Reinforcement Learning
Multi-Agent Reinforcement Learning for Pragmatic Communication and Control
Mason, Federico, Chiariotti, Federico, Zanella, Andrea, Popovski, Petar
The automation of factories and manufacturing processes has been accelerating over the past few years, boosted by the Industry 4.0 paradigm, including diverse scenarios with mobile, flexible agents. Efficient coordination between mobile robots requires reliable wireless transmission in highly dynamic environments, often with strict timing requirements. Goal-oriented communication is a possible solution for this problem: communication decisions should be optimized for the target control task, providing the information that is most relevant to decide which action to take. From the control perspective, networked control design takes the communication impairments into account in its optmization of physical actions. In this work, we propose a joint design that combines goal-oriented communication and networked control into a single optimization model, an extension of a multiagent POMDP which we call Cyber-Physical POMDP (CP-POMDP). The model is flexible enough to represent several swarm and cooperative scenarios, and we illustrate its potential with two simple reference scenarios with a single agent and a set of supporting sensors. Joint training of the communication and control systems can significantly improve the overall performance, particularly if communication is severely constrained, and can even lead to implicit coordination of communication actions.
Extreme Q-Learning: MaxEnt RL without Entropy
Garg, Divyansh, Hejna, Joey, Geist, Matthieu, Ermon, Stefano
Modern Deep Reinforcement Learning (RL) algorithms require estimates of the maximal Q-value, which are difficult to compute in continuous domains with an infinite number of possible actions. In this work, we introduce a new update rule for online and offline RL which directly models the maximal value using Extreme Value Theory (EVT), drawing inspiration from economics. By doing so, we avoid computing Q-values using out-of-distribution actions which is often a substantial source of error. Our key insight is to introduce an objective that directly estimates the optimal soft-value functions (LogSumExp) in the maximum entropy RL setting without needing to sample from a policy. Using EVT, we derive our \emph{Extreme Q-Learning} framework and consequently online and, for the first time, offline MaxEnt Q-learning algorithms, that do not explicitly require access to a policy or its entropy. Our method obtains consistently strong performance in the D4RL benchmark, outperforming prior works by \emph{10+ points} on the challenging Franka Kitchen tasks while offering moderate improvements over SAC and TD3 on online DM Control tasks. Visualizations and code can be found on our website at https://div99.github.io/XQL/.
STIR$^2$: Reward Relabelling for combined Reinforcement and Imitation Learning on sparse-reward tasks
Martin, Jesus Bujalance, Moutarde, Fabien
In the search for more sample-efficient reinforcement-learning (RL) algorithms, a promising direction is to leverage as much external off-policy data as possible. For instance, expert demonstrations. In the past, multiple ideas have been proposed to make good use of the demonstrations added to the replay buffer, such as pretraining on demonstrations only or minimizing additional cost functions. We present a new method, able to leverage both demonstrations and episodes collected online in any sparse-reward environment with any off-policy algorithm. Our method is based on a reward bonus given to demonstrations and successful episodes (via relabeling), encouraging expert imitation and self-imitation. Our experiments focus on several robotic-manipulation tasks across two different simulation environments. We show that our method based on reward relabeling improves the performance of the base algorithm (SAC and DDPG) on these tasks. Finally, our best algorithm STIR$^2$ (Self and Teacher Imitation by Reward Relabeling), which integrates into our method multiple improvements from previous works, is more data-efficient than all baselines.
