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 Reinforcement Learning


Towards a Better Understanding of Learning with Multiagent Teams

arXiv.org Artificial Intelligence

While it has long been recognized that a team of individual learning agents can be greater than the sum of its parts, recent work has shown that larger teams are not necessarily more effective than smaller ones. In this paper, we study why and under which conditions certain team structures promote effective learning for a population of individual learning agents. We show that, depending on the environment, some team structures help agents learn to specialize into specific roles, resulting in more favorable global results. However, large teams create credit assignment challenges that reduce coordination, leading to large teams performing poorly compared to smaller ones. We support our conclusions with both theoretical analysis and empirical results.


Mastering Nordschleife -- A comprehensive race simulation for AI strategy decision-making in motorsports

arXiv.org Artificial Intelligence

In the realm of circuit motorsports, race strategy plays a pivotal role in determining race outcomes. This strategy focuses on the timing of pit stops, which are necessary due to fuel consumption and tire performance degradation. The objective of race strategy is to balance the advantages of pit stops, such as tire replacement and refueling, with the time loss incurred in the pit lane. Current race simulations, used to estimate the best possible race strategy, vary in granularity, modeling of probabilistic events, and require manual input for in-laps. This paper addresses these limitations by developing a novel simulation model tailored to GT racing and leveraging artificial intelligence to automate strategic decisions. By integrating the simulation with OpenAI's Gym framework, a reinforcement learning environment is created and an agent is trained. The study evaluates various hyperparameter configurations, observation spaces, and reward functions, drawing upon historical timing data from the 2020 N\"urburgring Langstrecken Serie for empirical parameter validation. The results demonstrate the potential of reinforcement learning for improving race strategy decision-making, as the trained agent makes sensible decisions regarding pit stop timing and refueling amounts. Key parameters, such as learning rate, decay rate and the number of episodes, are identified as crucial factors, while the combination of fuel mass and current race position proves most effective for policy development. The paper contributes to the broader application of reinforcement learning in race simulations and unlocks the potential for race strategy optimization beyond FIA Formula~1, specifically in the GT racing domain.


RoMo-HER: Robust Model-based Hindsight Experience Replay

arXiv.org Artificial Intelligence

Sparse rewards are one of the factors leading to low sample efficiency in multi-goal reinforcement learning (RL). Based on Hindsight Experience Replay (HER), model-based relabeling methods have been proposed to relabel goals using virtual trajectories obtained by interacting with the trained model, which can effectively enhance the sample efficiency in accurately modelable sparse-reward environments. However, they are ineffective in robot manipulation environment. In our paper, we design a robust framework called Robust Model-based Hindsight Experience Replay (RoMo-HER) which can effectively utilize the dynamical model in robot manipulation environments to enhance the sample efficiency. RoMo-HER is built upon a dynamics model and a novel goal relabeling technique called Foresight relabeling (FR), which selects the prediction starting state with a specific strategy, predicts the future trajectory of the starting state, and then relabels the goal using the dynamics model and the latest policy to train the agent. Experimental results show that RoMo-HER has higher sample efficiency than HER and Model-based Hindsight Experience Replay in several simulated robot manipulation environments. Furthermore, we integrate RoMo-HER and Relay Hindsight Experience Replay (RHER), which currently exhibits the highest sampling efficiency in most benchmark environments, resulting in a novel approach called Robust Model-based Relay Hindsight Experience Replay (RoMo-RHER). Our experimental results demonstrate that RoMo-RHER achieves higher sample efficiency over RHER, outperforming RHER by 25% and 26% in FetchPush-v1 and FetchPickandPlace-v1, respectively.


Action and Trajectory Planning for Urban Autonomous Driving with Hierarchical Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) has made promising progress in planning and decision-making for Autonomous Vehicles (AVs) in simple driving scenarios. However, existing RL algorithms for AVs fail to learn critical driving skills in complex urban scenarios. First, urban driving scenarios require AVs to handle multiple driving tasks of which conventional RL algorithms are incapable. Second, the presence of other vehicles in urban scenarios results in a dynamically changing environment, which challenges RL algorithms to plan the action and trajectory of the AV. In this work, we propose an action and trajectory planner using Hierarchical Reinforcement Learning (atHRL) method, which models the agent behavior in a hierarchical model by using the perception of the lidar and birdeye view. The proposed atHRL method learns to make decisions about the agent's future trajectory and computes target waypoints under continuous settings based on a hierarchical DDPG algorithm. The waypoints planned by the atHRL model are then sent to a low-level controller to generate the steering and throttle commands required for the vehicle maneuver. We empirically verify the efficacy of atHRL through extensive experiments in complex urban driving scenarios that compose multiple tasks with the presence of other vehicles in the CARLA simulator. The experimental results suggest a significant performance improvement compared to the state-of-the-art RL methods.


Curious Replay for Model-based Adaptation

arXiv.org Artificial Intelligence

Agents must be able to adapt quickly as an environment changes. We find that existing model-based reinforcement learning agents are unable to do this well, in part because of how they use past experiences to train their world model. Here, we present Curious Replay -- a form of prioritized experience replay tailored to model-based agents through use of a curiosity-based priority signal. Agents using Curious Replay exhibit improved performance in an exploration paradigm inspired by animal behavior and on the Crafter benchmark. DreamerV3 with Curious Replay surpasses state-of-the-art performance on Crafter, achieving a mean score of 19.4 that substantially improves on the previous high score of 14.5 by DreamerV3 with uniform replay, while also maintaining similar performance on the Deepmind Control Suite. Code for Curious Replay is available at https://github.com/AutonomousAgentsLab/curiousreplay


