Reinforcement Learning
Baird Counterexample is Solved: with an example of How to Debug a Two-time-scale Algorithm
Baird counterexample was proposed by Leemon Baird in 1995, first used to show that the Temporal Difference (TD(0)) algorithm diverges on this example. Since then, it is often used to test and compare off-policy learning algorithms. Gradient TD algorithms solved the divergence issue of TD on Baird counterexample. However, their convergence on this example is still very slow, and the nature of the slowness is not well understood, e.g., see (Sutton and Barto 2018). This note is to understand in particular, why TDC is slow on this example, and provide a debugging analysis to understand this behavior. Our debugging technique can be used to study the convergence behavior of two-time-scale stochastic approximation algorithms. We also provide empirical results of the recent Impression GTD algorithm on this example, showing the convergence is very fast, in fact, in a linear rate. We conclude that Baird counterexample is solved, by an algorithm with the convergence guarantee to the TD solution in general, and a fast convergence rate.
A new Gradient TD Algorithm with only One Step-size: Convergence Rate Analysis using $L$-$\lambda$ Smoothness
Gradient Temporal Difference (GTD) algorithms (Sutton et al., 2008, 2009) are the first $O(d)$ ($d$ is the number features) algorithms that have convergence guarantees for off-policy learning with linear function approximation. Liu et al. (2015) and Dalal et. al. (2018) proved the convergence rates of GTD, GTD2 and TDC are $O(t^{-\alpha/2})$ for some $\alpha \in (0,1)$. This bound is tight (Dalal et al., 2020), and slower than $O(1/\sqrt{t})$. GTD algorithms also have two step-size parameters, which are difficult to tune. In literature, there is a "single-time-scale" formulation of GTD. However, this formulation still has two step-size parameters. This paper presents a truly single-time-scale GTD algorithm for minimizing the Norm of Expected td Update (NEU) objective, and it has only one step-size parameter. We prove that the new algorithm, called Impression GTD, converges at least as fast as $O(1/t)$. Furthermore, based on a generalization of the expected smoothness (Gower et al. 2019), called $L$-$\lambda$ smoothness, we are able to prove that the new GTD converges even faster, in fact, with a linear rate. Our rate actually also improves Gower et al.'s result with a tighter bound under a weaker assumption. Besides Impression GTD, we also prove the rates of three other GTD algorithms, one by Yao and Liu (2008), another called A-transpose-TD (Sutton et al., 2008), and a counterpart of A-transpose-TD. The convergence rates of all the four GTD algorithms are proved in a single generic GTD framework to which $L$-$\lambda$ smoothness applies. Empirical results on Random walks, Boyan chain, and Baird counterexample show that Impression GTD converges much faster than existing GTD algorithms for both on-policy and off-policy learning problems, with well-performing step-sizes in a big range.
The RL Perceptron: Generalisation Dynamics of Policy Learning in High Dimensions
Patel, Nishil, Lee, Sebastian, Mannelli, Stefano Sarao, Goldt, Sebastian, Saxe, Andrew
Reinforcement learning (RL) algorithms have proven transformative in a range of domains. To tackle real-world domains, these systems often use neural networks to learn policies directly from pixels or other high-dimensional sensory input. By contrast, much theory of RL has focused on discrete state spaces or worst-case analysis, and fundamental questions remain about the dynamics of policy learning in high-dimensional settings. Here, we propose a solvable high-dimensional model of RL that can capture a variety of learning protocols, and derive its typical dynamics as a set of closed-form ordinary differential equations (ODEs). We derive optimal schedules for the learning rates and task difficulty - analogous to annealing schemes and curricula during training in RL - and show that the model exhibits rich behaviour, including delayed learning under sparse rewards; a variety of learning regimes depending on reward baselines; and a speed-accuracy trade-off driven by reward stringency. Experiments on variants of the Procgen game "Bossfight" and Arcade Learning Environment game "Pong" also show such a speed-accuracy trade-off in practice. Together, these results take a step towards closing the gap between theory and practice in high-dimensional RL.
