Reinforcement Learning
A unified stochastic approximation framework for learning in games
Mertikopoulos, Panayotis, Hsieh, Ya-Ping, Cevher, Volkan
We develop a flexible stochastic approximation framework for analyzing the long-run behavior of learning in games (both continuous and finite). The proposed analysis template incorporates a wide array of popular learning algorithms, including gradient-based methods, the exponential / multiplicative weights algorithm for learning in finite games, optimistic and bandit variants of the above, etc. In addition to providing an integrated view of these algorithms, our framework further allows us to obtain several new convergence results, both asymptotic and in finite time, in both continuous and finite games. Specifically, we provide a range of criteria for identifying classes of Nash equilibria and sets of action profiles that are attracting with high probability, and we also introduce the notion of coherence, a game-theoretic property that includes strict and sharp equilibria, and which leads to convergence in finite time. Importantly, our analysis applies to both oracle-based and bandit, payoff-based methods - that is, when players only observe their realized payoffs.
Shaped Policy Search for Evolutionary Strategies using Waypoints
In this paper, we try to improve exploration in Blackbox methods, particularly Evolution strategies (ES), when applied to Reinforcement Learning (RL) problems where intermediate waypoints/subgoals are available. Since Evolutionary strategies are highly parallelizable, instead of extracting just a scalar cumulative reward, we use the state-action pairs from the trajectories obtained during rollouts/evaluations, to learn the dynamics of the agent. The learnt dynamics are then used in the optimization procedure to speed-up training. Lastly, we show how our proposed approach is universally applicable by presenting results from experiments conducted on Carla driving and UR5 robotic arm simulators.
Adaptive reinforcement learning of multi-agent ethically-aligned behaviours: the QSOM and QDSOM algorithms
Chaput, Rémy, Boissier, Olivier, Guillermin, Mathieu
The numerous deployed Artificial Intelligence systems need to be aligned with our ethical considerations. However, such ethical considerations might change as time passes: our society is not fixed, and our social mores evolve. This makes it difficult for these AI systems; in the Machine Ethics field especially, it has remained an under-studied challenge. In this paper, we present two algorithms, named QSOM and QDSOM, which are able to adapt to changes in the environment, and especially in the reward function, which represents the ethical considerations that we want these systems to be aligned with. They associate the well-known Q-Table to (Dynamic) Self-Organizing Maps to handle the continuous and multi-dimensional state and action spaces. We evaluate them on a use-case of multi-agent energy repartition within a small Smart Grid neighborhood, and prove their ability to adapt, and their higher performance compared to baseline Reinforcement Learning algorithms.
Is Risk-Sensitive Reinforcement Learning Properly Resolved?
Zhou, Ruiwen, Liu, Minghuan, Ren, Kan, Luo, Xufang, Zhang, Weinan, Li, Dongsheng
Due to the nature of risk management in learning applicable policies, risk-sensitive reinforcement learning (RSRL) has been realized as an important direction. RSRL is usually achieved by learning risk-sensitive objectives characterized by various risk measures, under the framework of distributional reinforcement learning. However, it remains unclear if the distributional Bellman operator properly optimizes the RSRL objective in the sense of risk measures. In this paper, we prove that the existing RSRL methods do not achieve unbiased optimization and can not guarantee optimality or even improvements regarding risk measures over accumulated return distributions. To remedy this issue, we further propose a novel algorithm, namely Trajectory Q-Learning (TQL), for RSRL problems with provable convergence to the optimal policy. Based on our new learning architecture, we are free to introduce a general and practical implementation for different risk measures to learn disparate risk-sensitive policies. In the experiments, we verify the learnability of our algorithm and show how our method effectively achieves better performances toward risk-sensitive objectives.
Collaborative Policy Learning for Dynamic Scheduling Tasks in Cloud-Edge-Terminal IoT Networks Using Federated Reinforcement Learning
Kim, Do-Yup, Lee, Da-Eun, Kim, Ji-Wan, Lee, Hyun-Suk
In this paper, we examine cloud-edge-terminal IoT networks, where edges undertake a range of typical dynamic scheduling tasks. In these IoT networks, a central policy for each task can be constructed at a cloud server. The central policy can be then used by the edges conducting the task, thereby mitigating the need for them to learn their own policy from scratch. Furthermore, this central policy can be collaboratively learned at the cloud server by aggregating local experiences from the edges, thanks to the hierarchical architecture of the IoT networks. To this end, we propose a novel collaborative policy learning framework for dynamic scheduling tasks using federated reinforcement learning. For effective learning, our framework adaptively selects the tasks for collaborative learning in each round, taking into account the need for fairness among tasks. In addition, as a key enabler of the framework, we propose an edge-agnostic policy structure that enables the aggregation of local policies from different edges. We then provide the convergence analysis of the framework. Through simulations, we demonstrate that our proposed framework significantly outperforms the approaches without collaborative policy learning. Notably, it accelerates the learning speed of the policies and allows newly arrived edges to adapt to their tasks more easily.
