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 Reinforcement Learning


Explainability in Deep Reinforcement Learning, a Review into Current Methods and Applications

arXiv.org Artificial Intelligence

Tasks such as weather simulation, medical diagnosis, business optimisation and automation like autonomous cars have benefited from these new Artificial Intelligence (AI) methods. Some of these ML models are used in ways that their predictions can affect people's safety or commercial success. These models must be considered trustworthy with errors detected and dealt with before they can affect the success or safety of the process being controlled. Neural Networks (NNs), and in particular Deep Neural Networks (DNNs), represent one such class of ML algorithm. Due to the nature of DNNs, the decisions they produce can seem arbitrary. These DNNs are comprised of thousands of nodes that perform mathematical operations, creating a "black-box like" system, in which one is unable to judge the decisions being made by simple inspection.


Exploration via Epistemic Value Estimation

arXiv.org Artificial Intelligence

How to efficiently explore in reinforcement learning is an open problem. Many exploration algorithms employ the epistemic uncertainty of their own value predictions -- for instance to compute an exploration bonus or upper confidence bound. Unfortunately the required uncertainty is difficult to estimate in general with function approximation. We propose epistemic value estimation (EVE): a recipe that is compatible with sequential decision making and with neural network function approximators. It equips agents with a tractable posterior over all their parameters from which epistemic value uncertainty can be computed efficiently. We use the recipe to derive an epistemic Q-Learning agent and observe competitive performance on a series of benchmarks. Experiments confirm that the EVE recipe facilitates efficient exploration in hard exploration tasks.


CLUTR: Curriculum Learning via Unsupervised Task Representation Learning

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (RL) has shown exciting progress in the past decade in many challenging domains including Reinforcement Learning (RL) algorithms are often Atari (Mnih et al., 2015), Dota (Berner et al., 2019), known for sample inefficiency and difficult Go (Silver et al., 2016). However, deep RL is also known generalization. Recently, Unsupervised Environment for its sample inefficiency and difficult generalization-- Design (UED) emerged as a new paradigm performing poorly on unseen tasks or failing altogether for zero-shot generalization by simultaneously with the slightest change (Cobbe et al., 2019; Azad et al., learning a task distribution and agent policies 2022; Zhang et al., 2018). While, Curriculum Learning on the generated tasks. This is a non-stationary (CL) algorithms have shown to improve RL sample efficiency process where the task distribution evolves along by adapting the training task distribution, i.e., the with agent policies; creating an instability over curriculum (Portelas et al., 2020; Narvekar et al., 2020), time. While past works demonstrated the potential recently a class of Unsupervised CL algorithms, called Unsupervised of such approaches, sampling effectively from Environment Design (UED) (Dennis et al., 2020; the task space remains an open challenge, bottlenecking Jiang et al., 2021a) has shown promising zero-shot generalization these approaches. To this end, we introduce by automatically generating the training tasks and CLUTR: a novel unsupervised curriculum adapting the curriculum simultaneously.


Unsupervised Active Visual Search with Monte Carlo planning under Uncertain Detections

arXiv.org Artificial Intelligence

We propose a solution for Active Visual Search of objects in an environment, whose 2D floor map is the only known information. Our solution has three key features that make it more plausible and robust to detector failures compared to state-of-the-art methods: (i) it is unsupervised as it does not need any training sessions. (ii) During the exploration, a probability distribution on the 2D floor map is updated according to an intuitive mechanism, while an improved belief update increases the effectiveness of the agent's exploration. (iii) We incorporate the awareness that an object detector may fail into the aforementioned probability modelling by exploiting the success statistics of a specific detector. Our solution is dubbed POMP-BE-PD (Pomcp-based Online Motion Planning with Belief by Exploration and Probabilistic Detection). It uses the current pose of an agent and an RGB-D observation to learn an optimal search policy, exploiting a POMDP solved by a Monte-Carlo planning approach. On the Active Vision Database benchmark, we increase the average success rate over all the environments by a significant 35% while decreasing the average path length by 4% with respect to competing methods. Thus, our results are state-of-the-art, even without using any training procedure.


Bridging Distributional and Risk-sensitive Reinforcement Learning with Provable Regret Bounds

arXiv.org Artificial Intelligence

We study the regret guarantee for risk-sensitive reinforcement learning (RSRL) via distributional reinforcement learning (DRL) methods. In particular, we consider finite episodic Markov decision processes whose objective is the entropic risk measure (EntRM) of return. We identify a key property of the EntRM, the monotonicity-preserving property, which enables the risk-sensitive distributional dynamic programming framework. We then propose two novel DRL algorithms that implement optimism through two different schemes, including a model-free one and a model-based one. We prove that both of them attain $\tilde{\mathcal{O}}(\frac{\exp(|\beta| H)-1}{|\beta|H}H\sqrt{HS^2AT})$ regret upper bound, where $S$ is the number of states, $A$ the number of states, $H$ the time horizon and $T$ the number of total time steps. It matches RSVI2 proposed in \cite{fei2021exponential} with a much simpler regret analysis. To the best of our knowledge, this is the first regret analysis of DRL, which bridges DRL and RSRL in terms of sample complexity. Finally, we improve the existing lower bound by proving a tighter bound of $\Omega(\frac{\exp(\beta H/6)-1}{\beta H}H\sqrt{SAT})$ for $\beta>0$ case, which recovers the tight lower bound $\Omega(H\sqrt{SAT})$ in the risk-neutral setting.