Is Reinforcement Learning (Not) for Natural Language Processing: Benchmarks, Baselines, and Building Blocks for Natural Language Policy Optimization
Ramamurthy, Rajkumar, Ammanabrolu, Prithviraj, Brantley, Kiantรฉ, Hessel, Jack, Sifa, Rafet, Bauckhage, Christian, Hajishirzi, Hannaneh, Choi, Yejin
We tackle the problem of aligning pre-trained large language models (LMs) with human preferences. If we view text generation as a sequential decision-making problem, reinforcement learning (RL) appears to be a natural conceptual framework. However, using RL for LM-based generation faces empirical challenges, including training instability due to the combinatorial action space, as well as a lack of open-source libraries and benchmarks customized for LM alignment. Thus, a question rises in the research community: is RL a practical paradigm for NLP? To help answer this, we first introduce an open-source modular library, RL4LMs (Reinforcement Learning for Language Models), for optimizing language generators with RL. The library consists of on-policy RL algorithms that can be used to train any encoder or encoder-decoder LM in the HuggingFace library (Wolf et al. 2020) with an arbitrary reward function. Next, we present the GRUE (General Reinforced-language Understanding Evaluation) benchmark, a set of 6 language generation tasks which are supervised not by target strings, but by reward functions which capture automated measures of human preference. GRUE is the first leaderboard-style evaluation of RL algorithms for NLP tasks. Finally, we introduce an easy-to-use, performant RL algorithm, NLPO (Natural Language Policy Optimization) that learns to effectively reduce the combinatorial action space in language generation. We show 1) that RL techniques are generally better than supervised methods at aligning LMs to human preferences; and 2) that NLPO exhibits greater stability and performance than previous policy gradient methods (e.g., PPO (Schulman et al. 2017)), based on both automatic and human evaluations.
Solving Challenging Control Problems Using Two-Staged Deep Reinforcement Learning
We present a deep reinforcement learning (deep RL) algorithm that consists of learning-based motion planning and imitation to tackle challenging control problems. Deep RL has been an effective tool for solving many high-dimensional continuous control problems, but it cannot effectively solve challenging problems with certain properties, such as sparse reward functions or sensitive dynamics. In this work, we propose an approach that decomposes the given problem into two deep RL stages: motion planning and motion imitation. The motion planning stage seeks to compute a feasible motion plan by leveraging the powerful planning capability of deep RL. Subsequently, the motion imitation stage learns a control policy that can imitate the given motion plan with realistic sensors and actuation models. This new formulation requires only a nominal added cost to the user because both stages require minimal changes to the original problem. We demonstrate that our approach can solve challenging control problems, rocket navigation, and quadrupedal locomotion, which cannot be solved by the monolithic deep RL formulation or the version with Probabilistic Roadmap.
Policy Dispersion in Non-Markovian Environment
Qu, Bohao, Cao, Xiaofeng, Yang, Jielong, Chen, Hechang, Yi, Chang, Tsang, Ivor W., Ong, Yew-Soon
Markov Decision Process (MDP) presents a mathematical framework to formulate the learning processes of agents in reinforcement learning. MDP is limited by the Markovian assumption that a reward only depends on the immediate state and action. However, a reward sometimes depends on the history of states and actions, which may result in the decision process in a non-Markovian environment. In such environments, agents receive rewards via temporally-extended behaviors sparsely, and the learned policies may be similar. This leads the agents acquired with similar policies generally overfit to the given task and can not quickly adapt to perturbations of environments. To resolve this problem, this paper tries to learn the diverse policies from the history of state-action pairs under a non-Markovian environment, in which a policy dispersion scheme is designed for seeking diverse policy representation. Specifically, we first adopt a transformer-based method to learn policy embeddings. Then, we stack the policy embeddings to construct a dispersion matrix to induce a set of diverse policies. Finally, we prove that if the dispersion matrix is positive definite, the dispersed embeddings can effectively enlarge the disagreements across policies, yielding a diverse expression for the original policy embedding distribution. Experimental results show that this dispersion scheme can obtain more expressive diverse policies, which then derive more robust performance than recent learning baselines under various learning environments.
Follow your Nose: Using General Value Functions for Directed Exploration in Reinforcement Learning
Kalwar, Durgesh, Shelke, Omkar, Nath, Somjit, Meisheri, Hardik, Khadilkar, Harshad
Improving sample efficiency is a key challenge in reinforcement learning, especially in environments with large state spaces and sparse rewards. In literature, this is resolved either through the use of auxiliary tasks (subgoals) or through clever exploration strategies. Exploration methods have been used to sample better trajectories in large environments while auxiliary tasks have been incorporated where the reward is sparse. However, few studies have attempted to tackle both large scale and reward sparsity at the same time. This paper explores the idea of combining exploration with auxiliary task learning using General Value Functions (GVFs) and a directed exploration strategy. We present a way to learn value functions which can be used to sample actions and provide directed exploration. Experiments on navigation tasks with varying grid sizes demonstrate the performance advantages over several competitive baselines.
