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 Reinforcement Learning


Goal-Conditioned Reinforcement Learning with Disentanglement-based Reachability Planning

arXiv.org Artificial Intelligence

Goal-Conditioned Reinforcement Learning (GCRL) can enable agents to spontaneously set diverse goals to learn a set of skills. Despite the excellent works proposed in various fields, reaching distant goals in temporally extended tasks remains a challenge for GCRL. Current works tackled this problem by leveraging planning algorithms to plan intermediate subgoals to augment GCRL. Their methods need two crucial requirements: (i) a state representation space to search valid subgoals, and (ii) a distance function to measure the reachability of subgoals. However, they struggle to scale to high-dimensional state space due to their non-compact representations. Moreover, they cannot collect high-quality training data through standard GC policies, which results in an inaccurate distance function. Both affect the efficiency and performance of planning and policy learning. In the paper, we propose a goal-conditioned RL algorithm combined with Disentanglement-based Reachability Planning (REPlan) to solve temporally extended tasks. In REPlan, a Disentangled Representation Module (DRM) is proposed to learn compact representations which disentangle robot poses and object positions from high-dimensional observations in a self-supervised manner. A simple REachability discrimination Module (REM) is also designed to determine the temporal distance of subgoals. Moreover, REM computes intrinsic bonuses to encourage the collection of novel states for training. We evaluate our REPlan in three vision-based simulation tasks and one real-world task. The experiments demonstrate that our REPlan significantly outperforms the prior state-of-the-art methods in solving temporally extended tasks.


Reparameterized Policy Learning for Multimodal Trajectory Optimization

arXiv.org Artificial Intelligence

We investigate the challenge of parametrizing policies for reinforcement learning (RL) in high-dimensional continuous action spaces. Our objective is to develop a multimodal policy that overcomes limitations inherent in the commonly-used Gaussian parameterization. To achieve this, we propose a principled framework that models the continuous RL policy as a generative model of optimal trajectories. By conditioning the policy on a latent variable, we derive a novel variational bound as the optimization objective, which promotes exploration of the environment. We then present a practical model-based RL method, called Reparameterized Policy Gradient (RPG), which leverages the multimodal policy parameterization and learned world model to achieve strong exploration capabilities and high data efficiency. Empirical results demonstrate that our method can help agents evade local optima in tasks with dense rewards and solve challenging sparse-reward environments by incorporating an object-centric intrinsic reward. Our method consistently outperforms previous approaches across a range of tasks. Code and supplementary materials are available on the project page https://haosulab.github.io/RPG/


Efficient Action Robust Reinforcement Learning with Probabilistic Policy Execution Uncertainty

arXiv.org Artificial Intelligence

Robust reinforcement learning (RL) aims to find a policy that optimizes the worst-case performance in the face of uncertainties. In this paper, we focus on action robust RL with the probabilistic policy execution uncertainty, in which, instead of always carrying out the action specified by the policy, the agent will take the action specified by the policy with probability $1-\rho$ and an alternative adversarial action with probability $\rho$. We establish the existence of an optimal policy on the action robust MDPs with probabilistic policy execution uncertainty and provide the action robust Bellman optimality equation for its solution. Furthermore, we develop Action Robust Reinforcement Learning with Certificates (ARRLC) algorithm that achieves minimax optimal regret and sample complexity. Furthermore, we conduct numerical experiments to validate our approach's robustness, demonstrating that ARRLC outperforms non-robust RL algorithms and converges faster than the robust TD algorithm in the presence of action perturbations.


Provably Efficient UCB-type Algorithms For Learning Predictive State Representations

arXiv.org Artificial Intelligence

The general sequential decision-making problem, which includes Markov decision processes (MDPs) and partially observable MDPs (POMDPs) as special cases, aims at maximizing a cumulative reward by making a sequence of decisions based on a history of observations and actions over time. Recent studies have shown that the sequential decision-making problem is statistically learnable if it admits a low-rank structure modeled by predictive state representations (PSRs). Despite these advancements, existing approaches typically involve oracles or steps that are not computationally efficient. On the other hand, the upper confidence bound (UCB) based approaches, which have served successfully as computationally efficient methods in bandits and MDPs, have not been investigated for more general PSRs, due to the difficulty of optimistic bonus design in these more challenging settings. This paper proposes the first known UCB-type approach for PSRs, featuring a novel bonus term that upper bounds the total variation distance between the estimated and true models. We further characterize the sample complexity bounds for our designed UCB-type algorithms for both online and offline PSRs. In contrast to existing approaches for PSRs, our UCB-type algorithms enjoy computational efficiency, last-iterate guaranteed near-optimal policy, and guaranteed model accuracy.


