Reinforcement Learning
Active Policy Improvement from Multiple Black-box Oracles
Liu, Xuefeng, Yoneda, Takuma, Wang, Chaoqi, Walter, Matthew R., Chen, Yuxin
Reinforcement learning (RL) has made significant strides in various complex domains. However, identifying an effective policy via RL often necessitates extensive exploration. Imitation learning aims to mitigate this issue by using expert demonstrations to guide exploration. In real-world scenarios, one often has access to multiple suboptimal black-box experts, rather than a single optimal oracle. These experts do not universally outperform each other across all states, presenting a challenge in actively deciding which oracle to use and in which state. We introduce MAPS and MAPS-SE, a class of policy improvement algorithms that perform imitation learning from multiple suboptimal oracles. In particular, MAPS actively selects which of the oracles to imitate and improve their value function estimates, and MAPS-SE additionally leverages an active state exploration criterion to determine which states one should explore. We provide a comprehensive theoretical analysis and demonstrate that MAPS and MAPS-SE enjoy sample efficiency advantage over the state-of-the-art policy improvement algorithms. Empirical results show that MAPS-SE significantly accelerates policy optimization via state-wise imitation learning from multiple oracles across a broad spectrum of control tasks in the DeepMind Control Suite. Our code is publicly available at: https://github.com/ripl/maps.
Recurrent Memory Decision Transformer
Bessonov, Arkadii, Staroverov, Alexey, Zhang, Huzhenyu, Kovalev, Alexey K., Yudin, Dmitry, Panov, Aleksandr I.
Originally developed for natural language problems, transformer models have recently been widely used in offline reinforcement learning tasks. This is because the agent's history can be represented as a sequence, and the whole task can be reduced to the sequence modeling task. However, the quadratic complexity of the transformer operation limits the potential increase in context. Therefore, different versions of the memory mechanism are used to work with long sequences in a natural language. This paper proposes the Recurrent Memory Decision Transformer (RMDT), a model that uses a recurrent memory mechanism for reinforcement learning problems. We conduct thorough experiments on Atari games and MuJoCo control problems and show that our proposed model is significantly superior to its counterparts without the recurrent memory mechanism on Atari games. We also carefully study the effect of memory on the performance of the proposed model. These findings shed light on the potential of incorporating recurrent memory mechanisms to improve the performance of large-scale transformer models in offline reinforcement learning tasks. The Recurrent Memory Decision Transformer code is publicly available in the repository \url{https://anonymous.4open.science/r/RMDT-4FE4}.
Emergent Resource Exchange and Tolerated Theft Behavior using Multi-Agent Reinforcement Learning
For decades, the evolution of cooperation has piqued the interest of numerous academic disciplines such as game theory, economics, biology, and computer science. In this work, we demonstrate the emergence of a novel and effective resource exchange protocol formed by dropping and picking up resources in a foraging environment. This form of cooperation is made possible by the introduction of a campfire, which adds an extended period of congregation and downtime for agents to explore otherwise unlikely interactions. We find that the agents learn to avoid getting cheated by their exchange partners, but not always from a third party. We also observe the emergence of behavior analogous to tolerated theft, despite the lack of any punishment, combat, or larceny mechanism in the environment.
The Inner Sentiments of a Thought
Transformer-based large-scale language models (LLMs) are able to generate highly realistic text. They are duly able to express, and at least implicitly represent, a wide range of sentiments and color, from the obvious, such as valence and arousal to the subtle, such as determination and admiration. We provide a first exploration of these representations and how they can be used for understanding the inner sentimental workings of single sentences. We train predictors of the quantiles of the distributions of final sentiments of sentences from the hidden representations of an LLM applied to prefixes of increasing lengths. After showing that predictors of distributions of valence, determination, admiration, anxiety and annoyance are well calibrated, we provide examples of using these predictors for analyzing sentences, illustrating, for instance, how even ordinary conjunctions (e.g., "but") can dramatically alter the emotional trajectory of an utterance. We then show how to exploit the distributional predictions to generate sentences with sentiments in the tails of distributions. We discuss the implications of our results for the inner workings of thoughts, for instance for psychiatric dysfunction.
RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games
Jeon, Hyeon-Chang, Baek, In-Chang, Bae, Cheong-mok, Park, Taehwa, You, Wonsang, Ha, Taegwan, Jung, Hoyun, Noh, Jinha, Oh, Seungwon, Kim, Kyung-Joong
The balance of game content significantly impacts the gaming experience. Unbalanced game content diminishes engagement or increases frustration because of repetitive failure. Although game designers intend to adjust the difficulty of game content, this is a repetitive, labor-intensive, and challenging process, especially for commercial-level games with extensive content. To address this issue, the game research community has explored automated game balancing using artificial intelligence (AI) techniques. However, previous studies have focused on limited game content and did not consider the importance of the generalization ability of playtesting agents when encountering content changes. In this study, we propose RaidEnv, a new game simulator that includes diverse and customizable content for the boss raid scenario in MMORPG games. Additionally, we design two benchmarks for the boss raid scenario that can aid in the practical application of game AI. These benchmarks address two open problems in automatic content balancing, and we introduce two evaluation metrics to provide guidance for AI in automatic content balancing. This novel game research platform expands the frontiers of automatic game balancing problems and offers a framework within a realistic game production pipeline.
