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 Reinforcement Learning


The Importance of Credo in Multiagent Learning

arXiv.org Artificial Intelligence

The recent We propose a model for multi-objective optimization, a credo, for call to make cooperation central to the development of AI places emphasis agents in a system that are configured into multiple groups (i.e., on understanding the mechanisms behind teamwork beyond teams). Our model of credo regulates how agents optimize their just competition [14, 15] and to adapt findings from Organizational behavior for the groups they belong to. We evaluate credo in the Psychology [5]. In MARL, agents learning to cooperate often build context of challenging social dilemmas with reinforcement learning common interest by sharing exogenous rewards [1, 7]; however, agents. Our results indicate that the interests of teammates, or the purely pro-social agents may not be possible when considering entire system, are not required to be fully aligned for achieving agents designed by different manufacturers or hybrid AI/human globally beneficial outcomes. We identify two scenarios without populations. Agents in these settings may have some self-interest full common interest that achieve high equality and significantly for personal goals; therefore, it is important to understand how and higher mean population rewards compared to when the interests when cooperation can be supported in systems where agents may of all agents are aligned.


Bi-level Latent Variable Model for Sample-Efficient Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Despite their potential in real-world applications, multi-agent reinforcement learning (MARL) algorithms often suffer from high sample complexity. To address this issue, we present a novel model-based MARL algorithm, BiLL (Bi-Level Latent Variable Model-based Learning), that learns a bi-level latent variable model from high-dimensional inputs. At the top level, the model learns latent representations of the global state, which encode global information relevant to behavior learning. At the bottom level, it learns latent representations for each agent, given the global latent representations from the top level. The model generates latent trajectories to use for policy learning. We evaluate our algorithm on complex multi-agent tasks in the challenging SMAC and Flatland environments. Our algorithm outperforms state-of-the-art model-free and model-based baselines in sample efficiency, including on two extremely challenging Super Hard SMAC maps.


Asynchronous Multi-Agent Reinforcement Learning for Efficient Real-Time Multi-Robot Cooperative Exploration

arXiv.org Artificial Intelligence

We consider the problem of cooperative exploration where multiple robots need to cooperatively explore an unknown region as fast as possible. Multi-agent reinforcement learning (MARL) has recently become a trending paradigm for solving this challenge. However, existing MARL-based methods adopt action-making steps as the metric for exploration efficiency by assuming all the agents are acting in a fully synchronous manner: i.e., every single agent produces an action simultaneously and every single action is executed instantaneously at each time step. Despite its mathematical simplicity, such a synchronous MARL formulation can be problematic for real-world robotic applications. It can be typical that different robots may take slightly different wall-clock times to accomplish an atomic action or even periodically get lost due to hardware issues. Simply waiting for every robot being ready for the next action can be particularly time-inefficient. Therefore, we propose an asynchronous MARL solution, Asynchronous Coordination Explorer (ACE), to tackle this real-world challenge. We first extend a classical MARL algorithm, multi-agent PPO (MAPPO), to the asynchronous setting and additionally apply action-delay randomization to enforce the learned policy to generalize better to varying action delays in the real world. Moreover, each navigation agent is represented as a team-size-invariant CNN-based policy, which greatly benefits real-robot deployment by handling possible robot lost and allows bandwidth-efficient intra-agent communication through low-dimensional CNN features. We first validate our approach in a grid-based scenario. Both simulation and real-robot results show that ACE reduces over 10% actual exploration time compared with classical approaches. We also apply our framework to a high-fidelity visual-based environment, Habitat, achieving 28% improvement in exploration efficiency.


Control invariant set enhanced reinforcement learning for process control: improved sampling efficiency and guaranteed stability

arXiv.org Artificial Intelligence

Reinforcement learning (RL) is an area of significant research interest, and safe RL in particular is attracting attention due to its ability to handle safety-driven constraints that are crucial for real-world applications of RL algorithms. This work proposes a novel approach to RL training, called control invariant set (CIS) enhanced RL, which leverages the benefits of CIS to improve stability guarantees and sampling efficiency. The approach consists of two learning stages: offline and online. In the offline stage, CIS is incorporated into the reward design, initial state sampling, and state reset procedures. In the online stage, RL is retrained whenever the state is outside of CIS, which serves as a stability criterion. A backup table that utilizes the explicit form of CIS is obtained to ensure the online stability. To evaluate the proposed approach, we apply it to a simulated chemical reactor. The results show a significant improvement in sampling efficiency during offline training and closed-loop stability in the online implementation.


A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games

arXiv.org Artificial Intelligence

This work studies an algorithm, which we call magnetic mirror descent, that is inspired by mirror descent and the non-Euclidean proximal gradient algorithm. Our contribution is demonstrating the virtues of magnetic mirror descent as both an equilibrium solver and as an approach to reinforcement learning in two-player zero-sum games. These virtues include: 1) Being the first quantal response equilibria solver to achieve linear convergence for extensive-form games with first order feedback; 2) Being the first standard reinforcement learning algorithm to achieve empirically competitive results with CFR in tabular settings; 3) Achieving favorable performance in 3x3 Dark Hex and Phantom Tic-Tac-Toe as a self-play deep reinforcement learning algorithm.


