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 Reinforcement Learning


Solving Robust MDPs through No-Regret Dynamics

arXiv.org Artificial Intelligence

Reinforcement Learning is a powerful framework for training agents to navigate different situations, but it is susceptible to changes in environmental dynamics. However, solving Markov Decision Processes that are robust to changes is difficult due to nonconvexity and size of action or state spaces. While most works have analyzed this problem by taking different assumptions on the problem, a general and efficient theoretical analysis is still missing. However, we generate a simple framework for improving robustness by solving a minimax iterative optimization problem where a policy player and an environmental dynamics player are playing against each other. Leveraging recent results in online nonconvex learning and techniques from improving policy gradient methods, we yield an algorithm that maximizes the robustness of the Value Function on the order of $\mathcal{O}\left(\frac{1}{T^{\frac{1}{2}}}\right)$ where $T$ is the number of iterations of the algorithm.


Subequivariant Graph Reinforcement Learning in 3D Environments

arXiv.org Artificial Intelligence

Learning a shared policy that guides the locomotion of different agents is of core interest in Reinforcement Learning (RL), which leads to the study of morphology-agnostic RL. However, existing benchmarks are highly restrictive in the choice of starting point and target point, constraining the movement of the agents within 2D space. In this work, we propose a novel setup for morphology-agnostic RL, dubbed Subequivariant Graph RL in 3D environments (3D-SGRL). Specifically, we first introduce a new set of more practical yet challenging benchmarks in 3D space that allows the agent to have full Degree-of-Freedoms to explore in arbitrary directions starting from arbitrary configurations. Moreover, to optimize the policy over the enlarged state-action space, we propose to inject geometric symmetry, i.e., subequivariance, into the modeling of the policy and Q-function such that the policy can generalize to all directions, improving exploration efficiency. This goal is achieved by a novel SubEquivariant Transformer (SET) that permits expressive message exchange. Finally, we evaluate the proposed method on the proposed benchmarks, where our method consistently and significantly outperforms existing approaches on single-task, multi-task, and zero-shot generalization scenarios. Extensive ablations are also conducted to verify our design. Code and videos are available on our project page: https://alpc91.github.io/SGRL/.


Robust Reinforcement Learning Objectives for Sequential Recommender Systems

arXiv.org Artificial Intelligence

Attention-based sequential recommendation methods have demonstrated promising results by accurately capturing users' dynamic interests from historical interactions. In addition to generating superior user representations, recent studies have begun integrating reinforcement learning (RL) into these models. Framing sequential recommendation as an RL problem with reward signals, unlocks developing recommender systems (RS) that consider a vital aspect-incorporating direct user feedback in the form of rewards to deliver a more personalized experience. Nonetheless, employing RL algorithms presents challenges, including off-policy training, expansive combinatorial action spaces, and the scarcity of datasets with sufficient reward signals. Contemporary approaches have attempted to combine RL and sequential modeling, incorporating contrastive-based objectives and negative sampling strategies for training the RL component. In this study, we further emphasize the efficacy of contrastive-based objectives paired with augmentation to address datasets with extended horizons. Additionally, we recognize the potential instability issues that may arise during the application of negative sampling. These challenges primarily stem from the data imbalance prevalent in real-world datasets, which is a common issue in offline RL contexts. While our established baselines attempt to mitigate this through various techniques, instability remains an issue. Therefore, we introduce an enhanced methodology aimed at providing a more effective solution to these challenges.


Provable and Practical: Efficient Exploration in Reinforcement Learning via Langevin Monte Carlo

arXiv.org Artificial Intelligence

We present a scalable and effective exploration strategy based on Thompson sampling for reinforcement learning (RL). One of the key shortcomings of existing Thompson sampling algorithms is the need to perform a Gaussian approximation of the posterior distribution, which is not a good surrogate in most practical settings. We instead directly sample the Q function from its posterior distribution, by using Langevin Monte Carlo, an efficient type of Markov Chain Monte Carlo (MCMC) method. Our method only needs to perform noisy gradient descent updates to learn the exact posterior distribution of the Q function, which makes our approach easy to deploy in deep RL. We provide a rigorous theoretical analysis for the proposed method and demonstrate that, in the linear Markov decision process (linear MDP) setting, it has a regret bound of $\tilde{O}(d^{3/2}H^{5/2}\sqrt{T})$, where $d$ is the dimension of the feature mapping, $H$ is the planning horizon, and $T$ is the total number of steps. We apply this approach to deep RL, by using Adam optimizer to perform gradient updates. Our approach achieves better or similar results compared with state-of-the-art deep RL algorithms on several challenging exploration tasks from the Atari57 suite.


