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 Reinforcement Learning


Graph Decision Transformer

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) is a challenging task, whose objective is to learn policies from static trajectory data without interacting with the environment. Recently, offline RL has been viewed as a sequence modeling problem, where an agent generates a sequence of subsequent actions based on a set of static transition experiences. However, existing approaches that use transformers to attend to all tokens naively can overlook the dependencies between different tokens and limit long-term dependency learning. In this paper, we propose the Graph Decision Transformer (GDT), a novel offline RL approach that models the input sequence into a causal graph to capture potential dependencies between fundamentally different concepts and facilitate temporal and causal relationship learning. GDT uses a graph transformer to process the graph inputs with relation-enhanced mechanisms, and an optional sequence transformer to handle fine-grained spatial information in visual tasks. Our experiments show that GDT matches or surpasses the performance of state-of-the-art offline RL methods on image-based Atari and OpenAI Gym.


Foundation Models for Decision Making: Problems, Methods, and Opportunities

arXiv.org Artificial Intelligence

Foundation models pretrained on diverse data at scale have demonstrated extraordinary capabilities in a wide range of vision and language tasks. When such models are deployed in real world environments, they inevitably interface with other entities and agents. For example, language models are often used to interact with human beings through dialogue, and visual perception models are used to autonomously navigate neighborhood streets. In response to these developments, new paradigms are emerging for training foundation models to interact with other agents and perform long-term reasoning. These paradigms leverage the existence of ever-larger datasets curated for multimodal, multitask, and generalist interaction. Research at the intersection of foundation models and decision making holds tremendous promise for creating powerful new systems that can interact effectively across a diverse range of applications such as dialogue, autonomous driving, healthcare, education, and robotics. In this manuscript, we examine the scope of foundation models for decision making, and provide conceptual tools and technical background for understanding the problem space and exploring new research directions. We review recent approaches that ground foundation models in practical decision making applications through a variety of methods such as prompting, conditional generative modeling, planning, optimal control, and reinforcement learning, and discuss common challenges and open problems in the field.


Self-Adaptive Driving in Nonstationary Environments through Conjectural Online Lookahead Adaptation

arXiv.org Artificial Intelligence

Powered by deep representation learning, reinforcement learning (RL) provides an end-to-end learning framework capable of solving self-driving (SD) tasks without manual designs. However, time-varying nonstationary environments cause proficient but specialized RL policies to fail at execution time. For example, an RL-based SD policy trained under sunny days does not generalize well to rainy weather. Even though meta learning enables the RL agent to adapt to new tasks/environments, its offline operation fails to equip the agent with online adaptation ability when facing nonstationary environments. This work proposes an online meta reinforcement learning algorithm based on the \emph{conjectural online lookahead adaptation} (COLA). COLA determines the online adaptation at every step by maximizing the agent's conjecture of the future performance in a lookahead horizon. Experimental results demonstrate that under dynamically changing weather and lighting conditions, the COLA-based self-adaptive driving outperforms the baseline policies in terms of online adaptability. A demo video, source code, and appendixes are available at {\tt https://github.com/Panshark/COLA}


Reward Poisoning Attacks on Offline Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In offline multi-agent reinforcement learning (MARL), agents estimate policies from a given dataset. We study reward-poisoning attacks in this setting where an exogenous attacker modifies the rewards in the dataset before the agents see the dataset. The attacker wants to guide each agent into a nefarious target policy while minimizing the $L^p$ norm of the reward modification. Unlike attacks on single-agent RL, we show that the attacker can install the target policy as a Markov Perfect Dominant Strategy Equilibrium (MPDSE), which rational agents are guaranteed to follow. This attack can be significantly cheaper than separate single-agent attacks. We show that the attack works on various MARL agents including uncertainty-aware learners, and we exhibit linear programs to efficiently solve the attack problem. We also study the relationship between the structure of the datasets and the minimal attack cost. Our work paves the way for studying defense in offline MARL.


Latent Variable Representation for Reinforcement Learning

arXiv.org Artificial Intelligence

Deep latent variable models have achieved significant empirical successes in model-based reinforcement learning (RL) due to their expressiveness in modeling complex transition dynamics. On the other hand, it remains unclear theoretically and empirically how latent variable models may facilitate learning, planning, and exploration to improve the sample efficiency of RL. In this paper, we provide a representation view of the latent variable models for state-action value functions, which allows both tractable variational learning algorithm and effective implementation of the optimism/pessimism principle in the face of uncertainty for exploration. In particular, we propose a computationally efficient planning algorithm with UCB exploration by incorporating kernel embeddings of latent variable models. Theoretically, we establish the sample complexity of the proposed approach in the online and offline settings. Empirically, we demonstrate superior performance over current state-of-the-art algorithms across various benchmarks.


