Reinforcement Learning
Taming Lagrangian Chaos with Multi-Objective Reinforcement Learning
Calascibetta, Chiara, Biferale, Luca, Borra, Francesco, Celani, Antonio, Cencini, Massimo
We consider the problem of two active particles in 2D complex flows with the multi-objective goals of minimizing both the dispersion rate and the energy consumption of the pair. We approach the problem by means of Multi Objective Reinforcement Learning (MORL), combining scalarization techniques together with a Q-learning algorithm, for Lagrangian drifters that have variable swimming velocity. We show that MORL is able to find a set of trade-off solutions forming an optimal Pareto frontier. As a benchmark, we show that a set of heuristic strategies are dominated by the MORL solutions. We consider the situation in which the agents cannot update their control variables continuously, but only after a discrete (decision) time, $\tau$. We show that there is a range of decision times, in between the Lyapunov time and the continuous updating limit, where Reinforcement Learning finds strategies that significantly improve over heuristics. In particular, we discuss how large decision times require enhanced knowledge of the flow, whereas for smaller $\tau$ all a priori heuristic strategies become Pareto optimal.
Dexterous Manipulation from Images: Autonomous Real-World RL via Substep Guidance
Xu, Kelvin, Hu, Zheyuan, Doshi, Ria, Rovinsky, Aaron, Kumar, Vikash, Gupta, Abhishek, Levine, Sergey
Complex and contact-rich robotic manipulation tasks, particularly those that involve multi-fingered hands and underactuated object manipulation, present a significant challenge to any control method. Methods based on reinforcement learning offer an appealing choice for such settings, as they can enable robots to learn to delicately balance contact forces and dexterously reposition objects without strong modeling assumptions. However, running reinforcement learning on real-world dexterous manipulation systems often requires significant manual engineering. This negates the benefits of autonomous data collection and ease of use that reinforcement learning should in principle provide. In this paper, we describe a system for vision-based dexterous manipulation that provides a "programming-free" approach for users to define new tasks and enable robots with complex multi-fingered hands to learn to perform them through interaction. The core principle underlying our system is that, in a vision-based setting, users should be able to provide high-level intermediate supervision that circumvents challenges in teleoperation or kinesthetic teaching which allow a robot to not only learn a task efficiently but also to autonomously practice. Our system includes a framework for users to define a final task and intermediate sub-tasks with image examples, a reinforcement learning procedure that learns the task autonomously without interventions, and experimental results with a four-finger robotic hand learning multi-stage object manipulation tasks directly in the real world, without simulation, manual modeling, or reward engineering.
Anticipatory Fictitious Play
Cloud, Alex, Wang, Albert, Kerr, Wesley
Fictitious play is an algorithm for computing Nash equilibria of matrix games. Recently, machine learning variants of fictitious play have been successfully applied to complicated real-world games. This paper presents a simple modification of fictitious play which is a strict improvement over the original: it has the same theoretical worst-case convergence rate, is equally applicable in a machine learning context, and enjoys superior empirical performance. We conduct an extensive comparison of our algorithm with fictitious play, proving an optimal convergence rate for certain classes of games, demonstrating superior performance numerically across a variety of games, and concluding with experiments that extend these algorithms to the setting of deep multiagent reinforcement learning.
Human-in-the-loop Abstractive Dialogue Summarization
Chen, Jiaao, Dodda, Mohan, Yang, Diyi
Abstractive dialogue summarization has received increasing attention recently. Despite the fact that most of the current dialogue summarization systems are trained to maximize the likelihood of human-written summaries and have achieved significant results, there is still a huge gap in generating high-quality summaries as determined by humans, such as coherence and faithfulness, partly due to the misalignment in maximizing a single human-written summary. To this end, we propose to incorporate different levels of human feedback into the training process. This will enable us to guide the models to capture the behaviors humans care about for summaries. Specifically, we ask humans to highlight the salient information to be included in summaries to provide the local feedback , and to make overall comparisons among summaries in terms of coherence, accuracy, coverage, concise and overall quality, as the global feedback. We then combine both local and global feedback to fine-tune the dialog summarization policy with Reinforcement Learning. Experiments conducted on multiple datasets demonstrate the effectiveness and generalization of our methods over the state-of-the-art supervised baselines, especially in terms of human judgments.
