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 Reinforcement Learning


Learning a Reward Function for User-Preferred Appliance Scheduling

arXiv.org Artificial Intelligence

Accelerated development of demand response service provision by the residential sector is crucial for reducing carbon-emissions in the power sector. Along with the infrastructure advancement, encouraging the end users to participate is crucial. End users highly value their privacy and control, and want to be included in the service design and decision-making process when creating the daily appliance operation schedules. Furthermore, unless they are financially or environmentally motivated, they are generally not prepared to sacrifice their comfort to help balance the power system. In this paper, we present an inverse-reinforcement-learning-based model that helps create the end users' daily appliance schedules without asking them to explicitly state their needs and wishes. By using their past consumption data, the end consumers will implicitly participate in the creation of those decisions and will thus be motivated to continue participating in the provision of demand response services.


Quantifying Agent Interaction in Multi-agent Reinforcement Learning for Cost-efficient Generalization

arXiv.org Artificial Intelligence

Generalization poses a significant challenge in Multi-agent Reinforcement Learning (MARL). The extent to which an agent is influenced by unseen co-players depends on the agent's policy and the specific scenario. A quantitative examination of this relationship sheds light on effectively training agents for diverse scenarios. In this study, we present the Level of Influence (LoI), a metric quantifying the interaction intensity among agents within a given scenario and environment. We observe that, generally, a more diverse set of co-play agents during training enhances the generalization performance of the ego agent; however, this improvement varies across distinct scenarios and environments. LoI proves effective in predicting these improvement disparities within specific scenarios. Furthermore, we introduce a LoI-guided resource allocation method tailored to train a set of policies for diverse scenarios under a constrained budget. Our results demonstrate that strategic resource allocation based on LoI can achieve higher performance than uniform allocation under the same computation budget.


Bridging the Gap between Newton-Raphson Method and Regularized Policy Iteration

arXiv.org Artificial Intelligence

Regularization is one of the most important techniques in reinforcement learning algorithms. The well-known soft actor-critic algorithm is a special case of regularized policy iteration where the regularizer is chosen as Shannon entropy. Despite some empirical success of regularized policy iteration, its theoretical underpinnings remain unclear. This paper proves that regularized policy iteration is strictly equivalent to the standard Newton-Raphson method in the condition of smoothing out Bellman equation with strongly convex functions. This equivalence lays the foundation of a unified analysis for both global and local convergence behaviors of regularized policy iteration. We prove that regularized policy iteration has global linear convergence with the rate being $\gamma$ (discount factor). Furthermore, this algorithm converges quadratically once it enters a local region around the optimal value. We also show that a modified version of regularized policy iteration, i.e., with finite-step policy evaluation, is equivalent to inexact Newton method where the Newton iteration formula is solved with truncated iterations. We prove that the associated algorithm achieves an asymptotic linear convergence rate of $\gamma^M$ in which $M$ denotes the number of steps carried out in policy evaluation. Our results take a solid step towards a better understanding of the convergence properties of regularized policy iteration algorithms.


Robust Safe Reinforcement Learning under Adversarial Disturbances

arXiv.org Artificial Intelligence

Safety is a primary concern when applying reinforcement learning to real-world control tasks, especially in the presence of external disturbances. However, existing safe reinforcement learning algorithms rarely account for external disturbances, limiting their applicability and robustness in practice. To address this challenge, this paper proposes a robust safe reinforcement learning framework that tackles worst-case disturbances. First, this paper presents a policy iteration scheme to solve for the robust invariant set, i.e., a subset of the safe set, where persistent safety is only possible for states within. The key idea is to establish a two-player zero-sum game by leveraging the safety value function in Hamilton-Jacobi reachability analysis, in which the protagonist (i.e., control inputs) aims to maintain safety and the adversary (i.e., external disturbances) tries to break down safety. This paper proves that the proposed policy iteration algorithm converges monotonically to the maximal robust invariant set. Second, this paper integrates the proposed policy iteration scheme into a constrained reinforcement learning algorithm that simultaneously synthesizes the robust invariant set and uses it for constrained policy optimization. This algorithm tackles both optimality and safety, i.e., learning a policy that attains high rewards while maintaining safety under worst-case disturbances. Experiments on classic control tasks show that the proposed method achieves zero constraint violation with learned worst-case adversarial disturbances, while other baseline algorithms violate the safety constraints substantially. Our proposed method also attains comparable performance as the baselines even in the absence of the adversary.


Beyond Uniform Sampling: Offline Reinforcement Learning with Imbalanced Datasets

arXiv.org Artificial Intelligence

Offline policy learning is aimed at learning decision-making policies using existing datasets of trajectories without collecting additional data. The primary motivation for using reinforcement learning (RL) instead of supervised learning techniques such as behavior cloning is to find a policy that achieves a higher average return than the trajectories constituting the dataset. However, we empirically find that when a dataset is dominated by suboptimal trajectories, state-of-the-art offline RL algorithms do not substantially improve over the average return of trajectories in the dataset. We argue this is due to an assumption made by current offline RL algorithms of staying close to the trajectories in the dataset. If the dataset primarily consists of sub-optimal trajectories, this assumption forces the policy to mimic the suboptimal actions. We overcome this issue by proposing a sampling strategy that enables the policy to only be constrained to ``good data" rather than all actions in the dataset (i.e., uniform sampling). We present a realization of the sampling strategy and an algorithm that can be used as a plug-and-play module in standard offline RL algorithms. Our evaluation demonstrates significant performance gains in 72 imbalanced datasets, D4RL dataset, and across three different offline RL algorithms. Code is available at https://github.com/Improbable-AI/dw-offline-rl.