New intelligent defense systems to reduce the risks of Selfish Mining and Double-Spending attacks using Learning Automata
Ghoreishi, Seyed Ardalan, Meybodi, Mohammad Reza
In this paper, we address the critical challenges of double-spending and selfish mining attacks in blockchain-based digital currencies. Double-spending is a problem where the same tender is spent multiple times during a digital currency transaction, while selfish mining is an intentional alteration of a blockchain to increase rewards to one miner or a group of miners. We introduce a new attack that combines both these attacks and propose a machine learning-based solution to mitigate the risks associated with them. Specifically, we use the learning automaton, a powerful online learning method, to develop two models, namely the SDTLA and WVBM, which can effectively defend against selfish mining attacks. Our experimental results show that the SDTLA method increases the profitability threshold of selfish mining up to 47$\%$, while the WVBM method performs even better and is very close to the ideal situation where each miner's revenue is proportional to their shared hash processing power. Additionally, we demonstrate that both methods can effectively reduce the risks of double-spending by tuning the $Z$ Parameter. Our findings highlight the potential of SDTLA and WVBM as promising solutions for enhancing the security and efficiency of blockchain networks.
On efficient computation in active inference
Paul, Aswin, Sajid, Noor, Da Costa, Lancelot, Razi, Adeel
Despite being recognized as neurobiologically plausible, active inference faces difficulties when employed to simulate intelligent behaviour in complex environments due to its computational cost and the difficulty of specifying an appropriate target distribution for the agent. This paper introduces two solutions that work in concert to address these limitations. First, we present a novel planning algorithm for finite temporal horizons with drastically lower computational complexity. Second, inspired by Z-learning from control theory literature, we simplify the process of setting an appropriate target distribution for new and existing active inference planning schemes. Our first approach leverages the dynamic programming algorithm, known for its computational efficiency, to minimize the cost function used in planning through the Bellman-optimality principle. Accordingly, our algorithm recursively assesses the expected free energy of actions in the reverse temporal order. This improves computational efficiency by orders of magnitude and allows precise model learning and planning, even under uncertain conditions. Our method simplifies the planning process and shows meaningful behaviour even when specifying only the agent's final goal state. The proposed solutions make defining a target distribution from a goal state straightforward compared to the more complicated task of defining a temporally informed target distribution. The effectiveness of these methods is tested and demonstrated through simulations in standard grid-world tasks. These advances create new opportunities for various applications.
CQLite: Communication-Efficient Multi-Robot Exploration Using Coverage-biased Distributed Q-Learning
Latif, Ehsan, Parasuraman, Ramviyas
Frontier exploration and reinforcement learning have historically been used to solve the problem of enabling many mobile robots to autonomously and cooperatively explore complex surroundings. These methods need to keep an internal global map for navigation, but they do not take into consideration the high costs of communication and information sharing between robots. This study offers CQLite, a novel distributed Q-learning technique designed to minimize data communication overhead between robots while achieving rapid convergence and thorough coverage in multi-robot exploration. The proposed CQLite method uses ad hoc map merging, and selectively shares updated Q-values at recently identified frontiers to significantly reduce communication costs. The theoretical analysis of CQLite's convergence and efficiency, together with extensive numerical verification on simulated indoor maps utilizing several robots, demonstrates the method's novelty. With over 2x reductions in computation and communication alongside improved mapping performance, CQLite outperformed cutting-edge multi-robot exploration techniques like Rapidly Exploring Random Trees and Deep Reinforcement Learning.
MP3: Movement Primitive-Based (Re-)Planning Policy
Otto, Fabian, Zhou, Hongyi, Celik, Onur, Li, Ge, Lioutikov, Rudolf, Neumann, Gerhard
We introduce a novel deep reinforcement learning (RL) approach called Movement Primitivebased Planning Policy (MP3). By integrating movement primitives (MPs) into the deep RL framework, MP3 enables the generation of smooth trajectories throughout the whole learning process while effectively learning from sparse and non-Markovian rewards. Additionally, MP3 maintains the capability to adapt to changes in the environment during execution. Although many early successes in robot RL have been achieved by combining RL with MPs, these approaches are often limited to learning single stroke-based motions, lacking the ability to adapt to task variations or adjust motions during execution. Building upon our previous work, which introduced an episode-based RL method for the non-linear adaptation of MP parameters to different task variations, this paper extends the approach to incorporating replanning strategies. This allows adaptation of the MP parameters throughout motion execution, addressing the lack of online motion adaptation in stochastic domains requiring feedback. We compared our approach against state-of-the-art deep RL and RL with MPs methods. The results demonstrated improved performance in sophisticated, sparse reward settings and in domains requiring replanning. The video demonstration can be accessed at https://intuitive-robots.github.io/mp3_website/.
Learning to Optimize for Reinforcement Learning
Lan, Qingfeng, Mahmood, A. Rupam, Yan, Shuicheng, Xu, Zhongwen
In recent years, by leveraging more data, computation, and diverse tasks, learned optimizers have achieved remarkable success in supervised learning, outperforming classical hand-designed optimizers. Reinforcement learning (RL) is essentially different from supervised learning and in practice these learned optimizers do not work well even in simple RL tasks. We investigate this phenomenon and identity three issues. First, the gradients of an RL agent vary across a wide range in logarithms while their absolute values are in a small range, making neural networks hard to obtain accurate parameter updates. Second, the agent-gradient distribution is non-independent and identically distributed, leading to inefficient meta-training. Finally, due to highly stochastic agent-environment interactions, the agent-gradients have high bias and variance, which increase the difficulty of learning an optimizer for RL. We propose gradient processing, pipeline training, and a novel optimizer structure with good inductive bias to address these issues. By applying these techniques, for the first time, we show that learning an optimizer for RL from scratch is possible. Although only trained in toy tasks, our learned optimizer can generalize to unseen complex tasks in Brax.