Reinforcement Learning
Dynamic Collaborative Multi-Agent Reinforcement Learning Communication for Autonomous Drone Reforestation
We approach autonomous drone-based reforestation with a collaborative multi-agent reinforcement learning (MARL) setup. Agents can communicate as part of a dynamically changing network. We explore collaboration and communication on the back of a high-impact problem. Forests are the main resource to control rising CO2 conditions. Unfortunately, the global forest volume is decreasing at an unprecedented rate. Many areas are too large and hard to traverse to plant new trees. To efficiently cover as much area as possible, here we propose a Graph Neural Network (GNN) based communication mechanism that enables collaboration. Agents can share location information on areas needing reforestation, which increases viewed area and planted tree count. We compare our proposed communication mechanism with a multi-agent baseline without the ability to communicate. Results show how communication enables collaboration and increases collective performance, planting precision and the risk-taking propensity of individual agents.
Reinforcement Learning Based Resource Allocation for Network Slices in O-RAN Midhaul
Cheng, Nien Fang, Pamuklu, Turgay, Erol-Kantarci, Melike
Network slicing envisions the 5th generation (5G) mobile network resource allocation to be based on different requirements for different services, such as Ultra-Reliable Low Latency Communication (URLLC) and Enhanced Mobile Broadband (eMBB). Open Radio Access Network (O-RAN), proposes an open and disaggregated concept of RAN by modulizing the functionalities into independent components. Network slicing for O-RAN can significantly improve performance. Therefore, an advanced resource allocation solution for network slicing in O-RAN is proposed in this study by applying Reinforcement Learning (RL). This research demonstrates an RL compatible simplified edge network simulator with three components, user equipment(UE), Edge O-Cloud, and Regional O-Cloud. This simulator is later used to discover how to improve throughput for targeted network slice(s) by dynamically allocating unused bandwidth from other slices. Increasing the throughput for certain network slicing can also benefit the end users with a higher average data rate, peak rate, or shorter transmission time. The results show that the RL model can provide eMBB traffic with a high peak rate and shorter transmission time for URLLC compared to balanced and eMBB focus baselines.
General Intelligence Requires Rethinking Exploration
Jiang, Minqi, Rocktäschel, Tim, Grefenstette, Edward
We are at the cusp of a transition from "learning from data" to "learning what data to learn from" as a central focus of artificial intelligence (AI) research. While the first-order learning problem is not completely solved, large models under unified architectures, such as transformers, have shifted the learning bottleneck from how to effectively train our models to how to effectively acquire and use task-relevant data. This problem, which we frame as exploration, is a universal aspect of learning in open-ended domains, such as the real world. Although the study of exploration in AI is largely limited to the field of reinforcement learning, we argue that exploration is essential to all learning systems, including supervised learning. We propose the problem of generalized exploration to conceptually unify exploration-driven learning between supervised learning and reinforcement learning, allowing us to highlight key similarities across learning settings and open research challenges. Importantly, generalized exploration serves as a necessary objective for maintaining open-ended learning processes, which in continually learning to discover and solve new problems, provides a promising path to more general intelligence.
Linear Reinforcement Learning with Ball Structure Action Space
Jia, Zeyu, Jia, Randy, Madeka, Dhruv, Foster, Dean P.
We study the problem of Reinforcement Learning (RL) with linear function approximation, i.e. assuming the optimal action-value function is linear in a known $d$-dimensional feature mapping. Unfortunately, however, based on only this assumption, the worst case sample complexity has been shown to be exponential, even under a generative model. Instead of making further assumptions on the MDP or value functions, we assume that our action space is such that there always exist playable actions to explore any direction of the feature space. We formalize this assumption as a ``ball structure'' action space, and show that being able to freely explore the feature space allows for efficient RL. In particular, we propose a sample-efficient RL algorithm (BallRL) that learns an $\epsilon$-optimal policy using only $\tilde{O}\left(\frac{H^5d^3}{\epsilon^3}\right)$ number of trajectories.
(When) Are Contrastive Explanations of Reinforcement Learning Helpful?
Narayanan, Sanjana, Lage, Isaac, Doshi-Velez, Finale
Global explanations of a reinforcement learning (RL) agent's expected behavior can make it safer to deploy. However, such explanations are often difficult to understand because of the complicated nature of many RL policies. Effective human explanations are often contrastive, referencing a known contrast (policy) to reduce redundancy. At the same time, these explanations also require the additional effort of referencing that contrast when evaluating an explanation. We conduct a user study to understand whether and when contrastive explanations might be preferable to complete explanations that do not require referencing a contrast. We find that complete explanations are generally more effective when they are the same size or smaller than a contrastive explanation of the same policy, and no worse when they are larger. This suggests that contrastive explanations are not sufficient to solve the problem of effectively explaining reinforcement learning policies, and require additional careful study for use in this context.
Hierarchically Structured Task-Agnostic Continual Learning
Hihn, Heinke, Braun, Daniel A.
