Reinforcement Learning
Language Instructed Reinforcement Learning for Human-AI Coordination
One of the fundamental quests of AI is to produce agents that coordinate well with humans. This problem is challenging, especially in domains that lack high quality human behavioral data, because multi-agent reinforcement learning (RL) often converges to different equilibria from the ones that humans prefer. We propose a novel framework, instructRL, that enables humans to specify what kind of strategies they expect from their AI partners through natural language instructions. We use pretrained large language models to generate a prior policy conditioned on the human instruction and use the prior to regularize the RL objective. This leads to the RL agent converging to equilibria that are aligned with human preferences. We show that instructRL converges to human-like policies that satisfy the given instructions in a proof-of-concept environment as well as the challenging Hanabi benchmark. Finally, we show that knowing the language instruction significantly boosts human-AI coordination performance in human evaluations in Hanabi.
First-order Policy Optimization for Robust Markov Decision Process
Li, Yan, Lan, Guanghui, Zhao, Tuo
We consider the problem of solving robust Markov decision process (MDP), which involves a set of discounted, finite state, finite action space MDPs with uncertain transition kernels. The goal of planning is to find a robust policy that optimizes the worst-case values against the transition uncertainties, and thus encompasses the standard MDP planning as a special case. For $(\mathbf{s},\mathbf{a})$-rectangular uncertainty sets, we establish several structural observations on the robust objective, which facilitates the development of a policy-based first-order method, namely the robust policy mirror descent (RPMD). An $\mathcal{O}(\log(1/\epsilon))$ iteration complexity for finding an $\epsilon$-optimal policy is established with linearly increasing stepsizes. We further develop a stochastic variant of the robust policy mirror descent method, named SRPMD, when the first-order information is only available through online interactions with the nominal environment. We show that the optimality gap converges linearly up to the noise level, and consequently establish an $\tilde{\mathcal{O}}(1/\epsilon^2)$ sample complexity by developing a temporal difference learning method for policy evaluation. Both iteration and sample complexities are also discussed for RPMD with a constant stepsize. To the best of our knowledge, all the aforementioned results appear to be new for policy-based first-order methods applied to the robust MDP problem.
Understanding the stochastic dynamics of sequential decision-making processes: A path-integral analysis of multi-armed bandits
The multi-armed bandit (MAB) model is one of the most classical models to study decision-making in an uncertain environment. In this model, a player chooses one of $K$ possible arms of a bandit machine to play at each time step, where the corresponding arm returns a random reward to the player, potentially from a specific unknown distribution. The target of the player is to collect as many rewards as possible during the process. Despite its simplicity, the MAB model offers an excellent playground for studying the trade-off between exploration versus exploitation and designing effective algorithms for sequential decision-making under uncertainty. Although many asymptotically optimal algorithms have been established, the finite-time behaviors of the stochastic dynamics of the MAB model appear much more challenging to analyze, due to the intertwine between the decision-making and the rewards being collected. In this paper, we employ techniques in statistical physics to analyze the MAB model, which facilitates the characterization of the distribution of cumulative regrets at a finite short time, the central quantity of interest in an MAB algorithm, as well as the intricate dynamical behaviors of the model. Our analytical results, in good agreement with simulations, point to the emergence of an interesting multimodal regret distribution, with large regrets resulting from excess exploitation of sub-optimal arms due to an initial unlucky output from the optimal one.
Near-optimal Conservative Exploration in Reinforcement Learning under Episode-wise Constraints
Li, Donghao, Huang, Ruiquan, Shen, Cong, Yang, Jing
This paper investigates conservative exploration in reinforcement learning where the performance of the learning agent is guaranteed to be above a certain threshold throughout the learning process. It focuses on the tabular episodic Markov Decision Process (MDP) setting that has finite states and actions. With the knowledge of an existing safe baseline policy, an algorithm termed as StepMix is proposed to balance the exploitation and exploration while ensuring that the conservative constraint is never violated in each episode with high probability. StepMix features a unique design of a mixture policy that adaptively and smoothly interpolates between the baseline policy and the optimistic policy. Theoretical analysis shows that StepMix achieves near-optimal regret order as in the constraint-free setting, indicating that obeying the stringent episode-wise conservative constraint does not compromise the learning performance. Besides, a randomization-based EpsMix algorithm is also proposed and shown to achieve the same performance as StepMix. The algorithm design and theoretical analysis are further extended to the setting where the baseline policy is not given a priori but must be learned from an offline dataset, and it is proved that similar conservative guarantee and regret can be achieved if the offline dataset is sufficiently large. Experiment results corroborate the theoretical analysis and demonstrate the effectiveness of the proposed conservative exploration strategies.
Value function estimation using conditional diffusion models for control
Mazoure, Bogdan, Talbott, Walter, Bautista, Miguel Angel, Hjelm, Devon, Toshev, Alexander, Susskind, Josh
A fairly reliable trend in deep reinforcement learning is that the performance scales with the number of parameters, provided a complimentary scaling in amount of training data. As the appetite for large models increases, it is imperative to address, sooner than later, the potential problem of running out of high-quality demonstrations. In this case, instead of collecting only new data via costly human demonstrations or risking a simulation-to-real transfer with uncertain effects, it would be beneficial to leverage vast amounts of readily-available low-quality data. Since classical control algorithms such as behavior cloning or temporal difference learning cannot be used on reward-free or action-free data out-of-the-box, this solution warrants novel training paradigms for continuous control. We propose a simple algorithm called Diffused Value Function (DVF), which learns a joint multi-step model of the environment-robot interaction dynamics using a diffusion model. This model can be efficiently learned from state sequences (i.e., without access to reward functions nor actions), and subsequently used to estimate the value of each action out-of-the-box. We show how DVF can be used to efficiently capture the state visitation measure for multiple controllers, and show promising qualitative and quantitative results on challenging robotics benchmarks.
