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 Reinforcement Learning


schlably: A Python Framework for Deep Reinforcement Learning Based Scheduling Experiments

arXiv.org Artificial Intelligence

Research on deep reinforcement learning (DRL) based production scheduling (PS) has gained a lot of attention in recent years, primarily due to the high demand for optimizing scheduling problems in diverse industry settings. Numerous studies are carried out and published as stand-alone experiments that often vary only slightly with respect to problem setups and solution approaches. The programmatic core of these experiments is typically very similar. Despite this fact, no standardized and resilient framework for experimentation on PS problems with DRL algorithms could be established so far. In this paper, we introduce schlably, a Python-based framework that provides researchers a comprehensive toolset to facilitate the development of PS solution strategies based on DRL. schlably eliminates the redundant overhead work that the creation of a sturdy and flexible backbone requires and increases the comparability and reusability of conducted research work.


Pandering in a Flexible Representative Democracy

arXiv.org Artificial Intelligence

In representative democracies, the election of new representatives in regular election cycles is meant to prevent corruption and other misbehavior by elected officials and to keep them accountable in service of the ``will of the people." This democratic ideal can be undermined when candidates are dishonest when campaigning for election over these multiple cycles or rounds of voting. Much of the work on COMSOC to date has investigated strategic actions in only a single round. We introduce a novel formal model of \emph{pandering}, or strategic preference reporting by candidates seeking to be elected, and examine the resilience of two democratic voting systems to pandering within a single round and across multiple rounds. The two voting systems we compare are Representative Democracy (RD) and Flexible Representative Democracy (FRD). For each voting system, our analysis centers on the types of strategies candidates employ and how voters update their views of candidates based on how the candidates have pandered in the past. We provide theoretical results on the complexity of pandering in our setting for a single cycle, formulate our problem for multiple cycles as a Markov Decision Process, and use reinforcement learning to study the effects of pandering by both single candidates and groups of candidates across a number of rounds.


Robust Representation Learning by Clustering with Bisimulation Metrics for Visual Reinforcement Learning with Distractions

arXiv.org Artificial Intelligence

Recent work has shown that representation learning plays a critical role in sample-efficient reinforcement learning (RL) from pixels. Unfortunately, in real-world scenarios, representation learning is usually fragile to task-irrelevant distractions such as variations in background or viewpoint. To tackle this problem, we propose a novel clustering-based approach, namely Clustering with Bisimulation Metrics (CBM), which learns robust representations by grouping visual observations in the latent space. Specifically, CBM alternates between two steps: (1) grouping observations by measuring their bisimulation distances to the learned prototypes; (2) learning a set of prototypes according to the current cluster assignments. Computing cluster assignments with bisimulation metrics enables CBM to capture task-relevant information, as bisimulation metrics quantify the behavioral similarity between observations. Moreover, CBM encourages the consistency of representations within each group, which facilitates filtering out task-irrelevant information and thus induces robust representations against distractions. An appealing feature is that CBM can achieve sample-efficient representation learning even if multiple distractions exist simultaneously.Experiments demonstrate that CBM significantly improves the sample efficiency of popular visual RL algorithms and achieves state-of-the-art performance on both multiple and single distraction settings. The code is available at https://github.com/MIRALab-USTC/RL-CBM.


Nearly Optimal Latent State Decoding in Block MDPs

arXiv.org Artificial Intelligence

We investigate the problems of model estimation and reward-free learning in episodic Block MDPs. In these MDPs, the decision maker has access to rich observations or contexts generated from a small number of latent states. We are first interested in estimating the latent state decoding function (the mapping from the observations to latent states) based on data generated under a fixed behavior policy. We derive an information-theoretical lower bound on the error rate for estimating this function and present an algorithm approaching this fundamental limit. In turn, our algorithm also provides estimates of all the components of the MDP. We then study the problem of learning near-optimal policies in the reward-free framework. Based on our efficient model estimation algorithm, we show that we can infer a policy converging (as the number of collected samples grows large) to the optimal policy at the best possible rate. Interestingly, our analysis provides necessary and sufficient conditions under which exploiting the block structure yields improvements in the sample complexity for identifying near-optimal policies. When these conditions are met, the sample complexity in the minimax reward-free setting is improved by a multiplicative factor $n$, where $n$ is the number of possible contexts.


A Song of Ice and Fire: Analyzing Textual Autotelic Agents in ScienceWorld

arXiv.org Artificial Intelligence

Building open-ended agents that can autonomously discover a diversity of behaviours is one of the long-standing goals of artificial intelligence. This challenge can be studied in the framework of autotelic RL agents, i.e. agents that learn by selecting and pursuing their own goals, self-organizing a learning curriculum. Recent work identified language as a key dimension of autotelic learning, in particular because it enables abstract goal sampling and guidance from social peers for hindsight relabelling. Within this perspective, we study the following open scientific questions: What is the impact of hindsight feedback from a social peer (e.g. selective vs. exhaustive)? How can the agent learn from very rare language goal examples in its experience replay? How can multiple forms of exploration be combined, and take advantage of easier goals as stepping stones to reach harder ones? To address these questions, we use ScienceWorld, a textual environment with rich abstract and combinatorial physics. We show the importance of selectivity from the social peer's feedback; that experience replay needs to over-sample examples of rare goals; and that following self-generated goal sequences where the agent's competence is intermediate leads to significant improvements in final performance.


