Goto

Collaborating Authors

 Reinforcement Learning


Efficient Reward Poisoning Attacks on Online Deep Reinforcement Learning

arXiv.org Artificial Intelligence

We study reward poisoning attacks on online deep reinforcement learning (DRL), where the attacker is oblivious to the learning algorithm used by the agent and the dynamics of the environment. We demonstrate the intrinsic vulnerability of state-of-the-art DRL algorithms by designing a general, black-box reward poisoning framework called adversarial MDP attacks. We instantiate our framework to construct two new attacks which only corrupt the rewards for a small fraction of the total training timesteps and make the agent learn a low-performing policy. We provide a theoretical analysis of the efficiency of our attack and perform an extensive empirical evaluation. Our results show that our attacks efficiently poison agents learning in several popular classical control and MuJoCo environments with a variety of state-of-the-art DRL algorithms, such as DQN, PPO, SAC, etc.


Parallel bootstrap-based on-policy deep reinforcement learning for continuous flow control applications

arXiv.org Artificial Intelligence

The coupling of deep reinforcement learning to numerical flow control problems has recently received a considerable attention, leading to groundbreaking results and opening new perspectives for the domain. Due to the usually high computational cost of fluid dynamics solvers, the use of parallel environments during the learning process represents an essential ingredient to attain efficient control in a reasonable time. Yet, most of the deep reinforcement learning literature for flow control relies on on-policy algorithms, for which the massively parallel transition collection may break theoretical assumptions and lead to suboptimal control models. To overcome this issue, we propose a parallelism pattern relying on partial-trajectory buffers terminated by a return bootstrapping step, allowing a flexible use of parallel environments while preserving the on-policiness of the updates. This approach is illustrated on a CPU-intensive continuous flow control problem from the literature.


Multi-Player Zero-Sum Markov Games with Networked Separable Interactions

arXiv.org Artificial Intelligence

We study a new class of Markov games (MGs), \textit{Multi-player Zero-sum Markov Games} with {\it Networked separable interactions} (MZNMGs), to model the local interaction structure in non-cooperative multi-agent sequential decision-making. We define an MZNMG as a model where {the payoffs of the auxiliary games associated with each state are zero-sum and} have some separable (i.e., polymatrix) structure across the neighbors over some interaction network. We first identify the necessary and sufficient conditions under which an MG can be presented as an MZNMG, and show that the set of Markov coarse correlated equilibrium (CCE) collapses to the set of Markov Nash equilibrium (NE) in these games, in that the {product of} per-state marginalization of the former for all players yields the latter. Furthermore, we show that finding approximate Markov \emph{stationary} CCE in infinite-horizon discounted MZNMGs is \texttt{PPAD}-hard, unless the underlying network has a ``star topology''. Then, we propose fictitious-play-type dynamics, the classical learning dynamics in normal-form games, for MZNMGs, and establish convergence guarantees to Markov stationary NE under a star-shaped network structure. Finally, in light of the hardness result, we focus on computing a Markov \emph{non-stationary} NE and provide finite-iteration guarantees for a series of value-iteration-based algorithms. We also provide numerical experiments to corroborate our theoretical results.


Learning Multiple Coordinated Agents under Directed Acyclic Graph Constraints

arXiv.org Artificial Intelligence

This paper proposes a novel multi-agent reinforcement learning (MARL) method to learn multiple coordinated agents under directed acyclic graph (DAG) constraints. Unlike existing MARL approaches, our method explicitly exploits the DAG structure between agents to achieve more effective learning performance. Theoretically, we propose a novel surrogate value function based on a MARL model with synthetic rewards (MARLM-SR) and prove that it serves as a lower bound of the optimal value function. Computationally, we propose a practical training algorithm that exploits new notion of leader agent and reward generator and distributor agent to guide the decomposed follower agents to better explore the parameter space in environments with DAG constraints. Empirically, we exploit four DAG environments including a real-world scheduling for one of Intel's high volume packaging and test factory to benchmark our methods and show it outperforms the other non-DAG approaches.


Deep reinforcement learning for the dynamic vehicle dispatching problem: An event-based approach

arXiv.org Artificial Intelligence

The dynamic vehicle dispatching problem corresponds to deciding which vehicles to assign to requests that arise stochastically over time and space. It emerges in diverse areas, such as in the assignment of trucks to loads to be transported; in emergency systems; and in ride-hailing services. In this paper, we model the problem as a semi-Markov decision process, which allows us to treat time as continuous. In this setting, decision epochs coincide with discrete events whose time intervals are random. We argue that an event-based approach substantially reduces the combinatorial complexity of the decision space and overcomes other limitations of discrete-time models often proposed in the literature. In order to test our approach, we develop a new discrete-event simulator and use double deep q-learning to train our decision agents. Numerical experiments are carried out in realistic scenarios using data from New York City. We compare the policies obtained through our approach with heuristic policies often used in practice. Results show that our policies exhibit better average waiting times, cancellation rates and total service times, with reduction in average waiting times of up to 50% relative to the other tested heuristic policies.


