Reinforcement Learning
Reinforcement Learning and Distributed Model Predictive Control for Conflict Resolution in Highly Constrained Spaces
This work presents a distributed algorithm for resolving cooperative multi-vehicle conflicts in highly constrained spaces. By formulating the conflict resolution problem as a Multi-Agent Reinforcement Learning (RL) problem, we can train a policy offline to drive the vehicles towards their destinations safely and efficiently in a simplified discrete environment. During the online execution, each vehicle first simulates the interaction among vehicles with the trained policy to obtain its strategy, which is used to guide the computation of a reference trajectory. A distributed Model Predictive Controller (MPC) is then proposed to track the reference while avoiding collisions. The preliminary results show that the combination of RL and distributed MPC has the potential to guide vehicles to resolve conflicts safely and smoothly while being less computationally demanding than the centralized approach.
The Construction of Reality in an AI: A Review
AI constructivism as inspired by Jean Piaget, described and surveyed by Frank Guerin, and representatively implemented by Gary Drescher seeks to create algorithms and knowledge structures that enable agents to acquire, maintain, and apply a deep understanding of the environment through sensorimotor interactions. This paper aims to increase awareness of constructivist AI implementations to encourage greater progress toward enabling lifelong learning by machines. It builds on Guerin's 2008 "Learning Like a Baby: A Survey of AI approaches." After briefly recapitulating that survey, it summarizes subsequent progress by the Guerin referents, numerous works not covered by Guerin (or found in other surveys), and relevant efforts in related areas. The focus is on knowledge representations and learning algorithms that have been used in practice viewed through lenses of Piaget's schemas, adaptation processes, and staged development. The paper concludes with a preview of a simple framework for constructive AI being developed by the author that parses concepts from sensory input and stores them in a semantic memory network linked to episodic data.
Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased
Yu, Chao, Gao, Jiaxuan, Liu, Weilin, Xu, Botian, Tang, Hao, Yang, Jiaqi, Wang, Yu, Wu, Yi
There is a recent trend of applying multi-agent reinforcement learning (MARL) to train an agent that can cooperate with humans in a zero-shot fashion without using any human data. The typical workflow is to first repeatedly run self-play (SP) to build a policy pool and then train the final adaptive policy against this pool. A crucial limitation of this framework is that every policy in the pool is optimized w.r.t. the environment reward function, which implicitly assumes that the testing partners of the adaptive policy will be precisely optimizing the same reward function as well. However, human objectives are often substantially biased according to their own preferences, which can differ greatly from the environment reward. We propose a more general framework, Hidden-Utility Self-Play (HSP), which explicitly models human biases as hidden reward functions in the self-play objective. By approximating the reward space as linear functions, HSP adopts an effective technique to generate an augmented policy pool with biased policies. We evaluate HSP on the Overcooked benchmark. Empirical results show that our HSP method produces higher rewards than baselines when cooperating with learned human models, manually scripted policies, and real humans. The HSP policy is also rated as the most assistive policy based on human feedback.
Reliable Conditioning of Behavioral Cloning for Offline Reinforcement Learning
Nguyen, Tung, Zheng, Qinqing, Grover, Aditya
Behavioral cloning (BC) provides a straightforward solution to offline RL by mimicking offline trajectories via supervised learning. Recent advances (Chen et al., 2021; Janner et al., 2021; Emmons et al., 2021) have shown that by conditioning on desired future returns, BC can perform competitively to their value-based counterparts, while enjoying much more simplicity and training stability. While promising, we show that these methods can be unreliable, as their performance may degrade significantly when conditioned on high, out-of-distribution (ood) returns. This is crucial in practice, as we often expect the policy to perform better than the offline dataset by conditioning on an ood value. We show that this unreliability arises from both the suboptimality of training data and model architectures. We propose ConserWeightive Behavioral Cloning (CWBC), a simple and effective method for improving the reliability of conditional BC with two key components: trajectory weighting and conservative regularization. Trajectory weighting upweights the high-return trajectories to reduce the train-test gap for BC methods, while conservative regularizer encourages the policy to stay close to the data distribution for ood conditioning. We study CWBC in the context of RvS (Emmons et al., 2021) and Decision Transformers (Chen et al., 2021), and show that CWBC significantly boosts their performance on various benchmarks.
