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 Reinforcement Learning


Combating Uncertainties in Wind and Distributed PV Energy Sources Using Integrated Reinforcement Learning and Time-Series Forecasting

arXiv.org Artificial Intelligence

Renewable energy sources, such as wind and solar power, are increasingly being integrated into smart grid systems. However, when compared to traditional energy resources, the unpredictability of renewable energy generation poses significant challenges for both electricity providers and utility companies. Furthermore, the large-scale integration of distributed energy resources (such as PV systems) creates new challenges for energy management in microgrids. To tackle these issues, we propose a novel framework with two objectives: (i) combating uncertainty of renewable energy in smart grid by leveraging time-series forecasting with Long-Short Term Memory (LSTM) solutions, and (ii) establishing distributed and dynamic decision-making framework with multi-agent reinforcement learning using Deep Deterministic Policy Gradient (DDPG) algorithm. The proposed framework considers both objectives concurrently to fully integrate them, while considering both wholesale and retail markets, thereby enabling efficient energy management in the presence of uncertain and distributed renewable energy sources. Through extensive numerical simulations, we demonstrate that the proposed solution significantly improves the profit of load serving entities (LSE) by providing a more accurate wind generation forecast. Furthermore, our results demonstrate that households with PV and battery installations can increase their profits by using intelligent battery charge/discharge actions determined by the DDPG agents.


Implicit Poisoning Attacks in Two-Agent Reinforcement Learning: Adversarial Policies for Training-Time Attacks

arXiv.org Artificial Intelligence

In targeted poisoning attacks, an attacker manipulates an agent-environment interaction to force the agent into adopting a policy of interest, called target policy. Prior work has primarily focused on attacks that modify standard MDP primitives, such as rewards or transitions. In this paper, we study targeted poisoning attacks in a two-agent setting where an attacker implicitly poisons the effective environment of one of the agents by modifying the policy of its peer. We develop an optimization framework for designing optimal attacks, where the cost of the attack measures how much the solution deviates from the assumed default policy of the peer agent. We further study the computational properties of this optimization framework. Focusing on a tabular setting, we show that in contrast to poisoning attacks based on MDP primitives (transitions and (unbounded) rewards), which are always feasible, it is NP-hard to determine the feasibility of implicit poisoning attacks. We provide characterization results that establish sufficient conditions for the feasibility of the attack problem, as well as an upper and a lower bound on the optimal cost of the attack. We propose two algorithmic approaches for finding an optimal adversarial policy: a model-based approach with tabular policies and a model-free approach with parametric/neural policies. We showcase the efficacy of the proposed algorithms through experiments.


Guiding Safe Exploration with Weakest Preconditions

arXiv.org Artificial Intelligence

In reinforcement learning for safety-critical settings, it is often desirable for the agent to obey safety constraints at all points in time, including during training. We evaluate the approach on a suite of continuous control benchmarks and show that it can achieve comparable performance to existing safe learning techniques while incurring fewer safety violations. In many real-world applications of reinforcement learning (RL), it is crucial for the agent to behave safely during training. Over the years, a body of safe exploration techniques (Garcฤฑa & Fernรกndez, 2015) has emerged to address this challenge. Broadly, these methods aim to converge to highperformance policies while ensuring that every intermediate policy seen during learning satisfies a set of safety constraints. Recent work has developed neural versions of these methods (Achiam et al., 2017; Dalal et al., 2018; Bharadhwaj et al., 2021) that can handle continuous state spaces and complex policy classes. Any method for safe exploration needs a mechanism for deciding if an action can be safely executed at a given state. Some existing approaches use prior knowledge about system dynamics (Berkenkamp et al., 2017; Anderson et al., 2020) to make such judgments.


MAC-PO: Multi-Agent Experience Replay via Collective Priority Optimization

arXiv.org Artificial Intelligence

Experience replay is crucial for off-policy reinforcement learning (RL) methods. By remembering and reusing the experiences from past different policies, experience replay significantly improves the training efficiency and stability of RL algorithms. Many decision-making problems in practice naturally involve multiple agents and require multi-agent reinforcement learning (MARL) under centralized training decentralized execution paradigm. Nevertheless, existing MARL algorithms often adopt standard experience replay where the transitions are uniformly sampled regardless of their importance. Finding prioritized sampling weights that are optimized for MARL experience replay has yet to be explored. To this end, we propose MAC-PO, which formulates optimal prioritized experience replay for multi-agent problems as a regret minimization over the sampling weights of transitions. Such optimization is relaxed and solved using the Lagrangian multiplier approach to obtain the close-form optimal sampling weights. By minimizing the resulting policy regret, we can narrow the gap between the current policy and a nominal optimal policy, thus acquiring an improved prioritization scheme for multi-agent tasks. Our experimental results on Predator-Prey and StarCraft Multi-Agent Challenge environments demonstrate the effectiveness of our method, having a better ability to replay important transitions and outperforming other state-of-the-art baselines.


On the Role of Emergent Communication for Social Learning in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Explicit communication among humans is key to coordinating and learning. Social learning, which uses cues from experts, can greatly benefit from the usage of explicit communication to align heterogeneous policies, reduce sample complexity, and solve partially observable tasks. Emergent communication, a type of explicit communication, studies the creation of an artificial language to encode a high task-utility message directly from data. However, in most cases, emergent communication sends insufficiently compressed messages with little or null information, which also may not be understandable to a third-party listener. This paper proposes an unsupervised method based on the information bottleneck to capture both referential complexity and task-specific utility to adequately explore sparse social communication scenarios in multi-agent reinforcement learning (MARL). We show that our model is able to i) develop a natural-language-inspired lexicon of messages that is independently composed of a set of emergent concepts, which span the observations and intents with minimal bits, ii) develop communication to align the action policies of heterogeneous agents with dissimilar feature models, and iii) learn a communication policy from watching an expert's action policy, which we term `social shadowing'.


