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 Reinforcement Learning


When is Realizability Sufficient for Off-Policy Reinforcement Learning?

arXiv.org Artificial Intelligence

Model-free algorithms for reinforcement learning typically require a condition called Bellman completeness in order to successfully operate off-policy with function approximation, unless additional conditions are met. However, Bellman completeness is a requirement that is much stronger than realizability and that is deemed to be too strong to hold in practice. In this work, we relax this structural assumption and analyze the statistical complexity of off-policy reinforcement learning when only realizability holds for the prescribed function class. We establish finite-sample guarantees for off-policy reinforcement learning that are free of the approximation error term known as inherent Bellman error, and that depend on the interplay of three factors. The first two are well known: they are the metric entropy of the function class and the concentrability coefficient that represents the cost of learning off-policy. The third factor is new, and it measures the violation of Bellman completeness, namely the mis-alignment between the chosen function class and its image through the Bellman operator. In essence, these error bounds establish that off-policy reinforcement learning remains statistically viable even in absence of Bellman completeness, and characterize the intermediate situation between the favorable Bellman complete setting and the worst-case scenario where exponential lower bounds are in force. Our analysis directly applies to the solution found by temporal difference algorithms when they converge.


Boosting Offline Reinforcement Learning with Action Preference Query

arXiv.org Artificial Intelligence

Training practical agents usually involve offline and online reinforcement learning (RL) to balance the policy's performance and interaction costs. In particular, online fine-tuning has become a commonly used method to correct the erroneous estimates of out-of-distribution data learned in the offline training phase. However, even limited online interactions can be inaccessible or catastrophic for high-stake scenarios like healthcare and autonomous driving. In this work, we introduce an interaction-free training scheme dubbed Offline-with-Action-Preferences (OAP). The main insight is that, compared to online fine-tuning, querying the preferences between pre-collected and learned actions can be equally or even more helpful to the erroneous estimate problem. By adaptively encouraging or suppressing policy constraint according to action preferences, OAP could distinguish overestimation from beneficial policy improvement and thus attains a more accurate evaluation of unseen data. Theoretically, we prove a lower bound of the behavior policy's performance improvement brought by OAP. Moreover, comprehensive experiments on the D4RL benchmark and state-of-the-art algorithms demonstrate that OAP yields higher (29% on average) scores, especially on challenging AntMaze tasks (98% higher).


Flipping Coins to Estimate Pseudocounts for Exploration in Reinforcement Learning

arXiv.org Artificial Intelligence

We propose a new method for count-based exploration in high-dimensional state spaces. Unlike previous work which relies on density models, we show that counts can be derived by averaging samples from the Rademacher distribution (or coin flips). This insight is used to set up a simple supervised learning objective which, when optimized, yields a state's visitation count. We show that our method is significantly more effective at deducing ground-truth visitation counts than previous work; when used as an exploration bonus for a model-free reinforcement learning algorithm, it outperforms existing approaches on most of 9 challenging exploration tasks, including the Atari game Montezuma's Revenge.


A General Perspective on Objectives of Reinforcement Learning

arXiv.org Artificial Intelligence

In this lecture, we present a general perspective on reinforcement learning (RL) objectives, where we show three versions of objectives. The first version is the standard definition of objective in RL literature. Then we extend the standard definition to the $\lambda$-return version, which unifies the standard definition of objective. Finally, we propose a general objective that unifies the previous two versions. The last version provides a high level to understand of RL's objective, where it shows a fundamental formulation that connects some widely used RL techniques (e.g., TD$(\lambda)$ and GAE), and this objective can be potentially applied to extensive RL algorithms.


Networked Communication for Decentralised Agents in Mean-Field Games

arXiv.org Artificial Intelligence

We introduce networked communication to the mean-field game framework. In particular, we look at oracle-free settings where $N$ decentralised agents learn along a single, non-episodic evolution path of the empirical system, such as we may encounter for a large range of many-agent cooperation problems in the real-world. We provide theoretical evidence that by spreading improved policies through the network in a decentralised fashion, our sample guarantees are upper-bounded by those of the purely independent-learning case. Moreover, we show empirically that our networked method can give faster convergence in practice, while removing the reliance on a centralised controller. We also demonstrate that our decentralised communication architecture brings significant benefits over both the centralised and independent alternatives in terms of robustness and flexibility to unexpected learning failures and changes in population size. For comparison purposes with our new architecture, we modify recent algorithms for the centralised and independent cases to make their practical convergence feasible: while contributing the first empirical demonstrations of these algorithms in our setting of $N$ agents learning along a single system evolution with only local state observability, we additionally display the empirical benefits of our new, networked approach.


A Novel Multi-Agent Deep RL Approach for Traffic Signal Control

arXiv.org Artificial Intelligence

As travel demand increases and urban traffic condition becomes more complicated, applying multi-agent deep reinforcement learning (MARL) to traffic signal control becomes one of the hot topics. The rise of Reinforcement Learning (RL) has opened up opportunities for solving Adaptive Traffic Signal Control (ATSC) in complex urban traffic networks, and deep neural networks have further enhanced their ability to handle complex data. Traditional research in traffic signal control is based on the centralized Reinforcement Learning technique. However, in a large-scale road network, centralized RL is infeasible because of an exponential growth of joint state-action space. In this paper, we propose a Friend-Deep Q-network (Friend-DQN) approach for multiple traffic signal control in urban networks, which is based on an agent-cooperation scheme. In particular, the cooperation between multiple agents can reduce the state-action space and thus speed up the convergence. We use SUMO (Simulation of Urban Transport) platform to evaluate the performance of Friend-DQN model, and show its feasibility and superiority over other existing methods.


