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 Reinforcement Learning


Do the Rewards Justify the Means? Measuring Trade-Offs Between Rewards and Ethical Behavior in the MACHIAVELLI Benchmark

arXiv.org Artificial Intelligence

Artificial agents have traditionally been trained to maximize reward, which may incentivize power-seeking and deception, analogous to how next-token prediction in language models (LMs) may incentivize toxicity. So do agents naturally learn to be Machiavellian? And how do we measure these behaviors in general-purpose models such as GPT-4? Towards answering these questions, we introduce MACHIAVELLI, a benchmark of 134 Choose-Your-Own-Adventure games containing over half a million rich, diverse scenarios that center on social decision-making. Scenario labeling is automated with LMs, which are more performant than human annotators. We mathematize dozens of harmful behaviors and use our annotations to evaluate agents' tendencies to be power-seeking, cause disutility, and commit ethical violations. We observe some tension between maximizing reward and behaving ethically. To improve this trade-off, we investigate LM-based methods to steer agents' towards less harmful behaviors. Our results show that agents can both act competently and morally, so concrete progress can currently be made in machine ethics--designing agents that are Pareto improvements in both safety and capabilities.


An Investigation into Pre-Training Object-Centric Representations for Reinforcement Learning

arXiv.org Artificial Intelligence

Unsupervised object-centric representation (OCR) learning has recently drawn attention as a new paradigm of visual representation. This is because of its potential of being an effective pre-training technique for various downstream tasks in terms of sample efficiency, systematic generalization, and reasoning. Although image-based reinforcement learning (RL) is one of the most important and thus frequently mentioned such downstream tasks, the benefit in RL has surprisingly not been investigated systematically thus far. Instead, most of the evaluations have focused on rather indirect metrics such as segmentation quality and object property prediction accuracy. In this paper, we investigate the effectiveness of OCR pre-training for image-based reinforcement learning via empirical experiments. For systematic evaluation, we introduce a simple object-centric visual RL benchmark and conduct experiments to answer questions such as ``Does OCR pre-training improve performance on object-centric tasks?'' and ``Can OCR pre-training help with out-of-distribution generalization?''. Our results provide empirical evidence for valuable insights into the effectiveness of OCR pre-training for RL and the potential limitations of its use in certain scenarios. Additionally, this study also examines the critical aspects of incorporating OCR pre-training in RL, including performance in a visually complex environment and the appropriate pooling layer to aggregate the object representations.


Scalable Communication for Multi-Agent Reinforcement Learning via Transformer-Based Email Mechanism

arXiv.org Artificial Intelligence

Communication can impressively improve cooperation in multi-agent reinforcement learning (MARL), especially for partially-observed tasks. However, existing works either broadcast the messages leading to information redundancy, or learn targeted communication by modeling all the other agents as targets, which is not scalable when the number of agents varies. In this work, to tackle the scalability problem of MARL communication for partially-observed tasks, we propose a novel framework Transformer-based Email Mechanism (TEM). The agents adopt local communication to send messages only to the ones that can be observed without modeling all the agents. Inspired by human cooperation with email forwarding, we design message chains to forward information to cooperate with the agents outside the observation range. We introduce Transformer to encode and decode the message chain to choose the next receiver selectively. Empirically, TEM outperforms the baselines on multiple cooperative MARL benchmarks. When the number of agents varies, TEM maintains superior performance without further training.


Dimension-variable Mapless Navigation with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has exhibited considerable promise in the training of control agents for mapless robot navigation. However, DRL-trained agents are limited to the specific robot dimensions used during training, hindering their applicability when the robot's dimension changes for task-specific requirements. To overcome this limitation, we propose a dimension-variable robot navigation method based on DRL. Our approach involves training a meta agent in simulation and subsequently transferring the meta skill to a dimension-varied robot using a technique called dimension-variable skill transfer (DVST). During the training phase, the meta agent for the meta robot learns self-navigation skills with DRL. In the skill-transfer phase, observations from the dimension-varied robot are scaled and transferred to the meta agent, and the resulting control policy is scaled back to the dimension-varied robot. Through extensive simulated and real-world experiments, we demonstrated that the dimension-varied robots could successfully navigate in unknown and dynamic environments without any retraining. The results show that our work substantially expands the applicability of DRL-based navigation methods, enabling them to be used on robots with different dimensions without the limitation of a fixed dimension. The video of our experiments can be found in the supplementary file.


Reinforcement Learning in Robotic Motion Planning by Combined Experience-based Planning and Self-Imitation Learning

arXiv.org Artificial Intelligence

High-quality and representative data is essential for both Imitation Learning (IL)- and Reinforcement Learning (RL)-based motion planning tasks. For real robots, it is challenging to collect enough qualified data either as demonstrations for IL or experiences for RL due to safety considerations in environments with obstacles. We target this challenge by proposing the self-imitation learning by planning plus (SILP+) algorithm, which efficiently embeds experience-based planning into the learning architecture to mitigate the data-collection problem. The planner generates demonstrations based on successfully visited states from the current RL policy, and the policy improves by learning from these demonstrations. In this way, we relieve the demand for human expert operators to collect demonstrations required by IL and improve the RL performance as well. Various experimental results show that SILP+ achieves better training efficiency higher and more stable success rate in complex motion planning tasks compared to several other methods. Extensive tests on physical robots illustrate the effectiveness of SILP+ in a physical setting.


