Reinforcement Learning
Inferring Preferences from Demonstrations in Multi-objective Reinforcement Learning: A Dynamic Weight-based Approach
Lu, Junlin, Mannion, Patrick, Mason, Karl
Many decision-making problems feature multiple objectives. In such problems, it is not always possible to know the preferences of a decision-maker for different objectives. However, it is often possible to observe the behavior of decision-makers. In multi-objective decision-making, preference inference is the process of inferring the preferences of a decision-maker for different objectives. This research proposes a Dynamic Weight-based Preference Inference (DWPI) algorithm that can infer the preferences of agents acting in multi-objective decision-making problems, based on observed behavior trajectories in the environment. The proposed method is evaluated on three multi-objective Markov decision processes: Deep Sea Treasure, Traffic, and Item Gathering. The performance of the proposed DWPI approach is compared to two existing preference inference methods from the literature, and empirical results demonstrate significant improvements compared to the baseline algorithms, in terms of both time requirements and accuracy of the inferred preferences. The Dynamic Weight-based Preference Inference algorithm also maintains its performance when inferring preferences for sub-optimal behavior demonstrations. In addition to its impressive performance, the Dynamic Weight-based Preference Inference algorithm does not require any interactions during training with the agent whose preferences are inferred, all that is required is a trajectory of observed behavior.
Cell-Free Latent Go-Explore
Gallouรฉdec, Quentin, Dellandrรฉa, Emmanuel
In this paper, we introduce Latent Go-Explore (LGE), a simple and general approach based on the Go-Explore paradigm for exploration in reinforcement learning (RL). Go-Explore was initially introduced with a strong domain knowledge constraint for partitioning the state space into cells. However, in most real-world scenarios, drawing domain knowledge from raw observations is complex and tedious. If the cell partitioning is not informative enough, Go-Explore can completely fail to explore the environment. We argue that the Go-Explore approach can be generalized to any environment without domain knowledge and without cells by exploiting a learned latent representation. Thus, we show that LGE can be flexibly combined with any strategy for learning a latent representation. Our results indicate that LGE, although simpler than Go-Explore, is more robust and outperforms state-of-the-art algorithms in terms of pure exploration on multiple hard-exploration environments including Montezuma's Revenge. The LGE implementation is available as open-source at https://github.com/qgallouedec/lge.
DEP-RL: Embodied Exploration for Reinforcement Learning in Overactuated and Musculoskeletal Systems
Schumacher, Pierre, Hรคufle, Daniel, Bรผchler, Dieter, Schmitt, Syn, Martius, Georg
Muscle-actuated organisms are capable of learning an unparalleled diversity of dexterous movements despite their vast amount of muscles. Reinforcement learning (RL) on large musculoskeletal models, however, has not been able to show similar performance. We conjecture that ineffective exploration in large overactuated action spaces is a key problem. This is supported by the finding that common exploration noise strategies are inadequate in synthetic examples of overactuated systems. We identify differential extrinsic plasticity (DEP), a method from the domain of self-organization, as being able to induce state-space covering exploration within seconds of interaction. By integrating DEP into RL, we achieve fast learning of reaching and locomotion in musculoskeletal systems, outperforming current approaches in all considered tasks in sample efficiency and robustness.
Adversarial Policy Optimization in Deep Reinforcement Learning
Rahman, Md Masudur, Xue, Yexiang
The policy represented by the deep neural network can overfit the spurious features in observations, which hamper a reinforcement learning agent from learning effective policy. This issue becomes severe in high-dimensional state, where the agent struggles to learn a useful policy. Data augmentation can provide a performance boost to RL agents by mitigating the effect of overfitting. However, such data augmentation is a form of prior knowledge, and naively applying them in environments might worsen an agent's performance. In this paper, we propose a novel RL algorithm to mitigate the above issue and improve the efficiency of the learned policy. Our approach consists of a max-min game theoretic objective where a perturber network modifies the state to maximize the agent's probability of taking a different action while minimizing the distortion in the state. In contrast, the policy network updates its parameters to minimize the effect of perturbation while maximizing the expected future reward. Based on this objective, we propose a practical deep reinforcement learning algorithm, Adversarial Policy Optimization (APO). Our method is agnostic to the type of policy optimization, and thus data augmentation can be incorporated to harness the benefit. We evaluated our approaches on several DeepMind Control robotic environments with high-dimensional and noisy state settings. Empirical results demonstrate that our method APO consistently outperforms the state-of-the-art on-policy PPO agent. We further compare our method with state-of-the-art data augmentation, RAD, and regularization-based approach DRAC. Our agent APO shows better performance compared to these baselines.
Batch Quantum Reinforcement Learning
Periyasamy, Maniraman, Hรถlle, Marc, Wiedmann, Marco, Scherer, Daniel D., Plinge, Axel, Mutschler, Christopher
Training DRL agents is often a time-consuming process as a large number of samples and environment interactions is required. This effect is even amplified in the case of Batch RL, where the agent is trained without environment interactions solely based on a set of previously collected data. Novel approaches based on quantum computing suggest an advantage compared to classical approaches in terms of sample efficiency. To investigate this advantage, we propose a batch RL algorithm leveraging VQC as function approximators in the discrete BCQ algorithm. Additionally, we present a novel data re-uploading scheme based on cyclically shifting the input variables' order in the data encoding layers. We show the efficiency of our algorithm on the OpenAI CartPole environment and compare its performance to classical neural network-based discrete BCQ.