Differentially Private Episodic Reinforcement Learning with Heavy-tailed Rewards

arXiv.org Artificial Intelligence

In this paper, we study the problem of (finite horizon tabular) Markov decision processes (MDPs) with heavy-tailed rewards under the constraint of differential privacy (DP). Compared with the previous studies for private reinforcement learning that typically assume rewards are sampled from some bounded or sub-Gaussian distributions to ensure DP, we consider the setting where reward distributions have only finite $(1+v)$-th moments with some $v \in (0,1]$. By resorting to robust mean estimators for rewards, we first propose two frameworks for heavy-tailed MDPs, i.e., one is for value iteration and another is for policy optimization. Under each framework, we consider both joint differential privacy (JDP) and local differential privacy (LDP) models. Based on our frameworks, we provide regret upper bounds for both JDP and LDP cases and show that the moment of distribution and privacy budget both have significant impacts on regrets. Finally, we establish a lower bound of regret minimization for heavy-tailed MDPs in JDP model by reducing it to the instance-independent lower bound of heavy-tailed multi-armed bandits in DP model. We also show the lower bound for the problem in LDP by adopting some private minimax methods. Our results reveal that there are fundamental differences between the problem of private RL with sub-Gaussian and that with heavy-tailed rewards.


XRoute Environment: A Novel Reinforcement Learning Environment for Routing

arXiv.org Artificial Intelligence

Routing is a crucial and time-consuming stage in modern design automation flow for advanced technology nodes. Great progress in the field of reinforcement learning makes it possible to use those approaches to improve the routing quality and efficiency. However, the scale of the routing problems solved by reinforcement learning-based methods in recent studies is too small for these methods to be used in commercial EDA tools. We introduce the XRoute Environment, a new reinforcement learning environment where agents are trained to select and route nets in an advanced, end-to-end routing framework. Novel algorithms and ideas can be quickly tested in a safe and reproducible manner in it. The resulting environment is challenging, easy to use, customize and add additional scenarios, and it is available under a permissive open-source license. In addition, it provides support for distributed deployment and multi-instance experiments. We propose two tasks for learning and build a full-chip test bed with routing benchmarks of various region sizes. We also pre-define several static routing regions with different pin density and number of nets for easier learning and testing. For net ordering task, we report baseline results for two widely used reinforcement learning algorithms (PPO and DQN) and one searching-based algorithm (TritonRoute). The XRoute Environment will be available at https://github.com/xplanlab/xroute_env.


INVICTUS: Optimizing Boolean Logic Circuit Synthesis via Synergistic Learning and Search

arXiv.org Artificial Intelligence

Logic synthesis is the first and most vital step in chip design. This steps converts a chip specification written in a hardware description language (such as Verilog) into an optimized implementation using Boolean logic gates. State-of-the-art logic synthesis algorithms have a large number of logic minimization heuristics, typically applied sequentially based on human experience and intuition. The choice of the order greatly impacts the quality (e.g., area and delay) of the synthesized circuit. In this paper, we propose INVICTUS, a model-based offline reinforcement learning (RL) solution that automatically generates a sequence of logic minimization heuristics ("synthesis recipe") based on a training dataset of previously seen designs. A key challenge is that new designs can range from being very similar to past designs (e.g., adders and multipliers) to being completely novel (e.g., new processor instructions). %Compared to prior work, INVICTUS is the first solution that uses a mix of RL and search methods joint with an online out-of-distribution detector to generate synthesis recipes over a wide range of benchmarks. Our results demonstrate significant improvement in area-delay product (ADP) of synthesized circuits with up to 30\% improvement over state-of-the-art techniques. Moreover, INVICTUS achieves up to $6.3\times$ runtime reduction (iso-ADP) compared to the state-of-the-art.


Deep Reinforcement Learning for Online Error Detection in Cyber-Physical Systems

arXiv.org Artificial Intelligence

Reliability is one of the major design criteria in Cyber-Physical Systems (CPSs). This is because of the existence of some critical applications in CPSs and their failure is catastrophic. Therefore, employing strong error detection and correction mechanisms in CPSs is inevitable. CPSs are composed of a variety of units, including sensors, networks, and microcontrollers. Each of these units is probable to be in a faulty state at any time and the occurred fault can result in erroneous output. The fault may cause the units of CPS to malfunction and eventually crash. Traditional fault-tolerant approaches include redundancy time, hardware, information, and/or software. However, these approaches impose significant overheads besides their low error coverage, which limits their applicability. In addition, the interval between error occurrence and detection is too long in these approaches. In this paper, based on Deep Reinforcement Learning (DRL), a new error detection approach is proposed that not only detects errors with high accuracy but also can perform error detection at the moment due to very low inference time. The proposed approach can categorize different types of errors from normal data and predict whether the system will fail. The evaluation results illustrate that the proposed approach has improved more than 2x in terms of accuracy and more than 5x in terms of inference time compared to other approaches.