Near-optimal Policy Identification in Active Reinforcement Learning
Li, Xiang, Mehta, Viraj, Kirschner, Johannes, Char, Ian, Neiswanger, Willie, Schneider, Jeff, Krause, Andreas, Bogunovic, Ilija
Many real-world reinforcement learning tasks require control of complex dynamical systems that involve both costly data acquisition processes and large state spaces. In cases where the transition dynamics can be readily evaluated at specified states (e.g., via a simulator), agents can operate in what is often referred to as planning with a generative model. We propose the AE-LSVI algorithm for bestpolicy identification, a novel variant of the kernelized least-squares value iteration (LSVI) algorithm that combines optimism with pessimism for active exploration (AE). AE-LSVI provably identifies a near-optimal policy uniformly over an entire state space and achieves polynomial sample complexity guarantees that are independent of the number of states. When specialized to the recently introduced offline contextual Bayesian optimization setting, our algorithm achieves improved sample complexity bounds. Experimentally, we demonstrate that AE-LSVI outperforms other RL algorithms in a variety of environments when robustness to the initial state is required. Reinforcement learning (RL) algorithms are increasingly applied to complex domains such as robotics (Kober et al., 2013), magnetic tokamaks (Seo et al., 2021; Degrave et al., 2022), and molecular search (Simm et al., 2020a;b). A central challenge in such environments is that data acquisition is often a time-consuming and expensive process, or may be infeasible due to safety considerations.
Bandit approach to conflict-free multi-agent Q-learning in view of photonic implementation
Shinkawa, Hiroaki, Chauvet, Nicolas, Röhm, André, Mihana, Takatomo, Horisaki, Ryoichi, Bachelier, Guillaume, Naruse, Makoto
Recently, extensive studies on photonic reinforcement learning to accelerate the process of calculation by exploiting the physical nature of light have been conducted. Previous studies utilized quantum interference of photons to achieve collective decision-making without choice conflicts when solving the competitive multi-armed bandit problem, a fundamental example of reinforcement learning. However, the bandit problem deals with a static environment where the agent's action does not influence the reward probabilities. This study aims to extend the conventional approach to a more general multi-agent reinforcement learning targeting the grid world problem. Unlike the conventional approach, the proposed scheme deals with a dynamic environment where the reward changes because of agents' actions. A successful photonic reinforcement learning scheme requires both a photonic system that contributes to the quality of learning and a suitable algorithm. This study proposes a novel learning algorithm, discontinuous bandit Q-learning, in view of a potential photonic implementation. Here, state-action pairs in the environment are regarded as slot machines in the context of the bandit problem and an updated amount of Q-value is regarded as the reward of the bandit problem. We perform numerical simulations to validate the effectiveness of the bandit algorithm. In addition, we propose a multi-agent architecture in which agents are indirectly connected through quantum interference of light and quantum principles ensure the conflict-free property of state-action pair selections among agents. We demonstrate that multi-agent reinforcement learning can be accelerated owing to conflict avoidance among multiple agents.
Unified, User and Task (UUT) Centered Artificial Intelligence for Metaverse Edge Computing
Chua, Terence Jie, Yu, Wenhan, Zhao, Jun
The Metaverse can be considered the extension of the present-day web, which integrates the physical and virtual worlds, delivering hyper-realistic user experiences. The inception of the Metaverse brings forth many ecosystem services such as content creation, social entertainment, in-world value transfer, intelligent traffic, healthcare. These services are compute-intensive and require computation offloading onto a Metaverse edge computing server (MECS). Existing Metaverse edge computing approaches do not efficiently and effectively handle resource allocation to ensure a fluid, seamless and hyper-realistic Metaverse experience required for Metaverse ecosystem services. Therefore, we introduce a new Metaverse-compatible, Unified, User and Task (UUT) centered artificial intelligence (AI)- based mobile edge computing (MEC) paradigm, which serves as a concept upon which future AI control algorithms could be built to develop a more user and task-focused MEC.
