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 Reinforcement Learning


Learning Embeddings for Sequential Tasks Using Population of Agents

arXiv.org Artificial Intelligence

We present an information-theoretic framework to learn fixed-dimensional embeddings for tasks in reinforcement learning. We leverage the idea that two tasks are similar to each other if observing an agent's performance on one task reduces our uncertainty about its performance on the other. This intuition is captured by our information-theoretic criterion which uses a diverse population of agents to measure similarity between tasks in sequential decision-making settings. In addition to qualitative assessment, we empirically demonstrate the effectiveness of our techniques based on task embeddings by quantitative comparisons against strong baselines on two application scenarios: predicting an agent's performance on a test task by observing its performance on a small quiz of tasks, and selecting tasks with desired characteristics from a given set of options.


Centralised rehearsal of decentralised cooperation: Multi-agent reinforcement learning for the scalable coordination of residential energy flexibility

arXiv.org Artificial Intelligence

This paper investigates how deep multi-agent reinforcement learning can enable the scalable and privacy-preserving coordination of residential energy flexibility. The coordination of distributed resources such as electric vehicles and heating will be critical to the successful integration of large shares of renewable energy in our electricity grid and, thus, to help mitigate climate change. The pre-learning of individual reinforcement learning policies can enable distributed control with no sharing of personal data required during execution. However, previous approaches for multi-agent reinforcement learning-based distributed energy resources coordination impose an ever greater training computational burden as the size of the system increases. We therefore adopt a deep multi-agent actor-critic method which uses a \emph{centralised but factored critic} to rehearse coordination ahead of execution. Results show that coordination is achieved at scale, with minimal information and communication infrastructure requirements, no interference with daily activities, and privacy protection. Significant savings are obtained for energy users, the distribution network and greenhouse gas emissions. Moreover, training times are nearly 40 times shorter than with a previous state-of-the-art reinforcement learning approach without the factored critic for 30 homes.


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.