Reinforcement Learning
Simple Embodied Language Learning as a Byproduct of Meta-Reinforcement Learning
Liu, Evan Zheran, Suri, Sahaana, Mu, Tong, Zhou, Allan, Finn, Chelsea
Whereas machine learning models typically learn language by directly training on language tasks (e.g., next-word prediction), language emerges in human children as a byproduct of solving non-language tasks (e.g., acquiring food). Motivated by this observation, we ask: can embodied reinforcement learning (RL) agents also indirectly learn language from non-language tasks? Learning to associate language with its meaning requires a dynamic environment with varied language. Therefore, we investigate this question in a multi-task environment with language that varies across the different tasks. Specifically, we design an office navigation environment, where the agent's goal is to find a particular office, and office locations differ in different buildings (i.e., tasks). Each building includes a floor plan with a simple language description of the goal office's location, which can be visually read as an RGB image when visited. We find RL agents indeed are able to indirectly learn language. Agents trained with current meta-RL algorithms successfully generalize to reading floor plans with held-out layouts and language phrases, and quickly navigate to the correct office, despite receiving no direct language supervision.
Provably Efficient Offline Reinforcement Learning with Perturbed Data Sources
Shi, Chengshuai, Xiong, Wei, Shen, Cong, Yang, Jing
Existing theoretical studies on offline reinforcement learning (RL) mostly consider a dataset sampled directly from the target task. In practice, however, data often come from several heterogeneous but related sources. Motivated by this gap, this work aims at rigorously understanding offline RL with multiple datasets that are collected from randomly perturbed versions of the target task instead of from itself. An information-theoretic lower bound is derived, which reveals a necessary requirement on the number of involved sources in addition to that on the number of data samples. Then, a novel HetPEVI algorithm is proposed, which simultaneously considers the sample uncertainties from a finite number of data samples per data source and the source uncertainties due to a finite number of available data sources. Theoretical analyses demonstrate that HetPEVI can solve the target task as long as the data sources collectively provide a good data coverage. Moreover, HetPEVI is demonstrated to be optimal up to a polynomial factor of the horizon length. Finally, the study is extended to offline Markov games and offline robust RL, which demonstrates the generality of the proposed designs and theoretical analyses.
Hierarchical Task Network Planning for Facilitating Cooperative Multi-Agent Reinforcement Learning
Mu, Xuechen, Zhuo, Hankz Hankui, Chen, Chen, Zhang, Kai, Yu, Chao, Hao, Jianye
Exploring sparse reward multi-agent reinforcement learning (MARL) environments with traps in a collaborative manner is a complex task. Agents typically fail to reach the goal state and fall into traps, which affects the overall performance of the system. To overcome this issue, we present SOMARL, a framework that uses prior knowledge to reduce the exploration space and assist learning. In SOMARL, agents are treated as part of the MARL environment, and symbolic knowledge is embedded using a tree structure to build a knowledge hierarchy. The framework has a two-layer hierarchical structure, comprising a hybrid module with a Hierarchical Task Network (HTN) planning and meta-controller at the higher level, and a MARL-based interactive module at the lower level. The HTN module and meta-controller use Hierarchical Domain Definition Language (HDDL) and the option framework to formalize symbolic knowledge and obtain domain knowledge and a symbolic option set, respectively. Moreover, the HTN module leverages domain knowledge to guide low-level agent exploration by assisting the meta-controller in selecting symbolic options. The meta-controller further computes intrinsic rewards of symbolic options to limit exploration behavior and adjust HTN planning solutions as needed. We evaluate SOMARL on two benchmarks, FindTreasure and MoveBox, and report superior performance over state-of-the-art MARL and subgoal-based baselines for MARL environments significantly.