Asymptotic Instance-Optimal Algorithms for Interactive Decision Making

arXiv.org Artificial Intelligence

Bandit and reinforcement learning (RL) algorithms demonstrated a wide range of successful real-life applications [Silver et al., 2016, 2017, Mnih et al., 2013, Berner et al., 2019, Vinyals et al., 2019, Mnih et al., 2015, Degrave et al., 2022]. Past works have theoretically studied the regret or sample complexity of various interactive decision making problems, such as contextual bandits, reinforcement learning (RL), partially observable Markov decision process (see Azar et al. [2017], Jin et al. [2018], Dong et al. [2021], Li et al. [2019], Agarwal et al. [2014], Foster and Rakhlin [2020], Jin et al. [2020], and references therein). Recently, Foster et al. [2021] present a unified algorithmic principle for achieving the minimax regret--the optimal regret for the worst-case problem instances. However, minimax regret bounds do not necessarily always present a full picture of the statistical complexity of the problem. They characterize the complexity of the most difficult instances, but potentially many other instances are much easier. An ideal algorithm should adapt to the complexity of a particular instance and incur smaller regrets on easy instances than the worst-case instances. Thus, an ideal regret bound should be instance-dependent, that is, depending on some properties of each instance. Prior works designed algorithms with instance-dependent regret bounds that are stronger than minimax regret bounds, but they are often not directly comparable because they depend on different properties of the instances, such as the gap conditions and the variance of the value function [Zanette and Brunskill, 2019, Xu et al., 2021, Foster et al., 2020, Tirinzoni et al., 2021]. A more ambitious and challenging goal is to design instance-optimal algorithms that outperform, on every instance, all consistent algorithms (those achieving non-trivial regrets on all instances).


On the Efficacy of 3D Point Cloud Reinforcement Learning

arXiv.org Artificial Intelligence

Recent studies on visual reinforcement learning (visual RL) have explored the use of 3D visual representations. However, none of these work has systematically compared the efficacy of 3D representations with 2D representations across different tasks, nor have they analyzed 3D representations from the perspective of agent-object / object-object relationship reasoning. In this work, we seek answers to the question of when and how do 3D neural networks that learn features in the 3D-native space provide a beneficial inductive bias for visual RL. We specifically focus on 3D point clouds, one of the most common forms of 3D representations. We systematically investigate design choices for 3D point cloud RL, leading to the development of a robust algorithm for various robotic manipulation and control tasks. Furthermore, through comparisons between 2D image vs 3D point cloud RL methods on both minimalist synthetic tasks and complex robotic manipulation tasks, we find that 3D point cloud RL can significantly outperform the 2D counterpart when agent-object / object-object relationship encoding is a key factor.


Reinforcement Learning with Parameterized Manipulation Primitives for Robotic Assembly

arXiv.org Artificial Intelligence

A common theme in robot assembly is the adoption of Manipulation Primitives as the atomic motion to compose assembly strategy, typically in the form of a state machine or a graph. While this approach has shown great performance and robustness in increasingly complex assembly tasks, the state machine has to be engineered manually in most cases. Such hard-coded strategies will fail to handle unexpected situations that are not considered in the design. To address this issue, we propose to find dynamics sequence of manipulation primitives through Reinforcement Learning. Leveraging parameterized manipulation primitives, the proposed method greatly improves both assembly performance and sample efficiency of Reinforcement Learning compared to a previous work using non-parameterized manipulation primitives. In practice, our method achieves good zero-shot sim-to-real performance on high-precision peg insertion tasks with different geometry, clearance, and material.


Contact Reduction with Bounded Stiffness for Robust Sim-to-Real Transfer of Robot Assembly

arXiv.org Artificial Intelligence

In sim-to-real Reinforcement Learning (RL), a policy is trained in a simulated environment and then deployed on the physical system. The main challenge of sim-to-real RL is to overcome the reality gap - the discrepancies between the real world and its simulated counterpart. Using general geometric representations, such as convex decomposition, triangular mesh, signed distance field can improve simulation fidelity, and thus potentially narrow the reality gap. Common to these approaches is that many contact points are generated for geometrically-complex objects, which slows down simulation and may cause numerical instability. Contact reduction methods address these issues by limiting the number of contact points, but the validity of these methods for sim-to-real RL has not been confirmed. In this paper, we present a contact reduction method with bounded stiffness to improve the simulation accuracy. Our experiments show that the proposed method critically enables training RL policy for a tight-clearance double pin insertion task and successfully deploying the policy on a rigid, position-controlled physical robot.


PACER: A Fully Push-forward-based Distributional Reinforcement Learning Algorithm

arXiv.org Artificial Intelligence

In this paper, we propose the first fully push-forward-based Distributional Reinforcement Learning algorithm, called Push-forward-based Actor-Critic EncourageR (PACER). Specifically, PACER establishes a stochastic utility value policy gradient theorem and simultaneously leverages the push-forward operator in the construction of both the actor and the critic. Moreover, based on maximum mean discrepancies (MMD), a novel sample-based encourager is designed to incentivize exploration. Experimental evaluations on various continuous control benchmarks demonstrate the superiority of our algorithm over the state-of-the-art.