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 Reinforcement Learning


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.


Deep Reinforcement Learning with Swin Transformers

arXiv.org Artificial Intelligence

Transformers are neural network models that utilize multiple layers of self-attention heads and have exhibited enormous potential in natural language processing tasks. Meanwhile, there have been efforts to adapt transformers to visual tasks of machine learning, including Vision Transformers and Swin Transformers. Although some researchers use Vision Transformers for reinforcement learning tasks, their experiments remain at a small scale due to the high computational cost. Experiments conducted at a large scale, on the other hand, have to rely on techniques to cut the costs of Vision Transformers, which also yield inferior results. To address this challenge, this article presents the first online reinforcement learning scheme that is based on Swin Transformers: Swin DQN. Swin Transformers are promising as a backbone in neural networks by splitting groups of image pixels into small patches and applying local self-attention operations inside the (shifted) windows of fixed sizes. They have demonstrated state-of-the-art performances in benchmarks. In contrast to existing research, our novel approach is reducing the computational costs, as well as significantly improving the performance. We demonstrate the superior performance with experiments on 49 games in the Arcade Learning Environment. The results show that our approach, using Swin Transformers with Double DQN, achieves significantly higher maximal evaluation scores than the baseline method in 45 of all the 49 games ~92%, and higher mean evaluation scores than the baseline method in 40 of all the 49 games ~82%.


Sequoia: A Software Framework to Unify Continual Learning Research

arXiv.org Artificial Intelligence

The field of Continual Learning (CL) seeks to develop algorithms that accumulate knowledge and skills over time through interaction with non-stationary environments. In practice, a plethora of evaluation procedures (settings) and algorithmic solutions (methods) exist, each with their own potentially disjoint set of assumptions. This variety makes measuring progress in CL difficult. We propose a taxonomy of settings, where each setting is described as a set of assumptions. A tree-shaped hierarchy emerges from this view, where more general settings become the parents of those with more restrictive assumptions. This makes it possible to use inheritance to share and reuse research, as developing a method for a given setting also makes it directly applicable onto any of its children. We instantiate this idea as a publicly available software framework called Sequoia, which features a wide variety of settings from both the Continual Supervised Learning (CSL) and Continual Reinforcement Learning (CRL) domains. Sequoia also includes a growing suite of methods which are easy to extend and customize, in addition to more specialized methods from external libraries. We hope that this new paradigm and its first implementation can help unify and accelerate research in CL. You can help us grow the tree by visiting www.github.com/lebrice/Sequoia.


Timing is Everything: Learning to Act Selectively with Costly Actions and Budgetary Constraints

arXiv.org Artificial Intelligence

Many real-world settings involve costs for performing actions; transaction costs in financial systems and fuel costs being common examples. In these settings, performing actions at each time step quickly accumulates costs leading to vastly suboptimal outcomes. Additionally, repeatedly acting produces wear and tear and ultimately, damage. Determining \textit{when to act} is crucial for achieving successful outcomes and yet, the challenge of efficiently \textit{learning} to behave optimally when actions incur minimally bounded costs remains unresolved. In this paper, we introduce a reinforcement learning (RL) framework named \textbf{L}earnable \textbf{I}mpulse \textbf{C}ontrol \textbf{R}einforcement \textbf{A}lgorithm (LICRA), for learning to optimally select both when to act and which actions to take when actions incur costs. At the core of LICRA is a nested structure that combines RL and a form of policy known as \textit{impulse control} which learns to maximise objectives when actions incur costs. We prove that LICRA, which seamlessly adopts any RL method, converges to policies that optimally select when to perform actions and their optimal magnitudes. We then augment LICRA to handle problems in which the agent can perform at most $k<\infty$ actions and more generally, faces a budget constraint. We show LICRA learns the optimal value function and ensures budget constraints are satisfied almost surely. We demonstrate empirically LICRA's superior performance against benchmark RL methods in OpenAI gym's \textit{Lunar Lander} and in \textit{Highway} environments and a variant of the Merton portfolio problem within finance.


