Reinforcement Learning
UGAE: A Novel Approach to Non-exponential Discounting
Kwiatkowski, Ariel, Kalogeiton, Vicky, Pettré, Julien, Cani, Marie-Paule
The discounting mechanism in Reinforcement Learning determines the relative importance of future and present rewards. While exponential discounting is widely used in practice, non-exponential discounting methods that align with human behavior are often desirable for creating human-like agents. However, non-exponential discounting methods cannot be directly applied in modern on-policy actor-critic algorithms. To address this issue, we propose Universal Generalized Advantage Estimation (UGAE), which allows for the computation of GAE advantage values with arbitrary discounting. Additionally, we introduce Beta-weighted discounting, a continuous interpolation between exponential and hyperbolic discounting, to increase flexibility in choosing a discounting method. To showcase the utility of UGAE, we provide an analysis of the properties of various discounting methods. We also show experimentally that agents with non-exponential discounting trained via UGAE outperform variants trained with Monte Carlo advantage estimation. Through analysis of various discounting methods and experiments, we demonstrate the superior performance of UGAE with Beta-weighted discounting over the Monte Carlo baseline on standard RL benchmarks. UGAE is simple and easily integrated into any advantage-based algorithm as a replacement for the standard recursive GAE.
Graph Learning Based Decision Support for Multi-Aircraft Take-Off and Landing at Urban Air Mobility Vertiports
KrisshnaKumar, Prajit, Witter, Jhoel, Paul, Steve, Dantu, Karthik, Chowdhury, Souma
Majority of aircraft under the Urban Air Mobility (UAM) concept are expected to be of the electric vertical takeoff and landing (eVTOL) vehicle type, which will operate out of vertiports. While this is akin to the relationship between general aviation aircraft and airports, the conceived location of vertiports within dense urban environments presents unique challenges in managing the air traffic served by a vertiport. This challenge becomes pronounced within increasing frequency of scheduled landings and take-offs. This paper assumes a centralized air traffic controller (ATC) to explore the performance of a new AI driven ATC approach to manage the eVTOLs served by the vertiport. Minimum separation-driven safety and delays are the two important considerations in this case. The ATC problem is modeled as a task allocation problem, and uncertainties due to communication disruptions (e.g., poor link quality) and inclement weather (e.g., high gust effects) are added as a small probability of action failures. To learn the vertiport ATC policy, a novel graph-based reinforcement learning (RL) solution called "Urban Air Mobility- Vertiport Schedule Management (UAM-VSM)" is developed. This approach uses graph convolutional networks (GCNs) to abstract the vertiport space and eVTOL space as graphs, and aggregate information for a centralized ATC agent to help generalize the environment. Unreal Engine combined with Airsim is used as the simulation environment over which training and testing occurs. Uncertainties are considered only during testing, due to the high cost of Mc sampling over such realistic simulations. The proposed graph RL method demonstrates significantly better performance on the test scenarios when compared against a feasible random decision-making baseline and a first come first serve (FCFS) baseline, including the ability to generalize to unseen scenarios and with uncertainties.
Maneuver Decision-Making For Autonomous Air Combat Through Curriculum Learning And Reinforcement Learning With Sparse Rewards
Wei, Yu-Jie, Zhang, Hong-Peng, Huang, Chang-Qiang
Reinforcement learning is an effective way to solve the decision-making problems. It is a meaningful and valuable direction to investigate autonomous air combat maneuver decision-making method based on reinforcement learning. However, when using reinforcement learning to solve the decision-making problems with sparse rewards, such as air combat maneuver decision-making, it costs too much time for training and the performance of the trained agent may not be satisfactory. In order to solve these problems, the method based on curriculum learning is proposed. First, three curricula of air combat maneuver decision-making are designed: angle curriculum, distance curriculum and hybrid curriculum. These courses are used to train air combat agents respectively, and compared with the original method without any curriculum. The training results show that angle curriculum can increase the speed and stability of training, and improve the performance of the agent; distance curriculum can increase the speed and stability of agent training; hybrid curriculum has a negative impact on training, because it makes the agent get stuck at local optimum. The simulation results show that after training, the agent can handle the situations where targets come from different directions, and the maneuver decision results are consistent with the characteristics of missile.
