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 Reinforcement Learning


Structure-Enhanced Deep Reinforcement Learning for Optimal Transmission Scheduling

arXiv.org Artificial Intelligence

Remote state estimation of large-scale distributed dynamic processes plays an important role in Industry 4.0 applications. In this paper, by leveraging the theoretical results of structural properties of optimal scheduling policies, we develop a structure-enhanced deep reinforcement learning (DRL) framework for optimal scheduling of a multi-sensor remote estimation system to achieve the minimum overall estimation mean-square error (MSE). In particular, we propose a structure-enhanced action selection method, which tends to select actions that obey the policy structure. This explores the action space more effectively and enhances the learning efficiency of DRL agents. Furthermore, we introduce a structure-enhanced loss function to add penalty to actions that do not follow the policy structure. The new loss function guides the DRL to converge to the optimal policy structure quickly. Our numerical results show that the proposed structure-enhanced DRL algorithms can save the training time by 50% and reduce the remote estimation MSE by 10% to 25%, when compared to benchmark DRL algorithms.


Prediction-aware and Reinforcement Learning based Altruistic Cooperative Driving

arXiv.org Artificial Intelligence

Autonomous vehicle (AV) navigation in the presence of Human-driven vehicles (HVs) is challenging, as HVs continuously update their policies in response to AVs. In order to navigate safely in the presence of complex AV-HV social interactions, the AVs must learn to predict these changes. Humans are capable of navigating such challenging social interaction settings because of their intrinsic knowledge about other agents behaviors and use that to forecast what might happen in the future. Inspired by humans, we provide our AVs the capability of anticipating future states and leveraging prediction in a cooperative reinforcement learning (RL) decision-making framework, to improve safety and robustness. In this paper, we propose an integration of two essential and earlier-presented components of AVs: social navigation and prediction. We formulate the AV decision-making process as a RL problem and seek to obtain optimal policies that produce socially beneficial results utilizing a prediction-aware planning and social-aware optimization RL framework. We also propose a Hybrid Predictive Network (HPN) that anticipates future observations. The HPN is used in a multi-step prediction chain to compute a window of predicted future observations to be used by the value function network (VFN). Finally, a safe VFN is trained to optimize a social utility using a sequence of previous and predicted observations, and a safety prioritizer is used to leverage the interpretable kinematic predictions to mask the unsafe actions, constraining the RL policy. We compare our prediction-aware AV to state-of-the-art solutions and demonstrate performance improvements in terms of efficiency and safety in multiple simulated scenarios.


Credit-cognisant reinforcement learning for multi-agent cooperation

arXiv.org Artificial Intelligence

Traditional multi-agent reinforcement learning (MARL) algorithms, such as independent Q-learning, struggle when presented with partially observable scenarios, and where agents are required to develop delicate action sequences. This is often the result of the reward for a good action only being available after other agents have taken theirs, and these actions are not credited accordingly. Recurrent neural networks have proven to be a viable solution strategy for solving these types of problems, resulting in significant performance increase when compared to other methods. In this paper, we explore a different approach and focus on the experiences used to update the action-value functions of each agent. We introduce the concept of credit-cognisant rewards (CCRs), which allows an agent to perceive the effect its actions had on the environment as well as on its co-agents. We show that by manipulating these experiences and constructing the reward contained within them to include the rewards received by all the agents within the same action sequence, we are able to improve significantly on the performance of independent deep Q-learning as well as deep recurrent Q-learning. We evaluate and test the performance of CCRs when applied to deep reinforcement learning techniques at the hands of a simplified version of the popular card game Hanabi.


DexPoint: Generalizable Point Cloud Reinforcement Learning for Sim-to-Real Dexterous Manipulation

arXiv.org Artificial Intelligence

We propose a sim-to-real framework for dexterous manipulation which can generalize to new objects of the same category in the real world. The key of our framework is to train the manipulation policy with point cloud inputs and dexterous hands. We propose two new techniques to enable joint learning on multiple objects and sim-to-real generalization: (i) using imagined hand point clouds as augmented inputs; and (ii) designing novel contact-based rewards. We empirically evaluate our method using an Allegro Hand to grasp novel objects in both simulation and real world. To the best of our knowledge, this is the first policy learning-based framework that achieves such generalization results with dexterous hands. Our project page is available at https://yzqin.github.io/dexpoint


R3M: A Universal Visual Representation for Robot Manipulation

arXiv.org Artificial Intelligence

We study how visual representations pre-trained on diverse human video data can enable data-efficient learning of downstream robotic manipulation tasks. Concretely, we pre-train a visual representation using the Ego4D human video dataset using a combination of time-contrastive learning, video-language alignment, and an L1 penalty to encourage sparse and compact representations. The resulting representation, R3M, can be used as a frozen perception module for downstream policy learning. Across a suite of 12 simulated robot manipulation tasks, we find that R3M improves task success by over 20% compared to training from scratch and by over 10% compared to state-of-the-art visual representations like CLIP and MoCo. Furthermore, R3M enables a Franka Emika Panda arm to learn a range of manipulation tasks in a real, cluttered apartment given just 20 demonstrations. Code and pre-trained models are available at https://tinyurl.com/robotr3m.


