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 Reinforcement Learning


Planning Multiple Epidemic Interventions with Reinforcement Learning

arXiv.org Artificial Intelligence

Combating an epidemic entails finding a plan that describes when and how to apply different interventions, such as mask-wearing mandates, vaccinations, school or workplace closures. An optimal plan will curb an epidemic with minimal loss of life, disease burden, and economic cost. Finding an optimal plan is an intractable computational problem in realistic settings. Policy-makers, however, would greatly benefit from tools that can efficiently search for plans that minimize disease and economic costs especially when considering multiple possible interventions over a continuous and complex action space given a continuous and equally complex state space. We formulate this problem as a Markov decision process. Our formulation is unique in its ability to represent multiple continuous interventions over any disease model defined by ordinary differential equations. We illustrate how to effectively apply state-of-the-art actor-critic reinforcement learning algorithms (PPO and SAC) to search for plans that minimize overall costs. We empirically evaluate the learning performance of these algorithms and compare their performance to hand-crafted baselines that mimic plans constructed by policy-makers. Our method outperforms baselines. Our work confirms the viability of a computational approach to support policy-makers


Zero-Shot Transfer of Haptics-Based Object Insertion Policies

arXiv.org Artificial Intelligence

Humans naturally exploit haptic feedback during contact-rich tasks like loading a dishwasher or stocking a bookshelf. Current robotic systems focus on avoiding unexpected contact, often relying on strategically placed environment sensors. Recently, contact-exploiting manipulation policies have been trained in simulation and deployed on real robots. However, they require some form of real-world adaptation to bridge the sim-to-real gap, which might not be feasible in all scenarios. In this paper we train a contact-exploiting manipulation policy in simulation for the contact-rich household task of loading plates into a slotted holder, which transfers without any fine-tuning to the real robot. We investigate various factors necessary for this zero-shot transfer, like time delay modeling, memory representation, and domain randomization. Our policy transfers with minimal sim-to-real gap and significantly outperforms heuristic and learnt baselines. It also generalizes to plates of different sizes and weights. Demonstration videos and code are available at https://sites.google.com/view/compliant-object-insertion.


Policy Gradient in Robust MDPs with Global Convergence Guarantee

arXiv.org Artificial Intelligence

Robust Markov decision processes (RMDPs) provide a promising framework for computing reliable policies in the face of model errors. Many successful reinforcement learning algorithms build on variations of policy-gradient methods, but adapting these methods to RMDPs has been challenging. As a result, the applicability of RMDPs to large, practical domains remains limited. This paper proposes a new Double-Loop Robust Policy Gradient (DRPG), the first generic policy gradient method for RMDPs. In contrast with prior robust policy gradient algorithms, DRPG monotonically reduces approximation errors to guarantee convergence to a globally optimal policy in tabular RMDPs. We introduce a novel parametric transition kernel and solve the inner loop robust policy via a gradient-based method. Finally, our numerical results demonstrate the utility of our new algorithm and confirm its global convergence properties.


Blessings and Curses of Covariate Shifts: Adversarial Learning Dynamics, Directional Convergence, and Equilibria

arXiv.org Artificial Intelligence

Covariate distribution shifts and adversarial perturbations present robustness challenges to the conventional statistical learning framework: mild shifts in the test covariate distribution can significantly affect the performance of the statistical model learned based on the training distribution. The model performance typically deteriorates when extrapolation happens: namely, covariates shift to a region where the training distribution is scarce, and naturally, the learned model has little information. For robustness and regularization considerations, adversarial perturbation techniques are proposed as a remedy; however, careful study needs to be carried out about what extrapolation region adversarial covariate shift will focus on, given a learned model. This paper precisely characterizes the extrapolation region, examining both regression and classification in an infinite-dimensional setting. We study the implications of adversarial covariate shifts to subsequent learning of the equilibrium -- the Bayes optimal model -- in a sequential game framework. We exploit the dynamics of the adversarial learning game and reveal the curious effects of the covariate shift to equilibrium learning and experimental design. In particular, we establish two directional convergence results that exhibit distinctive phenomena: (1) a blessing in regression, the adversarial covariate shifts in an exponential rate to an optimal experimental design for rapid subsequent learning, (2) a curse in classification, the adversarial covariate shifts in a subquadratic rate fast to the hardest experimental design trapping subsequent learning.


DevFormer: A Symmetric Transformer for Context-Aware Device Placement

arXiv.org Artificial Intelligence

In this paper, we present DevFormer, a novel transformer-based architecture for addressing the complex and computationally demanding problem of hardware design optimization. Despite the demonstrated efficacy of transformers in domains including natural language processing and computer vision, their use in hardware design has been limited by the scarcity of offline data. Our approach addresses this limitation by introducing strong inductive biases such as relative positional embeddings and action-permutation symmetricity that effectively capture the hardware context and enable efficient design optimization with limited offline data. We apply DevFoemer to the problem of decoupling capacitor placement and show that it outperforms state-of-the-art methods in both simulated and real hardware, leading to improved performances while reducing the number of components by more than $30\%$. Finally, we show that our approach achieves promising results in other offline contextual learning-based combinatorial optimization tasks.