GANterfactual-RL: Understanding Reinforcement Learning Agents' Strategies through Visual Counterfactual Explanations

arXiv.org Artificial Intelligence

Counterfactual explanations are a common tool to explain artificial intelligence models. For Reinforcement Learning (RL) agents, they answer "Why not?" or "What if?" questions by illustrating what minimal change to a state is needed such that an agent chooses a different action. Generating counterfactual explanations for RL agents with visual input is especially challenging because of their large state spaces and because their decisions are part of an overarching policy, which includes long-term decision-making. However, research focusing on counterfactual explanations, specifically for RL agents with visual input, is scarce and does not go beyond identifying defective agents. It is unclear whether counterfactual explanations are still helpful for more complex tasks like analyzing the learned strategies of different agents or choosing a fitting agent for a specific task. We propose a novel but simple method to generate counterfactual explanations for RL agents by formulating the problem as a domain transfer problem which allows the use of adversarial learning techniques like StarGAN. Our method is fully model-agnostic and we demonstrate that it outperforms the only previous method in several computational metrics. Furthermore, we show in a user study that our method performs best when analyzing which strategies different agents pursue.


Cybersecurity Defenders Are Expanding Their AI Toolbox - Technology Org

#artificialintelligence

Cybersecurity scientists have taken a key step toward harnessing a form of artificial intelligence known as deep reinforcement learning, or DRL, to protect computer networks. When faced with sophisticated cyberattacks in a rigorous simulation setting, deep reinforcement learning was effective at stopping adversaries from reaching their goals up to 95 percent of the time. The outcome offers promise for a role for autonomous AI in proactive cyber defense. Scientists from the Department of Energy's Pacific Northwest National Laboratory documented their findings in a research paper and presented their work Feb. 14 at a workshop on AI for Cybersecurity during the annual meeting of the Association for the Advancement of Artificial Intelligence in Washington, D.C. The starting point was the development of a simulation environment to test multistage attack scenarios involving distinct types of adversaries.


Overcoming Exploration: Deep Reinforcement Learning for Continuous Control in Cluttered Environments from Temporal Logic Specifications

arXiv.org Artificial Intelligence

Model-free continuous control for robot navigation tasks using Deep Reinforcement Learning (DRL) that relies on noisy policies for exploration is sensitive to the density of rewards. In practice, robots are usually deployed in cluttered environments, containing many obstacles and narrow passageways. Designing dense effective rewards is challenging, resulting in exploration issues during training. Such a problem becomes even more serious when tasks are described using temporal logic specifications. This work presents a deep policy gradient algorithm for controlling a robot with unknown dynamics operating in a cluttered environment when the task is specified as a Linear Temporal Logic (LTL) formula. To overcome the environmental challenge of exploration during training, we propose a novel path planning-guided reward scheme by integrating sampling-based methods to effectively complete goal-reaching missions. To facilitate LTL satisfaction, our approach decomposes the LTL mission into sub-goal-reaching tasks that are solved in a distributed manner. Our framework is shown to significantly improve performance (effectiveness, efficiency) and exploration of robots tasked with complex missions in large-scale cluttered environments. A video demonstration can be found on YouTube Channel: https://youtu.be/yMh_NUNWxho.


Deep W-Networks: Solving Multi-Objective Optimisation Problems With Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, we build on advances introduced by the Deep Q-Networks (DQN) approach to extend the multi-objective tabular Reinforcement Learning (RL) algorithm W-learning to large state spaces. W-learning algorithm can naturally solve the competition between multiple single policies in multi-objective environments. However, the tabular version does not scale well to environments with large state spaces. To address this issue, we replace underlying Q-tables with DQN, and propose an addition of W-Networks, as a replacement for tabular weights (W) representations. We evaluate the resulting Deep W-Networks (DWN) approach in two widely-accepted multi-objective RL benchmarks: deep sea treasure and multi-objective mountain car. We show that DWN solves the competition between multiple policies while outperforming the baseline in the form of a DQN solution. Additionally, we demonstrate that the proposed algorithm can find the Pareto front in both tested environments.


Concept Learning for Interpretable Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent robotic systems are increasingly operating in real-world environments in close proximity to humans, yet are largely controlled by policy models with inscrutable deep neural network representations. We introduce a method for incorporating interpretable concepts from a domain expert into models trained through multi-agent reinforcement learning, by requiring the model to first predict such concepts then utilize them for decision making. This allows an expert to both reason about the resulting concept policy models in terms of these high-level concepts at run-time, as well as intervene and correct mispredictions to improve performance. We show that this yields improved interpretability and training stability, with benefits to policy performance and sample efficiency in a simulated and real-world cooperative-competitive multi-agent game.