Reinforcement Learning
ORL-AUDITOR: Dataset Auditing in Offline Deep Reinforcement Learning
Du, Linkang, Chen, Min, Sun, Mingyang, Ji, Shouling, Cheng, Peng, Chen, Jiming, Zhang, Zhikun
Data is a critical asset in AI, as high-quality datasets can significantly improve the performance of machine learning models. In safety-critical domains such as autonomous vehicles, offline deep reinforcement learning (offline DRL) is frequently used to train models on pre-collected datasets, as opposed to training these models by interacting with the real-world environment as the online DRL. To support the development of these models, many institutions make datasets publicly available with opensource licenses, but these datasets are at risk of potential misuse or infringement. Injecting watermarks to the dataset may protect the intellectual property of the data, but it cannot handle datasets that have already been published and is infeasible to be altered afterward. Other existing solutions, such as dataset inference and membership inference, do not work well in the offline DRL scenario due to the diverse model behavior characteristics and offline setting constraints. In this paper, we advocate a new paradigm by leveraging the fact that cumulative rewards can act as a unique identifier that distinguishes DRL models trained on a specific dataset. To this end, we propose ORL-AUDITOR, which is the first trajectory-level dataset auditing mechanism for offline RL scenarios. Our experiments on multiple offline DRL models and tasks reveal the efficacy of ORL-AUDITOR, with auditing accuracy over 95% and false positive rates less than 2.88%. We also provide valuable insights into the practical implementation of ORL-AUDITOR by studying various parameter settings. Furthermore, we demonstrate the auditing capability of ORL-AUDITOR on open-source datasets from Google and DeepMind, highlighting its effectiveness in auditing published datasets. ORL-AUDITOR is open-sourced at https://github.com/link-zju/ORL-Auditor.
Near-continuous time Reinforcement Learning for continuous state-action spaces
Croissant, Lorenzo, Abeille, Marc, Bouchard, Bruno
We consider the Reinforcement Learning problem of controlling an unknown dynamical system to maximise the long-term average reward along a single trajectory. Most of the literature considers system interactions that occur in discrete time and discrete state-action spaces. Although this standpoint is suitable for games, it is often inadequate for mechanical or digital systems in which interactions occur at a high frequency, if not in continuous time, and whose state spaces are large if not inherently continuous. Perhaps the only exception is the Linear Quadratic framework for which results exist both in discrete and continuous time. However, its ability to handle continuous states comes with the drawback of a rigid dynamic and reward structure. This work aims to overcome these shortcomings by modelling interaction times with a Poisson clock of frequency $\varepsilon^{-1}$, which captures arbitrary time scales: from discrete ($\varepsilon=1$) to continuous time ($\varepsilon\downarrow0$). In addition, we consider a generic reward function and model the state dynamics according to a jump process with an arbitrary transition kernel on $\mathbb{R}^d$. We show that the celebrated optimism protocol applies when the sub-tasks (learning and planning) can be performed effectively. We tackle learning within the eluder dimension framework and propose an approximate planning method based on a diffusive limit approximation of the jump process. Overall, our algorithm enjoys a regret of order $\tilde{\mathcal{O}}(\varepsilon^{1/2} T+\sqrt{T})$. As the frequency of interactions blows up, the approximation error $\varepsilon^{1/2} T$ vanishes, showing that $\tilde{\mathcal{O}}(\sqrt{T})$ is attainable in near-continuous time.
