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 Reinforcement Learning


Latent State Marginalization as a Low-cost Approach for Improving Exploration

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


Revisiting Estimation Bias in Policy Gradients for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

We revisit the estimation bias in policy gradients for the discounted episodic Markov decision process (MDP) from Deep Reinforcement Learning (DRL) perspective. The objective is formulated theoretically as the expected returns discounted over the time horizon. One of the major policy gradient biases is the state distribution shift: the state distribution used to estimate the gradients differs from the theoretical formulation in that it does not take into account the discount factor. Existing discussion of the influence of this bias was limited to the tabular and softmax cases in the literature. Therefore, in this paper, we extend it to the DRL setting where the policy is parameterized and demonstrate how this bias can lead to suboptimal policies theoretically. We then discuss why the empirically inaccurate implementations with shifted state distribution can still be effective. We show that, despite such state distribution shift, the policy gradient estimation bias can be reduced in the following three ways: 1) a small learning rate; 2) an adaptive-learning-rate-based optimizer; and 3) KL regularization. Specifically, we show that a smaller learning rate, or, an adaptive learning rate, such as that used by Adam and RSMProp optimizers, makes the policy optimization robust to the bias. We further draw connections between optimizers and the optimization regularization to show that both the KL and the reverse KL regularization can significantly rectify this bias. Moreover, we provide extensive experiments on continuous control tasks to support our analysis. Our paper sheds light on how successful PG algorithms optimize policies in the DRL setting, and contributes insights into the practical issues in DRL.


Demystifying Approximate Value-based RL with $\epsilon$-greedy Exploration: A Differential Inclusion View

arXiv.org Artificial Intelligence

Q-learning and SARSA with $\epsilon$-greedy exploration are leading reinforcement learning methods. Their tabular forms converge to the optimal Q-function under reasonable conditions. However, with function approximation, these methods exhibit strange behaviors such as policy oscillation, chattering, and convergence to different attractors (possibly even the worst policy) on different runs, apart from the usual instability. A theory to explain these phenomena has been a long-standing open problem, even for basic linear function approximation (Sutton, 1999). Our work uses differential inclusion to provide the first framework for resolving this problem. We also provide numerical examples to illustrate our framework's prowess in explaining these algorithms' behaviors.


IPPO: Obstacle Avoidance for Robotic Manipulators in Joint Space via Improved Proximal Policy Optimization

arXiv.org Artificial Intelligence

Reaching tasks with random targets and obstacles is a challenging task for robotic manipulators. In this study, we propose a novel model-free reinforcement learning approach based on proximal policy optimization (PPO) for training a deep policy to map the task space to the joint space of a 6-DoF manipulator. To facilitate the training process in a large workspace, we develop an efficient representation of environmental inputs and outputs. The calculation of the distance between obstacles and manipulator links is incorporated into the state representation using a geometry-based method. Additionally, to enhance the performance of the model in reaching tasks, we introduce the action ensembles method and design the policy to directly participate in value function updates in PPO. To overcome the challenges associated with training in real-robot environments, we develop a simulation environment in Gazebo to train the model as it produces a smaller Sim-to-Real gap compared to other simulators. However, training in Gazebo is time-intensive. To address this issue, we propose a Sim-to-Sim method to significantly reduce the training time. The trained model is then directly applied in a real-robot setup without fine-tuning. To evaluate the performance of the proposed approach, we perform several rounds of experiments in both simulated and real robots. We also compare the performance of the proposed approach with six baselines. The experimental results demonstrate the effectiveness of the proposed method in performing reaching tasks with and without obstacles. our method outperformed the selected baselines by a large margin in different reaching task scenarios. A video of these experiments has been attached to the paper as supplementary material.


ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills

arXiv.org Artificial Intelligence

Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.


