Reinforcement Learning
Toward Efficient Gradient-Based Value Estimation
Sharifnassab, Arsalan, Sutton, Richard
Gradient-based methods for value estimation in reinforcement learning have favorable stability properties, but they are typically much slower than Temporal Difference (TD) learning methods. We study the root causes of this slowness and show that Mean Square Bellman Error (MSBE) is an ill-conditioned loss function in the sense that its Hessian has large condition-number. To resolve the adverse effect of poor conditioning of MSBE on gradient based methods, we propose a low complexity batch-free proximal method that approximately follows the Gauss-Newton direction and is asymptotically robust to parameterization. Our main algorithm, called RANS, is efficient in the sense that it is significantly faster than the residual gradient methods while having almost the same computational complexity, and is competitive with TD on the classic problems that we tested.
On the Effectiveness of Offline RL for Dialogue Response Generation
Sodhi, Paloma, Wu, Felix, Elenberg, Ethan R., Weinberger, Kilian Q., McDonald, Ryan
However, this can be expensive to collect. Instead, modelbased metrics to measure utterance similarity, such as A common training technique for language models BERTScore (Zhang et al., 2019) and BLEURT (Sellam is teacher forcing (TF). TF attempts to match et al., 2020), provide a cheaper alternative. These are automated human language exactly, even though identical metrics that capture semantic similarity between meanings can be expressed in different ways. This sentences and tend to have a high correlation with human motivates use of sequence-level objectives for dialogue judgment (Zhang et al., 2019; Sellam et al., 2020).
Optimal Control of Multiclass Fluid Queueing Networks: A Machine Learning Approach
Bertsimas, Dimitris, Kim, Cheol Woo
We propose a machine learning approach to the optimal control of multiclass fluid queueing networks (MFQNETs) that provides explicit and insightful control policies. We prove that a threshold type optimal policy exists for MFQNET control problems, where the threshold curves are hyperplanes passing through the origin. We use Optimal Classification Trees with hyperplane splits (OCT-H) to learn an optimal control policy for MFQNETs. We use numerical solutions of MFQNET control problems as a training set and apply OCT-H to learn explicit control policies. We report experimental results with up to 33 servers and 99 classes that demonstrate that the learned policies achieve 100\% accuracy on the test set. While the offline training of OCT-H can take days in large networks, the online application takes milliseconds.
Physics-Guided Hierarchical Reward Mechanism for Learning-Based Robotic Grasping
Jung, Yunsik, Tao, Lingfeng, Bowman, Michael, Zhang, Jiucai, Zhang, Xiaoli
Learning-based grasping can afford real-time grasp motion planning of multi-fingered robotics hands thanks to its high computational efficiency. However, learning-based methods are required to explore large search spaces during the learning process. The search space causes low learning efficiency, which has been the main barrier to its practical adoption. In addition, the trained policy lacks a generalizable outcome unless objects are identical to the trained objects. In this work, we develop a novel Physics-Guided Deep Reinforcement Learning with a Hierarchical Reward Mechanism to improve learning efficiency and generalizability for learning-based autonomous grasping. Unlike conventional observation-based grasp learning, physics-informed metrics are utilized to convey correlations between features associated with hand structures and objects to improve learning efficiency and outcomes. Further, the hierarchical reward mechanism enables the robot to learn prioritized components of the grasping tasks. Our method is validated in robotic grasping tasks with a 3-finger MICO robot arm. The results show that our method outperformed the standard Deep Reinforcement Learning methods in various robotic grasping tasks.
Balancing Exploration and Exploitation in Hierarchical Reinforcement Learning via Latent Landmark Graphs
Zhang, Qingyang, Yang, Yiming, Ruan, Jingqing, Xiong, Xuantang, Xing, Dengpeng, Xu, Bo
Goal-Conditioned Hierarchical Reinforcement Learning (GCHRL) is a promising paradigm to address the exploration-exploitation dilemma in reinforcement learning. It decomposes the source task into subgoal conditional subtasks and conducts exploration and exploitation in the subgoal space. The effectiveness of GCHRL heavily relies on subgoal representation functions and subgoal selection strategy. However, existing works often overlook the temporal coherence in GCHRL when learning latent subgoal representations and lack an efficient subgoal selection strategy that balances exploration and exploitation. This paper proposes HIerarchical reinforcement learning via dynamically building Latent Landmark graphs (HILL) to overcome these limitations. HILL learns latent subgoal representations that satisfy temporal coherence using a contrastive representation learning objective. Based on these representations, HILL dynamically builds latent landmark graphs and employs a novelty measure on nodes and a utility measure on edges. Finally, HILL develops a subgoal selection strategy that balances exploration and exploitation by jointly considering both measures. Experimental results demonstrate that HILL outperforms state-of-the-art baselines on continuous control tasks with sparse rewards in sample efficiency and asymptotic performance. Our code is available at https://github.com/papercode2022/HILL.