Pre- and post-contact policy decomposition for non-prehensile manipulation with zero-shot sim-to-real transfer
Kim, Minchan, Han, Junhyek, Kim, Jaehyung, Kim, Beomjoon
We present a system for non-prehensile manipulation that require a significant number of contact mode transitions and the use of environmental contacts to successfully manipulate an object to a target location. Our method is based on deep reinforcement learning which, unlike state-of-the-art planning algorithms, does not require apriori knowledge of the physical parameters of the object or environment such as friction coefficients or centers of mass. The planning time is reduced to the simple feed-forward prediction time on a neural network. We propose a computational structure, action space design, and curriculum learning scheme that facilitates efficient exploration and sim-to-real transfer. In challenging real-world non-prehensile manipulation tasks, we show that our method can generalize over different objects, and succeed even for novel objects not seen during training. Project website: https://sites.google.com/view/nonprenehsile-decomposition
Reinforcement Learning of Action and Query Policies with LTL Instructions under Uncertain Event Detector
Hatanaka, Wataru, Yamashina, Ryota, Matsubara, Takamitsu
Reinforcement learning (RL) with linear temporal logic (LTL) objectives can allow robots to carry out symbolic event plans in unknown environments. Most existing methods assume that the event detector can accurately map environmental states to symbolic events; however, uncertainty is inevitable for real-world event detectors. Such uncertainty in an event detector generates multiple branching possibilities on LTL instructions, confusing action decisions. Moreover, the queries to the uncertain event detector, necessary for the task's progress, may increase the uncertainty further. To cope with those issues, we propose an RL framework, Learning Action and Query over Belief LTL (LAQBL), to learn an agent that can consider the diversity of LTL instructions due to uncertain event detection while avoiding task failure due to the unnecessary event-detection query. Our framework simultaneously learns 1) an embedding of belief LTL, which is multiple branching possibilities on LTL instructions using a graph neural network, 2) an action policy, and 3) a query policy which decides whether or not to query for the event detector. Simulations in a 2D grid world and image-input robotic inspection environments show that our method successfully learns actions to follow LTL instructions even with uncertain event detectors.
An Offline Learning Approach to Propagator Models
Neuman, Eyal, Stockinger, Wolfgang, Zhang, Yufei
We consider an offline learning problem for an agent who first estimates an unknown price impact kernel from a static dataset, and then designs strategies to liquidate a risky asset while creating transient price impact. We propose a novel approach for a nonparametric estimation of the propagator from a dataset containing correlated price trajectories, trading signals and metaorders. We quantify the accuracy of the estimated propagator using a metric which depends explicitly on the dataset. We show that a trader who tries to minimise her execution costs by using a greedy strategy purely based on the estimated propagator will encounter suboptimality due to so-called spurious correlation between the trading strategy and the estimator and due to intrinsic uncertainty resulting from a biased cost functional. By adopting an offline reinforcement learning approach, we introduce a pessimistic loss functional taking the uncertainty of the estimated propagator into account, with an optimiser which eliminates the spurious correlation, and derive an asymptotically optimal bound on the execution costs even without precise information on the true propagator. Numerical experiments are included to demonstrate the effectiveness of the proposed propagator estimator and the pessimistic trading strategy.
Distributionally Robust Model-based Reinforcement Learning with Large State Spaces
Ramesh, Shyam Sundhar, Sessa, Pier Giuseppe, Hu, Yifan, Krause, Andreas, Bogunovic, Ilija
Three major challenges in reinforcement learning are the complex dynamical systems with large state spaces, the costly data acquisition processes, and the deviation of real-world dynamics from the training environment deployment. To overcome these issues, we study distributionally robust Markov decision processes with continuous state spaces under the widely used Kullback-Leibler, chi-square, and total variation uncertainty sets. We propose a model-based approach that utilizes Gaussian Processes and the maximum variance reduction algorithm to efficiently learn multi-output nominal transition dynamics, leveraging access to a generative model (i.e., simulator). We further demonstrate the statistical sample complexity of the proposed method for different uncertainty sets. These complexity bounds are independent of the number of states and extend beyond linear dynamics, ensuring the effectiveness of our approach in identifying near-optimal distributionally-robust policies. The proposed method can be further combined with other model-free distributionally robust reinforcement learning methods to obtain a near-optimal robust policy. Experimental results demonstrate the robustness of our algorithm to distributional shifts and its superior performance in terms of the number of samples needed.
