Reinforcement Learning
Reinforcement Learning Informed Evolutionary Search for Autonomous Systems Testing
Humeniuk, Dmytro, Khomh, Foutse, Antoniol, Giuliano
Evolutionary search-based techniques are commonly used for testing autonomous robotic systems. However, these approaches often rely on computationally expensive simulator-based models for test scenario evaluation. To improve the computational efficiency of the search-based testing, we propose augmenting the evolutionary search (ES) with a reinforcement learning (RL) agent trained using surrogate rewards derived from domain knowledge. In our approach, known as RIGAA (Reinforcement learning Informed Genetic Algorithm for Autonomous systems testing), we first train an RL agent to learn useful constraints of the problem and then use it to produce a certain part of the initial population of the search algorithm. By incorporating an RL agent into the search process, we aim to guide the algorithm towards promising regions of the search space from the start, enabling more efficient exploration of the solution space. We evaluate RIGAA on two case studies: maze generation for an autonomous ant robot and road topology generation for an autonomous vehicle lane keeping assist system. In both case studies, RIGAA converges faster to fitter solutions and produces a better test suite (in terms of average test scenario fitness and diversity). RIGAA also outperforms the state-of-the-art tools for vehicle lane keeping assist system testing, such as AmbieGen and Frenetic.
Continuous Reinforcement Learning-based Dynamic Difficulty Adjustment in a Visual Working Memory Game
Rahimi, Masoud, Moradi, Hadi, Vahabie, Abdol-hossein, Kebriaei, Hamed
Dynamic Difficulty Adjustment (DDA) is a viable approach to enhance a player's experience in video games. Recently, Reinforcement Learning (RL) methods have been employed for DDA in non-competitive games; nevertheless, they rely solely on discrete state-action space with a small search space. In this paper, we propose a continuous RL-based DDA methodology for a visual working memory (VWM) game to handle the complex search space for the difficulty of memorization. The proposed RL-based DDA tailors game difficulty based on the player's score and game difficulty in the last trial. We defined a continuous metric for the difficulty of memorization. Then, we consider the task difficulty and the vector of difficulty-score as the RL's action and state, respectively. We evaluated the proposed method through a within-subject experiment involving 52 subjects. The proposed approach was compared with two rule-based difficulty adjustment methods in terms of player's score and game experience measured by a questionnaire. The proposed RL-based approach resulted in a significantly better game experience in terms of competence, tension, and negative and positive affect. Players also achieved higher scores and win rates. Furthermore, the proposed RL-based DDA led to a significantly less decline in the score in a 20-trial session.
Master-slave Deep Architecture for Top-K Multi-armed Bandits with Non-linear Bandit Feedback and Diversity Constraints
Huang, Hanchi, Shen, Li, Ye, Deheng, Liu, Wei
We propose a novel master-slave architecture to solve the top-$K$ combinatorial multi-armed bandits problem with non-linear bandit feedback and diversity constraints, which, to the best of our knowledge, is the first combinatorial bandits setting considering diversity constraints under bandit feedback. Specifically, to efficiently explore the combinatorial and constrained action space, we introduce six slave models with distinguished merits to generate diversified samples well balancing rewards and constraints as well as efficiency. Moreover, we propose teacher learning based optimization and the policy co-training technique to boost the performance of the multiple slave models. The master model then collects the elite samples provided by the slave models and selects the best sample estimated by a neural contextual UCB-based network to make a decision with a trade-off between exploration and exploitation. Thanks to the elaborate design of slave models, the co-training mechanism among slave models, and the novel interactions between the master and slave models, our approach significantly surpasses existing state-of-the-art algorithms in both synthetic and real datasets for recommendation tasks. The code is available at: \url{https://github.com/huanghanchi/Master-slave-Algorithm-for-Top-K-Bandits}.
