Reinforcement Learning
Regret-Based Optimization for Robust Reinforcement Learning
Belaire, Roman, Varakantham, Pradeep, Nguyen, Thanh, Lo, David
Deep Reinforcement Learning (DRL) policies have been shown to be vulnerable to small adversarial noise in observations. Such adversarial noise can have disastrous consequences in safety-critical environments. For instance, a self-driving car receiving adversarially perturbed sensory observations about nearby signs (e.g., a stop sign physically altered to be perceived as a speed limit sign) or objects (e.g., cars altered to be recognized as trees) can be fatal. Existing approaches for making RL algorithms robust to an observation-perturbing adversary have focused on reactive approaches that iteratively improve against adversarial examples generated at each iteration. While such approaches have been shown to provide improvements over regular RL methods, they are reactive and can fare significantly worse if certain categories of adversarial examples are not generated during training. To that end, we pursue a more proactive approach that relies on directly optimizing a well-studied robustness measure, regret instead of expected value. We provide a principled approach that minimizes maximum regret over a "neighborhood" of observations to the received "observation". Our regret criterion can be used to modify existing value- and policy-based Deep RL methods. We demonstrate that our approaches provide a significant improvement in performance across a wide variety of benchmarks against leading approaches for robust Deep RL.
FoX: Formation-aware exploration in multi-agent reinforcement learning
Jo, Yonghyeon, Lee, Sunwoo, Yum, Junghyuk, Han, Seungyul
Recently, deep multi-agent reinforcement learning (MARL) has gained significant popularity due to its success in various cooperative multi-agent tasks. However, exploration still remains a challenging problem in MARL due to the partial observability of the agents and the exploration space that can grow exponentially as the number of agents increases. Firstly, in order to address the scalability issue of the exploration space, we define a formation-based equivalence relation on the exploration space and aim to reduce the search space by exploring only meaningful states in different formations. Then, we propose a novel formation-aware exploration (FoX) framework that encourages partially observable agents to visit the states in diverse formations by guiding them to be well aware of their current formation solely based on their own observations. Numerical results show that the proposed FoX framework significantly outperforms the state-of-the-art MARL algorithms on Google Research Football (GRF) and sparse Starcraft II multi-agent challenge (SMAC) tasks.
An ML approach to resolution of singularities
Bérczi, Gergely, Fan, Honglu, Zeng, Mingcong
The solution set of a system of polynomial equations typically contains ill-behaved, singular points. Resolution is a fundamental process in geometry in which we replace singular points with smooth points, while keeping the rest of the solution set unchanged. Resolutions are not unique: the usual way to describe them involves repeatedly performing a fundamental operation known as "blowing-up", and the complexity of the resolution highly depends on certain choices. The process can be translated into various versions of a 2-player game, the so-called Hironaka game, and a winning strategy for the first player provides a solution to the resolution problem. In this paper we introduce a new approach to the Hironaka game that uses reinforcement learning agents to find optimal resolutions of singularities. In certain domains, the trained model outperforms state-of-the-art selection heuristics in total number of polynomial additions performed, which provides a proof-of-concept that recent developments in machine learning have the potential to improve performance of algorithms in symbolic computation.
Careful at Estimation and Bold at Exploration
Chen, Xing, Liu, Yijun, Liu, Zhaogeng, Chen, Hechang, Yao, Hengshuai, Chang, Yi
Exploration strategies in continuous action space are often heuristic due to the infinite actions, and these kinds of methods cannot derive a general conclusion. In prior work, it has been shown that policy-based exploration is beneficial for continuous action space in deterministic policy reinforcement learning(DPRL). However, policy-based exploration in DPRL has two prominent issues: aimless exploration and policy divergence, and the policy gradient for exploration is only sometimes helpful due to inaccurate estimation. Based on the double-Q function framework, we introduce a novel exploration strategy to mitigate these issues, separate from the policy gradient. We first propose the greedy Q softmax update schema for Q value update. The expected Q value is derived by weighted summing the conservative Q value over actions, and the weight is the corresponding greedy Q value. Greedy Q takes the maximum value of the two Q functions, and conservative Q takes the minimum value of the two different Q functions. For practicality, this theoretical basis is then extended to allow us to combine action exploration with the Q value update, except for the premise that we have a surrogate policy that behaves like this exploration policy. In practice, we construct such an exploration policy with a few sampled actions, and to meet the premise, we learn such a surrogate policy by minimizing the KL divergence between the target policy and the exploration policy constructed by the conservative Q. We evaluate our method on the Mujoco benchmark and demonstrate superior performance compared to previous state-of-the-art methods across various environments, particularly in the most complex Humanoid environment.
On the Opportunities and Challenges of Offline Reinforcement Learning for Recommender Systems
Chen, Xiaocong, Wang, Siyu, McAuley, Julian, Jannach, Dietmar, Yao, Lina
Reinforcement learning serves as a potent tool for modeling dynamic user interests within recommender systems, garnering increasing research attention of late. However, a significant drawback persists: its poor data efficiency, stemming from its interactive nature. The training of reinforcement learning-based recommender systems demands expensive online interactions to amass adequate trajectories, essential for agents to learn user preferences. This inefficiency renders reinforcement learning-based recommender systems a formidable undertaking, necessitating the exploration of potential solutions. Recent strides in offline reinforcement learning present a new perspective. Offline reinforcement learning empowers agents to glean insights from offline datasets and deploy learned policies in online settings. Given that recommender systems possess extensive offline datasets, the framework of offline reinforcement learning aligns seamlessly. Despite being a burgeoning field, works centered on recommender systems utilizing offline reinforcement learning remain limited. This survey aims to introduce and delve into offline reinforcement learning within recommender systems, offering an inclusive review of existing literature in this domain. Furthermore, we strive to underscore prevalent challenges, opportunities, and future pathways, poised to propel research in this evolving field.
