Reinforcement Learning
Mobility-Aware Computation Offloading for Swarm Robotics using Deep Reinforcement Learning
Swarm robotics is envisioned to automate a large number of dirty, dangerous, and dull tasks. Robots have limited energy, computation capability, and communication resources. Therefore, current swarm robotics have a small number of robots, which can only provide limited spatio-temporal information. In this paper, we propose to leverage the mobile edge computing to alleviate the computation burden. We develop an effective solution based on a mobility-aware deep reinforcement learning model at the edge server side for computing scheduling and resource. Our results show that the proposed approach can meet delay requirements and guarantee computation precision by using minimum robot energy.
Reinforced Self-Training (ReST) for Language Modeling
Gulcehre, Caglar, Paine, Tom Le, Srinivasan, Srivatsan, Konyushkova, Ksenia, Weerts, Lotte, Sharma, Abhishek, Siddhant, Aditya, Ahern, Alex, Wang, Miaosen, Gu, Chenjie, Macherey, Wolfgang, Doucet, Arnaud, Firat, Orhan, de Freitas, Nando
Reinforcement learning from human feedback (RLHF) can improve the quality of large language model's (LLM) outputs by aligning them with human preferences. We propose a simple algorithm for aligning LLMs with human preferences inspired by growing batch reinforcement learning (RL), which we call Reinforced Self-Training (ReST). Given an initial LLM policy, ReST produces a dataset by generating samples from the policy, which are then used to improve the LLM policy using offline RL algorithms. ReST is more efficient than typical online RLHF methods because the training dataset is produced offline, which allows data reuse. While ReST is a general approach applicable to all generative learning settings, we focus on its application to machine translation. Our results show that ReST can substantially improve translation quality, as measured by automated metrics and human evaluation on machine translation benchmarks in a compute and sample-efficient manner.
Stability of Q-Learning Through Design and Optimism
Q-learning has become an important part of the reinforcement learning toolkit since its introduction in the dissertation of Chris Watkins in the 1980s. The purpose of this paper is in part a tutorial on stochastic approximation and Q-learning, providing details regarding the INFORMS APS inaugural Applied Probability Trust Plenary Lecture, presented in Nancy France, June 2023. The paper also presents new approaches to ensure stability and potentially accelerated convergence for these algorithms, and stochastic approximation in other settings. Two contributions are entirely new: 1. Stability of Q-learning with linear function approximation has been an open topic for research for over three decades. It is shown that with appropriate optimistic training in the form of a modified Gibbs policy, there exists a solution to the projected Bellman equation, and the algorithm is stable (in terms of bounded parameter estimates). Convergence remains one of many open topics for research. 2. The new Zap Zero algorithm is designed to approximate the Newton-Raphson flow without matrix inversion. It is stable and convergent under mild assumptions on the mean flow vector field for the algorithm, and compatible statistical assumption on an underlying Markov chain. The algorithm is a general approach to stochastic approximation which in particular applies to Q-learning with "oblivious" training even with non-linear function approximation.
iPLAN: Intent-Aware Planning in Heterogeneous Traffic via Distributed Multi-Agent Reinforcement Learning
Wu, Xiyang, Chandra, Rohan, Guan, Tianrui, Bedi, Amrit Singh, Manocha, Dinesh
Navigating safely and efficiently in dense and heterogeneous traffic scenarios is challenging for autonomous vehicles (AVs) due to their inability to infer the behaviors or intentions of nearby drivers. In this work, we introduce a distributed multi-agent reinforcement learning (MARL) algorithm that can predict trajectories and intents in dense and heterogeneous traffic scenarios. Our approach for intent-aware planning, iPLAN, allows agents to infer nearby drivers' intents solely from their local observations. We model two distinct incentives for agents' strategies: Behavioral Incentive for high-level decision-making based on their driving behavior or personality and Instant Incentive for motion planning for collision avoidance based on the current traffic state. Our approach enables agents to infer their opponents' behavior incentives and integrate this inferred information into their decision-making and motion-planning processes. We perform experiments on two simulation environments, Non-Cooperative Navigation and Heterogeneous Highway. In Heterogeneous Highway, results show that, compared with centralized training decentralized execution (CTDE) MARL baselines such as QMIX and MAPPO, our method yields a 4.3% and 38.4% higher episodic reward in mild and chaotic traffic, with 48.1% higher success rate and 80.6% longer survival time in chaotic traffic. We also compare with a decentralized training decentralized execution (DTDE) baseline IPPO and demonstrate a higher episodic reward of 12.7% and 6.3% in mild traffic and chaotic traffic, 25.3% higher success rate, and 13.7% longer survival time.