Domain Randomization for Robust, Affordable and Effective Closed-loop Control of Soft Robots

arXiv.org Artificial Intelligence

Figure 1: From top to bottom: a) naรฏve RL with training directly on the real world; b) RL where the policy is trained in simulation Soft robotics is a rapidly developing field that has the and tested on the real world; c) Sim-to-Real transfer with potential to revolutionize how robots interact with their domain randomization increases robustness to modelling environment [1]. Unlike their rigid counterparts, soft robots errors and enables environmental constraints exploitation; are made from materials that can deform and adapt to d) posterior distributions over simulator parameters may be their surroundings, enabling them to perform novel and automatically inferred from real-world data for use with DR. unprecedented tasks in fields such as healthcare [2] and exploration [3]. However, controlling the complex dynamics of continuous soft robots is a challenging task, as an accurate Many attempts have been made to control soft devices modelling requires infinite degrees of freedom (DoF) [4] and through model-based techniques, also pushed by the advancement nonlinear dynamics parameters that are difficult to accurately of modelling techniques [6].


Mastering Strategy Card Game (Legends of Code and Magic) via End-to-End Policy and Optimistic Smooth Fictitious Play

arXiv.org Artificial Intelligence

Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the observation spaces and the action spaces can be completely different across stages. We study a two-stage strategy card game Legends of Code and Magic and propose an end-to-end policy to address the difficulties that arise in multi-stage game. We also propose an optimistic smooth fictitious play algorithm to find the Nash Equilibrium for the two-player game. Our approach wins double championships of COG2022 competition. Extensive studies verify and show the advancement of our approach.


On the Sample Complexity of Vanilla Model-Based Offline Reinforcement Learning with Dependent Samples

arXiv.org Artificial Intelligence

Offline reinforcement learning (offline RL) considers problems where learning is performed using only previously collected samples and is helpful for the settings in which collecting new data is costly or risky. In model-based offline RL, the learner performs estimation (or optimization) using a model constructed according to the empirical transition frequencies. We analyze the sample complexity of vanilla model-based offline RL with dependent samples in the infinite-horizon discounted-reward setting. In our setting, the samples obey the dynamics of the Markov decision process and, consequently, may have interdependencies. Under no assumption of independent samples, we provide a high-probability, polynomial sample complexity bound for vanilla model-based off-policy evaluation that requires partial or uniform coverage. We extend this result to the off-policy optimization under uniform coverage. As a comparison to the model-based approach, we analyze the sample complexity of off-policy evaluation with vanilla importance sampling in the infinite-horizon setting. Finally, we provide an estimator that outperforms the sample-mean estimator for almost deterministic dynamics that are prevalent in reinforcement learning.


Sampling Attacks on Meta Reinforcement Learning: A Minimax Formulation and Complexity Analysis

arXiv.org Artificial Intelligence

Meta reinforcement learning (meta RL), as a combination of meta-learning ideas and reinforcement learning (RL), enables the agent to adapt to different tasks using a few samples. However, this sampling-based adaptation also makes meta RL vulnerable to adversarial attacks. By manipulating the reward feedback from sampling processes in meta RL, an attacker can mislead the agent into building wrong knowledge from training experience, which deteriorates the agent's performance when dealing with different tasks after adaptation. This paper provides a game-theoretical underpinning for understanding this type of security risk. In particular, we formally define the sampling attack model as a Stackelberg game between the attacker and the agent, which yields a minimax formulation. It leads to two online attack schemes: Intermittent Attack and Persistent Attack, which enable the attacker to learn an optimal sampling attack, defined by an $\epsilon$-first-order stationary point, within $\mathcal{O}(\epsilon^{-2})$ iterations. These attack schemes freeride the learning progress concurrently without extra interactions with the environment. By corroborating the convergence results with numerical experiments, we observe that a minor effort of the attacker can significantly deteriorate the learning performance, and the minimax approach can also help robustify the meta RL algorithms.


Conditional Predictive Behavior Planning with Inverse Reinforcement Learning for Human-like Autonomous Driving

arXiv.org Artificial Intelligence

Making safe and human-like decisions is an essential capability of autonomous driving systems, and learning-based behavior planning presents a promising pathway toward achieving this objective. Distinguished from existing learning-based methods that directly output decisions, this work introduces a predictive behavior planning framework that learns to predict and evaluate from human driving data. This framework consists of three components: a behavior generation module that produces a diverse set of candidate behaviors in the form of trajectory proposals, a conditional motion prediction network that predicts future trajectories of other agents based on each proposal, and a scoring module that evaluates the candidate plans using maximum entropy inverse reinforcement learning (IRL). We validate the proposed framework on a large-scale real-world urban driving dataset through comprehensive experiments. The results show that the conditional prediction model can predict distinct and reasonable future trajectories given different trajectory proposals and the IRL-based scoring module can select plans that are close to human driving. The proposed framework outperforms other baseline methods in terms of similarity to human driving trajectories. Additionally, we find that the conditional prediction model improves both prediction and planning performance compared to the non-conditional model. Lastly, we note that learning the scoring module is crucial for aligning the evaluations with human drivers.