Cross-domain Random Pre-training with Prototypes for Reinforcement Learning
Liu, Xin, Chen, Yaran, Li, Haoran, Li, Boyu, Zhao, Dongbin
Task-agnostic cross-domain pre-training shows great potential in image-based Reinforcement Learning (RL) but poses a big challenge. In this paper, we propose CRPTpro, a Cross-domain self-supervised Random Pre-Training framework with prototypes for image-based RL. CRPTpro employs cross-domain random policy to easily and quickly sample diverse data from multiple domains, to improve pre-training efficiency. Moreover, prototypical representation learning with a novel intrinsic loss is proposed to pre-train an effective and generic encoder across different domains. Without finetuning, the cross-domain encoder can be implemented for challenging downstream visual-control RL tasks defined in different domains efficiently. Compared with prior arts like APT and Proto-RL, CRPTpro achieves better performance on cross-domain downstream RL tasks without extra training on exploration agents for expert data collection, greatly reducing the burden of pre-training. Experiments on DeepMind Control suite (DMControl) demonstrate that CRPTpro outperforms APT significantly on 11/12 cross-domain RL tasks with only 39% pre-training hours, becoming a state-of-the-art cross-domain pre-training method in both policy learning performance and pre-training efficiency. The complete code will be released at https://github.com/liuxin0824/CRPTpro.
Versatile Skill Control via Self-supervised Adversarial Imitation of Unlabeled Mixed Motions
Li, Chenhao, Blaes, Sebastian, Kolev, Pavel, Vlastelica, Marin, Frey, Jonas, Martius, Georg
Learning diverse skills is one of the main challenges in robotics. To this end, imitation learning approaches have achieved impressive results. These methods require explicitly labeled datasets or assume consistent skill execution to enable learning and active control of individual behaviors, which limits their applicability. In this work, we propose a cooperative adversarial method for obtaining single versatile policies with controllable skill sets from unlabeled datasets containing diverse state transition patterns by maximizing their discriminability. Moreover, we show that by utilizing unsupervised skill discovery in the generative adversarial imitation learning framework, novel and useful skills emerge with successful task fulfillment. Finally, the obtained versatile policies are tested on an agile quadruped robot called Solo 8 and present faithful replications of diverse skills encoded in the demonstrations.
The Wisdom of Hindsight Makes Language Models Better Instruction Followers
Zhang, Tianjun, Liu, Fangchen, Wong, Justin, Abbeel, Pieter, Gonzalez, Joseph E.
Reinforcement learning has seen wide success in finetuning large language models to better align with instructions via human feedback. The so-called algorithm, Reinforcement Learning with Human Feedback (RLHF) demonstrates impressive performance on the GPT series models. However, the underlying Reinforcement Learning (RL) algorithm is complex and requires an additional training pipeline for reward and value networks. In this paper, we consider an alternative approach: converting feedback to instruction by relabeling the original one and training the model for better alignment in a supervised manner. Such an algorithm doesn't require any additional parameters except for the original language model and maximally reuses the pretraining pipeline. To achieve this, we formulate instruction alignment problem for language models as a goal-reaching problem in decision making. We propose Hindsight Instruction Relabeling (HIR), a novel algorithm for aligning language models with instructions. The resulting two-stage algorithm shed light to a family of reward-free approaches that utilize the hindsightly relabeled instructions based on feedback. We evaluate the performance of HIR extensively on 12 challenging BigBench reasoning tasks and show that HIR outperforms the baseline algorithms and is comparable to or even surpasses supervised finetuning.