Bias and Extrapolation in Markovian Linear Stochastic Approximation with Constant Stepsizes
Huo, Dongyan, Chen, Yudong, Xie, Qiaomin
We consider Linear Stochastic Approximation (LSA) with a constant stepsize and Markovian data. Viewing the joint process of the data and LSA iterate as a time-homogeneous Markov chain, we prove its convergence to a unique limiting and stationary distribution in Wasserstein distance and establish non-asymptotic, geometric convergence rates. Furthermore, we show that the bias vector of this limit admits an infinite series expansion with respect to the stepsize. Consequently, the bias is proportional to the stepsize up to higher order terms. This result stands in contrast with LSA under i.i.d. data, for which the bias vanishes. In the reversible chain setting, we provide a general characterization of the relationship between the bias and the mixing time of the Markovian data, establishing that they are roughly proportional to each other. While Polyak-Ruppert tail-averaging reduces the variance of the LSA iterates, it does not affect the bias. The above characterization allows us to show that the bias can be reduced using Richardson-Romberg extrapolation with $m\ge 2$ stepsizes, which eliminates the $m-1$ leading terms in the bias expansion. This extrapolation scheme leads to an exponentially smaller bias and an improved mean squared error, both in theory and empirically. Our results immediately apply to the Temporal Difference learning algorithm with linear function approximation, Markovian data, and constant stepsizes.
LaGR-SEQ: Language-Guided Reinforcement Learning with Sample-Efficient Querying
Karimpanal, Thommen George, Semage, Laknath Buddhika, Rana, Santu, Le, Hung, Tran, Truyen, Gupta, Sunil, Venkatesh, Svetha
Large language models (LLMs) have recently demonstrated their impressive ability to provide context-aware responses via text. This ability could potentially be used to predict plausible solutions in sequential decision making tasks pertaining to pattern completion. For example, by observing a partial stack of cubes, LLMs can predict the correct sequence in which the remaining cubes should be stacked by extrapolating the observed patterns (e.g., cube sizes, colors or other attributes) in the partial stack. In this work, we introduce LaGR (Language-Guided Reinforcement learning), which uses this predictive ability of LLMs to propose solutions to tasks that have been partially completed by a primary reinforcement learning (RL) agent, in order to subsequently guide the latter's training. However, as RL training is generally not sample-efficient, deploying this approach would inherently imply that the LLM be repeatedly queried for solutions; a process that can be expensive and infeasible. To address this issue, we introduce SEQ (sample efficient querying), where we simultaneously train a secondary RL agent to decide when the LLM should be queried for solutions. Specifically, we use the quality of the solutions emanating from the LLM as the reward to train this agent. We show that our proposed framework LaGR-SEQ enables more efficient primary RL training, while simultaneously minimizing the number of queries to the LLM. We demonstrate our approach on a series of tasks and highlight the advantages of our approach, along with its limitations and potential future research directions.
Towards Few-shot Coordination: Revisiting Ad-hoc Teamplay Challenge In the Game of Hanabi
Nekoei, Hadi, Zhao, Xutong, Rajendran, Janarthanan, Liu, Miao, Chandar, Sarath
Cooperative Multi-agent Reinforcement Learning (MARL) algorithms with Zero-Shot Coordination (ZSC) have gained significant attention in recent years. ZSC refers to the ability of agents to coordinate zero-shot (without additional interaction experience) with independently trained agents. While ZSC is crucial for cooperative MARL agents, it might not be possible for complex tasks and changing environments. Agents also need to adapt and improve their performance with minimal interaction with other agents. In this work, we show empirically that state-of-the-art ZSC algorithms have poor performance when paired with agents trained with different learning methods, and they require millions of interaction samples to adapt to these new partners. To investigate this issue, we formally defined a framework based on a popular cooperative multi-agent game called Hanabi to evaluate the adaptability of MARL methods. In particular, we created a diverse set of pre-trained agents and defined a new metric called adaptation regret that measures the agent's ability to efficiently adapt and improve its coordination performance when paired with some held-out pool of partners on top of its ZSC performance. After evaluating several SOTA algorithms using our framework, our experiments reveal that naive Independent Q-Learning (IQL) agents in most cases adapt as quickly as the SOTA ZSC algorithm Off-Belief Learning (OBL). This finding raises an interesting research question: How to design MARL algorithms with high ZSC performance and capability of fast adaptation to unseen partners. As a first step, we studied the role of different hyper-parameters and design choices on the adaptability of current MARL algorithms. Our experiments show that two categories of hyper-parameters controlling the training data diversity and optimization process have a significant impact on the adaptability of Hanabi agents.
