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 Reinforcement Learning


Challenging Common Assumptions in Convex Reinforcement Learning

arXiv.org Artificial Intelligence

The classic Reinforcement Learning (RL) formulation concerns the maximization of a scalar reward function. More recently, convex RL has been introduced to extend the RL formulation to all the objectives that are convex functions of the state distribution induced by a policy. Notably, convex RL covers several relevant applications that do not fall into the scalar formulation, including imitation learning, risk-averse RL, and pure exploration. In classic RL, it is common to optimize an infinite trials objective, which accounts for the state distribution instead of the empirical state visitation frequencies, even though the actual number of trajectories is always finite in practice. This is theoretically sound since the infinite trials and finite trials objectives can be proved to coincide and thus lead to the same optimal policy. In this paper, we show that this hidden assumption does not hold in the convex RL setting. In particular, we show that erroneously optimizing the infinite trials objective in place of the actual finite trials one, as it is usually done, can lead to a significant approximation error. Since the finite trials setting is the default in both simulated and real-world RL, we believe shedding light on this issue will lead to better approaches and methodologies for convex RL, impacting relevant research areas such as imitation learning, risk-averse RL, and pure exploration among others.


RCsearcher: Reaction Center Identification in Retrosynthesis via Deep Q-Learning

arXiv.org Artificial Intelligence

The reaction center consists of atoms in the product whose local properties are not identical to the corresponding atoms in the reactants. Prior studies on reaction center identification are mainly on semi-templated retrosynthesis methods. Moreover, they are limited to single reaction center identification. However, many reaction centers are comprised of multiple bonds or atoms in reality. We refer to it as the multiple reaction center. This paper presents RCsearcher, a unified framework for single and multiple reaction center identification that combines the advantages of the graph neural network and deep reinforcement learning. The critical insight in this framework is that the single or multiple reaction center must be a node-induced subgraph of the molecular product graph. At each step, it considers choosing one node in the molecular product graph and adding it to the explored node-induced subgraph as an action. Comprehensive experiments demonstrate that RCsearcher consistently outperforms other baselines and can extrapolate the reaction center patterns that have not appeared in the training set. Ablation experiments verify the effectiveness of individual components, including the beam search and one-hop constraint of action space.


Distributionally Robust Offline Reinforcement Learning with Linear Function Approximation

arXiv.org Artificial Intelligence

Among the reasons hindering reinforcement learning (RL) applications to real-world problems, two factors are critical: limited data and the mismatch between the testing environment (real environment in which the policy is deployed) and the training environment (e.g., a simulator). This paper attempts to address these issues simultaneously with distributionally robust offline RL, where we learn a distributionally robust policy using historical data obtained from the source environment by optimizing against a worst-case perturbation thereof. In particular, we move beyond tabular settings and consider linear function approximation. More specifically, we consider two settings, one where the dataset is well-explored and the other where the dataset has sufficient coverage of the optimal policy. We propose two algorithms~-- one for each of the two settings~-- that achieve error bounds $\tilde{O}(d^{1/2}/N^{1/2})$ and $\tilde{O}(d^{3/2}/N^{1/2})$ respectively, where $d$ is the dimension in the linear function approximation and $N$ is the number of trajectories in the dataset. To the best of our knowledge, they provide the first non-asymptotic results of the sample complexity in this setting. Diverse experiments are conducted to demonstrate our theoretical findings, showing the superiority of our algorithm against the non-robust one.


Modeling human road crossing decisions as reward maximization with visual perception limitations

arXiv.org Artificial Intelligence

Understanding the interaction between different road users is critical for road safety and automated vehicles (AVs). Existing mathematical models on this topic have been proposed based mostly on either cognitive or machine learning (ML) approaches. However, current cognitive models are incapable of simulating road user trajectories in general scenarios, and ML models lack a focus on the mechanisms generating the behavior and take a high-level perspective which can cause failures to capture important human-like behaviors. Here, we develop a model of human pedestrian crossing decisions based on computational rationality, an approach using deep reinforcement learning (RL) to learn boundedly optimal behavior policies given human constraints, in our case a model of the limited human visual system. We show that the proposed combined cognitive-RL model captures human-like patterns of gap acceptance and crossing initiation time. Interestingly, our model's decisions are sensitive to not only the time gap, but also the speed of the approaching vehicle, something which has been described as a "bias" in human gap acceptance behavior. However, our results suggest that this is instead a rational adaption to human perceptual limitations. Moreover, we demonstrate an approach to accounting for individual differences in computational rationality models, by conditioning the RL policy on the parameters of the human constraints. Our results demonstrate the feasibility of generating more human-like road user behavior by combining RL with cognitive models.


In-Distribution Barrier Functions: Self-Supervised Policy Filters that Avoid Out-of-Distribution States

arXiv.org Artificial Intelligence

Learning-based control approaches have shown great promise in performing complex tasks directly from high-dimensional perception data for real robotic systems. Nonetheless, the learned controllers can behave unexpectedly if the trajectories of the system divert from the training data distribution, which can compromise safety. In this work, we propose a control filter that wraps any reference policy and effectively encourages the system to stay in-distribution with respect to offline-collected safe demonstrations. Our methodology is inspired by Control Barrier Functions (CBFs), which are model-based tools from the nonlinear control literature that can be used to construct minimally invasive safe policy filters. While existing methods based on CBFs require a known low-dimensional state representation, our proposed approach is directly applicable to systems that rely solely on high-dimensional visual observations by learning in a latent state-space. We demonstrate that our method is effective for two different visuomotor control tasks in simulation environments, including both top-down and egocentric view settings.


