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 Reinforcement Learning


Exploration Policies for On-the-Fly Controller Synthesis: A Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Controller synthesis is in essence a case of model-based planning for non-deterministic environments in which plans (actually ''strategies'') are meant to preserve system goals indefinitely. In the case of supervisory control environments are specified as the parallel composition of state machines and valid strategies are required to be ''non-blocking'' (i.e., always enabling the environment to reach certain marked states) in addition to safe (i.e., keep the system within a safe zone). Recently, On-the-fly Directed Controller Synthesis techniques were proposed to avoid the exploration of the entire -and exponentially large-environment space, at the cost of non-maximal permissiveness, to either find a strategy or conclude that there is none. The incremental exploration of the plant is currently guided by a domain-independent human-designed heuristic. In this work, we propose a new method for obtaining heuristics based on Reinforcement Learning (RL). The synthesis algorithm is thus framed as an RL task with an unbounded action space and a modified version of DQN is used. With a simple and general set of features that abstracts both states and actions, we show that it is possible to learn heuristics on small versions of a problem that generalize to the larger instances, effectively doing zero-shot policy transfer. Our agents learn from scratch in a highly partially observable RL task and outperform the existing heuristic overall, in instances unseen during training.


Sample Efficient Model-free Reinforcement Learning from LTL Specifications with Optimality Guarantees

arXiv.org Artificial Intelligence

Linear Temporal Logic (LTL) is widely used to specify high-level objectives for system policies, and it is highly desirable for autonomous systems to learn the optimal policy with respect to such specifications. However, learning the optimal policy from LTL specifications is not trivial. We present a model-free Reinforcement Learning (RL) approach that efficiently learns an optimal policy for an unknown stochastic system, modelled using Markov Decision Processes (MDPs). We propose a novel and more general product MDP, reward structure and discounting mechanism that, when applied in conjunction with off-the-shelf model-free RL algorithms, efficiently learn the optimal policy that maximizes the probability of satisfying a given LTL specification with optimality guarantees. We also provide improved theoretical results on choosing the key parameters in RL to ensure optimality. To directly evaluate the learned policy, we adopt probabilistic model checker PRISM to compute the probability of the policy satisfying such specifications. Several experiments on various tabular MDP environments across different LTL tasks demonstrate the improved sample efficiency and optimal policy convergence.


Training Efficient Controllers via Analytic Policy Gradient

arXiv.org Artificial Intelligence

Control design for robotic systems is complex and often requires solving an optimization to follow a trajectory accurately. Online optimization approaches like Model Predictive Control (MPC) have been shown to achieve great tracking performance, but require high computing power. Conversely, learning-based offline optimization approaches, such as Reinforcement Learning (RL), allow fast and efficient execution on the robot but hardly match the accuracy of MPC in trajectory tracking tasks. In systems with limited compute, such as aerial vehicles, an accurate controller that is efficient at execution time is imperative. We propose an Analytic Policy Gradient (APG) method to tackle this problem. APG exploits the availability of differentiable simulators by training a controller offline with gradient descent on the tracking error. We address training instabilities that frequently occur with APG through curriculum learning and experiment on a widely used controls benchmark, the CartPole, and two common aerial robots, a quadrotor and a fixed-wing drone. Our proposed method outperforms both model-based and model-free RL methods in terms of tracking error. Concurrently, it achieves similar performance to MPC while requiring more than an order of magnitude less computation time. Our work provides insights into the potential of APG as a promising control method for robotics. To facilitate the exploration of APG, we open-source our code and make it available at https://github.com/lis-epfl/apg_trajectory_tracking.


Get Back Here: Robust Imitation by Return-to-Distribution Planning

arXiv.org Artificial Intelligence

Imitation Learning (IL) is a paradigm in sequential decision making where an agent uses offline expert trajectories to mimic the expert's behavior [1]. While Reinforcement Learning (RL) requires an additional reward signal that can be hard to specify in practice, IL only requires expert trajectories that can be easier to collect. In part due to its simplicity, IL has been applied successfully in several real world tasks, from robotic manipulation [2, 3, 4] to autonomous driving [5, 6]. A key challenge in deploying IL, however, is that the agent may encounter states in the final deployment environment that were not labeled by the expert offline [7]. In applications such as healthcare [8, 9] and robotics [10, 11], online experimentation can be risky (e.g., on human patients) or costly to label (e.g., off-policy robotic datasets can take months to collect).


Validation of massively-parallel adaptive testing using dynamic control matching

arXiv.org Artificial Intelligence

A/B testing is a widely-used paradigm within marketing optimization because it promises identification of causal effects and because it is implemented out of the box in most messaging delivery software platforms. Modern businesses, however, often run many A/B/n tests at the same time and in parallel, and package many content variations into the same messages, not all of which are part of an explicit test. Whether as the result of many teams testing at the same time, or as part of a more sophisticated reinforcement learning (RL) approach that continuously adapts tests and test condition assignment based on previous results, dynamic parallel testing cannot be evaluated the same way traditional A/B tests are evaluated. This paper presents a method for disentangling the causal effects of the various tests under conditions of continuous test adaptation, using a matched-synthetic control group that adapts alongside the tests.