Socially Fair Reinforcement Learning
We consider the problem of episodic reinforcement learning where there are multiple stakeholders with different reward functions. Our goal is to output a policy that is socially fair with respect to different reward functions. Prior works have proposed different objectives that a fair policy must optimize including minimum welfare, and generalized Gini welfare. We first take an axiomatic view of the problem, and propose four axioms that any such fair objective must satisfy. We show that the Nash social welfare is the unique objective that uniquely satisfies all four objectives, whereas prior objectives fail to satisfy all four axioms. We then consider the learning version of the problem where the underlying model i.e. Markov decision process is unknown. We consider the problem of minimizing regret with respect to the fair policies maximizing three different fair objectives -- minimum welfare, generalized Gini welfare, and Nash social welfare. Based on optimistic planning, we propose a generic learning algorithm and derive its regret bound with respect to the three different policies. For the objective of Nash social welfare, we also derive a lower bound in regret that grows exponentially with $n$, the number of agents. Finally, we show that for the objective of minimum welfare, one can improve regret by a factor of $O(H)$ for a weaker notion of regret.
Discovering Policies with DOMiNO: Diversity Optimization Maintaining Near Optimality
Zahavy, Tom, Schroecker, Yannick, Behbahani, Feryal, Baumli, Kate, Flennerhag, Sebastian, Hou, Shaobo, Singh, Satinder
In this work we propose a Reinforcement Learning (RL) agent that can discover complex behaviours in a rich environment with a simple reward function. We define diversity in terms of state-action occupancy measures, since policies with different occupancy measures visit different states on average. More importantly, defining diversity in this way allows us to derive an intrinsic reward function for maximizing the diversity directly. Our agent, DOMiNO, stands for Diversity Optimization Maintaining Near Optimally. It is based on maximizing a reward function with two components: the extrinsic reward and the diversity intrinsic reward, which are combined with Lagrange multipliers to balance the quality-diversity trade-off. Any RL algorithm can be used to maximize this reward and no other changes are needed. We demonstrate that given a simple reward functions in various control domains, like height (stand) and forward velocity (walk), DOMiNO discovers diverse and meaningful behaviours. We also perform extensive analysis of our approach, compare it with other multi-objective baselines, demonstrate that we can control both the quality and the diversity of the set via interpretable hyperparameters, and show that the set is robust to perturbations of the environment. As we make progress in Artificial Intelligence, our agents get to interact with richer and richer environments. This means that we cannot expect such agents to come to fully understand and control all of their environment. Nevertheless, given an environment that is rich enough, we would like to build agents that are able to discover complex behaviours even if they are only provided with a simple reward function. Once a reward is specified, most existing RL algorithms will focus on finding the single best policy for maximizing it. However, when the environment is rich enough, there may be many qualitatively (optimal or near-optimal) different policies for maximising the reward, even if it is simple. Finding such diverse set of policies may help an RL agent to become more robust to changes, to construct a basis of behaviours, and to generalize better to future tasks. Our focus in this work is on agents that find creative and new ways to maximize the reward, which is closely related to Creative Problem Solving (Osborn, 1953): the mental process of searching for an original and previously unknown solution to a problem.
Diversity Through Exclusion (DTE): Niche Identification for Reinforcement Learning through Value-Decomposition
Sunehag, Peter, Vezhnevets, Alexander Sasha, Duรฉรฑez-Guzmรกn, Edgar, Mordach, Igor, Leibo, Joel Z.
Many environments contain numerous available niches of variable value, each associated with a different local optimum in the space of behaviors (policy space). In such situations it is often difficult to design a learning process capable of evading distraction by poor local optima long enough to stumble upon the best available niche. In this work we propose a generic reinforcement learning (RL) algorithm that performs better than baseline deep Q-learning algorithms in such environments with multiple variably-valued niches. The algorithm we propose consists of two parts: an agent architecture and a learning rule. The agent architecture contains multiple sub-policies. The learning rule is inspired by fitness sharing in evolutionary computation and applied in reinforcement learning using Value-Decomposition-Networks in a novel manner for a single-agent's internal population. It can concretely be understood as adding an extra loss term where one policy's experience is also used to update all the other policies in a manner that decreases their value estimates for the visited states. In particular, when one sub-policy visits a particular state frequently this decreases the value predicted for other sub-policies for going to that state. Further, we introduce an artificial chemistry inspired platform where it is easy to create tasks with multiple rewarding strategies utilizing different resources (i.e. multiple niches). We show that agents trained this way can escape poor-but-attractive local optima to instead converge to harder-to-discover higher value strategies in both the artificial chemistry environments and in simpler illustrative environments.
