Reinforcement Learning
Automatic Evaluation of Excavator Operators using Learned Reward Functions
Agarwal, Pranav, Teichmann, Marek, Andrews, Sheldon, Kahou, Samira Ebrahimi
Training novice users to operate an excavator for learning different skills requires the presence of expert teachers. Considering the complexity of the problem, it is comparatively expensive to find skilled experts as the process is time-consuming and requires precise focus. Moreover, since humans tend to be biased, the evaluation process is noisy and will lead to high variance in the final score of different operators with similar skills. In this work, we address these issues and propose a novel strategy for the automatic evaluation of excavator operators. We take into account the internal dynamics of the excavator and the safety criterion at every time step to evaluate the performance. To further validate our approach, we use this score prediction model as a source of reward for a reinforcement learning agent to learn the task of maneuvering an excavator in a simulated environment that closely replicates the real-world dynamics. For a policy learned using these external reward prediction models, our results demonstrate safer solutions following the required dynamic constraints when compared to policy trained with task-based reward functions only, making it one step closer to real-life adoption. For future research, we release our codebase at https://github.com/pranavAL/InvRL_Auto-Evaluate and video results https://drive.google.com/file/d/1jR1otOAu8zrY8mkhUOUZW9jkBOAKK71Z/view?usp=share_link .
Membership Inference Attacks Against Temporally Correlated Data in Deep Reinforcement Learning
Gomrokchi, Maziar, Amin, Susan, Aboutalebi, Hossein, Wong, Alexander, Precup, Doina
While significant research advances have been made in the field of deep reinforcement learning, there have been no concrete adversarial attack strategies in literature tailored for studying the vulnerability of deep reinforcement learning algorithms to membership inference attacks. In such attacking systems, the adversary targets the set of collected input data on which the deep reinforcement learning algorithm has been trained. To address this gap, we propose an adversarial attack framework designed for testing the vulnerability of a state-of-the-art deep reinforcement learning algorithm to a membership inference attack. In particular, we design a series of experiments to investigate the impact of temporal correlation, which naturally exists in reinforcement learning training data, on the probability of information leakage. Moreover, we compare the performance of \emph{collective} and \emph{individual} membership attacks against the deep reinforcement learning algorithm. Experimental results show that the proposed adversarial attack framework is surprisingly effective at inferring data with an accuracy exceeding $84\%$ in individual and $97\%$ in collective modes in three different continuous control Mujoco tasks, which raises serious privacy concerns in this regard. Finally, we show that the learning state of the reinforcement learning algorithm influences the level of privacy breaches significantly.
Addressing the issue of stochastic environments and local decision-making in multi-objective reinforcement learning
Multi-objective reinforcement learning (MORL) is a relatively new field which builds on conventional Reinforcement Learning (RL) to solve multi-objective problems. One of common algorithm is to extend scalar value Q-learning by using vector Q values in combination with a utility function, which captures the user's preference for action selection. This study follows on prior works, and focuses on what factors influence the frequency with which value-based MORL Q-learning algorithms learn the optimal policy for an environment with stochastic state transitions in scenarios where the goal is to maximise the Scalarised Expected Return (SER) - that is, to maximise the average outcome over multiple runs rather than the outcome within each individual episode. The analysis of the interaction between stochastic environment and MORL Q-learning algorithms run on a simple Multi-objective Markov decision process (MOMDP) Space Traders problem with different variant versions. The empirical evaluations show that well designed reward signal can improve the performance of the original baseline algorithm, however it is still not enough to address more general environment. A variant of MORL Q-Learning incorporating global statistics is shown to outperform the baseline method in original Space Traders problem, but remains below 100% effectiveness in finding the find desired SER-optimal policy at the end of training. On the other hand, Option learning is guarantied to converge to desired SER-optimal policy but it is not able to scale up to solve more complex problem in real-life. The main contribution of this thesis is to identify the extent to which the issue of noisy Q-value estimates impacts on the ability to learn optimal policies under the combination of stochastic environments, non-linear utility and a constant learning rate. In conclusion, this study presents several alternative methods that may be more suitable to overcome noisy Q value estimate issue and also find SER optimal policy in MOMDPs with stochastic transitions.