Understanding Adversarial Attacks on Observations in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning models are vulnerable to adversarial attacks that can decrease a victim's cumulative expected reward by manipulating the victim's observations. Despite the efficiency of previous optimization-based methods for generating adversarial noise in supervised learning, such methods might not be able to achieve the lowest cumulative reward since they do not explore the environmental dynamics in general. In this paper, we provide a framework to better understand the existing methods by reformulating the problem of adversarial attacks on reinforcement learning in the function space. Our reformulation generates an optimal adversary in the function space of the targeted attacks, repelling them via a generic two-stage framework. In the first stage, we train a deceptive policy by hacking the environment, and discover a set of trajectories routing to the lowest reward or the worst-case performance. Next, the adversary misleads the victim to imitate the deceptive policy by perturbing the observations. Compared to existing approaches, we theoretically show that our adversary is stronger under an appropriate noise level. Extensive experiments demonstrate our method's superiority in terms of efficiency and effectiveness, achieving the state-of-the-art performance in both Atari and MuJoCo environments.


Reinforcement Learning with Depreciating Assets

arXiv.org Artificial Intelligence

A basic assumption of traditional reinforcement learning is that the value of a reward does not change once it is received by an agent. The present work forgoes this assumption and considers the situation where the value of a reward decays proportionally to the time elapsed since it was obtained. Emphasizing the inflection point occurring at the time of payment, we use the term asset to refer to a reward that is currently in the possession of an agent. Adopting this language, we initiate the study of depreciating assets within the framework of infinite-horizon quantitative optimization. In particular, we propose a notion of asset depreciation, inspired by classical exponential discounting, where the value of an asset is scaled by a fixed discount factor at each time step after it is obtained by the agent. We formulate a Bellman-style equational characterization of optimality in this context and develop a model-free reinforcement learning approach to obtain optimal policies.


Learning Sparse Control Tasks from Pixels by Latent Nearest-Neighbor-Guided Explorations

arXiv.org Artificial Intelligence

Recent progress in deep reinforcement learning (RL) and computer vision enables artificial agents to solve complex tasks, including locomotion, manipulation and video games from high-dimensional pixel observations. However, domain specific reward functions are often engineered to provide sufficient learning signals, requiring expert knowledge. While it is possible to train vision-based RL agents using only sparse rewards, additional challenges in exploration arise. We present a novel and efficient method to solve sparse-reward robot manipulation tasks from only image observations by utilizing a few demonstrations. First, we learn an embedded neural dynamics model from demonstration transitions and further fine-tune it with the replay buffer. Next, we reward the agents for staying close to the demonstrated trajectories using a distance metric defined in the embedding space. Finally, we use an off-policy, model-free vision RL algorithm to update the control policies. Our method achieves state-of-the-art sample efficiency in simulation and enables efficient training of a real Franka Emika Panda manipulator.


Global Convergence of Two-timescale Actor-Critic for Solving Linear Quadratic Regulator

arXiv.org Artificial Intelligence

The actor-critic (AC) reinforcement learning algorithms have been the powerhouse behind many challenging applications. Nevertheless, its convergence is fragile in general. To study its instability, existing works mostly consider the uncommon double-loop variant or basic models with finite state and action space. We investigate the more practical single-sample two-timescale AC for solving the canonical linear quadratic regulator (LQR) problem, where the actor and the critic update only once with a single sample in each iteration on an unbounded continuous state and action space. Existing analysis cannot conclude the convergence for such a challenging case. We develop a new analysis framework that allows establishing the global convergence to an $\epsilon$-optimal solution with at most an $\mathcal{O}(\epsilon^{-2.5})$ sample complexity. To our knowledge, this is the first finite-time convergence analysis for the single sample two-timescale AC for solving LQR with global optimality. The sample complexity improves those of other variants by orders, which sheds light on the practical wisdom of single sample algorithms. We also further validate our theoretical findings via comprehensive simulation comparisons.


Learning on the Job: Self-Rewarding Offline-to-Online Finetuning for Industrial Insertion of Novel Connectors from Vision

arXiv.org Artificial Intelligence

Learning-based methods in robotics hold the promise of generalization, but what can be done if a learned policy does not generalize to a new situation? In principle, if an agent can at least evaluate its own success (i.e., with a reward classifier that generalizes well even when the policy does not), it could actively practice the task and finetune the policy in this situation. We study this problem in the setting of industrial insertion tasks, such as inserting connectors in sockets and setting screws. Existing algorithms rely on precise localization of the connector or socket and carefully managed physical setups, such as assembly lines, to succeed at the task. But in unstructured environments such as homes or even some industrial settings, robots cannot rely on precise localization and may be tasked with previously unseen connectors. Offline reinforcement learning on a variety of connector insertion tasks is a potential solution, but what if the robot is tasked with inserting previously unseen connector? In such a scenario, we will still need methods that can robustly solve such tasks with online practice. One of the main observations we make in this work is that, with a suitable representation learning and domain generalization approach, it can be significantly easier for the reward function to generalize to a new but structurally similar task (e.g., inserting a new type of connector) than for the policy. This means that a learned reward function can be used to facilitate the finetuning of the robot's policy in situations where the policy fails to generalize in zero shot, but the reward function generalizes successfully. We show that such an approach can be instantiated in the real world, pretrained on 50 different connectors, and successfully finetuned to new connectors via the learned reward function. Videos can be viewed at https://sites.google.com/view/learningonthejob