Stabilizing Unsupervised Environment Design with a Learned Adversary
Mediratta, Ishita, Jiang, Minqi, Parker-Holder, Jack, Dennis, Michael, Vinitsky, Eugene, Rocktäschel, Tim
A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.
Autonomous Payload Thermal Control
In small satellites there is less room for heat control equipment, scientific instruments, and electronic components. Furthermore, the near proximity of the electronics makes power dissipation difficult, with the risk of not being able to control the temperature appropriately, reducing component lifetime and mission performance. To address this challenge, taking advantage of the advent of increasing intelligence on board satellites, a deep reinforcement learning based framework that uses Soft Actor-Critic algorithm is proposed for learning the thermal control policy onboard. The framework is evaluated both in a naive simulated environment and in a real space edge processing computer that will be shipped in the future IMAGIN-e mission and hosted in the ISS. The experiment results show that the proposed framework is able to learn to control the payload processing power to maintain the temperature under operational ranges, complementing traditional thermal control systems.
Double Pessimism is Provably Efficient for Distributionally Robust Offline Reinforcement Learning: Generic Algorithm and Robust Partial Coverage
Blanchet, Jose, Lu, Miao, Zhang, Tong, Zhong, Han
In this paper, we study distributionally robust offline reinforcement learning (robust offline RL), which seeks to find an optimal policy purely from an offline dataset that can perform well in perturbed environments. In specific, we propose a generic algorithm framework called Doubly Pessimistic Model-based Policy Optimization ($P^2MPO$), which features a novel combination of a flexible model estimation subroutine and a doubly pessimistic policy optimization step. Notably, the double pessimism principle is crucial to overcome the distributional shifts incurred by (i) the mismatch between the behavior policy and the target policies; and (ii) the perturbation of the nominal model. Under certain accuracy conditions on the model estimation subroutine, we prove that $P^2MPO$ is sample-efficient with robust partial coverage data, which only requires the offline data to have good coverage of the distributions induced by the optimal robust policy and the perturbed models around the nominal model. By tailoring specific model estimation subroutines for concrete examples of RMDPs, including tabular RMDPs, factored RMDPs, kernel and neural RMDPs, we prove that $P^2MPO$ enjoys a $\tilde{\mathcal{O}}(n^{-1/2})$ convergence rate, where $n$ is the dataset size. We highlight that all these examples, except tabular RMDPs, are first identified and proven tractable by this work. Furthermore, we continue our study of robust offline RL in the robust Markov games (RMGs). By extending the double pessimism principle identified for single-agent RMDPs, we propose another algorithm framework that can efficiently find the robust Nash equilibria among players using only robust unilateral (partial) coverage data. To our best knowledge, this work proposes the first general learning principle -- double pessimism -- for robust offline RL and shows that it is provably efficient with general function approximation.
Active Exploration for Inverse Reinforcement Learning
Lindner, David, Krause, Andreas, Ramponi, Giorgia
Inverse Reinforcement Learning (IRL) is a powerful paradigm for inferring a reward function from expert demonstrations. Many IRL algorithms require a known transition model and sometimes even a known expert policy, or they at least require access to a generative model. However, these assumptions are too strong for many real-world applications, where the environment can be accessed only through sequential interaction. We propose a novel IRL algorithm: Active exploration for Inverse Reinforcement Learning (AceIRL), which actively explores an unknown environment and expert policy to quickly learn the expert's reward function and identify a good policy. AceIRL uses previous observations to construct confidence intervals that capture plausible reward functions and find exploration policies that focus on the most informative regions of the environment. AceIRL is the first approach to active IRL with sample-complexity bounds that does not require a generative model of the environment. AceIRL matches the sample complexity of active IRL with a generative model in the worst case. Additionally, we establish a problem-dependent bound that relates the sample complexity of AceIRL to the suboptimality gap of a given IRL problem. We empirically evaluate AceIRL in simulations and find that it significantly outperforms more naive exploration strategies.
Some Supervision Required: Incorporating Oracle Policies in Reinforcement Learning via Epistemic Uncertainty Metrics
Tai, Jun Jet, Terry, Jordan K., Innocente, Mauro S., Brusey, James, Horri, Nadjim
An inherent problem of reinforcement learning is performing exploration of an environment through random actions, of which a large portion can be unproductive. Instead, exploration can be improved by initializing the learning policy with an existing (previously learned or hard-coded) oracle policy, offline data, or demonstrations. In the case of using an oracle policy, it can be unclear how best to incorporate the oracle policy's experience into the learning policy in a way that maximizes learning sample efficiency. In this paper, we propose a method termed Critic Confidence Guided Exploration (CCGE) for incorporating such an oracle policy into standard actor-critic reinforcement learning algorithms. More specifically, CCGE takes in the oracle policy's actions as suggestions and incorporates this information into the learning scheme when uncertainty is high, while ignoring it when the uncertainty is low. CCGE is agnostic to methods of estimating uncertainty, and we show that it is equally effective with two different techniques. Empirically, we evaluate the effect of CCGE on various benchmark reinforcement learning tasks, and show that this idea can lead to improved sample efficiency and final performance. Furthermore, when evaluated on sparse reward environments, CCGE is able to perform competitively against adjacent algorithms that also leverage an oracle policy. Our experiments show that it is possible to utilize uncertainty as a heuristic to guide exploration using an oracle in reinforcement learning. We expect that this will inspire more research in this direction, where various heuristics are used to determine the direction of guidance provided to learning.