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 Reinforcement Learning


Automaton-Guided Curriculum Generation for Reinforcement Learning Agents

arXiv.org Artificial Intelligence

Despite advances in Reinforcement Learning, many sequential decision making tasks remain prohibitively expensive and impractical to learn. Recently, approaches that automatically generate reward functions from logical task specifications have been proposed to mitigate this issue; however, they scale poorly on long-horizon tasks (i.e., tasks where the agent needs to perform a series of correct actions to reach the goal state, considering future transitions while choosing an action). Employing a curriculum (a sequence of increasingly complex tasks) further improves the learning speed of the agent by sequencing intermediate tasks suited to the learning capacity of the agent. However, generating curricula from the logical specification still remains an unsolved problem. To this end, we propose AGCL, Automaton-guided Curriculum Learning, a novel method for automatically generating curricula for the target task in the form of Directed Acyclic Graphs (DAGs). AGCL encodes the specification in the form of a deterministic finite automaton (DFA), and then uses the DFA along with the Object-Oriented MDP (OOMDP) representation to generate a curriculum as a DAG, where the vertices correspond to tasks, and edges correspond to the direction of knowledge transfer. Experiments in gridworld and physics-based simulated robotics domains show that the curricula produced by AGCL achieve improved time-to-threshold performance on a complex sequential decision-making problem relative to state-of-the-art curriculum learning (e.g, teacher-student, self-play) and automaton-guided reinforcement learning baselines (e.g, Q-Learning for Reward Machines). Further, we demonstrate that AGCL performs well even in the presence of noise in the task's OOMDP description, and also when distractor objects are present that are not modeled in the logical specification of the tasks' objectives.


Sample Complexity of Episodic Fixed-Horizon Reinforcement Learning

Neural Information Processing Systems

Recently, there has been significant progress in understanding reinforcement learning in discounted infinite-horizon Markov decision processes (MDPs) by deriving tight sample complexity bounds. However, in many real-world applications, an interactive learning agent operates for a fixed or bounded period of time, for example tutoring students for exams or handling customer service requests. Such scenarios can often be better treated as episodic fixed-horizon MDPs, for which only looser bounds on the sample complexity exist. A natural notion of sample complexity in this setting is the number of episodes required to guarantee a certain performance with high probability (PAC guarantee).


Neural Laplace Control for Continuous-time Delayed Systems

arXiv.org Artificial Intelligence

Many real-world offline reinforcement learning (RL) problems involve continuous-time environments with delays. Such environments are characterized by two distinctive features: firstly, the state x(t) is observed at irregular time intervals, and secondly, the current action a(t) only affects the future state x(t + g) with an unknown delay g > 0. A prime example of such an environment is satellite control where the communication link between earth and a satellite causes irregular observations and delays. Existing offline RL algorithms have achieved success in environments with irregularly observed states in time or known delays. However, environments involving both irregular observations in time and unknown delays remains an open and challenging problem. To this end, we propose Neural Laplace Control, a continuous-time model-based offline RL method that combines a Neural Laplace dynamics model with a model predictive control (MPC) planner--and is able to learn from an offline dataset sampled with irregular time intervals from an environment that has a inherent unknown constant delay. We show experimentally on continuous-time delayed environments it is able to achieve near expert policy performance.


Memory-efficient Reinforcement Learning with Value-based Knowledge Consolidation

arXiv.org Artificial Intelligence

Artificial neural networks are promising for general function approximation but challenging to train on non-independent or non-identically distributed data due to catastrophic forgetting. The experience replay buffer, a standard component in deep reinforcement learning, is often used to reduce forgetting and improve sample efficiency by storing experiences in a large buffer and using them for training later. However, a large replay buffer results in a heavy memory burden, especially for onboard and edge devices with limited memory capacities. We propose memory-efficient reinforcement learning algorithms based on the deep Q-network algorithm to alleviate this problem. Our algorithms reduce forgetting and maintain high sample efficiency by consolidating knowledge from the target Q-network to the current Q-network. Compared to baseline methods, our algorithms achieve comparable or better performance in both feature-based and image-based tasks while easing the burden of large experience replay buffers.


Comparing NARS and Reinforcement Learning: An Analysis of ONA and $Q$-Learning Algorithms

arXiv.org Artificial Intelligence

In recent years, reinforcement learning (RL) has emerged as a popular approach for solving sequence-based tasks in machine learning. However, finding suitable alternatives to RL remains an exciting and innovative research area. One such alternative that has garnered attention is the Non-Axiomatic Reasoning System (NARS), which is a general-purpose cognitive reasoning framework. In this paper, we delve into the potential of NARS as a substitute for RL in solving sequence-based tasks. To investigate this, we conduct a comparative analysis of the performance of ONA as an implementation of NARS and $Q$-Learning in various environments that were created using the Open AI gym. The environments have different difficulty levels, ranging from simple to complex. Our results demonstrate that NARS is a promising alternative to RL, with competitive performance in diverse environments, particularly in non-deterministic ones.