One notable weakness of current machine learning algorithms is the poor ability of models to solve new problems without forgetting previously acquired knowledge. The Continual Learning paradigm has emerged as a protocol to systematically investigate settings where the model sequentially observes samples generated by a series of tasks. In this work, we take a task-agnostic view of continual learning and develop a hierarchical information-theoretic optimality principle that facilitates a trade-off between learning and forgetting. We derive this principle from a Bayesian perspective and show its connections to previous approaches to continual learning. Based on this principle, we propose a neural network layer, called the Mixture-of-Variational-Experts layer, that alleviates forgetting by creating a set of information processing paths through the network which is governed by a gating policy. Equipped with a diverse and specialized set of parameters, each path can be regarded as a distinct sub-network that learns to solve tasks. To improve expert allocation, we introduce diversity objectives, which we evaluate in additional ablation studies. Importantly, our approach can operate in a task-agnostic way, i.e., it does not require task-specific knowledge, as is the case with many existing continual learning algorithms. Due to the general formulation based on generic utility functions, we can apply this optimality principle to a large variety of learning problems, including supervised learning, reinforcement learning, and generative modeling. We demonstrate the competitive performance of our method on continual reinforcement learning and variants of the MNIST, CIFAR-10, and CIFAR-100 datasets.
Towards Data-Driven Offline Simulations for Online Reinforcement Learning
Tang, Shengpu, Frujeri, Felipe Vieira, Misra, Dipendra, Lamb, Alex, Langford, John, Mineiro, Paul, Kochman, Sebastian
Modern decision-making systems, from robots to web recommendation engines, are expected to adapt: to user preferences, changing circumstances or even new tasks. Yet, it is still uncommon to deploy a dynamically learning agent (rather than a fixed policy) to a production system, as it's perceived as unsafe. Using historical data to reason about learning algorithms, similar to offline policy evaluation (OPE) applied to fixed policies, could help practitioners evaluate and ultimately deploy such adaptive agents to production. In this work, we formalize offline learner simulation (OLS) for reinforcement learning (RL) and propose a novel evaluation protocol that measures both fidelity and efficiency of the simulation. For environments with complex high-dimensional observations, we propose a semi-parametric approach that leverages recent advances in latent state discovery in order to achieve accurate and efficient offline simulations. In preliminary experiments, we show the advantage of our approach compared to fully non-parametric baselines.
NeurIPS 2022 Competition: Driving SMARTS
Rasouli, Amir, Goebel, Randy, Taylor, Matthew E., Kotseruba, Iuliia, Alizadeh, Soheil, Yang, Tianpei, Alban, Montgomery, Shkurti, Florian, Zhuang, Yuzheng, Scibior, Adam, Rezaee, Kasra, Garg, Animesh, Meger, David, Luo, Jun, Paull, Liam, Zhang, Weinan, Wang, Xinyu, Chen, Xi
Driving SMARTS is a regular competition designed to tackle problems caused by the distribution shift in dynamic interaction contexts that are prevalent in real-world autonomous driving (AD). The proposed competition supports methodologically diverse solutions, such as reinforcement learning (RL) and offline learning methods, trained on a combination of naturalistic AD data and open-source simulation platform SMARTS. The two-track structure allows focusing on different aspects of the distribution shift. Track 1 is open to any method and will give ML researchers with different backgrounds an opportunity to solve a real-world autonomous driving challenge. Track 2 is designed for strictly offline learning methods. Therefore, direct comparisons can be made between different methods with the aim to identify new promising research directions. The proposed setup consists of 1) realistic traffic generated using real-world data and micro simulators to ensure fidelity of the scenarios, 2) framework accommodating diverse methods for solving the problem, and 3) baseline method. As such it provides a unique opportunity for the principled investigation into various aspects of autonomous vehicle deployment.
Projection Valued Measure-based Quantum Machine Learning for Multi-Class Classification
Yun, Won Joon, Baek, Hankyul, Kim, Joongheon
In recent years, quantum machine learning (QML) has been actively used for various tasks, e.g., classification, reinforcement learning, and adversarial learning. However, these QML studies are unable to carry out complex tasks due to scalability issues on input and output which is currently the biggest hurdle in QML. Therefore, the purpose of this paper is to overcome the problem of scalability. Motivated by this challenge, we focus on projection-valued measurements (PVM) which utilize the nature of probability amplitude in quantum statistical mechanics. By leveraging PVM, the output dimension is expanded from $q$, which is the number of qubits, to $2^q$. We propose a novel QML framework that utilizes PVM for multi-class classification. Our framework is proven to outperform the state-of-the-art (SOTA) methodologies with various datasets, assuming no more than 6 qubits are used. Furthermore, our PVM-based QML shows about $42.2\%$ better performance than the SOTA framework.
ScienceWorld: Is your Agent Smarter than a 5th Grader?
Wang, Ruoyao, Jansen, Peter, Côté, Marc-Alexandre, Ammanabrolu, Prithviraj
We present ScienceWorld, a benchmark to test agents' scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum. Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts. For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material. This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner. We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities. Our experiments provide empirical evidence supporting this hypothesis -- showing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.