Curricular Subgoals for Inverse Reinforcement Learning
Liu, Shunyu, Qing, Yunpeng, Xu, Shuqi, Wu, Hongyan, Zhang, Jiangtao, Cong, Jingyuan, Chen, Tianhao, Liu, Yunfu, Song, Mingli
Inverse Reinforcement Learning (IRL) aims to reconstruct the reward function from expert demonstrations to facilitate policy learning, and has demonstrated its remarkable success in imitation learning. To promote expert-like behavior, existing IRL methods mainly focus on learning global reward functions to minimize the trajectory difference between the imitator and the expert. However, these global designs are still limited by the redundant noise and error propagation problems, leading to the unsuitable reward assignment and thus downgrading the agent capability in complex multi-stage tasks. In this paper, we propose a novel Curricular Subgoal-based Inverse Reinforcement Learning (CSIRL) framework, that explicitly disentangles one task with several local subgoals to guide agent imitation. Specifically, CSIRL firstly introduces decision uncertainty of the trained agent over expert trajectories to dynamically select subgoals, which directly determines the exploration boundary of different task stages. To further acquire local reward functions for each stage, we customize a meta-imitation objective based on these curricular subgoals to train an intrinsic reward generator. Experiments on the D4RL and autonomous driving benchmarks demonstrate that the proposed methods yields results superior to the state-of-the-art counterparts, as well as better interpretability. Our code is available at https://github.com/Plankson/CSIRL.
Reinforcement Learning-Based Control of CrazyFlie 2.X Quadrotor
Javeed, Arshad, Jiménez, Valentín López
The objective of the project is to explore synergies between classical control algorithms such as PID and contemporary reinforcement learning algorithms to come up with a pragmatic control mechanism to control the CrazyFlie 2.X quadrotor. The primary objective would be performing PID tuning using reinforcement learning strategies. The secondary objective is to leverage the learnings from the first task to implement control for navigation by integrating with the lighthouse positioning system. Two approaches are considered for navigation, a discrete navigation problem using Deep Q-Learning with finite predefined motion primitives, and deep reinforcement learning for a continuous navigation approach. Simulations for RL training will be performed on gym-pybullet-drones, an open-source gym-based environment for reinforcement learning, and the RL implementations are provided by stable-baselines3
Road Planning for Slums via Deep Reinforcement Learning
Zheng, Yu, Su, Hongyuan, Ding, Jingtao, Jin, Depeng, Li, Yong
Millions of slum dwellers suffer from poor accessibility to urban services due to inadequate road infrastructure within slums, and road planning for slums is critical to the sustainable development of cities. Existing re-blocking or heuristic methods are either time-consuming which cannot generalize to different slums, or yield sub-optimal road plans in terms of accessibility and construction costs. In this paper, we present a deep reinforcement learning based approach to automatically layout roads for slums. We propose a generic graph model to capture the topological structure of a slum, and devise a novel graph neural network to select locations for the planned roads. Through masked policy optimization, our model can generate road plans that connect places in a slum at minimal construction costs. Extensive experiments on real-world slums in different countries verify the effectiveness of our model, which can significantly improve accessibility by 14.3% against existing baseline methods. Further investigations on transferring across different tasks demonstrate that our model can master road planning skills in simple scenarios and adapt them to much more complicated ones, indicating the potential of applying our model in real-world slum upgrading. The code and data are available at https://github.com/tsinghua-fib-lab/road-planning-for-slums.
Optimistic Planning by Regularized Dynamic Programming
We propose a new method for optimistic planning in infinite-horizon discounted Markov decision processes based on the idea of adding regularization to the updates of an otherwise standard approximate value iteration procedure. This technique allows us to avoid contraction and monotonicity arguments typically required by existing analyses of approximate dynamic programming methods, and in particular to use approximate transition functions estimated via least-squares procedures in MDPs with linear function approximation. We use our method to recover known guarantees in tabular MDPs and to provide a computationally efficient algorithm for learning near-optimal policies in discounted linear mixture MDPs from a single stream of experience, and show it achieves near-optimal statistical guarantees.
Revisiting the Gumbel-Softmax in MADDPG
Tilbury, Callum Rhys, Christianos, Filippos, Albrecht, Stefano V.