RESPECT: Reinforcement Learning based Edge Scheduling on Pipelined Coral Edge TPUs

arXiv.org Artificial Intelligence

Deep neural networks (DNNs) have substantial computational and memory requirements, and the compilation of its computational graphs has a great impact on the performance of resource-constrained (e.g., computation, I/O, and memory-bound) edge computing systems. While efficient execution of their computational graph requires an effective scheduling algorithm, generating the optimal scheduling solution is a challenging NP-hard problem. Furthermore, the complexity of scheduling DNN computational graphs will further increase on pipelined multi-core systems considering memory communication cost, as well as the increasing size of DNNs. Using the synthetic graph for the training dataset, this work presents a reinforcement learning (RL) based scheduling framework RESPECT, which learns the behaviors of optimal optimization algorithms and generates near-optimal scheduling results with short solving runtime overhead. Our framework has demonstrated up to $\sim2.5\times$ real-world on-chip inference runtime speedups over the commercial compiler with ten popular ImageNet models deployed on the physical Coral Edge TPUs system. Moreover, compared to the exact optimization methods, the proposed RL scheduling improves the scheduling optimization runtime by up to 683$\times$ speedups compared to the commercial compiler and matches the exact optimal solutions with up to 930$\times$ speedups. Finally, we perform a comprehensive generalizability test, which demonstrates RESPECT successfully imitates optimal solving behaviors from small synthetic graphs to large real-world DNNs computational graphs.


Cyclic Policy Distillation: Sample-Efficient Sim-to-Real Reinforcement Learning with Domain Randomization

arXiv.org Artificial Intelligence

Deep reinforcement learning with domain randomization learns a control policy in various simulations with randomized physical and sensor model parameters to become transferable to the real world in a zero-shot setting. However, a huge number of samples are often required to learn an effective policy when the range of randomized parameters is extensive due to the instability of policy updates. To alleviate this problem, we propose a sample-efficient method named cyclic policy distillation (CPD). CPD divides the range of randomized parameters into several small sub-domains and assigns a local policy to each one. Then local policies are learned while cyclically transitioning to sub-domains. CPD accelerates learning through knowledge transfer based on expected performance improvements. Finally, all of the learned local policies are distilled into a global policy for sim-to-real transfers. CPD's effectiveness and sample efficiency are demonstrated through simulations with four tasks (Pendulum from OpenAIGym and Pusher, Swimmer, and HalfCheetah from Mujoco), and a real-robot, ball-dispersal task. We published code and videos from our experiments at https://github.com/yuki-kadokawa/cyclic-policy-distillation.


Reinforcement Learning-Based Black-Box Model Inversion Attacks

arXiv.org Artificial Intelligence

Model inversion attacks are a type of privacy attack that reconstructs private data used to train a machine learning model, solely by accessing the model. Recently, white-box model inversion attacks leveraging Generative Adversarial Networks (GANs) to distill knowledge from public datasets have been receiving great attention because of their excellent attack performance. On the other hand, current black-box model inversion attacks that utilize GANs suffer from issues such as being unable to guarantee the completion of the attack process within a predetermined number of query accesses or achieve the same level of performance as white-box attacks. To overcome these limitations, we propose a reinforcement learning-based black-box model inversion attack. We formulate the latent space search as a Markov Decision Process (MDP) problem and solve it with reinforcement learning. Our method utilizes the confidence scores of the generated images to provide rewards to an agent. Finally, the private data can be reconstructed using the latent vectors found by the agent trained in the MDP. The experiment results on various datasets and models demonstrate that our attack successfully recovers the private information of the target model by achieving state-of-the-art attack performance. We emphasize the importance of studies on privacy-preserving machine learning by proposing a more advanced black-box model inversion attack.


Human-Level Control through Directly-Trained Deep Spiking Q-Networks

arXiv.org Artificial Intelligence

As the third-generation neural networks, Spiking Neural Networks (SNNs) have great potential on neuromorphic hardware because of their high energy-efficiency. However, Deep Spiking Reinforcement Learning (DSRL), i.e., the Reinforcement Learning (RL) based on SNNs, is still in its preliminary stage due to the binary output and the non-differentiable property of the spiking function. To address these issues, we propose a Deep Spiking Q-Network (DSQN) in this paper. Specifically, we propose a directly-trained deep spiking reinforcement learning architecture based on the Leaky Integrate-and-Fire (LIF) neurons and Deep Q-Network (DQN). Then, we adapt a direct spiking learning algorithm for the Deep Spiking Q-Network. We further demonstrate the advantages of using LIF neurons in DSQN theoretically. Comprehensive experiments have been conducted on 17 top-performing Atari games to compare our method with the state-of-the-art conversion method. The experimental results demonstrate the superiority of our method in terms of performance, stability, robustness and energy-efficiency. To the best of our knowledge, our work is the first one to achieve state-of-the-art performance on multiple Atari games with the directly-trained SNN.


Reinforcement Learning from Passive Data via Latent Intentions

arXiv.org Artificial Intelligence

Passive observational data, such as human videos, is abundant and rich in information, yet remains largely untapped by current RL methods. Perhaps surprisingly, we show that passive data, despite not having reward or action labels, can still be used to learn features that accelerate downstream RL. Our approach learns from passive data by modeling intentions: measuring how the likelihood of future outcomes change when the agent acts to achieve a particular task. We propose a temporal difference learning objective to learn about intentions, resulting in an algorithm similar to conventional RL, but which learns entirely from passive data. When optimizing this objective, our agent simultaneously learns representations of states, of policies, and of possible outcomes in an environment, all from raw observational data. Both theoretically and empirically, this scheme learns features amenable for value prediction for downstream tasks, and our experiments demonstrate the ability to learn from many forms of passive data, including cross-embodiment video data and YouTube videos.