Reinforcement Learning
Deep Reinforcement Learning Based on Local GNN for Goal-conditioned Deformable Object Rearranging
Deng, Yuhong, Xia, Chongkun, Wang, Xueqian, Chen, Lipeng
Object rearranging is one of the most common deformable manipulation tasks, where the robot needs to rearrange a deformable object into a goal configuration. Previous studies focus on designing an expert system for each specific task by model-based or data-driven approaches and the application scenarios are therefore limited. Some research has been attempting to design a general framework to obtain more advanced manipulation capabilities for deformable rearranging tasks, with lots of progress achieved in simulation. However, transferring from simulation to reality is difficult due to the limitation of the end-to-end CNN architecture. To address these challenges, we design a local GNN (Graph Neural Network) based learning method, which utilizes two representation graphs to encode keypoints detected from images. Self-attention is applied for graph updating and cross-attention is applied for generating manipulation actions. Extensive experiments have been conducted to demonstrate that our framework is effective in multiple 1-D (rope, rope ring) and 2-D (cloth) rearranging tasks in simulation and can be easily transferred to a real robot by fine-tuning a keypoint detector.
History Compression via Language Models in Reinforcement Learning
Paischer, Fabian, Adler, Thomas, Patil, Vihang, Bitto-Nemling, Angela, Holzleitner, Markus, Lehner, Sebastian, Eghbal-zadeh, Hamid, Hochreiter, Sepp
In a partially observable Markov decision process (POMDP), an agent typically uses a representation of the past to approximate the underlying MDP. We propose to utilize a frozen Pretrained Language Transformer (PLT) for history representation and compression to improve sample efficiency. To avoid training of the Transformer, we introduce FrozenHopfield, which automatically associates observations with pretrained token embeddings. To form these associations, a modern Hopfield network stores these token embeddings, which are retrieved by queries that are obtained by a random but fixed projection of observations. Our new method, HELM, enables actor-critic network architectures that contain a pretrained language Transformer for history representation as a memory module. Since a representation of the past need not be learned, HELM is much more sample efficient than competitors. On Minigrid and Procgen environments HELM achieves new state-of-the-art results. Our code is available at https://github.com/ml-jku/helm.
Conditioning Hierarchical Reinforcement Learning on Flexible Constraints
Lu, Yuxiao, Varakantham, Pradeep, Sinha, Arunesh
Safety in goal directed Reinforcement Learning (RL) settings has typically been handled through constraints over trajectories and have demonstrated good performance in primarily short horizon tasks (goal is not too far away). In this paper, we are specifically interested in the problem of solving temporally extended decision making problems such as (1) robots that have to clean different areas in a house while avoiding slippery and unsafe areas (e.g., stairs) and retaining enough charge to move to a charging dock; (2) autonomous electric vehicles that have to reach a far away destination while having to optimize charging locations along the way; in the presence of complex safety constraints. Our key contribution is a (safety) Constrained Planning with Reinforcement Learning (CoP-RL) mechanism that combines a high-level constrained planning agent (which computes a reward maximizing path from a given start to a far away goal state while satisfying cost constraints) with a low-level goal conditioned RL agent (which estimates cost and reward values to move between nearby states). A major advantage of CoP-RL is that it can handle constraints on the cost value distribution (e.g., on Conditional Value at Risk, CVaR, and also on expected value). We perform extensive experiments with different types of safety constraints to demonstrate the utility of our approach over leading best approaches in constrained and hierarchical RL.
Reinforcement Learning in a Birth and Death Process: Breaking the Dependence on the State Space
Anselmi, Jonatha, Gaujal, Bruno, Rebuffi, Louis-Sรฉbastien
In this paper, we revisit the regret of undiscounted reinforcement learning in MDPs with a birth and death structure. Specifically, we consider a controlled queue with impatient jobs and the main objective is to optimize a trade-off between energy consumption and user-perceived performance. Within this setting, the \emph{diameter} $D$ of the MDP is $\Omega(S^S)$, where $S$ is the number of states. Therefore, the existing lower and upper bounds on the regret at time$T$, of order $O(\sqrt{DSAT})$ for MDPs with $S$ states and $A$ actions, may suggest that reinforcement learning is inefficient here. In our main result however, we exploit the structure of our MDPs to show that the regret of a slightly-tweaked version of the classical learning algorithm {\sc Ucrl2} is in fact upper bounded by $\tilde{\mathcal{O}}(\sqrt{E_2AT})$ where $E_2$ is related to the weighted second moment of the stationary measure of a reference policy. Importantly, $E_2$ is bounded independently of $S$. Thus, our bound is asymptotically independent of the number of states and of the diameter. This result is based on a careful study of the number of visits performed by the learning algorithm to the states of the MDP, which is highly non-uniform.
Near-Optimal Deployment Efficiency in Reward-Free Reinforcement Learning with Linear Function Approximation
We study the problem of deployment efficient reinforcement learning (RL) with linear function approximation under the \emph{reward-free} exploration setting. This is a well-motivated problem because deploying new policies is costly in real-life RL applications. Under the linear MDP setting with feature dimension $d$ and planning horizon $H$, we propose a new algorithm that collects at most $\widetilde{O}(\frac{d^2H^5}{\epsilon^2})$ trajectories within $H$ deployments to identify $\epsilon$-optimal policy for any (possibly data-dependent) choice of reward functions. To the best of our knowledge, our approach is the first to achieve optimal deployment complexity and optimal $d$ dependence in sample complexity at the same time, even if the reward is known ahead of time. Our novel techniques include an exploration-preserving policy discretization and a generalized G-optimal experiment design, which could be of independent interest. Lastly, we analyze the related problem of regret minimization in low-adaptive RL and provide information-theoretic lower bounds for switching cost and batch complexity.