APART: Diverse Skill Discovery using All Pairs with Ascending Reward and DropouT
Galler, Hadar Schreiber, Zahavy, Tom, Desjardins, Guillaume, Cohen, Alon
We study diverse skill discovery in reward-free environments, aiming to discover all possible skills in simple grid-world environments where prior methods have struggled to succeed. This problem is formulated as mutual training of skills using an intrinsic reward and a discriminator trained to predict a skill given its trajectory. Our initial solution replaces the standard one-vs-all (softmax) discriminator with a one-vs-one (all pairs) discriminator and combines it with a novel intrinsic reward function and a dropout regularization technique. The combined approach is named APART: Diverse Skill Discovery using All Pairs with Ascending Reward and Dropout. We demonstrate that APART discovers all the possible skills in grid worlds with remarkably fewer samples than previous works. Motivated by the empirical success of APART, we further investigate an even simpler algorithm that achieves maximum skills by altering VIC, rescaling its intrinsic reward, and tuning the temperature of its softmax discriminator. We believe our findings shed light on the crucial factors underlying success of skill discovery algorithms in reinforcement learning.
Conditional Kernel Imitation Learning for Continuous State Environments
Agrawal, Rishabh, Dahlin, Nathan, Jain, Rahul, Nayyar, Ashutosh
Imitation Learning (IL) is an important paradigm within the broader reinforcement learning (RL) methodology. Unlike most of RL, it does not assume availability of reward-feedback. Reward inference and shaping are known to be difficult and error-prone methods particularly when the demonstration data comes from human experts. Classical methods such as behavioral cloning and inverse reinforcement learning are highly sensitive to estimation errors, a problem that is particularly acute in continuous state space problems. Meanwhile, state-of-the-art IL algorithms convert behavioral policy learning problems into distribution-matching problems which often require additional online interaction data to be effective. In this paper, we consider the problem of imitation learning in continuous state space environments based solely on observed behavior, without access to transition dynamics information, reward structure, or, most importantly, any additional interactions with the environment. Our approach is based on the Markov balance equation and introduces a novel conditional kernel density estimation-based imitation learning framework. It involves estimating the environment's transition dynamics using conditional kernel density estimators and seeks to satisfy the probabilistic balance equations for the environment. We establish that our estimators satisfy basic asymptotic consistency requirements. Through a series of numerical experiments on continuous state benchmark environments, we show consistently superior empirical performance over many state-of-the-art IL algorithms.
Internally Rewarded Reinforcement Learning
Li, Mengdi, Zhao, Xufeng, Lee, Jae Hee, Weber, Cornelius, Wermter, Stefan
We study a class of reinforcement learning problems where the reward signals for policy learning are generated by an internal reward model that is dependent on and jointly optimized with the policy. This interdependence between the policy and the reward model leads to an unstable learning process because reward signals from an immature reward model are noisy and impede policy learning, and conversely, an under-optimized policy impedes reward estimation learning. We call this learning setting $\textit{Internally Rewarded Reinforcement Learning}$ (IRRL) as the reward is not provided directly by the environment but $\textit{internally}$ by a reward model. In this paper, we formally formulate IRRL and present a class of problems that belong to IRRL. We theoretically derive and empirically analyze the effect of the reward function in IRRL and based on these analyses propose the clipped linear reward function. Experimental results show that the proposed reward function can consistently stabilize the training process by reducing the impact of reward noise, which leads to faster convergence and higher performance compared with baselines in diverse tasks.
Language Reward Modulation for Pretraining Reinforcement Learning
Adeniji, Ademi, Xie, Amber, Sferrazza, Carmelo, Seo, Younggyo, James, Stephen, Abbeel, Pieter
Using learned reward functions (LRFs) as a means to solve sparse-reward reinforcement learning (RL) tasks has yielded some steady progress in task-complexity through the years. In this work, we question whether today's LRFs are best-suited as a direct replacement for task rewards. Instead, we propose leveraging the capabilities of LRFs as a pretraining signal for RL. Concretely, we propose $\textbf{LA}$nguage Reward $\textbf{M}$odulated $\textbf{P}$retraining (LAMP) which leverages the zero-shot capabilities of Vision-Language Models (VLMs) as a $\textit{pretraining}$ utility for RL as opposed to a downstream task reward. LAMP uses a frozen, pretrained VLM to scalably generate noisy, albeit shaped exploration rewards by computing the contrastive alignment between a highly diverse collection of language instructions and the image observations of an agent in its pretraining environment. LAMP optimizes these rewards in conjunction with standard novelty-seeking exploration rewards with reinforcement learning to acquire a language-conditioned, pretrained policy. Our VLM pretraining approach, which is a departure from previous attempts to use LRFs, can warmstart sample-efficient learning on robot manipulation tasks in RLBench.