A Reinforcement Learning Framework for Dynamic Mediation Analysis
Ge, Lin, Wang, Jitao, Shi, Chengchun, Wu, Zhenke, Song, Rui
Mediation analysis learns the causal effect transmitted via mediator variables between treatments and outcomes and receives increasing attention in various scientific domains to elucidate causal relations. Most existing works focus on point-exposure studies where each subject only receives one treatment at a single time point. However, there are a number of applications (e.g., mobile health) where the treatments are sequentially assigned over time and the dynamic mediation effects are of primary interest. Proposing a reinforcement learning (RL) framework, we are the first to evaluate dynamic mediation effects in settings with infinite horizons. We decompose the average treatment effect into an immediate direct effect, an immediate mediation effect, a delayed direct effect, and a delayed mediation effect. Upon the identification of each effect component, we further develop robust and semi-parametrically efficient estimators under the RL framework to infer these causal effects. The superior performance of the proposed method is demonstrated through extensive numerical studies, theoretical results, and an analysis of a mobile health dataset.
Fairness in Preference-based Reinforcement Learning
Siddique, Umer, Sinha, Abhinav, Cao, Yongcan
In this paper, we address the issue of fairness in preference-based reinforcement learning (PbRL) in the presence of multiple objectives. The main objective is to design control policies that can optimize multiple objectives while treating each objective fairly. Toward this objective, we design a new fairness-induced preference-based reinforcement learning or FPbRL. The main idea of FPbRL is to learn vector reward functions associated with multiple objectives via new welfare-based preferences rather than reward-based preference in PbRL, coupled with policy learning via maximizing a generalized Gini welfare function. Finally, we provide experiment studies on three different environments to show that the proposed FPbRL approach can achieve both efficiency and equity for learning effective and fair policies.
Deep Reinforcement Learning for Autonomous Ground Vehicle Exploration Without A-Priori Maps
Sivashangaran, Shathushan, Eskandarian, Azim
Autonomous Ground Vehicles (AGVs) are essential tools for a wide range of applications stemming from their ability to operate in hazardous environments with minimal human operator input. Effective motion planning is paramount for successful operation of AGVs. Conventional motion planning algorithms are dependent on prior knowledge of environment characteristics and offer limited utility in information poor, dynamically altering environments such as areas where emergency hazards like fire and earthquake occur, and unexplored subterranean environments such as tunnels and lava tubes on Mars. We propose a Deep Reinforcement Learning (DRL) framework for intelligent AGV exploration without a-priori maps utilizing Actor-Critic DRL algorithms to learn policies in continuous and high-dimensional action spaces directly from raw sensor data. The DRL architecture comprises feedforward neural networks for the critic and actor representations in which the actor network strategizes linear and angular velocity control actions given current state inputs, that are evaluated by the critic network which learns and estimates Q-values to maximize an accumulated reward. Three off-policy DRL algorithms, DDPG, TD3 and SAC, are trained and compared in two environments of varying complexity, and further evaluated in a third with no prior training or knowledge of map characteristics. The agent is shown to learn optimal policies at the end of each training period to chart quick, collision-free exploration trajectories, and is extensible, capable of adapting to an unknown environment without changes to network architecture or hyperparameters. The best algorithm is further evaluated in a realistic 3D environment.
Deep Reinforcement Learning in Surgical Robotics: Enhancing the Automation Level
Surgical robotics is a rapidly evolving field that is transforming the landscape of surgeries. Surgical robots have been shown to enhance precision, minimize invasiveness, and alleviate surgeon fatigue. One promising area of research in surgical robotics is the use of reinforcement learning to enhance the automation level. Reinforcement learning is a type of machine learning that involves training an agent to make decisions based on rewards and punishments. This literature review aims to comprehensively analyze existing research on reinforcement learning in surgical robotics. The review identified various applications of reinforcement learning in surgical robotics, including pre-operative, intra-body, and percutaneous procedures, listed the typical studies, and compared their methodologies and results. The findings show that reinforcement learning has great potential to improve the autonomy of surgical robots. Reinforcement learning can teach robots to perform complex surgical tasks, such as suturing and tissue manipulation. It can also improve the accuracy and precision of surgical robots, making them more effective at performing surgeries.