Leveraging Offline Data in Online Reinforcement Learning

arXiv.org Artificial Intelligence

Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an $\epsilon$-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an $\epsilon$-optimal policy? In this work, we consider this setting, which we call the \textsf{FineTuneRL} setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, \textsc{FTPedel}, which is provably optimal, up to $H$ factors. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between \emph{verifiable} learning, the typical setting considered in online RL, and \emph{unverifiable} learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.


Nonuniqueness and Convergence to Equivalent Solutions in Observer-based Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

A key challenge in solving the deterministic inverse reinforcement learning (IRL) problem online and in real-time is the existence of multiple solutions. Nonuniqueness necessitates the study of the notion of equivalent solutions, i.e., solutions that result in a different cost functional but same feedback matrix, and convergence to such solutions. While offline algorithms that result in convergence to equivalent solutions have been developed in the literature, online, real-time techniques that address nonuniqueness are not available. In this paper, a regularized history stack observer that converges to approximately equivalent solutions of the IRL problem is developed. Novel data-richness conditions are developed to facilitate the analysis and simulation results are provided to demonstrate the effectiveness of the developed technique.


Instance-Dependent Near-Optimal Policy Identification in Linear MDPs via Online Experiment Design

arXiv.org Artificial Intelligence

While much progress has been made in understanding the minimax sample complexity of reinforcement learning (RL) -- the complexity of learning on the "worst-case" instance -- such measures of complexity often do not capture the true difficulty of learning. In practice, on an "easy" instance, we might hope to achieve a complexity far better than that achievable on the worst-case instance. In this work we seek to understand the "instance-dependent" complexity of learning near-optimal policies (PAC RL) in the setting of RL with linear function approximation. We propose an algorithm, \textsc{Pedel}, which achieves a fine-grained instance-dependent measure of complexity, the first of its kind in the RL with function approximation setting, thereby capturing the difficulty of learning on each particular problem instance. Through an explicit example, we show that \textsc{Pedel} yields provable gains over low-regret, minimax-optimal algorithms and that such algorithms are unable to hit the instance-optimal rate. Our approach relies on a novel online experiment design-based procedure which focuses the exploration budget on the "directions" most relevant to learning a near-optimal policy, and may be of independent interest.


Value Summation: A Novel Scoring Function for MPC-based Model-based Reinforcement Learning

arXiv.org Artificial Intelligence

This paper proposes a novel scoring function for the planning module of MPC-based reinforcement learning methods to address the inherent bias of using the reward function to score trajectories. The proposed method enhances the learning efficiency of existing MPC-based MBRL methods using the discounted sum of values. The method utilizes optimal trajectories to guide policy learning and updates its state-action value function based on real-world and augmented onboard data. The learning efficiency of the proposed method is evaluated in selected MuJoCo Gym environments as well as in learning locomotion skills for a simulated model of the Cassie robot. The results demonstrate that the proposed method outperforms the current state-of-the-art algorithms in terms of learning efficiency and average reward return.


BERRY: Bit Error Robustness for Energy-Efficient Reinforcement Learning-Based Autonomous Systems

arXiv.org Artificial Intelligence

Autonomous systems, such as Unmanned Aerial Vehicles (UAVs), are expected to run complex reinforcement learning (RL) models to execute fully autonomous position-navigation-time tasks within stringent onboard weight and power constraints. We observe that reducing onboard operating voltage can benefit the energy efficiency of both the computation and flight mission, however, it can also result in on-chip bit failures that are detrimental to mission safety and performance. To this end, we propose BERRY, a robust learning framework to improve bit error robustness and energy efficiency for RL-enabled autonomous systems. BERRY supports robust learning, both offline and on-board the UAV, and for the first time, demonstrates the practicality of robust low-voltage operation on UAVs that leads to high energy savings in both compute-level operation and system-level quality-of-flight. We perform extensive experiments on 72 autonomous navigation scenarios and demonstrate that BERRY generalizes well across environments, UAVs, autonomy policies, operating voltages and fault patterns, and consistently improves robustness, efficiency and mission performance, achieving up to 15.62% reduction in flight energy, 18.51% increase in the number of successful missions, and 3.43x processing energy reduction.


Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games

arXiv.org Artificial Intelligence

Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from the final product. In this technical paper we describe an effort to add an experimental reinforcement learning system to an existing automated game testing solution based on scripted bots in order to increase its capacity. We report on how this reinforcement learning system was integrated with the aim to increase test coverage similar to [1] in a set of AAA games including Battlefield 2042 and Dead Space (2023). The aim of this technical paper is to show a use-case of leveraging reinforcement learning in game production and cover some of the largest time sinks anyone who wants to make the same journey for their game may encounter. Furthermore, to help the game industry to adopt this technology faster, we propose a few research directions that we believe will be valuable and necessary for making machine learning, and especially reinforcement learning, an effective tool in game production.