Feudal Graph Reinforcement Learning

arXiv.org Artificial Intelligence

We focus on learning composable policies to control a variety of physical agents with possibly different structures. Among state-of-the-art methods, prominent approaches exploit graph-based representations and weight-sharing modular policies based on the message-passing framework. However, as shown by recent literature, message passing can create bottlenecks in information propagation and hinder global coordination. This drawback can become even more problematic in tasks where high-level planning is crucial. In fact, in similar scenarios, each modular policy - e.g., controlling a joint of a robot - would request to coordinate not only for basic locomotion but also achieve high-level goals, such as navigating a maze. A classical solution to avoid similar pitfalls is to resort to hierarchical decision-making. In this work, we adopt the Feudal Reinforcement Learning paradigm to develop agents where control actions are the outcome of a hierarchical (pyramidal) message-passing process. In the proposed Feudal Graph Reinforcement Learning (FGRL) framework, high-level decisions at the top level of the hierarchy are propagated through a layered graph representing a hierarchy of policies. Lower layers mimic the morphology of the physical system and upper layers can capture more abstract sub-modules. The purpose of this preliminary work is to formalize the framework and provide proof-of-concept experiments on benchmark environments (MuJoCo locomotion tasks). Empirical evaluation shows promising results on both standard benchmarks and zero-shot transfer learning settings.


Dexterous In-Hand Manipulation of Slender Cylindrical Objects through Deep Reinforcement Learning with Tactile Sensing

arXiv.org Artificial Intelligence

Continuous in-hand manipulation is an important physical interaction skill, where tactile sensing provides indispensable contact information to enable dexterous manipulation of small objects. This work proposed a framework for end-to-end policy learning with tactile feedback and sim-to-real transfer, which achieved fine in-hand manipulation that controls the pose of a thin cylindrical object, such as a long stick, to track various continuous trajectories through multiple contacts of three fingertips of a dexterous robot hand with tactile sensor arrays. We estimated the central contact position between the stick and each fingertip from the high-dimensional tactile information and showed that the learned policies achieved effective manipulation performance with the processed tactile feedback. The policies were trained with deep reinforcement learning in simulation and successfully transferred to real-world experiments, using coordinated model calibration and domain randomization. We evaluated the effectiveness of tactile information via comparative studies and validated the sim-to-real performance through real-world experiments.


Optimal Interpretability-Performance Trade-off of Classification Trees with Black-Box Reinforcement Learning

arXiv.org Artificial Intelligence

Interpretability of AI models allows for user safety checks to build trust in these models. In particular, decision trees (DTs) provide a global view on the learned model and clearly outlines the role of the features that are critical to classify a given data. However, interpretability is hindered if the DT is too large. To learn compact trees, a Reinforcement Learning (RL) framework has been recently proposed to explore the space of DTs. A given supervised classification task is modeled as a Markov decision problem (MDP) and then augmented with additional actions that gather information about the features, equivalent to building a DT. By appropriately penalizing these actions, the RL agent learns to optimally trade-off size and performance of a DT. However, to do so, this RL agent has to solve a partially observable MDP. The main contribution of this paper is to prove that it is sufficient to solve a fully observable problem to learn a DT optimizing the interpretability-performance trade-off. As such any planning or RL algorithm can be used. We demonstrate the effectiveness of this approach on a set of classical supervised classification datasets and compare our approach with other interpretability-performance optimizing methods.


MDPFuzz: Testing Models Solving Markov Decision Processes

arXiv.org Artificial Intelligence

The Markov decision process (MDP) provides a mathematical framework for modeling sequential decision-making problems, many of which are crucial to security and safety, such as autonomous driving and robot control. The rapid development of artificial intelligence research has created efficient methods for solving MDPs, such as deep neural networks (DNNs), reinforcement learning (RL), and imitation learning (IL). However, these popular models solving MDPs are neither thoroughly tested nor rigorously reliable. We present MDPFuzz, the first blackbox fuzz testing framework for models solving MDPs. MDPFuzz forms testing oracles by checking whether the target model enters abnormal and dangerous states. During fuzzing, MDPFuzz decides which mutated state to retain by measuring if it can reduce cumulative rewards or form a new state sequence. We design efficient techniques to quantify the "freshness" of a state sequence using Gaussian mixture models (GMMs) and dynamic expectation-maximization (DynEM). We also prioritize states with high potential of revealing crashes by estimating the local sensitivity of target models over states. MDPFuzz is evaluated on five state-of-the-art models for solving MDPs, including supervised DNN, RL, IL, and multi-agent RL. Our evaluation includes scenarios of autonomous driving, aircraft collision avoidance, and two games that are often used to benchmark RL. During a 12-hour run, we find over 80 crash-triggering state sequences on each model. We show inspiring findings that crash-triggering states, though they look normal, induce distinct neuron activation patterns compared with normal states. We further develop an abnormal behavior detector to harden all the evaluated models and repair them with the findings of MDPFuzz to significantly enhance their robustness without sacrificing accuracy.


Oracle-free Reinforcement Learning in Mean-Field Games along a Single Sample Path

arXiv.org Artificial Intelligence

We consider online reinforcement learning in Mean-Field Games (MFGs). Unlike traditional approaches, we alleviate the need for a mean-field oracle by developing an algorithm that approximates the Mean-Field Equilibrium (MFE) using the single sample path of the generic agent. We call this {\it Sandbox Learning}, as it can be used as a warm-start for any agent learning in a multi-agent non-cooperative setting. We adopt a two time-scale approach in which an online fixed-point recursion for the mean-field operates on a slower time-scale, in tandem with a control policy update on a faster time-scale for the generic agent. Given that the underlying Markov Decision Process (MDP) of the agent is communicating, we provide finite sample convergence guarantees in terms of convergence of the mean-field and control policy to the mean-field equilibrium. The sample complexity of the Sandbox learning algorithm is $\tilde{\mathcal{O}}(\epsilon^{-4})$ where $\epsilon$ is the MFE approximation error. This is similar to works which assume access to oracle. Finally, we empirically demonstrate the effectiveness of the sandbox learning algorithm in diverse scenarios, including those where the MDP does not necessarily have a single communicating class.