Reinforcement Learning Based Self-play and State Stacking Techniques for Noisy Air Combat Environment

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has recently proven itself as a powerful instrument for solving complex problems and even surpassed human performance in several challenging applications. This signifies that RL algorithms can be used in the autonomous air combat problem, which has been studied for many years. The complexity of air combat arises from aggressive close-range maneuvers and agile enemy behaviors. In addition to these complexities, there may be uncertainties in real-life scenarios due to sensor errors, which prevent estimation of the actual position of the enemy. In this case, autonomous aircraft should be successful even in the noisy environments. In this study, we developed an air combat simulation, which provides noisy observations to the agents, therefore, make the air combat problem even more challenging. Thus, we present a state stacking method for noisy RL environments as a noise reduction technique. In our extensive set of experiments, the proposed method significantly outperforms the baseline algorithms in terms of the winning ratio, where the performance improvement is even more pronounced in the high noise levels. In addition, we incorporate a self-play scheme to our training process by periodically updating the enemy with a frozen copy of the training agent. By this way, the training agent performs air combat simulations to an enemy with smarter strategies, which improves the performance and robustness of the agents. In our simulations, we demonstrate that the self-play scheme provides important performance gains compared to the classical RL training.


Safe Inverse Reinforcement Learning via Control Barrier Function

arXiv.org Artificial Intelligence

Learning from Demonstration (LfD) is a powerful method for enabling robots to perform novel tasks as it is often more tractable for a non-roboticist end-user to demonstrate the desired skill and for the robot to efficiently learn from the associated data than for a human to engineer a reward function for the robot to learn the skill via reinforcement learning (RL). Safety issues arise in modern LfD techniques, e.g., Inverse Reinforcement Learning (IRL), just as they do for RL; yet, safe learning in LfD has received little attention. In the context of agile robots, safety is especially vital due to the possibility of robot-environment collision, robot-human collision, and damage to the robot. In this paper, we propose a safe IRL framework, CBFIRL, that leverages the Control Barrier Function (CBF) to enhance the safety of the IRL policy. The core idea of CBFIRL is to combine a loss function inspired by CBF requirements with the objective in an IRL method, both of which are jointly optimized via gradient descent. In the experiments, we show our framework performs safer compared to IRL methods without CBF, that is $\sim15\%$ and $\sim20\%$ improvement for two levels of difficulty of a 2D racecar domain and $\sim 50\%$ improvement for a 3D drone domain.


Classifying Ambiguous Identities in Hidden-Role Stochastic Games with Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) is a prevalent learning paradigm for solving stochastic games. In most MARL studies, agents in a game are defined as teammates or enemies beforehand, and the relationships among the agents remain fixed throughout the game. However, in real-world problems, the agent relationships are commonly unknown in advance or dynamically changing. Many multi-party interactions start off by asking: who is on my team? This question arises whether it is the first day at the stock exchange or the kindergarten. Therefore, training policies for such situations in the face of imperfect information and ambiguous identities is an important problem that needs to be addressed. In this work, we develop a novel identity detection reinforcement learning (IDRL) framework that allows an agent to dynamically infer the identities of nearby agents and select an appropriate policy to accomplish the task. In the IDRL framework, a relation network is constructed to deduce the identities of other agents by observing the behaviors of the agents. A danger network is optimized to estimate the risk of false-positive identifications. Beyond that, we propose an intrinsic reward that balances the need to maximize external rewards and accurate identification. After identifying the cooperation-competition pattern among the agents, IDRL applies one of the off-the-shelf MARL methods to learn the policy. To evaluate the proposed method, we conduct experiments on Red-10 card-shedding game, and the results show that IDRL achieves superior performance over other state-of-the-art MARL methods. Impressively, the relation network has the par performance to identify the identities of agents with top human players; the danger network reasonably avoids the risk of imperfect identification. The code to reproduce all the reported results is available online at https://github.com/MR-BENjie/IDRL.


ALMOST: Adversarial Learning to Mitigate Oracle-less ML Attacks via Synthesis Tuning

arXiv.org Artificial Intelligence

Oracle-less machine learning (ML) attacks have broken various logic locking schemes. Regular synthesis, which is tailored for area-power-delay optimization, yields netlists where key-gate localities are vulnerable to learning. Thus, we call for security-aware logic synthesis. We propose ALMOST, a framework for adversarial learning to mitigate oracle-less ML attacks via synthesis tuning. ALMOST uses a simulated-annealing-based synthesis recipe generator, employing adversarially trained models that can predict state-of-the-art attacks' accuracies over wide ranges of recipes and key-gate localities. Experiments on ISCAS benchmarks confirm the attacks' accuracies drops to around 50\% for ALMOST-synthesized circuits, all while not undermining design optimization.


A Reinforcement Learning Approach for Scheduling Problems With Improved Generalization Through Order Swapping

arXiv.org Artificial Intelligence

The scheduling of production resources (such as associating jobs to machines) plays a vital role for the manufacturing industry not only for saving energy but also for increasing the overall efficiency. Among the different job scheduling problems, the JSSP is addressed in this work. JSSP falls into the category of NP-hard COP, in which solving the problem through exhaustive search becomes unfeasible. Simple heuristics such as FIFO, LPT and metaheuristics such as Taboo search are often adopted to solve the problem by truncating the search space. The viability of the methods becomes inefficient for large problem sizes as it is either far from the optimum or time consuming. In recent years, the research towards using DRL to solve COP has gained interest and has shown promising results in terms of solution quality and computational efficiency. In this work, we provide an novel approach to solve the JSSP examining the objectives generalization and solution effectiveness using DRL. In particular, we employ the PPO algorithm that adopts the policy-gradient paradigm that is found to perform well in the constrained dispatching of jobs. We incorporated an OSM in the environment to achieve better generalized learning of the problem. The performance of the presented approach is analyzed in depth by using a set of available benchmark instances and comparing our results with the work of other groups.