Reinforcement Learning
Joint Learning of Reward Machines and Policies in Environments with Partially Known Semantics
Verginis, Christos, Koprulu, Cevahir, Chinchali, Sandeep, Topcu, Ufuk
We study the problem of reinforcement learning for a task encoded by a reward machine. The task is defined over a set of properties in the environment, called atomic propositions, and represented by Boolean variables. One unrealistic assumption commonly used in the literature is that the truth values of these propositions are accurately known. In real situations, however, these truth values are uncertain since they come from sensors that suffer from imperfections. At the same time, reward machines can be difficult to model explicitly, especially when they encode complicated tasks. We develop a reinforcement-learning algorithm that infers a reward machine that encodes the underlying task while learning how to execute it, despite the uncertainties of the propositions' truth values. In order to address such uncertainties, the algorithm maintains a probabilistic estimate about the truth value of the atomic propositions; it updates this estimate according to new sensory measurements that arrive from the exploration of the environment. Additionally, the algorithm maintains a hypothesis reward machine, which acts as an estimate of the reward machine that encodes the task to be learned. As the agent explores the environment, the algorithm updates the hypothesis reward machine according to the obtained rewards and the estimate of the atomic propositions' truth value. Finally, the algorithm uses a Q-learning procedure for the states of the hypothesis reward machine to determine the policy that accomplishes the task. We prove that the algorithm successfully infers the reward machine and asymptotically learns a policy that accomplishes the respective task.
Using Natural Language and Program Abstractions to Instill Human Inductive Biases in Machines
Kumar, Sreejan, Correa, Carlos G., Dasgupta, Ishita, Marjieh, Raja, Hu, Michael Y., Hawkins, Robert D., Daw, Nathaniel D., Cohen, Jonathan D., Narasimhan, Karthik, Griffiths, Thomas L.
Strong inductive biases give humans the ability to quickly learn to perform a variety of tasks. Although meta-learning is a method to endow neural networks with useful inductive biases, agents trained by meta-learning may sometimes acquire very different strategies from humans. We show that co-training these agents on predicting representations from natural language task descriptions and programs induced to generate such tasks guides them toward more human-like inductive biases. Human-generated language descriptions and program induction models that add new learned primitives both contain abstract concepts that can compress description length. Co-training on these representations result in more human-like behavior in downstream meta-reinforcement learning agents than less abstract controls (synthetic language descriptions, program induction without learned primitives), suggesting that the abstraction supported by these representations is key.
Neighboring state-based RL Exploration
Cheng, Jeffery, Li, Kevin, Lin, Justin, Pachuca, Pedro
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, ฯ- 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
Patel, Devdhar, Russell, Joshua, Walsh, Francesca, Rahman, Tauhidur, Sejnowski, Terrence, Siegelmann, Hava
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)
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
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
Huang, Audrey, Chen, Jinglin, Jiang, Nan
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
Wang, Han, Mitra, Aritra, Hassani, Hamed, Pappas, George J., Anderson, James
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
Hamadanian, Pouya, Nasr-Esfahany, Arash, Sen, Siddartha, Schwarzkopf, Malte, Alizadeh, Mohammad
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
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.