Privileged Knowledge Distillation for Sim-to-Real Policy Generalization

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) has recently achieved remarkable success in robotic control. However, most RL methods operate in simulated environments where privileged knowledge (e.g., dynamics, surroundings, terrains) is readily available. Conversely, in real-world scenarios, robot agents usually rely solely on local states (e.g., proprioceptive feedback of robot joints) to select actions, leading to a significant sim-to-real gap. Existing methods address this gap by either gradually reducing the reliance on privileged knowledge or performing a two-stage policy imitation. However, we argue that these methods are limited in their ability to fully leverage the privileged knowledge, resulting in suboptimal performance. In this paper, we propose a novel single-stage privileged knowledge distillation method called the Historical Information Bottleneck (HIB) to narrow the sim-to-real gap. In particular, HIB learns a privileged knowledge representation from historical trajectories by capturing the underlying changeable dynamic information. Theoretical analysis shows that the learned privileged knowledge representation helps reduce the value discrepancy between the oracle and learned policies. Empirical experiments on both simulated and real-world tasks demonstrate that HIB yields improved generalizability compared to previous methods.


Policy Synthesis and Reinforcement Learning for Discounted LTL

arXiv.org Artificial Intelligence

The difficulty of manually specifying reward functions has led to an interest in using linear temporal logic (LTL) to express objectives for reinforcement learning (RL). However, LTL has the downside that it is sensitive to small perturbations in the transition probabilities, which prevents probably approximately correct (PAC) learning without additional assumptions. Time discounting provides a way of removing this sensitivity, while retaining the high expressivity of the logic. We study the use of discounted LTL for policy synthesis in Markov decision processes with unknown transition probabilities, and show how to reduce discounted LTL to discounted-sum reward via a reward machine when all discount factors are identical.


DoMo-AC: Doubly Multi-step Off-policy Actor-Critic Algorithm

arXiv.org Artificial Intelligence

Multi-step learning applies lookahead over multiple time steps and has proved valuable in policy evaluation settings. However, in the optimal control case, the impact of multi-step learning has been relatively limited despite a number of prior efforts. Fundamentally, this might be because multi-step policy improvements require operations that cannot be approximated by stochastic samples, hence hindering the widespread adoption of such methods in practice. To address such limitations, we introduce doubly multi-step off-policy VI (DoMo-VI), a novel oracle algorithm that combines multi-step policy improvements and policy evaluations. DoMo-VI enjoys guaranteed convergence speed-up to the optimal policy and is applicable in general off-policy learning settings. We then propose doubly multi-step off-policy actor-critic (DoMo-AC), a practical instantiation of the DoMo-VI algorithm. DoMo-AC introduces a bias-variance trade-off that ensures improved policy gradient estimates. When combined with the IMPALA architecture, DoMo-AC has showed improvements over the baseline algorithm on Atari-57 game benchmarks.


An Emergency Disposal Decision-making Method with Human--Machine Collaboration

arXiv.org Artificial Intelligence

Rapid developments in artificial intelligence technology have led to unmanned systems replacing human beings in many fields requiring high-precision predictions and decisions. In modern operational environments, all job plans are affected by emergency events such as equipment failures and resource shortages, making a quick resolution critical. The use of unmanned systems to assist decision-making can improve resolution efficiency, but their decision-making is not interpretable and may make the wrong decisions. Current unmanned systems require human supervision and control. Based on this, we propose a collaborative human--machine method for resolving unplanned events using two phases: task filtering and task scheduling. In the task filtering phase, we propose a human--machine collaborative decision-making algorithm for dynamic tasks. The GACRNN model is used to predict the state of the job nodes, locate the key nodes, and generate a machine-predicted resolution task list. A human decision-maker supervises the list in real time and modifies and confirms the machine-predicted list through the human--machine interface. In the task scheduling phase, we propose a scheduling algorithm that integrates human experience constraints. The steps to resolve an event are inserted into the normal job sequence to schedule the resolution. We propose several human--machine collaboration methods in each phase to generate steps to resolve an unplanned event while minimizing the impact on the original job plan.


VA-learning as a more efficient alternative to Q-learning

arXiv.org Artificial Intelligence

In reinforcement learning, the advantage function is critical for policy improvement, but is often extracted from a learned Q-function. A natural question is: Why not learn the advantage function directly? In this work, we introduce VA-learning, which directly learns advantage function and value function using bootstrapping, without explicit reference to Q-functions. VA-learning learns off-policy and enjoys similar theoretical guarantees as Q-learning. Thanks to the direct learning of advantage function and value function, VA-learning improves the sample efficiency over Q-learning both in tabular implementations and deep RL agents on Atari-57 games. We also identify a close connection between VA-learning and the dueling architecture, which partially explains why a simple architectural change to DQN agents tends to improve performance.


Doing the right thing for the right reason: Evaluating artificial moral cognition by probing cost insensitivity

arXiv.org Artificial Intelligence

Is it possible to evaluate the moral cognition of complex artificial agents? In this work, we take a look at one aspect of morality: `doing the right thing for the right reasons.' We propose a behavior-based analysis of artificial moral cognition which could also be applied to humans to facilitate like-for-like comparison. Morally-motivated behavior should persist despite mounting cost; by measuring an agent's sensitivity to this cost, we gain deeper insight into underlying motivations. We apply this evaluation to a particular set of deep reinforcement learning agents, trained by memory-based meta-reinforcement learning. Our results indicate that agents trained with a reward function that includes other-regarding preferences perform helping behavior in a way that is less sensitive to increasing cost than agents trained with more self-interested preferences.