A Scalable Reinforcement Learning-based System Using On-Chain Data for Cryptocurrency Portfolio Management
Huang, Zhenhan, Tanaka, Fumihide
On-chain data (metrics) of blockchain networks, akin to company fundamentals, provide crucial and comprehensive insights into the networks. Despite their informative nature, on-chain data have not been utilized in reinforcement learning (RL)-based systems for cryptocurrency (crypto) portfolio management (PM). An intriguing subject is the extent to which the utilization of on-chain data can enhance an RL-based system's return performance compared to baselines. Therefore, in this study, we propose CryptoRLPM, a novel RL-based system incorporating on-chain data for end-to-end crypto PM. CryptoRLPM consists of five units, spanning from information comprehension to trading order execution. In CryptoRLPM, the on-chain data are tested and specified for each crypto to solve the issue of ineffectiveness of metrics. Moreover, the scalable nature of CryptoRLPM allows changes in the portfolios' cryptos at any time. Backtesting results on three portfolios indicate that CryptoRLPM outperforms all the baselines in terms of accumulated rate of return (ARR), daily rate of return (DRR), and Sortino ratio (SR). Particularly, when compared to Bitcoin, CryptoRLPM enhances the ARR, DRR, and SR by at least 83.14%, 0.5603%, and 2.1767 respectively.
Deep Attention Q-Network for Personalized Treatment Recommendation
Ma, Simin, Lee, Junghwan, Serban, Nicoleta, Yang, Shihao
Tailoring treatment for individual patients is crucial yet challenging in order to achieve optimal healthcare outcomes. Recent advances in reinforcement learning offer promising personalized treatment recommendations; however, they rely solely on current patient observations (vital signs, demographics) as the patient's state, which may not accurately represent the true health status of the patient. This limitation hampers policy learning and evaluation, ultimately limiting treatment effectiveness. In this study, we propose the Deep Attention Q-Network for personalized treatment recommendations, utilizing the Transformer architecture within a deep reinforcement learning framework to efficiently incorporate all past patient observations. We evaluated the model on real-world sepsis and acute hypotension cohorts, demonstrating its superiority to state-of-the-art models.
Beyond Conservatism: Diffusion Policies in Offline Multi-agent Reinforcement Learning
Li, Zhuoran, Pan, Ling, Huang, Longbo
We present a novel Diffusion Offline Multi-agent Model (DOM2) for offline Multi-Agent Reinforcement Learning (MARL). Different from existing algorithms that rely mainly on conservatism in policy design, DOM2 enhances policy expressiveness and diversity based on diffusion. Specifically, we incorporate a diffusion model into the policy network and propose a trajectory-based data-augmentation scheme in training. These key ingredients make our algorithm more robust to environment changes and achieve significant improvements in performance, generalization and data-efficiency. Our extensive experimental results demonstrate that DOM2 outperforms existing state-of-the-art methods in multi-agent particle and multi-agent MuJoCo environments, and generalizes significantly better in shifted environments thanks to its high expressiveness and diversity. Furthermore, DOM2 shows superior data efficiency and can achieve state-of-the-art performance with $20+$ times less data compared to existing algorithms.
Learning from Symmetry: Meta-Reinforcement Learning with Symmetrical Behaviors and Language Instructions
Yao, Xiangtong, Bing, Zhenshan, Zhuang, Genghang, Chen, Kejia, Zhou, Hongkuan, Huang, Kai, Knoll, Alois
Meta-reinforcement learning (meta-RL) is a promising approach that enables the agent to learn new tasks quickly. However, most meta-RL algorithms show poor generalization in multi-task scenarios due to the insufficient task information provided only by rewards. Language-conditioned meta-RL improves the generalization capability by matching language instructions with the agent's behaviors. While both behaviors and language instructions have symmetry, which can speed up human learning of new knowledge. Thus, combining symmetry and language instructions into meta-RL can help improve the algorithm's generalization and learning efficiency. We propose a dual-MDP meta-reinforcement learning method that enables learning new tasks efficiently with symmetrical behaviors and language instructions. We evaluate our method in multiple challenging manipulation tasks, and experimental results show that our method can greatly improve the generalization and learning efficiency of meta-reinforcement learning. Videos are available at https://tumi6robot.wixsite.com/symmetry/.
Continuous Time q-learning for McKean-Vlasov Control Problems
This paper studies the q-learning, recently coined as the continuous time counterpart of Q-learning by Jia and Zhou (2023), for continuous time Mckean-Vlasov control problems in the setting of entropy-regularized reinforcement learning. In contrast to the single agent's control problem in Jia and Zhou (2023), the mean-field interaction of agents renders the definition of the q-function more subtle, for which we reveal that two distinct q-functions naturally arise: (i) the integrated q-function (denoted by $q$) as the first-order approximation of the integrated Q-function introduced in Gu, Guo, Wei and Xu (2023), which can be learnt by a weak martingale condition involving test policies; and (ii) the essential q-function (denoted by $q_e$) that is employed in the policy improvement iterations. We show that two q-functions are related via an integral representation under all test policies. Based on the weak martingale condition and our proposed searching method of test policies, some model-free learning algorithms are devised. In two examples, one in LQ control framework and one beyond LQ control framework, we can obtain the exact parameterization of the optimal value function and q-functions and illustrate our algorithms with simulation experiments.