Reinforcement Learning
Variance Reduction for Score Functions Using Optimal Baselines
Many problems involve the use of models which learn probability distributions or incorporate randomness in some way. In such problems, because computing the true expected gradient may be intractable, a gradient estimator is used to update the model parameters. When the model parameters directly affect a probability distribution, the gradient estimator will involve score function terms. This paper studies baselines, a variance reduction technique for score functions. Motivated primarily by reinforcement learning, we derive for the first time an expression for the optimal state-dependent baseline, the baseline which results in a gradient estimator with minimum variance. Although we show that there exist examples where the optimal baseline may be arbitrarily better than a value function baseline, we find that the value function baseline usually performs similarly to an optimal baseline in terms of variance reduction. Moreover, the value function can also be used for bootstrapping estimators of the return, leading to additional variance reduction. Our results give new insight and justification for why value function baselines and the generalized advantage estimator (GAE) work well in practice.
Guaranteed Discovery of Control-Endogenous Latent States with Multi-Step Inverse Models
Lamb, Alex, Islam, Riashat, Efroni, Yonathan, Didolkar, Aniket, Misra, Dipendra, Foster, Dylan, Molu, Lekan, Chari, Rajan, Krishnamurthy, Akshay, Langford, John
In many sequential decision-making tasks, the agent is not able to model the full complexity of the world, which consists of multitudes of relevant and irrelevant information. For example, a person walking along a city street who tries to model all aspects of the world would quickly be overwhelmed by a multitude of shops, cars, and people moving in and out of view, each following their own complex and inscrutable dynamics. Is it possible to turn the agent's firehose of sensory information into a minimal latent state that is both necessary and sufficient for an agent to successfully act in the world? We formulate this question concretely, and propose the Agent Control-Endogenous State Discovery algorithm (AC-State), which has theoretical guarantees and is practically demonstrated to discover the minimal control-endogenous latent state which contains all of the information necessary for controlling the agent, while fully discarding all irrelevant information. This algorithm consists of a multi-step inverse model (predicting actions from distant observations) with an information bottleneck. AC-State enables localization, exploration, and navigation without reward or demonstrations. We demonstrate the discovery of the control-endogenous latent state in three domains: localizing a robot arm with distractions (e.g., changing lighting conditions and background), exploring a maze alongside other agents, and navigating in the Matterport house simulator.
The Different Types of Machine Learning: Supervised, Unsupervised, and Reinforcement Learning
Supervised learning: Supervised learning involves training a machine learning model on labeled data, which includes both input data and the corresponding correct output. The goal of supervised learning is to predict the output for new, unseen input data based on the patterns learned from the labeled training data. Examples of supervised learning tasks include classification (predicting a categorical output) and regression (predicting a continuous output). Unsupervised learning: In unsupervised learning, the machine learning model is not provided with labeled training data. Instead, the model must discover patterns and relationships in the data on its own.
Learning-Based Client Selection for Federated Learning Services Over Wireless Networks with Constrained Monetary Budgets
Cheng, Zhipeng, Fan, Xuwei, Liwang, Minghui, Chen, Ning, Wang, Xianbin
We investigate a data quality-aware dynamic client selection problem for multiple federated learning (FL) services in a wireless network, where each client offers dynamic datasets for the simultaneous training of multiple FL services, and each FL service demander has to pay for the clients under constrained monetary budgets. The problem is formalized as a non-cooperative Markov game over the training rounds. A multi-agent hybrid deep reinforcement learning-based algorithm is proposed to optimize the joint client selection and payment actions, while avoiding action conflicts. Simulation results indicate that our proposed algorithm can significantly improve training performance.
Warmth and competence in human-agent cooperation
McKee, Kevin R., Bai, Xuechunzi, Fiske, Susan T.
Interaction and cooperation with humans are overarching aspirations of artificial intelligence (AI) research. Recent studies demonstrate that AI agents trained with deep reinforcement learning are capable of collaborating with humans. These studies primarily evaluate human compatibility through "objective" metrics such as task performance, obscuring potential variation in the levels of trust and subjective preference that different agents garner. To better understand the factors shaping subjective preferences in human-agent cooperation, we train deep reinforcement learning agents in Coins, a two-player social dilemma. We recruit participants for a human-agent cooperation study and measure their impressions of the agents they encounter. Participants' perceptions of warmth and competence predict their stated preferences for different agents, above and beyond objective performance metrics. Drawing inspiration from social science and biology research, we subsequently implement a new "partner choice" framework to elicit revealed preferences: after playing an episode with an agent, participants are asked whether they would like to play the next round with the same agent or to play alone. As with stated preferences, social perception better predicts participants' revealed preferences than does objective performance. Given these results, we recommend human-agent interaction researchers routinely incorporate the measurement of social perception and subjective preferences into their studies.
Learning Generalizable Representations for Reinforcement Learning via Adaptive Meta-learner of Behavioral Similarities
Chen, Jianda, Pan, Sinno Jialin
How to learn an effective reinforcement learning-based model for control tasks from high-level visual observations is a practical and challenging problem. A key to solving this problem is to learn low-dimensional state representations from observations, from which an effective policy can be learned. In order to boost the learning of state encoding, recent works are focused on capturing behavioral similarities between state representations or applying data augmentation on visual observations. In this paper, we propose a novel meta-learner-based framework for representation learning regarding behavioral similarities for reinforcement learning. Specifically, our framework encodes the high-dimensional observations into two decomposed embeddings regarding reward and dynamics in a Markov Decision Process (MDP). A pair of meta-learners are developed, one of which quantifies the reward similarity and the other quantifies dynamics similarity over the correspondingly decomposed embeddings. The meta-learners are self-learned to update the state embeddings by approximating two disjoint terms in on-policy bisimulation metric. To incorporate the reward and dynamics terms, we further develop a strategy to adaptively balance their impacts based on different tasks or environments. We empirically demonstrate that our proposed framework outperforms state-of-the-art baselines on several benchmarks, including conventional DM Control Suite, Distracting DM Control Suite and a self-driving task CARLA.