Spatio-Temporal Transformer-Based Reinforcement Learning for Robot Crowd Navigation

arXiv.org Artificial Intelligence

The social robot navigation is an open and challenging problem. In existing work, separate modules are used to capture spatial and temporal features, respectively. However, such methods lead to extra difficulties in improving the utilization of spatio-temporal features and reducing the conservative nature of navigation policy. In light of this, we present a spatio-temporal transformer-based policy optimization algorithm to enhance the utilization of spatio-temporal features, thereby facilitating the capture of human-robot interactions. Specifically, this paper introduces a gated embedding mechanism that effectively aligns the spatial and temporal representations by integrating both modalities at the feature level. Then Transformer is leveraged to encode the spatio-temporal semantic information, with hope of finding the optimal navigation policy. Finally, a combination of spatio-temporal Transformer and self-adjusting policy entropy significantly reduces the conservatism of navigation policies. Experimental results demonstrate the effectiveness of the proposed framework, where our method shows superior performance.


Provably Efficient Offline Goal-Conditioned Reinforcement Learning with General Function Approximation and Single-Policy Concentrability

arXiv.org Artificial Intelligence

Goal-conditioned reinforcement learning (GCRL) refers to learning general-purpose skills that aim to reach diverse goals. In particular, offline GCRL only requires purely pre-collected datasets to perform training tasks without additional interactions with the environment. Although offline GCRL has become increasingly prevalent and many previous works have demonstrated its empirical success, the theoretical understanding of efficient offline GCRL algorithms is not well established, especially when the state space is huge and the offline dataset only covers the policy we aim to learn. In this paper, we provide a rigorous theoretical analysis of an existing empirically successful offline GCRL algorithm. We prove that under slight modification, this algorithm enjoys an $\widetilde{O}(\text{poly}(1/\epsilon))$ sample complexity (where $\epsilon$ is the desired suboptimality of the learned policy) with general function approximation thanks to the property of (semi-)strong convexity of the objective functions. We only require nearly minimal assumptions on the dataset (single-policy concentrability) and the function class (realizability). Moreover, this algorithm consists of two uninterleaved optimization steps, which we refer to as $V$-learning and policy learning, and is computationally stable since it does not involve minimax optimization. We also empirically validate our theory by showing that the modified algorithm outperforms the previous algorithm in various real-world environments. To the best of our knowledge, this is the first algorithm that is both provably efficient with general function approximation and single-policy concentrability, and empirically successful without requiring solving minimax optimization problems.


Automatic Intrinsic Reward Shaping for Exploration in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

We present AIRS: Automatic Intrinsic Reward Shaping that intelligently and adaptively provides high-quality intrinsic rewards to enhance exploration in reinforcement learning (RL). More specifically, AIRS selects shaping function from a predefined set based on the estimated task return in real-time, providing reliable exploration incentives and alleviating the biased objective problem. Moreover, we develop an intrinsic reward toolkit to provide efficient and reliable implementations of diverse intrinsic reward approaches. We test AIRS on various tasks of MiniGrid, Procgen, and DeepMind Control Suite. Extensive simulation demonstrates that AIRS can outperform the benchmarking schemes and achieve superior performance with simple architecture.


Multi-timestep models for Model-based Reinforcement Learning

arXiv.org Machine Learning

In model-based reinforcement learning (MBRL), most algorithms rely on simulating trajectories from one-step dynamics models learned on data. A critical challenge of this approach is the compounding of one-step prediction errors as length of the trajectory grows. In this paper we tackle this issue by using a multi-timestep objective to train one-step models. Our objective is a weighted sum of a loss function (e.g., negative log-likelihood) at various future horizons. We explore and test a range of weights profiles. We find that exponentially decaying weights lead to models that significantly improve the long-horizon R2 score. This improvement is particularly noticeable when the models were evaluated on noisy data. Finally, using a soft actor-critic (SAC) agent in pure batch reinforcement learning (RL) and iterated batch RL scenarios, we found that our multi-timestep models outperform or match standard one-step models. This was especially evident in a noisy variant of the considered environment, highlighting the potential of our approach in real-world applications.


Deep reinforcement learning uncovers processes for separating azeotropic mixtures without prior knowledge

arXiv.org Artificial Intelligence

Process synthesis in chemical engineering is a complex planning problem due to vast search spaces, continuous parameters and the need for generalization. Deep reinforcement learning agents, trained without prior knowledge, have shown to outperform humans in various complex planning problems in recent years. Existing work on reinforcement learning for flowsheet synthesis shows promising concepts, but focuses on narrow problems in a single chemical system, limiting its practicality. We present a general deep reinforcement learning approach for flowsheet synthesis. We demonstrate the adaptability of a single agent to the general task of separating binary azeotropic mixtures. Without prior knowledge, it learns to craft near-optimal flowsheets for multiple chemical systems, considering different feed compositions and conceptual approaches. On average, the agent can separate more than 99% of the involved materials into pure components, while autonomously learning fundamental process engineering paradigms. This highlights the agent's planning flexibility, an encouraging step toward true generality.