Improving Zero-Shot Coordination Performance Based on Policy Similarity
Yu, Lebin, Qiu, Yunbo, Yao, Quanming, Zhang, Xudong, Wang, Jian
Over these years, multi-agent reinforcement learning has achieved remarkable performance in multi-agent planning and scheduling tasks. It typically follows the self-play setting, where agents are trained by playing with a fixed group of agents. However, in the face of zero-shot coordination, where an agent must coordinate with unseen partners, self-play agents may fail. Several methods have been proposed to handle this problem, but they either take a lot of time or lack generalizability. In this paper, we firstly reveal an important phenomenon: the zero-shot coordination performance is strongly linearly correlated with the similarity between an agent's training partner and testing partner. Inspired by it, we put forward a Similarity-Based Robust Training (SBRT) scheme that improves agents' zero-shot coordination performance by disturbing their partners' actions during training according to a pre-defined policy similarity value. To validate its effectiveness, we apply our scheme to three multi-agent reinforcement learning frameworks and achieve better performance compared with previous methods.
Visual Imitation Learning with Patch Rewards
Liu, Minghuan, He, Tairan, Zhang, Weinan, Yan, Shuicheng, Xu, Zhongwen
Visual imitation learning enables reinforcement learning agents to learn to behave from expert visual demonstrations such as videos or image sequences, without explicit, well-defined rewards. Previous research either adopted supervised learning techniques or induce simple and coarse scalar rewards from pixels, neglecting the dense information contained in the image demonstrations. In this work, we propose to measure the expertise of various local regions of image samples, or called \textit{patches}, and recover multi-dimensional \textit{patch rewards} accordingly. Patch reward is a more precise rewarding characterization that serves as a fine-grained expertise measurement and visual explainability tool. Specifically, we present Adversarial Imitation Learning with Patch Rewards (PatchAIL), which employs a patch-based discriminator to measure the expertise of different local parts from given images and provide patch rewards. The patch-based knowledge is also used to regularize the aggregated reward and stabilize the training. We evaluate our method on DeepMind Control Suite and Atari tasks. The experiment results have demonstrated that PatchAIL outperforms baseline methods and provides valuable interpretations for visual demonstrations.
Latent State Marginalization as a Low-cost Approach for Improving Exploration
Zhang, Dinghuai, Courville, Aaron, Bengio, Yoshua, Zheng, Qinqing, Zhang, Amy, Chen, Ricky T. Q.
While the maximum entropy (MaxEnt) reinforcement learning (RL) framework -- often touted for its exploration and robustness capabilities -- is usually motivated from a probabilistic perspective, the use of deep probabilistic models has not gained much traction in practice due to their inherent complexity. In this work, we propose the adoption of latent variable policies within the MaxEnt framework, which we show can provably approximate any policy distribution, and additionally, naturally emerges under the use of world models with a latent belief state. We discuss why latent variable policies are difficult to train, how naive approaches can fail, then subsequently introduce a series of improvements centered around low-cost marginalization of the latent state, allowing us to make full use of the latent state at minimal additional cost. We instantiate our method under the actor-critic framework, marginalizing both the actor and critic. The resulting algorithm, referred to as Stochastic Marginal Actor-Critic (SMAC), is simple yet effective. We experimentally validate our method on continuous control tasks, showing that effective marginalization can lead to better exploration and more robust training. Our implementation is open sourced at https://github.com/zdhNarsil/Stochastic-Marginal-Actor-Critic.
The Impact of Data Distribution on Q-learning with Function Approximation
Santos, Pedro P., Carvalho, Diogo S., Sardinha, Alberto, Melo, Francisco S.
We study the interplay between the data distribution and Q-learning-based algorithms with function approximation. We provide a unified theoretical and empirical analysis as to how different properties of the data distribution influence the performance of Q-learning-based algorithms. We connect different lines of research, as well as validate and extend previous results. We start by reviewing theoretical bounds on the performance of approximate dynamic programming algorithms. We then introduce a novel four-state MDP specifically tailored to highlight the impact of the data distribution in the performance of Q-learning-based algorithms with function approximation, both online and offline. Finally, we experimentally assess the impact of the data distribution properties on the performance of two offline Q-learning-based algorithms under different environments. According to our results: (i) high entropy data distributions are well-suited for learning in an offline manner; and (ii) a certain degree of data diversity (data coverage) and data quality (closeness to optimal policy) are jointly desirable for offline learning.