Toward Efficient Automated Feature Engineering
Wang, Kafeng, Wang, Pengyang, xu, Chengzhong
Automated Feature Engineering (AFE) refers to automatically generate and select optimal feature sets for downstream tasks, which has achieved great success in real-world applications. Current AFE methods mainly focus on improving the effectiveness of the produced features, but ignoring the low-efficiency issue for large-scale deployment. Therefore, in this work, we propose a generic framework to improve the efficiency of AFE. Specifically, we construct the AFE pipeline based on reinforcement learning setting, where each feature is assigned an agent to perform feature transformation \com{and} selection, and the evaluation score of the produced features in downstream tasks serve as the reward to update the policy. We improve the efficiency of AFE in two perspectives. On the one hand, we develop a Feature Pre-Evaluation (FPE) Model to reduce the sample size and feature size that are two main factors on undermining the efficiency of feature evaluation. On the other hand, we devise a two-stage policy training strategy by running FPE on the pre-evaluation task as the initialization of the policy to avoid training policy from scratch. We conduct comprehensive experiments on 36 datasets in terms of both classification and regression tasks. The results show $2.9\%$ higher performance in average and 2x higher computational efficiency comparing to state-of-the-art AFE methods.
Off-Policy Reinforcement Learning with Loss Function Weighted by Temporal Difference Error
Park, Bumgeun, Kim, Taeyoung, Moon, Woohyeon, Vecchietti, Luiz Felipe, Har, Dongsoo
Training agents via off-policy deep reinforcement learning (RL) requires a large memory, named replay memory, that stores past experiences used for learning. These experiences are sampled, uniformly or non-uniformly, to create the batches used for training. When calculating the loss function, off-policy algorithms assume that all samples are of the same importance. In this paper, we hypothesize that training can be enhanced by assigning different importance for each experience based on their temporal-difference (TD) error directly in the training objective. We propose a novel method that introduces a weighting factor for each experience when calculating the loss function at the learning stage. In addition to improving convergence speed when used with uniform sampling, the method can be combined with prioritization methods for non-uniform sampling. Combining the proposed method with prioritization methods improves sampling efficiency while increasing the performance of TD-based off-policy RL algorithms. The effectiveness of the proposed method is demonstrated by experiments in six environments of the OpenAI Gym suite. The experimental results demonstrate that the proposed method achieves a 33%~76% reduction of convergence speed in three environments and an 11% increase in returns and a 3%~10% increase in success rate for other three environments.
Annealing Optimization for Progressive Learning with Stochastic Approximation
Mavridis, Christos, Baras, John
In this work, we introduce a learning model designed to meet the needs of applications in which computational resources are limited, and robustness and interpretability are prioritized. Learning problems can be formulated as constrained stochastic optimization problems, with the constraints originating mainly from model assumptions that define a trade-off between complexity and performance. This trade-off is closely related to over-fitting, generalization capacity, and robustness to noise and adversarial attacks, and depends on both the structure and complexity of the model, as well as the properties of the optimization methods used. We develop an online prototype-based learning algorithm based on annealing optimization that is formulated as an online gradient-free stochastic approximation algorithm. The learning model can be viewed as an interpretable and progressively growing competitive-learning neural network model to be used for supervised, unsupervised, and reinforcement learning. The annealing nature of the algorithm contributes to minimal hyper-parameter tuning requirements, poor local minima prevention, and robustness with respect to the initial conditions. At the same time, it provides online control over the performance-complexity trade-off by progressively increasing the complexity of the learning model as needed, through an intuitive bifurcation phenomenon. Finally, the use of stochastic approximation enables the study of the convergence of the learning algorithm through mathematical tools from dynamical systems and control, and allows for its integration with reinforcement learning algorithms, constructing an adaptive state-action aggregation scheme.
Deep Reinforcement Learning for Heat Pump Control
Rohrer, Tobias, Frison, Lilli, Kaupenjohann, Lukas, Scharf, Katrin, Hergenrother, Elke
Heating in private households is a major contributor to the emissions generated today. Heat pumps are a promising alternative for heat generation and are a key technology in achieving our goals of the German energy transformation and to become less dependent on fossil fuels. Today, the majority of heat pumps in the field are controlled by a simple heating curve, which is a naive mapping of the current outdoor temperature to a control action. A more advanced control approach is model predictive control (MPC) which was applied in multiple research works to heat pump control. However, MPC is heavily dependent on the building model, which has several disadvantages. Motivated by this and by recent breakthroughs in the field, this work applies deep reinforcement learning (DRL) to heat pump control in a simulated environment. Through a comparison to MPC, it could be shown that it is possible to apply DRL in a model-free manner to achieve MPC-like performance. This work extends other works which have already applied DRL to building heating operation by performing an in-depth analysis of the learned control strategies and by giving a detailed comparison of the two state-of-the-art control methods.