Learning Shared Safety Constraints from Multi-task Demonstrations
Kim, Konwoo, Swamy, Gokul, Liu, Zuxin, Zhao, Ding, Choudhury, Sanjiban, Wu, Zhiwei Steven
Regardless of the particular task we want them to perform in an environment, there are often shared safety constraints we want our agents to respect. For example, regardless of whether it is making a sandwich or clearing the table, a kitchen robot should not break a plate. Manually specifying such a constraint can be both time-consuming and error-prone. We show how to learn constraints from expert demonstrations of safe task completion by extending inverse reinforcement learning (IRL) techniques to the space of constraints. Intuitively, we learn constraints that forbid highly rewarding behavior that the expert could have taken but chose not to. Unfortunately, the constraint learning problem is rather ill-posed and typically leads to overly conservative constraints that forbid all behavior that the expert did not take. We counter this by leveraging diverse demonstrations that naturally occur in multi-task settings to learn a tighter set of constraints. We validate our method with simulation experiments on high-dimensional continuous control tasks.
Reinforcement Learning with Human Feedback for Realistic Traffic Simulation
Cao, Yulong, Ivanovic, Boris, Xiao, Chaowei, Pavone, Marco
In light of the challenges and costs of real-world testing, autonomous vehicle developers often rely on testing in simulation for the creation of reliable systems. A key element of effective simulation is the incorporation of realistic traffic models that align with human knowledge, an aspect that has proven challenging due to the need to balance realism and diversity. This works aims to address this by developing a framework that employs reinforcement learning with human preference (RLHF) to enhance the realism of existing traffic models. This study also identifies two main challenges: capturing the nuances of human preferences on realism and the unification of diverse traffic simulation models. To tackle these issues, we propose using human feedback for alignment and employ RLHF due to its sample efficiency. We also introduce the first dataset for realism alignment in traffic modeling to support such research. Our framework, named TrafficRLHF, demonstrates its proficiency in generating realistic traffic scenarios that are well-aligned with human preferences, as corroborated by comprehensive evaluations on the nuScenes dataset.
How Does Forecasting Affect the Convergence of DRL Techniques in O-RAN Slicing?
Nagib, Ahmad M., Abou-Zeid, Hatem, Hassanein, Hossam S.
The success of immersive applications such as virtual reality (VR) gaming and metaverse services depends on low latency and reliable connectivity. To provide seamless user experiences, the open radio access network (O-RAN) architecture and 6G networks are expected to play a crucial role. RAN slicing, a critical component of the O-RAN paradigm, enables network resources to be allocated based on the needs of immersive services, creating multiple virtual networks on a single physical infrastructure. In the O-RAN literature, deep reinforcement learning (DRL) algorithms are commonly used to optimize resource allocation. However, the practical adoption of DRL in live deployments has been sluggish. This is primarily due to the slow convergence and performance instabilities suffered by the DRL agents both upon initial deployment and when there are significant changes in network conditions. In this paper, we investigate the impact of time series forecasting of traffic demands on the convergence of the DRL-based slicing agents. For that, we conduct an exhaustive experiment that supports multiple services including real VR gaming traffic. We then propose a novel forecasting-aided DRL approach and its respective O-RAN practical deployment workflow to enhance DRL convergence. Our approach shows up to 22.8%, 86.3%, and 300% improvements in the average initial reward value, convergence rate, and number of converged scenarios respectively, enhancing the generalizability of the DRL agents compared with the implemented baselines. The results also indicate that our approach is robust against forecasting errors and that forecasting models do not have to be ideal.