Reinforcement Learning
Inverse Reinforcement Learning with the Average Reward Criterion
Wu, Feiyang, Ke, Jingyang, Wu, Anqi
We study the problem of Inverse Reinforcement Learning (IRL) with an average-reward criterion. The goal is to recover an unknown policy and a reward function when the agent only has samples of states and actions from an experienced agent. Previous IRL methods assume that the expert is trained in a discounted environment, and the discount factor is known. This work alleviates this assumption by proposing an average-reward framework with efficient learning algorithms. We develop novel stochastic first-order methods to solve the IRL problem under the average-reward setting, which requires solving an Average-reward Markov Decision Process (AMDP) as a subproblem. To solve the subproblem, we develop a Stochastic Policy Mirror Descent (SPMD) method under general state and action spaces that needs $\mathcal{{O}}(1/\varepsilon)$ steps of gradient computation. Equipped with SPMD, we propose the Inverse Policy Mirror Descent (IPMD) method for solving the IRL problem with a $\mathcal{O}(1/\varepsilon^2)$ complexity. To the best of our knowledge, the aforementioned complexity results are new in IRL. Finally, we corroborate our analysis with numerical experiments using the MuJoCo benchmark and additional control tasks.
Interactive Natural Language Processing
Wang, Zekun, Zhang, Ge, Yang, Kexin, Shi, Ning, Zhou, Wangchunshu, Hao, Shaochun, Xiong, Guangzheng, Li, Yizhi, Sim, Mong Yuan, Chen, Xiuying, Zhu, Qingqing, Yang, Zhenzhu, Nik, Adam, Liu, Qi, Lin, Chenghua, Wang, Shi, Liu, Ruibo, Chen, Wenhu, Xu, Ke, Liu, Dayiheng, Guo, Yike, Fu, Jie
Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.
Sensor Control for Information Gain in Dynamic, Sparse and Partially Observed Environments
Burns, J. Brian, Sundaresan, Aravind, Sequeira, Pedro, Sadhu, Vidyasagar
We present an approach for autonomous sensor control for information gathering under partially observable, dynamic and sparsely sampled environments that maximizes information about entities present in that space. We describe our approach for the task of Radio-Frequency (RF) spectrum monitoring, where the goal is to search for and track unknown, dynamic signals in the environment. To this end, we extend the Deep Anticipatory Network (DAN) Reinforcement Learning (RL) framework by (1) improving exploration in sparse, non-stationary environments using a novel information gain reward, and (2) scaling up the control space and enabling the monitoring of complex, dynamic activity patterns using hybrid convolutional-recurrent neural layers. We also extend this problem to situations in which sampling from the intended RF spectrum/field is limited and propose a model-based version of the original RL algorithm that fine-tunes the controller via a model that is iteratively improved from the limited field sampling. Results in simulated RF environments of differing complexity show that our system outperforms the standard DAN architecture and is more flexible and robust than baseline expert-designed agents. We also show that it is adaptable to non-stationary emission environments.
Policy Representation via Diffusion Probability Model for Reinforcement Learning
Yang, Long, Huang, Zhixiong, Lei, Fenghao, Zhong, Yucun, Yang, Yiming, Fang, Cong, Wen, Shiting, Zhou, Binbin, Lin, Zhouchen
Popular reinforcement learning (RL) algorithms tend to produce a unimodal policy distribution, which weakens the expressiveness of complicated policy and decays the ability of exploration. The diffusion probability model is powerful to learn complicated multimodal distributions, which has shown promising and potential applications to RL. In this paper, we formally build a theoretical foundation of policy representation via the diffusion probability model and provide practical implementations of diffusion policy for online model-free RL. Concretely, we character diffusion policy as a stochastic process, which is a new approach to representing a policy. Then we present a convergence guarantee for diffusion policy, which provides a theory to understand the multimodality of diffusion policy. Furthermore, we propose the DIPO which is an implementation for model-free online RL with DIffusion POlicy. To the best of our knowledge, DIPO is the first algorithm to solve model-free online RL problems with the diffusion model. Finally, extensive empirical results show the effectiveness and superiority of DIPO on the standard continuous control Mujoco benchmark.
Variance-Reduced Off-Policy TDC Learning: Non-Asymptotic Convergence Analysis
Ma, Shaocong, Zhou, Yi, Zou, Shaofeng
Variance reduction techniques have been successfully applied to temporal-difference (TD) learning and help to improve the sample complexity in policy evaluation. However, the existing work applied variance reduction to either the less popular one time-scale TD algorithm or the two time-scale GTD algorithm but with a finite number of i.i.d.\ samples, and both algorithms apply to only the on-policy setting. In this work, we develop a variance reduction scheme for the two time-scale TDC algorithm in the off-policy setting and analyze its non-asymptotic convergence rate over both i.i.d.\ and Markovian samples. In the i.i.d.\ setting, our algorithm {matches the best-known lower bound $\tilde{O}(\epsilon^{-1}$).} In the Markovian setting, our algorithm achieves the state-of-the-art sample complexity $O(\epsilon^{-1} \log {\epsilon}^{-1})$ that is near-optimal. Experiments demonstrate that the proposed variance-reduced TDC achieves a smaller asymptotic convergence error than both the conventional TDC and the variance-reduced TD.