Scalability Bottlenecks in Multi-Agent Reinforcement Learning Systems

arXiv.org Artificial Intelligence

Abstract--Multi-Agent Reinforcement Learning (MARL) is a promising area of research that can model and control multiple, autonomous decision-making agents. During online training, MARL algorithms involve performance-intensive computations such as exploration and exploitation phases originating from large observation-action space belonging to multiple agents. In this article, we seek to characterize the scalability bottlenecks in several popular classes of MARL algorithms during their training phases. Our experimental results reveal new insights into the key modules of MARL algorithms that limit the scalability, and outline potential strategies that may help address these performance issues. Distributed Artificial Intelligence < I.2 Artificial Intelligence < I Computing Methodologies The function that determines the action is known as a policy.


Route Planning for Last-Mile Deliveries Using Mobile Parcel Lockers: A Hybrid Q-Learning Network Approach

arXiv.org Artificial Intelligence

Mobile parcel lockers have been recently proposed by logistics operators as a technology that could help reduce traffic congestion and operational costs in urban freight distribution. Given their ability to relocate throughout their area of deployment, they hold the potential to improve customer accessibility and convenience. In this study, we formulate the Mobile Parcel Locker Problem (MPLP) , a special case of the Location-Routing Problem (LRP) which determines the optimal stopover location for MPLs throughout the day and plans corresponding delivery routes. A Hybrid Q Learning Network based Method (HQM) is developed to resolve the computational complexity of the resulting large problem instances while escaping local optima. In addition, the HQM is integrated with global and local search mechanisms to resolve the dilemma of exploration and exploitation faced by classic reinforcement learning methods. We examine the performance of HQM under different problem sizes (up to 200 nodes) and benchmarked it against the exact approach and Genetic Algorithm (GA). Our results indicate that HQM achieves better optimisation performance with shorter computation time than the exact approach solved by the Gurobi solver in large problem instances. Additionally, the average reward obtained by HQM is 1.96 times greater than GA, which demonstrates that HQM has a better optimisation ability. Further, we identify critical factors that contribute to fleet size requirements, travel distances, and service delays. Our findings outline that the efficiency of MPLs is mainly contingent on the length of time windows and the deployment of MPL stopovers. Finally, we highlight managerial implications based on parametric analysis to provide guidance for logistics operators in the context of efficient last-mile distribution operations.


A SWAT-based Reinforcement Learning Framework for Crop Management

arXiv.org Artificial Intelligence

Crop management involves a series of critical, interdependent decisions or actions in a complex and highly uncertain environment, which exhibit distinct spatial and temporal variations. Managing resource inputs such as fertilizer and irrigation in the face of climate change, dwindling supply, and soaring prices is nothing short of a Herculean task. The ability of machine learning to efficiently interrogate complex, nonlinear, and high-dimensional datasets can revolutionize decision-making in agriculture. In this paper, we introduce a reinforcement learning (RL) environment that leverages the dynamics in the Soil and Water Assessment Tool (SWAT) and enables management practices to be assessed and evaluated on a watershed level. This drastically saves time and resources that would have been otherwise deployed during a full-growing season. We consider crop management as an optimization problem where the objective is to produce higher crop yield while minimizing the use of external farming inputs (specifically, fertilizer and irrigation amounts). The problem is naturally subject to environmental factors such as precipitation, solar radiation, temperature, and soil water content. We demonstrate the utility of our framework by developing and benchmarking various decision-making agents following management strategies informed by standard farming practices and state-of-the-art RL algorithms.


Scaling Goal-based Exploration via Pruning Proto-goals

arXiv.org Artificial Intelligence

One of the gnarliest challenges in reinforcement learning (RL) is exploration that scales to vast domains, where novelty-, or coverage-seeking behaviour falls short. Goal-directed, purposeful behaviours are able to overcome this, but rely on a good goal space. The core challenge in goal discovery is finding the right balance between generality (not hand-crafted) and tractability (useful, not too many). Our approach explicitly seeks the middle ground, enabling the human designer to specify a vast but meaningful proto-goal space, and an autonomous discovery process to refine this to a narrower space of controllable, reachable, novel, and relevant goals. The effectiveness of goal-conditioned exploration with the latter is then demonstrated in three challenging environments.