Universal Distributional Decision-based Black-box Adversarial Attack with Reinforcement Learning
Huang, Yiran, Zhou, Yexu, Hefenbrock, Michael, Riedel, Till, Fang, Likun, Beigl, Michael
The vulnerability of the high-performance machine learning models implies a security risk in applications with real-world consequences. Research on adversarial attacks is beneficial in guiding the development of machine learning models on the one hand and finding targeted defenses on the other. However, most of the adversarial attacks today leverage the gradient or logit information from the models to generate adversarial perturbation. Works in the more realistic domain: decision-based attacks, which generate adversarial perturbation solely based on observing the output label of the targeted model, are still relatively rare and mostly use gradient-estimation strategies. In this work, we propose a pixel-wise decision-based attack algorithm that finds a distribution of adversarial perturbation through a reinforcement learning algorithm. We call this method Decision-based Black-box Attack with Reinforcement learning (DBAR). Experiments show that the proposed approach outperforms state-of-the-art decision-based attacks with a higher attack success rate and greater transferability.
Contextual Transformer for Offline Meta Reinforcement Learning
Lin, Runji, Li, Ye, Feng, Xidong, Zhang, Zhaowei, Fung, Xian Hong Wu, Zhang, Haifeng, Wang, Jun, Du, Yali, Yang, Yaodong
The pretrain-finetuning paradigm in large-scale sequence models has made significant progress in natural language processing and computer vision tasks. However, such a paradigm is still hindered by several challenges in Reinforcement Learning (RL), including the lack of self-supervised pretraining algorithms based on offline data and efficient fine-tuning/prompt-tuning over unseen downstream tasks. In this work, we explore how prompts can improve sequence modeling-based offline reinforcement learning (offline-RL) algorithms. Firstly, we propose prompt tuning for offline RL, where a context vector sequence is concatenated with the input to guide the conditional policy generation. As such, we can pretrain a model on the offline dataset with self-supervised loss and learn a prompt to guide the policy towards desired actions. Secondly, we extend our framework to Meta-RL settings and propose Contextual Meta Transformer (CMT); CMT leverages the context among different tasks as the prompt to improve generalization on unseen tasks. We conduct extensive experiments across three different offline-RL settings: offline single-agent RL on the D4RL dataset, offline Meta-RL on the MuJoCo benchmark, and offline MARL on the SMAC benchmark. Superior results validate the strong performance, and generality of our methods.
Structured Exploration Through Instruction Enhancement for Object Navigation
Hutsebaut-Buysse, Matthias, Mets, Kevin, De Schepper, Tom, Latré, Steven
Finding an object of a specific class in an unseen environment remains an unsolved navigation problem. Hence, we propose a hierarchical learning-based method for object navigation. The top-level is capable of high-level planning, and building a memory on a floorplan-level (e.g., which room makes the most sense for the agent to visit next, where has the agent already been?). While the lower-level is tasked with efficiently navigating between rooms and looking for objects in them. Instructions can be provided to the agent using a simple synthetic language. The top-level intelligently enhances the instructions in order to make the overall task more tractable. Language grounding, mapping instructions to visual observations, is performed by utilizing an additional separate supervised trained goal assessment module. We demonstrate the effectiveness of our method on a dynamic configurable domestic environment.
Deep Reinforcement Learning for Combined Coverage and Resource Allocation in UAV-aided RAN-slicing
Bellone, Lorenzo, Galkin, Boris, Traversi, Emiliano, Natalizio, Enrico
Network slicing is a well assessed approach enabling virtualization of the mobile core and radio access network (RAN) in the emerging 5th Generation New Radio. Slicing is of paramount importance when dealing with the emerging and diverse vertical applications entailing heterogeneous sets of requirements. 5G is also envisioning Unmanned Aerial Vehicles (UAVs) to be a key element in the cellular network standard, aiming at their use as aerial base stations and exploiting their flexible and quick deployment to enhance the wireless network performance. This work presents a UAV-assisted 5G network, where the aerial base stations (UAV-BS) are empowered with network slicing capabilities aiming at optimizing the Service Level Agreement (SLA) satisfaction ratio of a set of users. The users belong to three heterogeneous categories of 5G service type, namely, enhanced mobile broadband (eMBB), ultra-reliable low-latency communication (URLLC), and massive machine-type communication (mMTC). A first application of multi-agent and multi-decision deep reinforcement learning for UAV-BS in a network slicing context is introduced, aiming at the optimization of the SLA satisfaction ratio of users through the joint allocation of radio resources to slices and refinement of the UAV-BSs 2-dimensional trajectories. The performance of the presented strategy have been tested and compared to benchmark heuristics, highlighting a higher percentage of satisfied users (at least 27% more) in a variety of scenarios.