MADDPG is an algorithm in multi-agent reinforcement learning (MARL) that extends the popular single-agent method, DDPG, to multi-agent scenarios. Importantly, DDPG is an algorithm designed for continuous action spaces, where the gradient of the state-action value function exists. For this algorithm to work in discrete action spaces, discrete gradient estimation must be performed. For MADDPG, the Gumbel-Softmax (GS) estimator is used -- a reparameterisation which relaxes a discrete distribution into a similar continuous one. This method, however, is statistically biased, and a recent MARL benchmarking paper suggests that this bias makes MADDPG perform poorly in grid-world situations, where the action space is discrete. Fortunately, many alternatives to the GS exist, boasting a wide range of properties. This paper explores several of these alternatives and integrates them into MADDPG for discrete grid-world scenarios. The corresponding impact on various performance metrics is then measured and analysed. It is found that one of the proposed estimators performs significantly better than the original GS in several tasks, achieving up to 55% higher returns, along with faster convergence.
A Simple Unified Uncertainty-Guided Framework for Offline-to-Online Reinforcement Learning
Guo, Siyuan, Sun, Yanchao, Hu, Jifeng, Huang, Sili, Chen, Hechang, Piao, Haiyin, Sun, Lichao, Chang, Yi
Offline reinforcement learning (RL) provides a promising solution to learning an agent fully relying on a data-driven paradigm. However, constrained by the limited quality of the offline dataset, its performance is often sub-optimal. Therefore, it is desired to further finetune the agent via extra online interactions before deployment. Unfortunately, offline-to-online RL can be challenging due to two main challenges: constrained exploratory behavior and state-action distribution shift. To this end, we propose a Simple Unified uNcertainty-Guided (SUNG) framework, which naturally unifies the solution to both challenges with the tool of uncertainty. Specifically, SUNG quantifies uncertainty via a VAE-based state-action visitation density estimator. To facilitate efficient exploration, SUNG presents a practical optimistic exploration strategy to select informative actions with both high value and high uncertainty. Moreover, SUNG develops an adaptive exploitation method by applying conservative offline RL objectives to high-uncertainty samples and standard online RL objectives to low-uncertainty samples to smoothly bridge offline and online stages. SUNG achieves state-of-the-art online finetuning performance when combined with different offline RL methods, across various environments and datasets in D4RL benchmark.
Effective control of two-dimensional Rayleigh--B\'enard convection: invariant multi-agent reinforcement learning is all you need
Vignon, Colin, Rabault, Jean, Vasanth, Joel, Alcántara-Ávila, Francisco, Mortensen, Mikael, Vinuesa, Ricardo
Rayleigh-B\'enard convection (RBC) is a recurrent phenomenon in several industrial and geoscience flows and a well-studied system from a fundamental fluid-mechanics viewpoint. However, controlling RBC, for example by modulating the spatial distribution of the bottom-plate heating in the canonical RBC configuration, remains a challenging topic for classical control-theory methods. In the present work, we apply deep reinforcement learning (DRL) for controlling RBC. We show that effective RBC control can be obtained by leveraging invariant multi-agent reinforcement learning (MARL), which takes advantage of the locality and translational invariance inherent to RBC flows inside wide channels. The MARL framework applied to RBC allows for an increase in the number of control segments without encountering the curse of dimensionality that would result from a naive increase in the DRL action-size dimension. This is made possible by the MARL ability for re-using the knowledge generated in different parts of the RBC domain. We show in a case study that MARL DRL is able to discover an advanced control strategy that destabilizes the spontaneous RBC double-cell pattern, changes the topology of RBC by coalescing adjacent convection cells, and actively controls the resulting coalesced cell to bring it to a new stable configuration. This modified flow configuration results in reduced convective heat transfer, which is beneficial in several industrial processes. Therefore, our work both shows the potential of MARL DRL for controlling large RBC systems, as well as demonstrates the possibility for DRL to discover strategies that move the RBC configuration between different topological configurations, yielding desirable heat-transfer characteristics. These results are useful for both gaining further understanding of the intrinsic properties of RBC, as well as for developing industrial applications.