Linear Convergence of Natural Policy Gradient Methods with Log-Linear Policies
Yuan, Rui, Du, Simon S., Gower, Robert M., Lazaric, Alessandro, Xiao, Lin
We consider infinite-horizon discounted Markov decision processes and study the convergence rates of the natural policy gradient (NPG) and the Q-NPG methods with the log-linear policy class. Using the compatible function approximation framework, both methods with log-linear policies can be written as inexact versions of the policy mirror descent (PMD) method. We show that both methods attain linear convergence rates and $\tilde{\mathcal{O}}(1/\epsilon^2)$ sample complexities using a simple, non-adaptive geometrically increasing step size, without resorting to entropy or other strongly convex regularization. Lastly, as a byproduct, we obtain sublinear convergence rates for both methods with arbitrary constant step size.
Curiosity-driven Exploration in Sparse-reward Multi-agent Reinforcement Learning
Sparsity of rewards while applying a deep reinforcement learning method negatively affects its sample-efficiency. A viable solution to deal with the sparsity of rewards is to learn via intrinsic motivation which advocates for adding an intrinsic reward to the reward function to encourage the agent to explore the environment and expand the sample space. Though intrinsic motivation methods are widely used to improve data-efficient learning in the reinforcement learning model, they also suffer from the so-called detachment problem. In this article, we discuss the limitations of intrinsic curiosity module in sparse-reward multi-agent reinforcement learning and propose a method called I-Go-Explore that combines the intrinsic curiosity module with the Go-Explore framework to alleviate the detachment problem.
Neural Episodic Control with State Abstraction
Li, Zhuo, Zhu, Derui, Hu, Yujing, Xie, Xiaofei, Ma, Lei, Zheng, Yan, Song, Yan, Chen, Yingfeng, Zhao, Jianjun
Existing Deep Reinforcement Learning (DRL) algorithms suffer from sample inefficiency. Generally, episodic control-based approaches are solutions that leverage highly-rewarded past experiences to improve sample efficiency of DRL algorithms. However, previous episodic control-based approaches fail to utilize the latent information from the historical behaviors (e.g., state transitions, topological similarities, etc.) and lack scalability during DRL training. This work introduces Neural Episodic Control with State Abstraction (NECSA), a simple but effective state abstraction-based episodic control containing a more comprehensive episodic memory, a novel state evaluation, and a multi-step state analysis. We evaluate our approach to the MuJoCo and Atari tasks in OpenAI gym domains. The experimental results indicate that NECSA achieves higher sample efficiency than the state-of-the-art episodic control-based approaches. Our data and code are available at the project website\footnote{\url{https://sites.google.com/view/drl-necsa}}.
Differentiable Arbitrating in Zero-sum Markov Games
Wang, Jing, Song, Meichen, Gao, Feng, Liu, Boyi, Wang, Zhaoran, Wu, Yi
We initiate the study of how to perturb the reward in a zero-sum Markov game with two players to induce a desirable Nash equilibrium, namely arbitrating. Such a problem admits a bi-level optimization formulation. The lower level requires solving the Nash equilibrium under a given reward function, which makes the overall problem challenging to optimize in an end-to-end way. We propose a backpropagation scheme that differentiates through the Nash equilibrium, which provides the gradient feedback for the upper level. In particular, our method only requires a black-box solver for the (regularized) Nash equilibrium (NE). We develop the convergence analysis for the proposed framework with proper black-box NE solvers and demonstrate the empirical successes in two multi-agent reinforcement learning (MARL) environments.
On the importance of data collection for training general goal-reaching policies
Jacq, Alexis, Orsini, Manu, Dulac-Arnold, Gabriel, Pietquin, Olivier, Geist, Matthieu, Bachem, Olivier
Recent advances in ML suggest that the quantity of data available to a model is one of the primary bottlenecks to high performance. Although for language-based tasks there exist almost unlimited amounts of reasonably coherent data to train from, this is generally not the case for Reinforcement Learning, especially when dealing with a novel environment. In effect, even a relatively trivial continuous environment has an almost limitless number of states, but simply sampling random states and actions will likely not provide transitions that are interesting or useful for any potential downstream task. How should one generate massive amounts of useful data given only an MDP with no indication of downstream tasks? Are the quantity and quality of data truly transformative to the performance of a general controller? We propose to answer both of these questions. First, we introduce a principled unsupervised exploration method, ChronoGEM, which aims to achieve uniform coverage over the manifold of achievable states, which we believe is the most reasonable goal given no prior task information. Secondly, we investigate the effects of both data quantity and data quality on the training of a downstream goal-achievement policy, and show that both large quantities and high-quality of data are essential to train a general controller: a high-precision pose-achievement policy capable of attaining a large number of poses over numerous continuous control embodiments including humanoid.