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 Reinforcement Learning


Planning to Go Out-of-Distribution in Offline-to-Online Reinforcement Learning

arXiv.org Artificial Intelligence

Offline pretraining with a static dataset followed by online fine-tuning (offline-to-online, or OtO) is a paradigm that is well matched to a real-world RL deployment process: in few real settings would one deploy an offline policy with no test runs and tuning. In this scenario, we aim to find the best-performing policy within a limited budget of online interactions. Previous work in the OtO setting has focused on correcting for bias introduced by the policy-constraint mechanisms of offline RL algorithms. Such constraints keep the learned policy close to the behavior policy that collected the dataset, but this unnecessarily limits policy performance if the behavior policy is far from optimal. Instead, we forgo policy constraints and frame OtO RL as an exploration problem: we must maximize the benefit of the online data-collection. We study major online RL exploration paradigms, adapting them to work well with the OtO setting. These adapted methods contribute several strong baselines. Also, we introduce an algorithm for planning to go out of distribution (PTGOOD), which targets online exploration in relatively high-reward regions of the state-action space unlikely to be visited by the behavior policy. By leveraging concepts from the Conditional Entropy Bottleneck, PTGOOD encourages data collected online to provide new information relevant to improving the final deployment policy. In that way the limited interaction budget is used effectively. We show that PTGOOD significantly improves agent returns during online fine-tuning and finds the optimal policy in as few as 10k online steps in Walker and in as few as 50k in complex control tasks like Humanoid. Also, we find that PTGOOD avoids the suboptimal policy convergence that many of our baselines exhibit in several environments.


Suppressing Overestimation in Q-Learning through Adversarial Behaviors

arXiv.org Artificial Intelligence

The goal of this paper is to propose a new Q-learning algorithm with a dummy adversarial player, which is called dummy adversarial Q-learning (DAQ), that can effectively regulate the overestimation bias in standard Q-learning. With the dummy player, the learning can be formulated as a two-player zero-sum game. The proposed DAQ unifies several Q-learning variations to control overestimation biases, such as maxmin Q-learning and minmax Q-learning (proposed in this paper) in a single framework. The proposed DAQ is a simple but effective way to suppress the overestimation bias thourgh dummy adversarial behaviors and can be easily applied to off-the-shelf reinforcement learning algorithms to improve the performances. A finite-time convergence of DAQ is analyzed from an integrated perspective by adapting an adversarial Q-learning. The performance of the suggested DAQ is empirically demonstrated under various benchmark environments.


Human-Robot Gym: Benchmarking Reinforcement Learning in Human-Robot Collaboration

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) has shown promising results in robot motion planning with first attempts in human-robot collaboration (HRC). However, a fair comparison of RL approaches in HRC under the constraint of guaranteed safety is yet to be made. We, therefore, present human-robot gym, a benchmark for safe RL in HRC. Our benchmark provides eight challenging, realistic HRC tasks in a modular simulation framework. Most importantly, human-robot gym includes a safety shield that provably guarantees human safety. We are, thereby, the first to provide a benchmark to train RL agents that adhere to the safety specifications of real-world HRC. This bridges a critical gap between theoretic RL research and its real-world deployment. Our evaluation of six environments led to three key results: (a) the diverse nature of the tasks offered by human-robot gym creates a challenging benchmark for state-of-the-art RL methods, (b) incorporating expert knowledge in the RL training in the form of an action-based reward can outperform the expert, and (c) our agents negligibly overfit to training data.


Factual and Personalized Recommendations using Language Models and Reinforcement Learning

arXiv.org Artificial Intelligence

Recommender systems (RSs) play a central role in connecting users to content, products, and services, matching candidate items to users based on their preferences. While traditional RSs rely on implicit user feedback signals, conversational RSs interact with users in natural language. In this work, we develop a comPelling, Precise, Personalized, Preference-relevant language model (P4LM) that recommends items to users while putting emphasis on explaining item characteristics and their relevance. P4LM uses the embedding space representation of a user's preferences to generate compelling responses that are factually-grounded and relevant w.r.t. the user's preferences. Moreover, we develop a joint reward function that measures precision, appeal, and personalization, which we use as AI-based feedback in a reinforcement learning-based language model framework. Using the MovieLens 25M dataset, we demonstrate that P4LM delivers compelling, personalized movie narratives to users.


Dynamic value alignment through preference aggregation of multiple objectives

arXiv.org Artificial Intelligence

As artificial intelligence (AI) research reaches new peaks, more and more AI systems are being implemented, applied, and deployed worldwide. Further integration of such systems with human societies demands a thorough consideration of their consequences and effects. The inherent property of most, if not all, AI systems is to act with an unprecedented level of autonomy, often in settings where its actions might directly affect human beings. The growing field of Value Alignment (VA) aims to explicitly study the values pursued and exhibited by AI agents and make sure that they correspond to human values. Motivating examples of VA often consider the long-term and potentially existential threats posed by powerful, superintelligent AI agents with misaligned values [Russell, 2022a]. Not less pertinent are the short-term threats of more mundane, highly specialized AI systems, employed in particular in control settings, becoming misaligned. A prominent case where a potential misalignment is particularly dangerous is given by systems where humans voluntarily cede control of a system to algorithms. Examples of such systems abound: self-driving cars, where the driver cedes control of their vehicle [Haboucha et al., 2017]; recommender systems and content algorithms [Carissimo et al., 2023], where the user cedes some control over their access to information; traffic control systems, where drivers cede control of traffic flow coordination [Korecki and Helbing, 2022], are all examples of systems where AI is a control method of choice or is in the process of becoming one