Representations and Exploration for Deep Reinforcement Learning using Singular Value Decomposition

arXiv.org Artificial Intelligence

Representation learning and exploration are among the key challenges for any deep reinforcement learning agent. In this work, we provide a singular value decomposition based method that can be used to obtain representations that preserve the underlying transition structure in the domain. Perhaps interestingly, we show that these representations also capture the relative frequency of state visitations, thereby providing an estimate for pseudo-counts for free. To scale this decomposition method to large-scale domains, we provide an algorithm that never requires building the transition matrix, can make use of deep networks, and also permits mini-batch training. Further, we draw inspiration from predictive state representations and extend our decomposition method to partially observable environments. With experiments on multi-task settings with partially observable domains, we show that the proposed method can not only learn useful representation on DM-Lab-30 environments (that have inputs involving language instructions, pixel images, and rewards, among others) but it can also be effective at hard exploration tasks in DM-Hard-8 environments.


Value Memory Graph: A Graph-Structured World Model for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) methods are typically applied directly in environments to learn policies. In some complex environments with continuous state-action spaces, sparse rewards, and/or long temporal horizons, learning a good policy in the original environments can be difficult. Focusing on the offline RL setting, we aim to build a simple and discrete world model that abstracts the original environment. RL methods are applied to our world model instead of the environment data for simplified policy learning. Our world model, dubbed Value Memory Graph (VMG), is designed as a directed-graph-based Markov decision process (MDP) of which vertices and directed edges represent graph states and graph actions, separately. As state-action spaces of VMG are finite and relatively small compared to the original environment, we can directly apply the value iteration algorithm on VMG to estimate graph state values and figure out the best graph actions. VMG is trained from and built on the offline RL dataset. Together with an action translator that converts the abstract graph actions in VMG to real actions in the original environment, VMG controls agents to maximize episode returns. Our experiments on the D4RL benchmark show that VMG can outperform state-of-the-art offline RL methods in several goal-oriented tasks, especially when environments have sparse rewards and long temporal horizons. Code is available at https://github.com/TsuTikgiau/ValueMemoryGraph


Ensemble Reinforcement Learning in Continuous Spaces -- A Hierarchical Multi-Step Approach for Policy Training

arXiv.org Artificial Intelligence

Actor-critic deep reinforcement learning (DRL) algorithms have recently achieved prominent success in tackling various challenging reinforcement learning (RL) problems, particularly complex control tasks with high-dimensional continuous state and action spaces. Nevertheless, existing research showed that actor-critic DRL algorithms often failed to explore their learning environments effectively, resulting in limited learning stability and performance. To address this limitation, several ensemble DRL algorithms have been proposed lately to boost exploration and stabilize the learning process. However, most of existing ensemble algorithms do not explicitly train all base learners towards jointly optimizing the performance of the ensemble. In this paper, we propose a new technique to train an ensemble of base learners based on an innovative multi-step integration method. This training technique enables us to develop a new hierarchical learning algorithm for ensemble DRL that effectively promotes inter-learner collaboration through stable inter-learner parameter sharing. The design of our new algorithm is verified theoretically. The algorithm is also shown empirically to outperform several state-of-the-art DRL algorithms on multiple benchmark RL problems.


An Adaptive Behaviour-Based Strategy for SARs interacting with Older Adults with MCI during a Serious Game Scenario

arXiv.org Artificial Intelligence

The monotonous nature of repetitive cognitive training may cause losing interest in it and dropping out by older adults. This study introduces an adaptive technique that enables a Socially Assistive Robot (SAR) to select the most appropriate actions to maintain the engagement level of older adults while they play the serious game in cognitive training. The goal is to develop an adaptation strategy for changing the robot's behaviour that uses reinforcement learning to encourage the user to remain engaged. A reinforcement learning algorithm was implemented to determine the most effective adaptation strategy for the robot's actions, encompassing verbal and nonverbal interactions. The simulation results demonstrate that the learning algorithm achieved convergence and offers promising evidence to validate the strategy's effectiveness.


Unlocking the Power of Representations in Long-term Novelty-based Exploration

arXiv.org Artificial Intelligence

We introduce Robust Exploration via Clusteringbased Online Density Estimation (RECODE), a nonparametric method for novelty-based exploration that estimates visitation counts for clusters of states based on their similarity in a chosen embedding space. By adapting classical clustering to the nonstationary setting of Deep RL, RECODE can efficiently track state visitation counts over thousands of episodes. We further propose a novel generalization of the inverse dynamics loss, which leverages masked transformer architectures for multi-step prediction; which in conjunction with RECODE achieves a new state-of-the-art in Figure 1: A key result of RECODE is that it allows us to a suite of challenging 3D-exploration tasks in leverage more powerful state representations for long-term DM-HARD-8. RECODE also sets new state-of-theart novelty estimation; enabling to achieve a new state-of-theart in hard exploration Atari games, and is the first in the challenging 3D task suite DM-HARD-8.