Karma: Adaptive Video Streaming via Causal Sequence Modeling
Xu, Bowei, Chen, Hao, Ma, Zhan
Optimal adaptive bitrate (ABR) decision depends on a comprehensive characterization of state transitions that involve interrelated modalities over time including environmental observations, returns, and actions. However, state-of-the-art learning-based ABR algorithms solely rely on past observations to decide the next action. This paradigm tends to cause a chain of deviations from optimal action when encountering unfamiliar observations, which consequently undermines the model generalization. This paper presents Karma, an ABR algorithm that utilizes causal sequence modeling to improve generalization by comprehending the interrelated causality among past observations, returns, and actions and timely refining action when deviation occurs. Unlike direct observation-to-action mapping, Karma recurrently maintains a multi-dimensional time series of observations, returns, and actions as input and employs causal sequence modeling via a decision transformer to determine the next action. In the input sequence, Karma uses the maximum cumulative future quality of experience (QoE) (a.k.a, QoE-to-go) as an extended return signal, which is periodically estimated based on current network conditions and playback status. We evaluate Karma through trace-driven simulations and real-world field tests, demonstrating superior performance compared to existing state-of-the-art ABR algorithms, with an average QoE improvement ranging from 10.8% to 18.7% across diverse network conditions. Furthermore, Karma exhibits strong generalization capabilities, showing leading performance under unseen networks in both simulations and real-world tests.
Soft Decomposed Policy-Critic: Bridging the Gap for Effective Continuous Control with Discrete RL
Zhang, Yechen, Sun, Jian, Wang, Gang, Li, Zhuo, Chen, Wei
Discrete reinforcement learning (RL) algorithms have demonstrated exceptional performance in solving sequential decision tasks with discrete action spaces, such as Atari games. However, their effectiveness is hindered when applied to continuous control problems due to the challenge of dimensional explosion. In this paper, we present the Soft Decomposed Policy-Critic (SDPC) architecture, which combines soft RL and actor-critic techniques with discrete RL methods to overcome this limitation. SDPC discretizes each action dimension independently and employs a shared critic network to maximize the soft $Q$-function. This novel approach enables SDPC to support two types of policies: decomposed actors that lead to the Soft Decomposed Actor-Critic (SDAC) algorithm, and decomposed $Q$-networks that generate Boltzmann soft exploration policies, resulting in the Soft Decomposed-Critic Q (SDCQ) algorithm. Through extensive experiments, we demonstrate that our proposed approach outperforms state-of-the-art continuous RL algorithms in a variety of continuous control tasks, including Mujoco's Humanoid and Box2d's BipedalWalker. These empirical results validate the effectiveness of the SDPC architecture in addressing the challenges associated with continuous control.
Mimicking To Dominate: Imitation Learning Strategies for Success in Multiagent Competitive Games
Bui, The Viet, Mai, Tien, Nguyen, Thanh Hong
Training agents in multi-agent competitive games presents significant challenges due to their intricate nature. These challenges are exacerbated by dynamics influenced not only by the environment but also by opponents' strategies. Existing methods often struggle with slow convergence and instability. To address this, we harness the potential of imitation learning to comprehend and anticipate opponents' behavior, aiming to mitigate uncertainties with respect to the game dynamics. Our key contributions include: (i) a new multi-agent imitation learning model for predicting next moves of the opponents -- our model works with hidden opponents' actions and local observations; (ii) a new multi-agent reinforcement learning algorithm that combines our imitation learning model and policy training into one single training process; and (iii) extensive experiments in three challenging game environments, including an advanced version of the Star-Craft multi-agent challenge (i.e., SMACv2). Experimental results show that our approach achieves superior performance compared to existing state-of-the-art multi-agent RL algorithms.