Hierarchical Reinforcement Learning for Temporal Pattern Prediction

arXiv.org Artificial Intelligence

In this work, we explore the use of hierarchical reinforcement learning (HRL) for the task of temporal sequence prediction. Using a combination of deep learning and HRL, we develop a stock agent to predict temporal price sequences from historical stock price data and a vehicle agent to predict steering angles from first person, dash cam images. Our results in both domains indicate that a type of HRL, called feudal reinforcement learning, provides significant improvements to training speed and stability and prediction accuracy over standard RL. A key component to this success is the multi-resolution structure that introduces both temporal and spatial abstraction into the network hierarchy.


Logic-guided Deep Reinforcement Learning for Stock Trading

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has revolutionized quantitative finance by achieving excellent performance without significant manual effort. Whereas we observe that the DRL models behave unstably in a dynamic stock market due to the low signal-to-noise ratio nature of the financial data. In this paper, we propose a novel logic-guided trading framework, termed as SYENS (Program Synthesis-based Ensemble Strategy). Different from the previous state-of-the-art ensemble reinforcement learning strategy which arbitrarily selects the best-performing agent for testing based on a single measurement, our framework proposes regularizing the model's behavior in a hierarchical manner using the program synthesis by sketching paradigm. First, we propose a high-level, domain-specific language (DSL) that is used for the depiction of the market environment and action. Then based on the DSL, a novel program sketch is introduced, which embeds human expert knowledge in a logical manner. Finally, based on the program sketch, we adopt the program synthesis by sketching a paradigm and synthesizing a logical, hierarchical trading strategy. We evaluate SYENS on the 30 Dow Jones stocks under the cash trading and the margin trading settings. Experimental results demonstrate that our proposed framework can significantly outperform the baselines with much higher cumulative return and lower maximum drawdown under both settings.


Replication of Multi-agent Reinforcement Learning for the "Hide and Seek" Problem

arXiv.org Artificial Intelligence

Reinforcement learning generates policies based on reward functions and hyperparameters. Slight changes in these can significantly affect results. The lack of documentation and reproducibility in Reinforcement learning research makes it difficult to replicate once-deduced strategies. While previous research has identified strategies using grounded maneuvers, there is limited work in more complex environments. The agents in this study are simulated similarly to Open Al's hider and seek agents, in addition to a flying mechanism, enhancing their mobility, and expanding their range of possible actions and strategies. This added functionality improves the Hider agents to develop a chasing strategy from approximately 2 million steps to 1.6 million steps and hiders


Reward-Consistent Dynamics Models are Strongly Generalizable for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Learning a precise dynamics model can be crucial for offline reinforcement learning, which, unfortunately, has been found to be quite challenging. Dynamics models that are learned by fitting historical transitions often struggle to generalize to unseen transitions. In this study, we identify a hidden but pivotal factor termed dynamics reward that remains consistent across transitions, offering a pathway to better generalization. Therefore, we propose the idea of reward-consistent dynamics models: any trajectory generated by the dynamics model should maximize the dynamics reward derived from the data. We implement this idea as the MOREC (Model-based Offline reinforcement learning with Reward Consistency) method, which can be seamlessly integrated into previous offline model-based reinforcement learning (MBRL) methods. MOREC learns a generalizable dynamics reward function from offline data, which is subsequently employed as a transition filter in any offline MBRL method: when generating transitions, the dynamics model generates a batch of transitions and selects the one with the highest dynamics reward value. On a synthetic task, we visualize that MOREC has a strong generalization ability and can surprisingly recover some distant unseen transitions. On 21 offline tasks in D4RL and NeoRL benchmarks, MOREC improves the previous state-of-the-art performance by a significant margin, i.e., 4.6% on D4RL tasks and 25.9% on NeoRL tasks. Notably, MOREC is the first method that can achieve above 95% online RL performance in 6 out of 12 D4RL tasks and 3 out of 9 NeoRL tasks.


Diff-Transfer: Model-based Robotic Manipulation Skill Transfer via Differentiable Physics Simulation

arXiv.org Artificial Intelligence

The capability to transfer mastered skills to accomplish a range of similar yet novel tasks is crucial for intelligent robots. In this work, we introduce $\textit{Diff-Transfer}$, a novel framework leveraging differentiable physics simulation to efficiently transfer robotic skills. Specifically, $\textit{Diff-Transfer}$ discovers a feasible path within the task space that brings the source task to the target task. At each pair of adjacent points along this task path, which is two sub-tasks, $\textit{Diff-Transfer}$ adapts known actions from one sub-task to tackle the other sub-task successfully. The adaptation is guided by the gradient information from differentiable physics simulations. We propose a novel path-planning method to generate sub-tasks, leveraging $Q$-learning with a task-level state and reward. We implement our framework in simulation experiments and execute four challenging transfer tasks on robotic manipulation, demonstrating the efficacy of $\textit{Diff-Transfer}$ through comprehensive experiments. Supplementary and Videos are on the website https://sites.google.com/view/difftransfer