case motions leads to overtly conservative behavior and a "frozen robot". Instead, we aim to learn forecasts that predict counterfactuals that humans guard against. We propose a novel game-theoretic framework for joint planning and forecasting with the payoff being the performance of the planner against the demonstrator, and present practical algorithms to train models in an end-to-end fashion. We demonstrate that our proposed algorithm results in safer plans in a crowd navigation simulator and real-world datasets of pedestrian motion. We release our code at https://github.com/portal-cornell/Game-Theoretic-Forecasting-Planning.