Reinforcement Learning
Sharper Model-free Reinforcement Learning for Average-reward Markov Decision Processes
We develop several provably efficient model-free reinforcement learning (RL) algorithms for infinite-horizon average-reward Markov Decision Processes (MDPs). We consider both online setting and the setting with access to a simulator. In the online setting, we propose model-free RL algorithms based on reference-advantage decomposition. Our algorithm achieves $\widetilde{O}(S^5A^2\mathrm{sp}(h^*)\sqrt{T})$ regret after $T$ steps, where $S\times A$ is the size of state-action space, and $\mathrm{sp}(h^*)$ the span of the optimal bias function. Our results are the first to achieve optimal dependence in $T$ for weakly communicating MDPs. In the simulator setting, we propose a model-free RL algorithm that finds an $\epsilon$-optimal policy using $\widetilde{O} \left(\frac{SA\mathrm{sp}^2(h^*)}{\epsilon^2}+\frac{S^2A\mathrm{sp}(h^*)}{\epsilon} \right)$ samples, whereas the minimax lower bound is $\Omega\left(\frac{SA\mathrm{sp}(h^*)}{\epsilon^2}\right)$. Our results are based on two new techniques that are unique in the average-reward setting: 1) better discounted approximation by value-difference estimation; 2) efficient construction of confidence region for the optimal bias function with space complexity $O(SA)$.
Geometric Regularity with Robot Intrinsic Symmetry in Reinforcement Learning
Yan, Shengchao, Zhang, Yuan, Zhang, Baohe, Boedecker, Joschka, Burgard, Wolfram
Geometric regularity, which leverages data symmetry, has been successfully incorporated into deep learning architectures such as CNNs, RNNs, GNNs, and Transformers. While this concept has been widely applied in robotics to address the curse of dimensionality when learning from high-dimensional data, the inherent reflectional and rotational symmetry of robot structures has not been adequately explored. Drawing inspiration from cooperative multi-agent reinforcement learning, we introduce novel network structures for deep learning algorithms that explicitly capture this geometric regularity. Moreover, we investigate the relationship between the geometric prior and the concept of Parameter Sharing in multi-agent reinforcement learning. Through experiments conducted on various challenging continuous control tasks, we demonstrate the significant potential of the proposed geometric regularity in enhancing robot learning capabilities.
Towards a Better Understanding of Learning with Multiagent Teams
Radke, David, Larson, Kate, Brecht, Tim, Tilbury, Kyle
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
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
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
Lu, Xinyang, Fan, Flint Xiaofeng, Wang, Tianying
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
Kauvar, Isaac, Doyle, Chris, Zhou, Linqi, Haber, Nick
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
Pathakota, Pranavi, Meisheri, Hardik, Khadilkar, Harshad
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
Chen, Jiayu, Tamboli, Dipesh, Lan, Tian, Aggarwal, Vaneet
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
Danziger, Michael M., Gojala, Omkar R., Cornelius, Sean P.
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.