Hierarchies of Reward Machines

arXiv.org Artificial Intelligence

Hierarchical reinforcement learning (HRL; Barto & Mahadevan, 2003) frameworks, such as options (Sutton et al., Reward machines (RMs) are a recent formalism 1999), have been used to exploit RMs by learning policies for representing the reward function of a reinforcement at two levels of abstraction: (i) select a formula (i.e., subgoal) learning task through a finite-state machine from a given RM state, and (ii) select an action to whose edges encode subgoals of the task using (eventually) satisfy the chosen formula (Toro Icarte et al., high-level events. The structure of RMs enables 2018; Furelos-Blanco et al., 2021). The subtask decomposition the decomposition of a task into simpler and independently powered by HRL enables learning at multiple scales solvable subtasks that help tackle longhorizon simultaneously, and eases the handling of long-horizon and and/or sparse reward tasks. We propose sparse reward tasks. In addition, several works have considered a formalism for further abstracting the subtask the problem of learning the RMs themselves from structure by endowing an RM with the ability to interaction (e.g., Toro Icarte et al., 2019; Xu et al., 2020; call other RMs, thus composing a hierarchy of Furelos-Blanco et al., 2021; Hasanbeig et al., 2021).


A Unified Framework for Factorizing Distributional Value Functions for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In fully cooperative multi-agent reinforcement learning (MARL) settings, environments are highly stochastic due to the partial observability of each agent and the continuously changing policies of other agents. To address the above issues, we proposed a unified framework, called DFAC, for integrating distributional RL with value function factorization methods. This framework generalizes expected value function factorization methods to enable the factorization of return distributions. To validate DFAC, we first demonstrate its ability to factorize the value functions of a simple matrix game with stochastic rewards. Then, we perform experiments on all Super Hard maps of the StarCraft Multi-Agent Challenge and six self-designed Ultra Hard maps, showing that DFAC is able to outperform a number of baselines.


Bad Habits: Policy Confounding and Out-of-Trajectory Generalization in RL

arXiv.org Artificial Intelligence

Reinforcement learning agents may sometimes develop habits that are effective only when specific policies are followed. After an initial exploration phase in which agents try out different actions, they eventually converge toward a particular policy. When this occurs, the distribution of state-action trajectories becomes narrower, and agents start experiencing the same transitions again and again. At this point, spurious correlations may arise. Agents may then pick up on these correlations and learn state representations that do not generalize beyond the agent's trajectory distribution. In this paper, we provide a mathematical characterization of this phenomenon, which we refer to as policy confounding, and show, through a series of examples, when and how it occurs in practice.


ContraBAR: Contrastive Bayes-Adaptive Deep RL

arXiv.org Artificial Intelligence

In meta reinforcement learning (meta RL), an agent seeks a Bayes-optimal policy -- the optimal policy when facing an unknown task that is sampled from some known task distribution. Previous approaches tackled this problem by inferring a belief over task parameters, using variational inference methods. Motivated by recent successes of contrastive learning approaches in RL, such as contrastive predictive coding (CPC), we investigate whether contrastive methods can be used for learning Bayes-optimal behavior. We begin by proving that representations learned by CPC are indeed sufficient for Bayes optimality. Based on this observation, we propose a simple meta RL algorithm that uses CPC in lieu of variational belief inference. Our method, ContraBAR, achieves comparable performance to state-of-the-art in domains with state-based observation and circumvents the computational toll of future observation reconstruction, enabling learning in domains with image-based observations. It can also be combined with image augmentations for domain randomization and used seamlessly in both online and offline meta RL settings.


Regret Bounds for Risk-sensitive Reinforcement Learning with Lipschitz Dynamic Risk Measures

arXiv.org Artificial Intelligence

We study finite episodic Markov decision processes incorporating dynamic risk measures to capture risk sensitivity. To this end, we present two model-based algorithms applied to \emph{Lipschitz} dynamic risk measures, a wide range of risk measures that subsumes spectral risk measure, optimized certainty equivalent, distortion risk measures among others. We establish both regret upper bounds and lower bounds. Notably, our upper bounds demonstrate optimal dependencies on the number of actions and episodes, while reflecting the inherent trade-off between risk sensitivity and sample complexity. Additionally, we substantiate our theoretical results through numerical experiments.