Metalearning-Informed Competence in Children: Implications for Responsible Brain-Inspired Artificial Intelligence
This paper offers a novel conceptual framework comprising four essential cognitive mechanisms that operate concurrently and collaboratively to enable metalearning (knowledge and regulation of learning) strategy implementation in young children. A roadmap incorporating the core mechanisms and the associated strategies is presented as an explanation of the developing brain's remarkable cross-context learning competence. The tetrad of fundamental complementary processes is chosen to collectively represent the bare-bones metalearning architecture that can be extended to artificial intelligence (AI) systems emulating brain-like learning and problem-solving skills. Utilizing the metalearning-enabled young mind as a model for brain-inspired computing, this work further discusses important implications for morally grounded AI.
Marketing Budget Allocation with Offline Constrained Deep Reinforcement Learning
Cai, Tianchi, Jiang, Jiyan, Zhang, Wenpeng, Zhou, Shiji, Song, Xierui, Yu, Li, Gu, Lihong, Zeng, Xiaodong, Gu, Jinjie, Zhang, Guannan
We study the budget allocation problem in online marketing campaigns that utilize previously collected offline data. We first discuss the long-term effect of optimizing marketing budget allocation decisions in the offline setting. To overcome the challenge, we propose a novel game-theoretic offline value-based reinforcement learning method using mixed policies. The proposed method reduces the need to store infinitely many policies in previous methods to only constantly many policies, which achieves nearly optimal policy efficiency, making it practical and favorable for industrial usage. We further show that this method is guaranteed to converge to the optimal policy, which cannot be achieved by previous value-based reinforcement learning methods for marketing budget allocation. Our experiments on a large-scale marketing campaign with tens-of-millions users and more than one billion budget verify the theoretical results and show that the proposed method outperforms various baseline methods. The proposed method has been successfully deployed to serve all the traffic of this marketing campaign.
Deep Reinforcement Learning from Hierarchical Weak Preference Feedback
Bukharin, Alexander, Li, Yixiao, He, Pengcheng, Chen, Weizhu, Zhao, Tuo
Reward design is a fundamental, yet challenging aspect of practical reinforcement learning (RL). For simple tasks, researchers typically handcraft the reward function, e.g., using a linear combination of several reward factors. However, such reward engineering is subject to approximation bias, incurs large tuning cost, and often cannot provide the granularity required for complex tasks. To avoid these difficulties, researchers have turned to reinforcement learning from human feedback (RLHF), which learns a reward function from human preferences between pairs of trajectory sequences. By leveraging preference-based reward modeling, RLHF learns complex rewards that are well aligned with human preferences, allowing RL to tackle increasingly difficult problems. Unfortunately, the applicability of RLHF is limited due to the high cost and difficulty of obtaining human preference data. In light of this cost, we investigate learning reward functions for complex tasks with less human effort; simply by ranking the importance of the reward factors. More specifically, we propose a new RL framework -- HERON, which compares trajectories using a hierarchical decision tree induced by the given ranking. These comparisons are used to train a preference-based reward model, which is then used for policy learning. We find that our framework can not only train high performing agents on a variety of difficult tasks, but also provide additional benefits such as improved sample efficiency and robustness. Our code is available at https://github.com/abukharin3/HERON.
Efficient RL via Disentangled Environment and Agent Representations
Gmelin, Kevin, Bahl, Shikhar, Mendonca, Russell, Pathak, Deepak
Agents that are aware of the separation between themselves and their environments can leverage this understanding to form effective representations of visual input. We propose an approach for learning such structured representations for RL algorithms, using visual knowledge of the agent, such as its shape or mask, which is often inexpensive to obtain. This is incorporated into the RL objective using a simple auxiliary loss. We show that our method, Structured Environment-Agent Representations, outperforms state-of-the-art model-free approaches over 18 different challenging visual simulation environments spanning 5 different robots. Website at https://sear-rl.github.io/