Predict-and-Critic: Accelerated End-to-End Predictive Control for Cloud Computing through Reinforcement Learning
Sridhar, Kaustubh, Singh, Vikramank, Narayanaswamy, Balakrishnan, Sankararaman, Abishek
Cloud computing holds the promise of reduced costs through economies of scale. To realize this promise, cloud computing vendors typically solve sequential resource allocation problems, where customer workloads are packed on shared hardware. Virtual machines (VM) form the foundation of modern cloud computing as they help logically abstract user compute from shared physical infrastructure. Traditionally, VM packing problems are solved by predicting demand, followed by a Model Predictive Control (MPC) optimization over a future horizon. We introduce an approximate formulation of an industrial VM packing problem as an MILP with soft-constraints parameterized by the predictions. Recently, predict-and-optimize (PnO) was proposed for end-to-end training of prediction models by back-propagating the cost of decisions through the optimization problem. But, PnO is unable to scale to the large prediction horizons prevalent in cloud computing. To tackle this issue, we propose the Predict-and-Critic (PnC) framework that outperforms PnO with just a two-step horizon by leveraging reinforcement learning. PnC jointly trains a prediction model and a terminal Q function that approximates cost-to-go over a long horizon, by back-propagating the cost of decisions through the optimization problem \emph{and from the future}. The terminal Q function allows us to solve a much smaller two-step horizon optimization problem than the multi-step horizon necessary in PnO. We evaluate PnO and the PnC framework on two datasets, three workloads, and with disturbances not modeled in the optimization problem. We find that PnC significantly improves decision quality over PnO, even when the optimization problem is not a perfect representation of reality. We also find that hardening the soft constraints of the MILP and back-propagating through the constraints improves decision quality for both PnO and PnC.
Reward Design with Language Models
Kwon, Minae, Xie, Sang Michael, Bullard, Kalesha, Sadigh, Dorsa
Reward design in reinforcement learning (RL) is challenging since specifying human notions of desired behavior may be difficult via reward functions or require many expert demonstrations. Can we instead cheaply design rewards using a natural language interface? This paper explores how to simplify reward design by prompting a large language model (LLM) such as GPT-3 as a proxy reward function, where the user provides a textual prompt containing a few examples (few-shot) or a description (zero-shot) of the desired behavior. Our approach leverages this proxy reward function in an RL framework. Specifically, users specify a prompt once at the beginning of training. During training, the LLM evaluates an RL agent's behavior against the desired behavior described by the prompt and outputs a corresponding reward signal. The RL agent then uses this reward to update its behavior. We evaluate whether our approach can train agents aligned with user objectives in the Ultimatum Game, matrix games, and the DealOrNoDeal negotiation task. In all three tasks, we show that RL agents trained with our framework are well-aligned with the user's objectives and outperform RL agents trained with reward functions learned via supervised learning
A Scale-Independent Multi-Objective Reinforcement Learning with Convergence Analysis
Many sequential decision-making problems need optimization of different objectives which possibly conflict with each other. The conventional way to deal with a multi-task problem is to establish a scalar objective function based on a linear combination of different objectives. However, for the case of having conflicting objectives with different scales, this method needs a trial-and-error approach to properly find proper weights for the combination. As such, in most cases, this approach cannot guarantee an optimal Pareto solution. In this paper, we develop a single-agent scale-independent multi-objective reinforcement learning on the basis of the Advantage Actor-Critic (A2C) algorithm. A convergence analysis is then done for the devised multi-objective algorithm providing a convergence-in-mean guarantee. We then perform some experiments over a multi-task problem to evaluate the performance of the proposed algorithm. Simulation results show the superiority of developed multi-objective A2C approach against the single-objective algorithm.