An Intentional Forgetting-Driven Self-Healing Method For Deep Reinforcement Learning Systems
Yahmed, Ahmed Haj, Bouchoucha, Rached, Braiek, Houssem Ben, Khomh, Foutse
Deep reinforcement learning (DRL) is increasingly applied in large-scale productions like Netflix and Facebook. As with most data-driven systems, DRL systems can exhibit undesirable behaviors due to environmental drifts, which often occur in constantly-changing production settings. Continual Learning (CL) is the inherent self-healing approach for adapting the DRL agent in response to the environment's conditions shifts. However, successive shifts of considerable magnitude may cause the production environment to drift from its original state. Recent studies have shown that these environmental drifts tend to drive CL into long, or even unsuccessful, healing cycles, which arise from inefficiencies such as catastrophic forgetting, warm-starting failure, and slow convergence. In this paper, we propose Dr. DRL, an effective self-healing approach for DRL systems that integrates a novel mechanism of intentional forgetting into vanilla CL to overcome its main issues. Dr. DRL deliberately erases the DRL system's minor behaviors to systematically prioritize the adaptation of the key problem-solving skills. Using well-established DRL algorithms, Dr. DRL is compared with vanilla CL on various drifted environments. Dr. DRL is able to reduce, on average, the healing time and fine-tuning episodes by, respectively, 18.74% and 17.72%. Dr. DRL successfully helps agents to adapt to 19.63% of drifted environments left unsolved by vanilla CL while maintaining and even enhancing by up to 45% the obtained rewards for drifted environments that are resolved by both approaches.
Deploying Deep Reinforcement Learning Systems: A Taxonomy of Challenges
Yahmed, Ahmed Haj, Abbassi, Altaf Allah, Nikanjam, Amin, Li, Heng, Khomh, Foutse
Deep reinforcement learning (DRL), leveraging Deep Learning (DL) in reinforcement learning, has shown significant potential in achieving human-level autonomy in a wide range of domains, including robotics, computer vision, and computer games. This potential justifies the enthusiasm and growing interest in DRL in both academia and industry. However, the community currently focuses mostly on the development phase of DRL systems, with little attention devoted to DRL deployment. In this paper, we propose an empirical study on Stack Overflow (SO), the most popular Q&A forum for developers, to uncover and understand the challenges practitioners faced when deploying DRL systems. Specifically, we categorized relevant SO posts by deployment platforms: server/cloud, mobile/embedded system, browser, and game engine. After filtering and manual analysis, we examined 357 SO posts about DRL deployment, investigated the current state, and identified the challenges related to deploying DRL systems. Then, we investigate the prevalence and difficulty of these challenges. Results show that the general interest in DRL deployment is growing, confirming the study's relevance and importance. Results also show that DRL deployment is more difficult than other DRL issues. Additionally, we built a taxonomy of 31 unique challenges in deploying DRL to different platforms. On all platforms, RL environment-related challenges are the most popular, and communication-related challenges are the most difficult among practitioners. We hope our study inspires future research and helps the community overcome the most common and difficult challenges practitioners face when deploying DRL systems.
Simple is Better and Large is Not Enough: Towards Ensembling of Foundational Language Models
Tyagi, Nancy, Shiri, Aidin, Sarkar, Surjodeep, Umrawal, Abhishek Kumar, Gaur, Manas
Foundational Language Models (FLMs) have advanced natural language processing (NLP) research. Current researchers are developing larger FLMs (e.g., XLNet, T5) to enable contextualized language representation, classification, and generation. While developing larger FLMs has been of significant advantage, it is also a liability concerning hallucination and predictive uncertainty. Fundamentally, larger FLMs are built on the same foundations as smaller FLMs (e.g., BERT); hence, one must recognize the potential of smaller FLMs which can be realized through an ensemble. In the current research, we perform a reality check on FLMs and their ensemble on benchmark and real-world datasets. We hypothesize that the ensembling of FLMs can influence the individualistic attention of FLMs and unravel the strength of coordination and cooperation of different FLMs. We utilize BERT and define three other ensemble techniques: {Shallow, Semi, and Deep}, wherein the Deep-Ensemble introduces a knowledge-guided reinforcement learning approach. We discovered that the suggested Deep-Ensemble BERT outperforms its large variation i.e. BERTlarge, by a factor of many times using datasets that show the usefulness of NLP in sensitive fields, such as mental health.