DCT: Dual Channel Training of Action Embeddings for Reinforcement Learning with Large Discrete Action Spaces

arXiv.org Artificial Intelligence

The ability to learn robust policies while generalizing over large discrete action spaces is an open challenge for intelligent systems, especially in noisy environments that face the curse of dimensionality. In this paper, we present a novel framework to efficiently learn action embeddings that simultaneously allow us to reconstruct the original action as well as to predict the expected future state. We describe an encoder-decoder architecture for action embeddings with a dual channel loss that balances between action reconstruction and state prediction accuracy. We use the trained decoder in conjunction with a standard reinforcement learning algorithm that produces actions in the embedding space. Our architecture is able to outperform two competitive baselines in two diverse environments: a 2D maze environment with more than 4000 discrete noisy actions, and a product recommendation task that uses real-world e-commerce transaction data. Empirical results show that the model results in cleaner action embeddings, and the improved representations help learn better policies with earlier convergence.


Multi-task Hierarchical Adversarial Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-task Imitation Learning (MIL) aims to train a policy capable of performing a distribution of tasks based on multi-task expert demonstrations, which is essential for general-purpose robots. Existing MIL algorithms suffer from low data efficiency and poor performance on complex long-horizontal tasks. We develop Multi-task Hierarchical Adversarial Inverse Reinforcement Learning (MH-AIRL) to learn hierarchically-structured multi-task policies, which is more beneficial for compositional tasks with long horizons and has higher expert data efficiency through identifying and transferring reusable basic skills across tasks. To realize this, MH-AIRL effectively synthesizes context-based multi-task learning, AIRL (an IL approach), and hierarchical policy learning. Further, MH-AIRL can be adopted to demonstrations without the task or skill annotations (i.e., state-action pairs only) which are more accessible in practice. Theoretical justifications are provided for each module of MH-AIRL, and evaluations on challenging multi-task settings demonstrate superior performance and transferability of the multi-task policies learned with MH-AIRL as compared to SOTA MIL baselines.


Mastering Percolation-like Games with Deep Learning

arXiv.org Artificial Intelligence

Though robustness of networks to random attacks has been widely studied, intentional destruction by an intelligent agent is not tractable with previous methods. Here we devise a single-player game on a lattice that mimics the logic of an attacker attempting to destroy a network. The objective of the game is to disable all nodes in the fewest number of steps. We develop a reinforcement learning approach using deep Q-learning that is capable of learning to play this game successfully, and in so doing, to optimally attack a network. Because the learning algorithm is universal, we train agents on different definitions of robustness and compare the learned strategies. We find that superficially similar definitions of robustness induce different strategies in the trained agent, implying that optimally attacking or defending a network is sensitive the particular objective. Our method provides a new approach to understand network robustness, with potential applications to other discrete processes in disordered systems.


Cherry-Picking with Reinforcement Learning : Robust Dynamic Grasping in Unstable Conditions

arXiv.org Artificial Intelligence

Abstract--Grasping small objects surrounded by unstable or non-rigid material plays a crucial role in applications such as surgery, harvesting, construction, disaster recovery, and assisted feeding. This task is especially difficult when fine manipulation is required in the presence of sensor noise and perception errors; errors inevitably trigger dynamic motion, which is challenging to model precisely. Circumventing the difficulty to build accurate models for contacts and dynamics, data-driven methods like reinforcement learning (RL) can optimize task performance via trial and error, reducing the need for accurate models of contacts and dynamics. Applying RL methods to real robots, however, has been hindered by factors such as prohibitively high sample complexity or the high training infrastructure cost for providing resets on hardware. This work presents CherryBot, an RL system that uses chopsticks for fine manipulation that surpasses human reactiveness for some dynamic grasping tasks. By integrating imprecise simulators, suboptimal demonstrations and external state estimation, we study how to make a realworld robot learning system sample efficient and general while reducing the human effort required for supervision. Our system shows continual improvement through 30 minutes of real-world interaction: through reactive retry, it achieves an almost 100% success rate on the demanding task of using chopsticks to grasp small objects swinging in the air. We demonstrate the reactiveness, robustness and generalizability of CherryBot to varying object shapes and dynamics (e.g., external disturbances However, this research investigates a more universal solution: assuming that fine manipulation is required, inaccuracy is How can we automate the task of picking cherries from a unavoidable and real-time reaction is necessary, can we enable tree branch that is blowing in the wind, causing the branch dynamic fine grasping without stable support? An ideal agent to shake and the cherries to tremble? This scenario is an should be: example of fine grasping without rigid-surface support, and its challenges are two-fold.


What is the Solution for State-Adversarial Multi-Agent Reinforcement Learning?

arXiv.org Artificial Intelligence

Various methods for Multi-Agent Reinforcement Learning (MARL) have been developed with the assumption that agents' policies are based on accurate state information. However, policies learned through Deep Reinforcement Learning (DRL) are susceptible to adversarial state perturbation attacks. In this work, we propose a State-Adversarial Markov Game (SAMG) and make the first attempt to investigate the fundamental properties of MARL under state uncertainties. Our analysis shows that the commonly used solution concepts of optimal agent policy and robust Nash equilibrium do not always exist in SAMGs. To circumvent this difficulty, we consider a new solution concept called robust agent policy, where agents aim to maximize the worst-case expected state value. We prove the existence of robust agent policy for finite state and finite action SAMGs. Additionally, we propose a Robust Multi-Agent Adversarial Actor-Critic (RMA3C) algorithm to learn robust policies for MARL agents under state uncertainties. Our experiments demonstrate that our algorithm outperforms existing methods when faced with state perturbations and greatly improves the robustness of MARL policies. Our code is public on https://songyanghan.github.io/what_is_solution/.