Robotic Manipulation Datasets for Offline Compositional Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) is a promising direction that allows RL agents to pre-train on large datasets, avoiding the recurrence of expensive data collection. To advance the field, it is crucial to generate large-scale datasets. Compositional RL is particularly appealing for generating such large datasets, since 1) it permits creating many tasks from few components, 2) the task structure may enable trained agents to solve new tasks by combining relevant learned components, and 3) the compositional dimensions provide a notion of task relatedness. This paper provides four offline RL datasets for simulated robotic manipulation created using the 256 tasks from CompoSuite [Mendez et al., 2022a]. Each dataset is collected from an agent with a different degree of performance, and consists of 256 million transitions. We provide training and evaluation settings for assessing an agent's ability to learn compositional task policies. Our benchmarking experiments on each setting show that current offline RL methods can learn the training tasks to some extent and that compositional methods significantly outperform non-compositional methods. However, current methods are still unable to extract the tasks' compositional structure to generalize to unseen tasks, showing a need for further research in offline compositional RL.


Safe Reinforcement Learning as Wasserstein Variational Inference: Formal Methods for Interpretability

arXiv.org Artificial Intelligence

Reinforcement Learning or optimal control can provide effective reasoning for sequential decision-making problems with variable dynamics. Such reasoning in practical implementation, however, poses a persistent challenge in interpreting the reward function and corresponding optimal policy. Consequently, formalizing the sequential decision-making problems as inference has a considerable value, as probabilistic inference in principle offers diverse and powerful mathematical tools to infer the stochastic dynamics whilst suggesting a probabilistic interpretation of the reward design and policy convergence. In this study, we propose a novel Adaptive Wasserstein Variational Optimization (AWaVO) to tackle these challenges in sequential decision-making. Our approach utilizes formal methods to provide interpretations of reward design, transparency of training convergence, and probabilistic interpretation of sequential decisions. To demonstrate practicality, we show convergent training with guaranteed global convergence rates not only in simulation but also in real robot tasks, and empirically verify a reasonable tradeoff between high performance and conservative interpretability.


The complexity of non-stationary reinforcement learning

arXiv.org Artificial Intelligence

The problem of continual learning in the domain of reinforcement learning, often called non-stationary reinforcement learning, has been identified as an important challenge to the application of reinforcement learning. We prove a worst-case complexity result, which we believe captures this challenge: Modifying the probabilities or the reward of a single state-action pair in a reinforcement learning problem requires an amount of time almost as large as the number of states in order to keep the value function up to date, unless the strong exponential time hypothesis (SETH) is false; SETH is a widely accepted strengthening of the P $\neq$ NP conjecture. Recall that the number of states in current applications of reinforcement learning is typically astronomical. In contrast, we show that just $\textit{adding}$ a new state-action pair is considerably easier to implement.


Vehicle Dispatching and Routing of On-Demand Intercity Ride-Pooling Services: A Multi-Agent Hierarchical Reinforcement Learning Approach

arXiv.org Artificial Intelligence

The integrated development of city clusters has given rise to an increasing demand for intercity travel. Intercity ride-pooling service exhibits considerable potential in upgrading traditional intercity bus services by implementing demand-responsive enhancements. Nevertheless, its online operations suffer the inherent complexities due to the coupling of vehicle resource allocation among cities and pooled-ride vehicle routing. To tackle these challenges, this study proposes a two-level framework designed to facilitate online fleet management. Specifically, a novel multi-agent feudal reinforcement learning model is proposed at the upper level of the framework to cooperatively assign idle vehicles to different intercity lines, while the lower level updates the routes of vehicles using an adaptive large neighborhood search heuristic. Numerical studies based on the realistic dataset of Xiamen and its surrounding cities in China show that the proposed framework effectively mitigates the supply and demand imbalances, and achieves significant improvement in both the average daily system profit and order fulfillment ratio.


Why Guided Dialog Policy Learning performs well? Understanding the role of adversarial learning and its alternative

arXiv.org Artificial Intelligence

Dialog policies, which determine a system's action based on the current state at each dialog turn, are crucial to the success of the dialog. In recent years, reinforcement learning (RL) has emerged as a promising option for dialog policy learning (DPL). In RL-based DPL, dialog policies are updated according to rewards. The manual construction of fine-grained rewards, such as state-action-based ones, to effectively guide the dialog policy is challenging in multi-domain task-oriented dialog scenarios with numerous state-action pair combinations. One way to estimate rewards from collected data is to train the reward estimator and dialog policy simultaneously using adversarial learning (AL). Although this method has demonstrated superior performance experimentally, it is fraught with the inherent problems of AL, such as mode collapse. This paper first identifies the role of AL in DPL through detailed analyses of the objective functions of dialog policy and reward estimator. Next, based on these analyses, we propose a method that eliminates AL from reward estimation and DPL while retaining its advantages. We evaluate our method using MultiWOZ, a multi-domain task-oriented dialog corpus.