Multi-Stage Reinforcement Learning for Non-Prehensile Manipulation
Wang, Dexin, Chang, Faliang, Liu, Chunsheng
Manipulating objects without grasping them enables more complex tasks, known as non-prehensile manipulation. Most previous methods only learn one manipulation skill, such as reach or push, and cannot achieve flexible object manipulation.In this work, we introduce MRLM, a Multi-stage Reinforcement Learning approach for non-prehensile Manipulation of objects.MRLM divides the task into multiple stages according to the switching of object poses and contact points.At each stage, the policy takes the point cloud-based state-goal fusion representation as input, and proposes a spatially-continuous action that including the motion of the parallel gripper pose and opening width.To fully unlock the potential of MRLM, we propose a set of technical contributions including the state-goal fusion representation, spatially-reachable distance metric, and automatic buffer compaction.We evaluate MRLM on an Occluded Grasping task which aims to grasp the object in configurations that are initially occluded.Compared with the baselines, the proposed technical contributions improve the success rate by at least 40\% and maximum 100\%, and avoids falling into local optimum.Our method demonstrates strong generalization to unseen object with shapes outside the training distribution.Moreover, MRLM can be transferred to real world with zero-shot transfer, achieving a 95\% success rate.Code and videos can be found at https://sites.google.com/view/mrlm.
Game-Theoretic Robust Reinforcement Learning Handles Temporally-Coupled Perturbations
Liang, Yongyuan, Sun, Yanchao, Zheng, Ruijie, Liu, Xiangyu, Sandholm, Tuomas, Huang, Furong, McAleer, Stephen
Robust reinforcement learning (RL) seeks to train policies that can perform well under environment perturbations or adversarial attacks. Existing approaches typically assume that the space of possible perturbations remains the same across timesteps. However, in many settings, the space of possible perturbations at a given timestep depends on past perturbations. We formally introduce temporally-coupled perturbations, presenting a novel challenge for existing robust RL methods. To tackle this challenge, we propose GRAD, a novel game-theoretic approach that treats the temporally-coupled robust RL problem as a partially-observable two-player zero-sum game. By finding an approximate equilibrium in this game, GRAD ensures the agent's robustness against temporally-coupled perturbations. Empirical experiments on a variety of continuous control tasks demonstrate that our proposed approach exhibits significant robustness advantages compared to baselines against both standard and temporally-coupled attacks, in both state and action spaces.
A Flexible Framework for Incorporating Patient Preferences Into Q-Learning
Zitovsky, Joshua P., Wilson, Leslie, Kosorok, Michael R.
In real-world healthcare problems, there are often multiple competing outcomes of interest, such as treatment efficacy and side effect severity. However, statistical methods for estimating dynamic treatment regimes (DTRs) usually assume a single outcome of interest, and the few methods that deal with composite outcomes suffer from important limitations. This includes restrictions to a single time point and two outcomes, the inability to incorporate self-reported patient preferences and limited theoretical guarantees. To this end, we propose a new method to address these limitations, which we dub Latent Utility Q-Learning (LUQ-Learning). LUQ-Learning uses a latent model approach to naturally extend Q-learning to the composite outcome setting and adopt the ideal trade-off between outcomes to each patient. Unlike previous approaches, our framework allows for an arbitrary number of time points and outcomes, incorporates stated preferences and achieves strong asymptotic performance with realistic assumptions on the data. We conduct simulation experiments based on an ongoing trial for low back pain as well as a well-known completed trial for schizophrenia. In all experiments, our method achieves highly competitive empirical performance compared to several alternative baselines.
On the Expressivity of Multidimensional Markov Reward
We consider the expressivity of Markov rewards in sequential decision making under uncertainty. We view reward functions in Markov Decision Processes (MDPs) as a means to characterize desired behaviors of agents. Assuming desired behaviors are specified as a set of acceptable policies, we investigate if there exists a scalar or multidimensional Markov reward function that makes the policies in the set more desirable than the other policies.
DIP-RL: Demonstration-Inferred Preference Learning in Minecraft
Novoseller, Ellen, Goecks, Vinicius G., Watkins, David, Miller, Josh, Waytowich, Nicholas
In machine learning for sequential decision-making, an algorithmic agent learns to interact with an environment while receiving feedback in the form of a reward signal. However, in many unstructured real-world settings, such a reward signal is unknown and humans cannot reliably craft a reward signal that correctly captures desired behavior. To solve tasks in such unstructured and open-ended environments, we present Demonstration-Inferred Preference Reinforcement Learning (DIP-RL), an algorithm that leverages human demonstrations in three distinct ways, including training an autoencoder, seeding reinforcement learning (RL) training batches with demonstration data, and inferring preferences over behaviors to learn a reward function to guide RL. We evaluate DIP-RL in a tree-chopping task in Minecraft. Results suggest that the method can guide an RL agent to learn a reward function that reflects human preferences and that DIP-RL performs competitively relative to baselines. DIP-RL is inspired by our previous work on combining demonstrations and pairwise preferences in Minecraft, which was awarded a research prize at the 2022 NeurIPS MineRL BASALT competition, Learning from Human Feedback in Minecraft. Example trajectory rollouts of DIP-RL and baselines are located at https://sites.google.com/view/dip-rl.