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 Reinforcement Learning


Neighboring state-based RL Exploration

arXiv.org Artificial Intelligence

Reinforcement Learning is a powerful tool to model decision-making processes. However, it relies on an exploration-exploitation trade-off that remains an open challenge for many tasks. In this work, we study neighboring state-based, modelfree exploration led by the intuition that, for an early-stage agent, considering actions derived from a bounded region of nearby states may lead to better actions when exploring. We propose two algorithms that choose exploratory actions based on a survey of nearby states, and find that one of our methods, ρ- explore, consistently outperforms the Double DQN baseline in an discrete environment by 49% in terms of Eval Reward Return. A popular area of recent study in Reinforcement Learning (RL) is that of exploration methods.


Temporally Layered Architecture for Adaptive, Distributed and Continuous Control

arXiv.org Artificial Intelligence

We present temporally layered architecture (TLA), a biologically inspired system for temporally adaptive distributed control. TLA layers a fast and a slow controller together to achieve temporal abstraction that allows each layer to focus on a different time-scale. Our design is biologically inspired and draws on the architecture of the human brain which executes actions at different timescales depending on the environment's demands. Such distributed control design is widespread across biological systems because it increases survivability and accuracy in certain and uncertain environments. We demonstrate that TLA can provide many advantages over existing approaches, including persistent exploration, adaptive control, explainable temporal behavior, compute efficiency and distributed control. We present two different algorithms for training TLA: (a) Closed-loop control, where the fast controller is trained over a pre-trained slow controller, allowing better exploration for the fast controller and closed-loop control where the fast controller decides whether to "act-or-not" at each timestep; and (b) Partially open loop control, where the slow controller is trained over a pre-trained fast controller, allowing for open loop-control where the slow controller picks a temporally extended action or defers the next n-actions to the fast controller. We evaluated our method on a suite of continuous control tasks and demonstrate the advantages of TLA over several strong baselines.


Applications of Imitation Learning part1(Machine Learning)

#artificialintelligence

Abstract: isual 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.


Stable Diffusion for Reinforcement Learning

#artificialintelligence

If the video generation of our suggested prompt isn't of satisfactory quality, we could decompose the problem further by for example prompting with "a video of Mario expertly jumping over an chasm". In this way every sequence of actions is associated with language, allowing us to ponder actions at multiple resolutions -- for example with the prompt "Mario expertly jumping over a chasm, and then crouching, moving right twice, left once, and then completing the remainder of the level". Can stable diffusion be used to completely resolve abstract action spaces? If Mario expertly jumps over a chasm, what is the atomic input action sequence to the game for this abstract action? There's something missing -- stable diffusion allows us to go from text to video. But now we need to go from text to text, while keeping the video in perspective.


Reinforcement Learning in Low-Rank MDPs with Density Features

arXiv.org Artificial Intelligence

The theory of reinforcement learning (RL) in large state spaces has seen fast development. In the model-free regime, how to use powerful function approximation to learn value functions has been extensively studied in both the online and the offline settings (Jiang et al., 2017; Jin et al., 2020b,c; Xie et al., 2021), which also builds the theoretical foundations that connect RL with (discriminative) supervised learning. On the other hand, generative models for unsupervised/self-supervised learning--which define a sampling distribution explicitly or implicitly--are becoming increasingly powerful (Devlin et al., 2018; Goodfellow et al., 2020), yet how to leverage them to address the key challenges in RL remains under-investigated. While prior works on RL with unsupervised-learning oracles exist (Du et al., 2019; Feng et al., 2020), they often consider models such as block MDPs, which are more restrictive than typical model structures considered in the value-based setting such as low-rank MDPs. In this paper, we study model-free RL in low-rank MDPs with density features for state occupancy estimation. In a low-rank MDP, the transition matrix can be factored into the product of two matrices, and the left matrix is known to serve as powerful features for value-based learning (Jin et al., 2020b), as it can be used to approximate the Bellman backup of any function. On the other hand, the right matrix can be used to represent the policies' state-occupancy distributions, yet how to leverage such density features (without the knowledge of the left matrix) in offline or online RL is unknown.