Provable Defense against Backdoor Policies in Reinforcement Learning

arXiv.org Artificial Intelligence

We propose a provable defense mechanism against backdoor policies in reinforcement learning under subspace trigger assumption. A backdoor policy is a security threat where an adversary publishes a seemingly well-behaved policy which in fact allows hidden triggers. During deployment, the adversary can modify observed states in a particular way to trigger unexpected actions and harm the agent. We assume the agent does not have the resources to re-train a good policy. Instead, our defense mechanism sanitizes the backdoor policy by projecting observed states to a 'safe subspace', estimated from a small number of interactions with a clean (non-triggered) environment. Our sanitized policy achieves $\epsilon$ approximate optimality in the presence of triggers, provided the number of clean interactions is $O\left(\frac{D}{(1-\gamma)^4 \epsilon^2}\right)$ where $\gamma$ is the discounting factor and $D$ is the dimension of state space. Empirically, we show that our sanitization defense performs well on two Atari game environments.


Exploring through Random Curiosity with General Value Functions

arXiv.org Artificial Intelligence

Efficient exploration in reinforcement learning is a challenging problem commonly addressed through intrinsic rewards. Recent prominent approaches are based on state novelty or variants of artificial curiosity. However, directly applying them to partially observable environments can be ineffective and lead to premature dissipation of intrinsic rewards. Here we propose random curiosity with general value functions (RC-GVF), a novel intrinsic reward function that draws upon connections between these distinct approaches. Instead of using only the current observation's novelty or a curiosity bonus for failing to predict precise environment dynamics, RC-GVF derives intrinsic rewards through predicting temporally extended general value functions. We demonstrate that this improves exploration in a hard-exploration diabolical lock problem. Furthermore, RC-GVF significantly outperforms previous methods in the absence of ground-truth episodic counts in the partially observable MiniGrid environments. Panoramic observations on Mini-Grid further boost RC-GVF's performance such that it is competitive to baselines exploiting privileged information in form of episodic counts.


Debiasing Meta-Gradient Reinforcement Learning by Learning the Outer Value Function

arXiv.org Artificial Intelligence

Meta-gradient Reinforcement Learning (RL) allows agents to self-tune their hyper-parameters in an online fashion during training. In this paper, we identify a bias in the meta-gradient of current meta-gradient RL approaches. This bias comes from using the critic that is trained using the meta-learned discount factor for the advantage estimation in the outer objective which requires a different discount factor. Because the meta-learned discount factor is typically lower than the one used in the outer objective, the resulting bias can cause the meta-gradient to favor myopic policies. We propose a simple solution to this issue: we eliminate this bias by using an alternative, \emph{outer} value function in the estimation of the outer loss. To obtain this outer value function we add a second head to the critic network and train it alongside the classic critic, using the outer loss discount factor. On an illustrative toy problem, we show that the bias can cause catastrophic failure of current meta-gradient RL approaches, and show that our proposed solution fixes it. We then apply our method to a more complex environment and demonstrate that fixing the meta-gradient bias can significantly improve performance.


Language-Conditioned Reinforcement Learning to Solve Misunderstandings with Action Corrections

arXiv.org Artificial Intelligence

Human-to-human conversation is not just talking and listening. It is an incremental process where participants continually establish a common understanding to rule out misunderstandings. Current language understanding methods for intelligent robots do not consider this. There exist numerous approaches considering non-understandings, but they ignore the incremental process of resolving misunderstandings. In this article, we present a first formalization and experimental validation of incremental action-repair for robotic instruction-following based on reinforcement learning. To evaluate our approach, we propose a collection of benchmark environments for action correction in language-conditioned reinforcement learning, utilizing a synthetic instructor to generate language goals and their corresponding corrections. We show that a reinforcement learning agent can successfully learn to understand incremental corrections of misunderstood instructions.


Social Network Structure Shapes Innovation: Experience-sharing in RL with SAPIENS

arXiv.org Artificial Intelligence

Human culture relies on innovation: our ability to continuously explore how existing elements can be combined to create new ones. Innovation is not solitary, it relies on collective search and accumulation. Reinforcement learning (RL) approaches commonly assume that fully-connected groups are best suited for innovation. However, human laboratory and field studies have shown that hierarchical innovation is more robustly achieved by dynamic social network structures. In dynamic settings, humans oscillate between innovating individually or in small clusters, and then sharing outcomes with others. To our knowledge, the role of social network structure on innovation has not been systematically studied in RL. Here, we use a multi-level problem setting (WordCraft), with three different innovation tasks to test the hypothesis that the social network structure affects the performance of distributed RL algorithms. We systematically design networks of DQNs sharing experiences from their replay buffers in varying structures (fully-connected, small world, dynamic, ring) and introduce a set of behavioral and mnemonic metrics that extend the classical reward-focused evaluation framework of RL. Comparing the level of innovation achieved by different social network structures across different tasks shows that, first, consistent with human findings, experience sharing within a dynamic structure achieves the highest level of innovation in tasks with a deceptive nature and large search spaces. Second, experience sharing is not as helpful when there is a single clear path to innovation. Third, the metrics we propose, can help understand the success of different social network structures on different tasks, with the diversity of experiences on an individual and group level lending crucial insights.