Learning Environment for the Air Domain (LEAD)
Strand, Andreas, Gorton, Patrick, Asprusten, Martin, Brathen, Karsten
ABSTRACT A substantial part of fighter pilot training is simulation-based and involves computer-generated forces controlled by predefined behavior models. The behavior models are typically manually created by eliciting knowledge from experienced pilots, which is a time-consuming process. Despite the work put in, the behavior models are often unsatisfactory due to their predictable nature and lack of adaptivity, forcing instructors to spend time manually monitoring and controlling them. Reinforcement and imitation learning pose as alternatives to handcrafted models. This paper presents the Learning Environment for the Air Domain (LEAD), a system for creating and integrating intelligent air combat behavior in military simulations. By incorporating the popular programming library and interface Gymnasium, LEAD allows users to apply readily available machine learning algorithms. Additionally, LEAD can communicate with third-party simulation software through distributed simulation protocols, which allows behavior models to be learned and employed using simulation systems of different fidelities. 1 INTRODUCTION A large part of the training fighter pilots undergo occurs in simulators under instructor supervision. In these simulators, the pilots practice tactics and operations by engaging in scenarios including friendly and hostile forces, often represented by computer-generated forces (CGFs), which are autonomous or semi-autonomous actors used in military simulation (Lรธvlid et al. 2017). These CGFs must behave in a way that accelerates training and builds the necessary competence of the pilots. Still, a current limitation to using CGFs for training is that their behaviors often come across as predictable, inviting pilots to exploit their vulnerabilities rather than focus on achieving the training objectives (Toubman 2020, ch. 1). Such constraints in the behavior models force instructors to micromanage the CGFs, restricting the complexity of scenarios that can be managed and trained (Kรคllstrรถm et al. 2022). Besides, qualified instructors are both in short supply and on tight schedules, meaning they should devote their full attention to giving instructions and feedback to pilots. Modeling adaptive and intelligent air combat behavior for CGFs is thus a key challenge.
Synthetic Data Generator for Adaptive Interventions in Global Health
Rastogi, Aditya, Garamendi, Juan Francisco, del Rรญo, Ana Fernรกndez, Guitart, Anna, Khan, Moiz Hassan, Tang, Dexian, Periรกรฑez, รfrica
Artificial Intelligence and digital health have the potential to transform global health. However, having access to representative data to test and validate algorithms in realistic production environments is essential. We introduce HealthSyn, an open-source synthetic data generator of user behavior for testing reinforcement learning algorithms in the context of mobile health interventions. The generator utilizes Markov processes to generate diverse user actions, with individual user behavioral patterns that can change in reaction to personalized interventions (i.e., reminders, recommendations, and incentives). These actions are translated into actual logs using an ML-purposed data schema specific to the mobile health application functionality included with HealthKit, and open-source SDK. The logs can be fed to pipelines to obtain user metrics. The generated data, which is based on real-world behaviors and simulation techniques, can be used to develop, test, and evaluate, both ML algorithms in research and end-to-end operational RL-based intervention delivery frameworks.
Learning adaptive manipulation of objects with revolute joint: A case study on varied cabinet doors opening
Yu, Hongxiang, Guo, Dashun, Zhou, Zhongxiang, Wang, Yue, Xiong, Rong
This paper introduces a learning-based framework for robot adaptive manipulating the object with a revolute joint in unstructured environments. We concentrate our discussion on various cabinet door opening tasks. To improve the performance of Deep Reinforcement Learning in this scene, we analytically provide an efficient sampling manner utilizing the constraints of the objects. To open various kinds of doors, we add encoded environment parameters that define the various environments to the input of out policy. To transfer the policy into the real world, we train an adaptation module in simulation and fine-tune the adaptation module to cut down the impact of the policy-unaware environment parameters. We design a series of experiments to validate the efficacy of our framework. Additionally, we testify to the model's performance in the real world compared to the traditional door opening method.
One-Step Distributional Reinforcement Learning
Achab, Mastane, Alami, Reda, Djilali, Yasser Abdelaziz Dahou, Fedyanin, Kirill, Moulines, Eric
Reinforcement learning (RL) allows an agent interacting sequentially with an environment to maximize its long-term expected return. In the distributional RL (DistrRL) paradigm, the agent goes beyond the limit of the expected value, to capture the underlying probability distribution of the return across all time steps. The set of DistrRL algorithms has led to improved empirical performance. Nevertheless, the theory of DistrRL is still not fully understood, especially in the control case. In this paper, we present the simpler one-step distributional reinforcement learning (OS-DistrRL) framework encompassing only the randomness induced by the one-step dynamics of the environment. Contrary to DistrRL, we show that our approach comes with a unified theory for both policy evaluation and control. Indeed, we propose two OS-DistrRL algorithms for which we provide an almost sure convergence analysis. The proposed approach compares favorably with categorical DistrRL on various environments.
Learning Soft Constraints From Constrained Expert Demonstrations
Gaurav, Ashish, Rezaee, Kasra, Liu, Guiliang, Poupart, Pascal
Inverse reinforcement learning (IRL) methods assume that the expert data is generated by an agent optimizing some reward function. However, in many settings, the agent may optimize a reward function subject to some constraints, where the constraints induce behaviors that may be otherwise difficult to express with just a reward function. We consider the setting where the reward function is given, and the constraints are unknown, and propose a method that is able to recover these constraints satisfactorily from the expert data. While previous work has focused on recovering hard constraints, our method can recover cumulative soft constraints that the agent satisfies on average per episode. In IRL fashion, our method solves this problem by adjusting the constraint function iteratively through a constrained optimization procedure, until the agent behavior matches the expert behavior. We demonstrate our approach on synthetic environments, robotics environments and real world highway driving scenarios.