Offline Equilibrium Finding
Li, Shuxin, Wang, Xinrun, Zhang, Youzhi, Cerny, Jakub, Li, Pengdeng, Chan, Hau, An, Bo
Offline reinforcement learning (offline RL) is an emerging field that has recently begun gaining attention across various application domains due to its ability to learn strategies from earlier collected datasets. Offline RL proved very successful, paving a path to solving previously intractable real-world problems, and we aim to generalize this paradigm to a multiplayer-game setting. To this end, we introduce a problem of offline equilibrium finding (OEF) and construct multiple types of datasets across a wide range of games using several established methods. To solve the OEF problem, we design a model-based framework that can directly apply any online equilibrium finding algorithm to the OEF setting while making minimal changes. The three most prominent contemporary online equilibrium finding algorithms are adapted to the context of OEF, creating three model-based variants: OEF-PSRO and OEF-CFR, which generalize the widely-used algorithms PSRO and Deep CFR to compute Nash equilibria (NEs), and OEF-JPSRO, which generalizes the JPSRO to calculate (Coarse) Correlated equilibria ((C)CEs). We also combine the behavior cloning policy with the model-based policy to further improve the performance and provide a theoretical guarantee of the solution quality. Extensive experimental results demonstrate the superiority of our approach over offline RL algorithms and the importance of using model-based methods for OEF problems. We hope our work will contribute to advancing research in large-scale equilibrium finding.
Software Simulation and Visualization of Quantum Multi-Drone Reinforcement Learning
Park, Chanyoung, Kim, Jae Pyoung, Yun, Won Joon, Park, Soohyun, Jung, Soyi, Kim, Joongheon
Quantum machine learning (QML) has received a lot of attention according to its light training parameter numbers and speeds; and the advances of QML lead to active research on quantum multi-agent reinforcement learning (QMARL). Existing classical multi-agent reinforcement learning (MARL) features non-stationarity and uncertain properties. Therefore, this paper presents a simulation software framework for novel QMARL to control autonomous multi-drones, i.e., quantum multi-drone reinforcement learning. Our proposed framework accomplishes reasonable reward convergence and service quality performance with fewer trainable parameters. Furthermore, it shows more stable training results. Lastly, our proposed software allows us to analyze the training process and results.
Mind the Gap: Offline Policy Optimization for Imperfect Rewards
Li, Jianxiong, Hu, Xiao, Xu, Haoran, Liu, Jingjing, Zhan, Xianyuan, Jia, Qing-Shan, Zhang, Ya-Qin
Reward function is essential in reinforcement learning (RL), serving as the guiding signal to incentivize agents to solve given tasks, however, is also notoriously difficult to design. In many cases, only imperfect rewards are available, which inflicts substantial performance loss for RL agents. In this study, we propose a unified offline policy optimization approach, RGM (Reward Gap Minimization), which can smartly handle diverse types of imperfect rewards. RGM is formulated as a bi-level optimization problem: the upper layer optimizes a reward correction term that performs visitation distribution matching w.r.t. By exploiting the duality of the lower layer, we derive a tractable algorithm that enables sampled-based learning without any online interactions. Comprehensive experiments demonstrate that RGM achieves superior performance to existing methods under diverse settings of imperfect rewards. Further, RGM can effectively correct wrong or inconsistent rewards against expert preference and retrieve useful information from biased rewards. Reward plays an imperative role in every reinforcement learning (RL) problem. It encodes the desired task behaviors, serving as a guiding signal to incentivize agents to learn and solve a given task. As widely recognized in RL studies, a desirable reward function should not only define the task the agent learns to solve, but also offers the "bread crumbs" that allow the agent to efficiently learn to solve the task (Abel et al., 2021; Singh et al., 2009; Sorg, 2011).