Federated Temporal Difference Learning with Linear Function Approximation under Environmental Heterogeneity

arXiv.org Artificial Intelligence

We initiate the study of federated reinforcement learning under environmental heterogeneity by considering a policy evaluation problem. Our setup involves $N$ agents interacting with environments that share the same state and action space but differ in their reward functions and state transition kernels. Assuming agents can communicate via a central server, we ask: Does exchanging information expedite the process of evaluating a common policy? To answer this question, we provide the first comprehensive finite-time analysis of a federated temporal difference (TD) learning algorithm with linear function approximation, while accounting for Markovian sampling, heterogeneity in the agents' environments, and multiple local updates to save communication. Our analysis crucially relies on several novel ingredients: (i) deriving perturbation bounds on TD fixed points as a function of the heterogeneity in the agents' underlying Markov decision processes (MDPs); (ii) introducing a virtual MDP to closely approximate the dynamics of the federated TD algorithm; and (iii) using the virtual MDP to make explicit connections to federated optimization. Putting these pieces together, we rigorously prove that in a low-heterogeneity regime, exchanging model estimates leads to linear convergence speedups in the number of agents.


Locally Constrained Policy Optimization for Online Reinforcement Learning in Non-Stationary Input-Driven Environments

arXiv.org Artificial Intelligence

We study online Reinforcement Learning (RL) in non-stationary input-driven environments, where a time-varying exogenous input process affects the environment dynamics. Online RL is challenging in such environments due to catastrophic forgetting (CF). The agent tends to forget prior knowledge as it trains on new experiences. Prior approaches to mitigate this issue assume task labels (which are often not available in practice) or use off-policy methods that can suffer from instability and poor performance. We present Locally Constrained Policy Optimization (LCPO), an on-policy RL approach that combats CF by anchoring policy outputs on old experiences while optimizing the return on current experiences. To perform this anchoring, LCPO locally constrains policy optimization using samples from experiences that lie outside of the current input distribution. We evaluate LCPO in two gym and computer systems environments with a variety of synthetic and real input traces, and find that it outperforms state-of-the-art on-policy and off-policy RL methods in the online setting, while achieving results on-par with an offline agent pre-trained on the whole input trace.


Open Problems and Modern Solutions for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) has achieved great success in solving complicated decision-making problems. Despite the successes, DRL is frequently criticized for many reasons, e.g., data inefficient, inflexible and intractable reward design. In this paper, we review two publications that investigate the mentioned issues of DRL and propose effective solutions. One designs the reward for human-robot collaboration by combining the manually designed extrinsic reward with a parameterized intrinsic reward function via the deterministic policy gradient, which improves the task performance and guarantees a stronger obstacle avoidance. The other one applies selective attention and particle filters to rapidly and flexibly attend to and select crucial pre-learned features for DRL using approximate inference instead of backpropagation, thereby improving the efficiency and flexibility of DRL. Potential avenues for future work in both domains are discussed in this paper.


Sample Dropout: A Simple yet Effective Variance Reduction Technique in Deep Policy Optimization

arXiv.org Artificial Intelligence

Recent success in Deep Reinforcement Learning (DRL) methods has shown that policy optimization with respect to an off-policy distribution via importance sampling is effective for sample reuse. In this paper, we show that the use of importance sampling could introduce high variance in the objective estimate. Specifically, we show in a principled way that the variance of importance sampling estimate grows quadratically with importance ratios and the large ratios could consequently jeopardize the effectiveness of surrogate objective optimization. We then propose a technique called sample dropout to bound the estimation variance by dropping out samples when their ratio deviation is too high. We instantiate this sample dropout technique on representative policy optimization algorithms, including TRPO, PPO, and ESPO, and demonstrate that it consistently boosts the performance of those DRL algorithms on both continuous and discrete action controls, including MuJoCo, DMControl and Atari video games. Our code is open-sourced at \url{https://github.com/LinZichuan/sdpo.git}.


A System for Morphology-Task Generalization via Unified Representation and Behavior Distillation

arXiv.org Artificial Intelligence

The rise of generalist large-scale models in natural language and vision has made us expect that a massive data-driven approach could achieve broader generalization in other domains such as continuous control. In this work, we explore a method for learning a single policy that manipulates various forms of agents to solve various tasks by distilling a large amount of proficient behavioral data. In order to align input-output (IO) interface among multiple tasks and diverse agent morphologies while preserving essential 3D geometric relations, we introduce morphology-task graph, which treats observations, actions and goals/task in a unified graph representation. We also develop MxT-Bench for fast large-scale behavior generation, which supports procedural generation of diverse morphology-task combinations with a minimal blueprint and hardware-accelerated simulator. Through efficient representation and architecture selection on MxT-Bench, we find out that a morphology-task graph representation coupled with Transformer architecture improves the multi-task performances compared to other baselines including recent discrete tokenization, and provides better prior knowledge for zero-shot transfer or sample efficiency in downstream multi-task imitation learning. Our work suggests large diverse offline datasets, unified IO representation, and policy representation and architecture selection through supervised learning form a promising approach for studying and advancing morphology-task generalization.