Invariance in Policy Optimisation and Partial Identifiability in Reward Learning

arXiv.org Artificial Intelligence

It is often very challenging to manually design reward functions for complex, real-world tasks. To solve this, one can instead use reward learning to infer a reward function from data. However, there are often multiple reward functions that fit the data equally well, even in the infinite-data limit. This means that the reward function is only partially identifiable. In this work, we formally characterise the partial identifiability of the reward function given several popular reward learning data sources, including expert demonstrations and trajectory comparisons. We also analyse the impact of this partial identifiability for several downstream tasks, such as policy optimisation. We unify our results in a framework for comparing data sources and downstream tasks by their invariances, with implications for the design and selection of data sources for reward learning.


Reinforcement Learning Policies in Continuous-Time Linear Systems

arXiv.org Artificial Intelligence

Linear dynamical systems that obey stochastic differential equations are canonical models. While optimal control of known systems has a rich literature, the problem is technically hard under model uncertainty and there are hardly any results. We initiate study of this problem and aim to learn (and simultaneously deploy) optimal actions for minimizing a quadratic cost function. Indeed, this work is the first that comprehensively addresses the crucial challenge of balancing exploration versus exploitation in continuous-time systems. We present online policies that learn optimal actions fast by carefully randomizing the parameter estimates, and establish their performance guarantees: a regret bound that grows with square-root of time multiplied by the number of parameters. Implementation of the policy for a flight-control task demonstrates its efficacy. Further, we prove sharp stability results for inexact system dynamics and tightly specify the infinitesimal regret caused by sub-optimal actions. To obtain the results, we conduct a novel eigenvalue-sensitivity analysis for matrix perturbation, establish upper-bounds for comparative ratios of stochastic integrals, and introduce the new method of policy differentiation. Our analysis sheds light on fundamental challenges in continuous-time reinforcement learning and suggests a useful cornerstone for similar problems.


Active hypothesis testing in unknown environments using recurrent neural networks and model free reinforcement learning

arXiv.org Artificial Intelligence

A combination of deep reinforcement learning and supervised learning is proposed for the problem of active sequential hypothesis testing in completely unknown environments. We make no assumptions about the prior probability, the action and observation sets, and the observation generating process. Our method can be used in any environment even if it has continuous observations or actions, and performs competitively and sometimes better than the Chernoff test, in both finite and infinite horizon problems, despite not having access to the environment dynamics.


Tier Balancing: Towards Dynamic Fairness over Underlying Causal Factors

arXiv.org Artificial Intelligence

The pursuit of long-term fairness involves the interplay between decision-making and the underlying data generating process. In this paper, through causal modeling with a directed acyclic graph (DAG) on the decision-distribution interplay, we investigate the possibility of achieving long-term fairness from a dynamic perspective. We propose Tier Balancing, a technically more challenging but more natural notion to achieve in the context of long-term, dynamic fairness analysis. Different from previous fairness notions that are defined purely on observed variables, our notion goes one step further, capturing behind-the-scenes situation changes on the unobserved latent causal factors that directly carry out the influence from the current decision to the future data distribution. Under the specified dynamics, we prove that in general one cannot achieve the long-term fairness goal only through one-step interventions. Furthermore, in the effort of approaching long-term fairness, we consider the mission of "getting closer to" the long-term fairness goal and present possibility and impossibility results accordingly.


DL-DRL: A double-level deep reinforcement learning approach for large-scale task scheduling of multi-UAV

arXiv.org Artificial Intelligence

Exploiting unmanned aerial vehicles (UAVs) to execute tasks is gaining growing popularity recently. To solve the underlying task scheduling problem, the deep reinforcement learning (DRL) based methods demonstrate notable advantage over the conventional heuristics as they rely less on hand-engineered rules. However, their decision space will become prohibitively huge as the problem scales up, thus deteriorating the computation efficiency. To alleviate this issue, we propose a double-level deep reinforcement learning (DL-DRL) approach based on a divide and conquer framework (DCF), where we decompose the task scheduling of multi-UAV into task allocation and route planning. Particularly, we design an encoder-decoder structured policy network in our upper-level DRL model to allocate the tasks to different UAVs, and we exploit another attention based policy network in our lower-level DRL model to construct the route for each UAV, with the objective to maximize the number of executed tasks given the maximum flight distance of the UAV. To effectively train the two models, we design an interactive training strategy (ITS), which includes pre-training, intensive training and alternate training. Experimental results show that our DL-DRL performs favorably against the learning-based and conventional baselines including the OR-Tools, in terms of solution quality and computation efficiency. We also verify the generalization performance of our approach by applying it to larger sizes of up to 1000 tasks. Moreover, we also show via an ablation study that our ITS can help achieve a balance between the performance and training efficiency.