Hierarchical reinforcement learning for in-hand robotic manipulation using Davenport chained rotations
Sanchez, Francisco Roldan, Wang, Qiang, Bulens, David Cordova, McGuinness, Kevin, Redmond, Stephen, O'Connor, Noel
End-to-end reinforcement learning techniques are among the most successful methods for robotic manipulation tasks. However, the training time required to find a good policy capable of solving complex tasks is prohibitively large. Therefore, depending on the computing resources available, it might not be feasible to use such techniques. The use of domain knowledge to decompose manipulation tasks into primitive skills, to be performed in sequence, could reduce the overall complexity of the learning problem, and hence reduce the amount of training required to achieve dexterity. In this paper, we propose the use of Davenport chained rotations to decompose complex 3D rotation goals into a concatenation of a smaller set of more simple rotation skills. State-of-the-art reinforcement-learning-based methods can then be trained using less overall simulated experience. We compare its performance with the popular Hindsight Experience Replay method, trained in an end-to-end fashion using the same amount of experience in a simulated robotic hand environment. Despite a general decrease in performance of the primitive skills when being sequentially executed, we find that decomposing arbitrary 3D rotations into elementary rotations is beneficial when computing resources are limited, obtaining increases of success rates of approximately 10% on the most complex 3D rotations with respect to the success rates obtained by HER trained in an end-to-end fashion, and increases of success rates between 20% and 40% on the most simple rotations.
Learning to generalize Dispatching rules on the Job Shop Scheduling
Iklassov, Zangir, Medvedev, Dmitrii, Solozabal, Ruben, Takac, Martin
This paper introduces a Reinforcement Learning approach to better generalize heuristic dispatching rules on the Job-shop Scheduling Problem (JSP). Current models on the JSP do not focus on generalization, although, as we show in this work, this is key to learning better heuristics on the problem. A well-known technique to improve generalization is to learn on increasingly complex instances using Curriculum Learning (CL). However, as many works in the literature indicate, this technique might suffer from catastrophic forgetting when transferring the learned skills between different problem sizes. To address this issue, we introduce a novel Adversarial Curriculum Learning (ACL) strategy, which dynamically adjusts the difficulty level during the learning process to revisit the worst-performing instances. This work also presents a deep learning model to solve the JSP, which is equivariant w.r.t. the job definition and size-agnostic. Conducted experiments on Taillard's and Demirkol's instances show that the presented approach significantly improves the current state-of-the-art models on the JSP. It reduces the average optimality gap from 19.35\% to 10.46\% on Taillard's instances and from 38.43\% to 18.85\% on Demirkol's instances. Our implementation is available online.
Modeling Human Exploration Through Resource-Rational Reinforcement Learning
Equipping artificial agents with useful exploration mechanisms remains a challenge to this day. Humans, on the other hand, seem to manage the trade-off between exploration and exploitation effortlessly. In the present article, we put forward the hypothesis that they accomplish this by making optimal use of limited computational resources. We study this hypothesis by meta-learning reinforcement learning algorithms that sacrifice performance for a shorter description length (defined as the number of bits required to implement the given algorithm). The emerging class of models captures human exploration behavior better than previously considered approaches, such as Boltzmann exploration, upper confidence bound algorithms, and Thompson sampling. We additionally demonstrate that changing the description length in our class of models produces the intended effects: reducing description length captures the behavior of brain-lesioned patients while increasing it mirrors cognitive development during adolescence.