A Memory Efficient Deep Reinforcement Learning Approach For Snake Game Autonomous Agents

arXiv.org Artificial Intelligence

To perform well, Deep Reinforcement Learning (DRL) methods require significant memory resources and computational time. Also, sometimes these systems need additional environment information to achieve a good reward. However, it is more important for many applications and devices to reduce memory usage and computational times than to achieve the maximum reward. This paper presents a modified DRL method that performs reasonably well with compressed imagery data without requiring additional environment information and also uses less memory and time. We have designed a lightweight Convolutional Neural Network (CNN) with a variant of the Q-network that efficiently takes preprocessed image data as input and uses less memory. Furthermore, we use a simple reward mechanism and small experience replay memory so as to provide only the minimum necessary information. Our modified DRL method enables our autonomous agent to play Snake, a classical control game. The results show our model can achieve similar performance as other DRL methods.


Using Social Cues to Recognize Task Failures for HRI: A Review of Current Research and Future Directions

arXiv.org Artificial Intelligence

Robots that carry out tasks and interact in complex environments will inevitably commit errors. Error detection is thus an important ability for robots to master, to work in an efficient and productive way. People leverage social cues from others around them to recognize and repair their own mistakes. With advances in computing and AI, it is increasingly possible for robots to achieve a similar error detection capability. In this work, we review current literature around the topic of how social cues can be used to recognize task failures for human-robot interaction (HRI). This literature review unites insights from behavioral science, human-robot interaction, and machine learning, to focus on three areas: 1) social cues for error detection (from behavioral science), 2) recognizing task failures in robots (from HRI), and 3) approaches for autonomous detection of HRI task failures based on social cues (from machine learning). We propose a taxonomy of error detection based on self-awareness and social feedback. Finally, we leave recommendations for HRI researchers and practitioners interested in developing robots that detect (physical) task errors using social cues from bystanders.


On Instance-Dependent Bounds for Offline Reinforcement Learning with Linear Function Approximation

arXiv.org Artificial Intelligence

Sample-efficient offline reinforcement learning (RL) with linear function approximation has recently been studied extensively. Much of prior work has yielded the minimax-optimal bound of $\tilde{\mathcal{O}}(\frac{1}{\sqrt{K}})$, with $K$ being the number of episodes in the offline data. In this work, we seek to understand instance-dependent bounds for offline RL with function approximation. We present an algorithm called Bootstrapped and Constrained Pessimistic Value Iteration (BCP-VI), which leverages data bootstrapping and constrained optimization on top of pessimism. We show that under a partial data coverage assumption, that of \emph{concentrability} with respect to an optimal policy, the proposed algorithm yields a fast rate of $\tilde{\mathcal{O}}(\frac{1}{K})$ for offline RL when there is a positive gap in the optimal Q-value functions, even when the offline data were adaptively collected. Moreover, when the linear features of the optimal actions in the states reachable by an optimal policy span those reachable by the behavior policy and the optimal actions are unique, offline RL achieves absolute zero sub-optimality error when $K$ exceeds a (finite) instance-dependent threshold. To the best of our knowledge, these are the first $\tilde{\mathcal{O}}(\frac{1}{K})$ bound and absolute zero sub-optimality bound respectively for offline RL with linear function approximation from adaptive data with partial coverage. We also provide instance-agnostic and instance-dependent information-theoretical lower bounds to complement our upper bounds.


Dynamic Network Reconfiguration for Entropy Maximization using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

A key problem in network theory is how to reconfigure a graph in order to optimize a quantifiable objective. Given the ubiquity of networked systems, such work has broad practical applications in a variety of situations, ranging from drug and material design to telecommunications. The large decision space of possible reconfigurations, however, makes this problem computationally intensive. In this paper, we cast the problem of network rewiring for optimizing a specified structural property as a Markov Decision Process (MDP), in which a decision-maker is given a budget of modifications that are performed sequentially. We then propose a general approach based on the Deep Q-Network (DQN) algorithm and graph neural networks (GNNs) that can efficiently learn strategies for rewiring networks. We then discuss a cybersecurity case study, i.e., an application to the computer network reconfiguration problem for intrusion protection. In a typical scenario, an attacker might have a (partial) map of the system they plan to penetrate; if the network is effectively "scrambled", they would not be able to navigate it since their prior knowledge would become obsolete. This can be viewed as an entropy maximization problem, in which the goal is to increase the surprise of the network. Indeed, entropy acts as a proxy measurement of the difficulty of navigating the network topology. We demonstrate the general ability of the proposed method to obtain better entropy gains than random rewiring on synthetic and real-world graphs while being computationally inexpensive, as well as being able to generalize to larger graphs than those seen during training. Simulations of attack scenarios confirm the effectiveness of the learned rewiring strategies.


Single-Trajectory Distributionally Robust Reinforcement Learning

arXiv.org Artificial Intelligence

As a framework for sequential decision-making, Reinforcement Learning (RL) has been regarded as an essential component leading to Artificial General Intelligence (AGI). However, RL is often criticized for having the same training environment as the test one, which also hinders its application in the real world. To mitigate this problem, Distributionally Robust RL (DRRL) is proposed to improve the worst performance in a set of environments that may contain the unknown test environment. Due to the nonlinearity of the robustness goal, most of the previous work resort to the model-based approach, learning with either an empirical distribution learned from the data or a simulator that can be sampled infinitely, which limits their applications in simple dynamics environments. In contrast, we attempt to design a DRRL algorithm that can be trained along a single trajectory, i.e., no repeated sampling from a state. Based on the standard Q-learning, we propose distributionally robust Q-learning with the single trajectory (DRQ) and its average-reward variant named differential DRQ. We provide asymptotic convergence guarantees and experiments for both settings, demonstrating their superiority in the perturbed environments against the non-robust ones.