A Complete Characterization of Linear Estimators for Offline Policy Evaluation
Perdomo, Juan C., Krishnamurthy, Akshay, Bartlett, Peter, Kakade, Sham
Offline policy evaluation is a fundamental statistical problem in reinforcement learning that involves estimating the value function of some decision-making policy given data collected by a potentially different policy. In order to tackle problems with complex, high-dimensional observations, there has been significant interest from theoreticians and practitioners alike in understanding the possibility of function approximation in reinforcement learning. Despite significant study, a sharp characterization of when we might expect offline policy evaluation to be tractable, even in the simplest setting of linear function approximation, has so far remained elusive, with a surprising number of strong negative results recently appearing in the literature. In this work, we identify simple control-theoretic and linear-algebraic conditions that are necessary and sufficient for classical methods, in particular Fitted Q-iteration (FQI) and least squares temporal difference learning (LSTD), to succeed at offline policy evaluation. Using this characterization, we establish a precise hierarchy of regimes under which these estimators succeed. We prove that LSTD works under strictly weaker conditions than FQI. Furthermore, we establish that if a problem is not solvable via LSTD, then it cannot be solved by a broad class of linear estimators, even in the limit of infinite data. Taken together, our results provide a complete picture of the behavior of linear estimators for offline policy evaluation, unify previously disparate analyses of canonical algorithms, and provide significantly sharper notions of the underlying statistical complexity of offline policy evaluation.
Robustness and sample complexity of model-based MARL for general-sum Markov games
Subramanian, Jayakumar, Sinha, Amit, Mahajan, Aditya
Multi-agent reinforcement learning (MARL) is often modeled using the framework of Markov games (also called stochastic games or dynamic games). Most of the existing literature on MARL concentrates on zero-sum Markov games but is not applicable to general-sum Markov games. It is known that the best-response dynamics in general-sum Markov games are not a contraction. Therefore, different equilibria in general-sum Markov games can have different values. Moreover, the Q-function is not sufficient to completely characterize the equilibrium. Given these challenges, model based learning is an attractive approach for MARL in general-sum Markov games. In this paper, we investigate the fundamental question of \emph{sample complexity} for model-based MARL algorithms in general-sum Markov games. We show two results. We first use Hoeffding inequality based bounds to show that $\tilde{\mathcal{O}}( (1-\gamma)^{-4} \alpha^{-2})$ samples per state-action pair are sufficient to obtain a $\alpha$-approximate Markov perfect equilibrium with high probability, where $\gamma$ is the discount factor, and the $\tilde{\mathcal{O}}(\cdot)$ notation hides logarithmic terms. We then use Bernstein inequality based bounds to show that $\tilde{\mathcal{O}}( (1-\gamma)^{-1} \alpha^{-2} )$ samples are sufficient. To obtain these results, we study the robustness of Markov perfect equilibrium to model approximations. We show that the Markov perfect equilibrium of an approximate (or perturbed) game is always an approximate Markov perfect equilibrium of the original game and provide explicit bounds on the approximation error. We illustrate the results via a numerical example.
Fundamentals of Machine Learning in Finance
The course aims at helping students to be able to solve practical ML-amenable problems that they may encounter in real life that include: (1) understanding where the problem one faces lands on a general landscape of available ML methods, (2) understanding which particular ML approach(es) would be most appropriate for resolving the problem, and (3) ability to successfully implement a solution, and assess its performance. A learner with some or no previous knowledge of Machine Learning (ML) will get to know main algorithms of Supervised and Unsupervised Learning, and Reinforcement Learning, and will be able to use ML open source Python packages to design, test, and implement ML algorithms in Finance. Fundamentals of Machine Learning in Finance will provide more at-depth view of supervised, unsupervised, and reinforcement learning, and end up in a project on using unsupervised learning for implementing a simple portfolio trading strategy. The course is designed for three categories of students: Practitioners working at financial institutions such as banks, asset management firms or hedge funds Individuals interested in applications of ML for personal day trading Current full-time students pursuing a degree in Finance, Statistics, Computer Science, Mathematics, Physics, Engineering or other related disciplines who want to learn about practical applications of ML in Finance Experience with Python (including numpy, pandas, and IPython/Jupyter notebooks), linear algebra, basic probability theory and basic calculus is necessary to complete assignments in this course.