Offline Primal-Dual Reinforcement Learning for Linear MDPs
Gabbianelli, Germano, Neu, Gergely, Okolo, Nneka, Papini, Matteo
Offline Reinforcement Learning (RL) aims to learn a near-optimal policy from a fixed dataset of transitions collected by another policy. This problem has attracted a lot of attention recently, but most existing methods with strong theoretical guarantees are restricted to finite-horizon or tabular settings. In constrast, few algorithms for infinite-horizon settings with function approximation and minimal assumptions on the dataset are both sample and computationally efficient. Another gap in the current literature is the lack of theoretical analysis for the average-reward setting, which is more challenging than the discounted setting. In this paper, we address both of these issues by proposing a primal-dual optimization method based on the linear programming formulation of RL. Our key contribution is a new reparametrization that allows us to derive low-variance gradient estimators that can be used in a stochastic optimization scheme using only samples from the behavior policy. Our method finds an $\varepsilon$-optimal policy with $O(\varepsilon^{-4})$ samples, improving on the previous $O(\varepsilon^{-5})$, while being computationally efficient for infinite-horizon discounted and average-reward MDPs with realizable linear function approximation and partial coverage. Moreover, to the best of our knowledge, this is the first theoretical result for average-reward offline RL.
Which Experiences Are Influential for Your Agent? Policy Iteration with Turn-over Dropout
Hiraoka, Takuya, Onishi, Takashi, Tsuruoka, Yoshimasa
In reinforcement learning (RL) with experience replay, experiences stored in a replay buffer influence the RL agent's performance. Information about the influence is valuable for various purposes, including experience cleansing and analysis. One method for estimating the influence of individual experiences is agent comparison, but it is prohibitively expensive when there is a large number of experiences. In this paper, we present PI+ToD as a method for efficiently estimating the influence of experiences. PI+ToD is a policy iteration that efficiently estimates the influence of experiences by utilizing turn-over dropout. We demonstrate the efficiency of PI+ToD with experiments in MuJoCo environments.
Multi-User Reinforcement Learning with Low Rank Rewards
Agarwal, Naman, Jain, Prateek, Kowshik, Suhas, Nagaraj, Dheeraj, Netrapalli, Praneeth
In this work, we consider the problem of collaborative multi-user reinforcement learning. In this setting there are multiple users with the same state-action space and transition probabilities but with different rewards. Under the assumption that the reward matrix of the $N$ users has a low-rank structure -- a standard and practically successful assumption in the offline collaborative filtering setting -- the question is can we design algorithms with significantly lower sample complexity compared to the ones that learn the MDP individually for each user. Our main contribution is an algorithm which explores rewards collaboratively with $N$ user-specific MDPs and can learn rewards efficiently in two key settings: tabular MDPs and linear MDPs. When $N$ is large and the rank is constant, the sample complexity per MDP depends logarithmically over the size of the state-space, which represents an exponential reduction (in the state-space size) when compared to the standard ``non-collaborative'' algorithms.
User-centric Heterogeneous-action Deep Reinforcement Learning for Virtual Reality in the Metaverse over Wireless Networks
Yu, Wenhan, Chua, Terence Jie, Zhao, Jun
The Metaverse is emerging as maturing technologies are empowering the different facets. Virtual Reality (VR) technologies serve as the backbone of the virtual universe within the Metaverse to offer a highly immersive user experience. As mobility is emphasized in the Metaverse context, VR devices reduce their weights at the sacrifice of local computation abilities. In this paper, for a system consisting of a Metaverse server and multiple VR users, we consider two cases of (i) the server generating frames and transmitting them to users, and (ii) users generating frames locally and thus consuming device energy. Moreover, in our multi-user VR scenario for the Metaverse, users have different characteristics and demands for Frames Per Second (FPS). Then the channel access arrangement (including the decisions on frame generation location), and transmission powers for the downlink communications from the server to the users are jointly optimized to improve the utilities of users. This joint optimization is addressed by deep reinforcement learning (DRL) with heterogeneous actions. Our proposed user-centric DRL algorithm is called User-centric Critic with Heterogenous Actors (UCHA). Extensive experiments demonstrate that our UCHA algorithm leads to remarkable results under various requirements and constraints.
Yes, this Way! Learning to Ground Referring Expressions into Actions with Intra-episodic Feedback from Supportive Teachers
Sadler, Philipp, Hakimov, Sherzod, Schlangen, David
The ability to pick up on language signals in an ongoing interaction is crucial for future machine learning models to collaborate and interact with humans naturally. In this paper, we present an initial study that evaluates intraepisodic feedback given in a collaborative setting. We use a referential language game as a controllable example of a task-oriented collaborative joint activity. A teacher utters a referring expression generated by a well-known symbolic algorithm (the "Incremental Algorithm") as an initial instruction and then monitors the follower's actions to possibly intervene with intra-episodic feedback (which does not explicitly have to be requested). We frame this task as a reinforcement learning problem with sparse rewards and learn a follower policy for a heuristic teacher. Our results show that intra-episodic feedback allows the follower to generalize on aspects of scene complexity and Figure 1: An exemplary interaction between a teacher performs better than providing only the initial and a follower that controls the gripper (the grey statement.