HIPODE: Enhancing Offline Reinforcement Learning with High-Quality Synthetic Data from a Policy-Decoupled Approach
Lian, Shixi, Ma, Yi, Liu, Jinyi, Zheng, Yan, Meng, Zhaopeng
Offline reinforcement learning (ORL) has gained attention as a means of training reinforcement learning models using pre-collected static data. To address the issue of limited data and improve downstream ORL performance, recent work has attempted to expand the dataset's coverage through data augmentation. However, most of these methods are tied to a specific policy (policy-dependent), where the generated data can only guarantee to support the current downstream ORL policy, limiting its usage scope on other downstream policies. Moreover, the quality of synthetic data is often not well-controlled, which limits the potential for further improving the downstream policy. To tackle these issues, we propose HIgh-quality POlicy-DEcoupled (HIPODE), a novel data augmentation method for ORL. On the one hand, HIPODE generates high-quality synthetic data by selecting states near the dataset distribution with potentially high value among candidate states using the negative sampling technique. On the other hand, HIPODE is policy-decoupled, thus can be used as a common plug-in method for any downstream ORL process. We conduct experiments on the widely studied TD3BC and CQL algorithms, and the results show that HIPODE outperforms the state-of-the-art policy-decoupled data augmentation method and most prevalent model-based ORL methods on D4RL benchmarks.
Design Principles for Generalization and Scalability of AI in Communication Systems
Soldati, Pablo, Ghadimi, Euhanna, Demirel, Burak, Wang, Yu, Gaigalas, Raimundas, Sintorn, Mathias
Artificial intelligence (AI) has emerged as a powerful tool for addressing complex and dynamic tasks in communication systems, where traditional rule-based algorithms often struggle. However, most AI applications to networking tasks are designed and trained for specific, limited conditions, hindering the algorithms from learning and adapting to generic situations, such as those met across radio access networks (RAN). This paper proposes design principles for sustainable and scalable AI integration in communication systems, focusing on creating AI algorithms that can generalize across network environments, intents, and control tasks. This approach enables a limited number of AI-driven RAN functions to tackle larger problems, improve system performance, and simplify lifecycle management. To achieve sustainability and automation, we introduce a scalable learning architecture that supports all deployed AI applications in the system. This architecture separates centralized learning functionalities from distributed actuation and inference functions, enabling efficient data collection and management, computational and storage resources optimization, and cost reduction. We illustrate these concepts by designing a generalized link adaptation algorithm, demonstrating the benefits of our proposed approach.
Learning Not to Spoof
As intelligent trading agents based on reinforcement learning (RL) gain prevalence, it becomes more important to ensure that RL agents obey laws, regulations, and human behavioral expectations. There is substantial literature concerning the aversion of obvious catastrophes like crashing a helicopter or bankrupting a trading account, but little around the avoidance of subtle non-normative behavior for which there are examples, but no programmable definition. Such behavior may violate legal or regulatory, rather than physical or monetary, constraints. In this article, I consider a series of experiments in which an intelligent stock trading agent maximizes profit but may also inadvertently learn to spoof the market in which it participates. I first inject a hand-coded spoofing agent to a multi-agent market simulation and learn to recognize spoofing activity sequences. Then I replace the hand-coded spoofing trader with a simple profit-maximizing RL agent and observe that it independently discovers spoofing as the optimal strategy. Finally, I introduce a method to incorporate the recognizer as normative guide, shaping the agent's perceived rewards and altering its selected actions. The agent remains profitable while avoiding spoofing behaviors that would result in even higher profit. After presenting the empirical results, I conclude with some recommendations. The method should generalize to the reduction of any unwanted behavior for which a recognizer can be learned.
Approximate information state based convergence analysis of recurrent Q-learning
Seyedsalehi, Erfan, Akbarzadeh, Nima, Sinha, Amit, Mahajan, Aditya
In spite of the large literature on reinforcement learning (RL) algorithms for partially observable Markov decision processes (POMDPs), a complete theoretical understanding is still lacking. In a partially observable setting, the history of data available to the agent increases over time so most practical algorithms either truncate the history to a finite window or compress it using a recurrent neural network leading to an agent state that is non-Markovian. In this paper, it is shown that in spite of the lack of the Markov property, recurrent Q-learning (RQL) converges in the tabular setting. Moreover, it is shown that the quality of the converged limit depends on the quality of the representation which is quantified in terms of what is known as an approximate information state (AIS). Based on this characterization of the approximation error, a variant of RQL with AIS losses is presented. This variant performs better than a strong baseline for RQL that does not use AIS losses. It is demonstrated that there is a strong correlation between the performance of RQL over time and the loss associated with the AIS representation.
TreeDQN: Learning to minimize Branch-and-Bound tree
Sorokin, Dmitry, Kostin, Alexander
Combinatorial optimization problems require an exhaustive search to find the optimal solution. A convenient approach to solving combinatorial optimization tasks in the form of Mixed Integer Linear Programs is Branch-and-Bound. Branch-and-Bound solver splits a task into two parts dividing the domain of an integer variable, then it solves them recursively, producing a tree of nested sub-tasks. The efficiency of the solver depends on the branchning heuristic used to select a variable for splitting. In the present work, we propose a reinforcement learning method that can efficiently learn the branching heuristic. We view the variable selection task as a tree Markov Decision Process, prove that the Bellman operator adapted for the tree Markov Decision Process is contracting in mean, and propose a modified learning objective for the reinforcement learning agent. Our agent requires less training data and produces smaller trees compared to previous reinforcement learning methods.