Reinforcement Learning
Local Connection Reinforcement Learning Method for Efficient Control of Robotic Peg-in-Hole Assembly
Gai, Yuhang, Zhang, Jiwen, Wu, Dan, Chen, Ken
Traditional control methods of robotic peg-in-hole assembly rely on complex contact state analysis. Reinforcement learning (RL) is gradually becoming a preferred method of controlling robotic peg-in-hole assembly tasks. However, the training process of RL is quite time-consuming because RL methods are always globally connected, which means all state components are assumed to be the input of policies for all action components, thus increasing action space and state space to be explored. In this paper, we first define continuous space serialized Shapley value (CS3) and construct a connection graph to clarify the correlativity of action components on state components. Then we propose a local connection reinforcement learning (LCRL) method based on the connection graph, which eliminates the influence of irrelevant state components on the selection of action components. The simulation and experiment results demonstrate that the control strategy obtained through LCRL method improves the stability and rapidity of the control process. LCRL method will enhance the data-efficiency and increase the final reward of the training process.
Avalon: A Benchmark for RL Generalization Using Procedurally Generated Worlds
Albrecht, Joshua, Fetterman, Abraham J., Fogelman, Bryden, Kitanidis, Ellie, Wrรณblewski, Bartosz, Seo, Nicole, Rosenthal, Michael, Knutins, Maksis, Polizzi, Zachary, Simon, James B., Qiu, Kanjun
Despite impressive successes, deep reinforcement learning (RL) systems still fall short of human performance on generalization to new tasks and environments that differ from their training. As a benchmark tailored for studying RL generalization, we introduce Avalon, a set of tasks in which embodied agents in highly diverse procedural 3D worlds must survive by navigating terrain, hunting or gathering food, and avoiding hazards. Avalon is unique among existing RL benchmarks in that the reward function, world dynamics, and action space are the same for every task, with tasks differentiated solely by altering the environment; its 20 tasks, ranging in complexity from eat and throw to hunt and navigate, each create worlds in which the agent must perform specific skills in order to survive. This setup enables investigations of generalization within tasks, between tasks, and to compositional tasks that require combining skills learned from previous tasks. Avalon includes a highly efficient simulator, a library of baselines, and a benchmark with scoring metrics evaluated against hundreds of hours of human performance, all of which are open-source and publicly available. We find that standard RL baselines make progress on most tasks but are still far from human performance, suggesting Avalon is challenging enough to advance the quest for generalizable RL.
Reachability-Aware Laplacian Representation in Reinforcement Learning
Wang, Kaixin, Zhou, Kuangqi, Feng, Jiashi, Hooi, Bryan, Wang, Xinchao
In Reinforcement Learning (RL), Laplacian Representation (LapRep) is a task-agnostic state representation that encodes the geometry of the environment. A desirable property of LapRep stated in prior works is that the Euclidean distance in the LapRep space roughly reflects the reachability between states, which motivates the usage of this distance for reward shaping. However, we find that LapRep does not necessarily have this property in general: two states having small distance under LapRep can actually be far away in the environment. Such mismatch would impede the learning process in reward shaping. To fix this issue, we introduce a Reachability-Aware Laplacian Representation (RA-LapRep), by properly scaling each dimension of LapRep. Despite the simplicity, we demonstrate that RA-LapRep can better capture the inter-state reachability as compared to LapRep, through both theoretical explanations and experimental results. Additionally, we show that this improvement yields a significant boost in reward shaping performance and also benefits bottleneck state discovery.
Opportunistic Episodic Reinforcement Learning
Wang, Xiaoxiao, Bouacida, Nader, Guo, Xueying, Liu, Xin
In this paper, we propose and study opportunistic reinforcement learning - a new variant of reinforcement learning problems where the regret of selecting a suboptimal action varies under an external environmental condition known as the variation factor. When the variation factor is low, so is the regret of selecting a suboptimal action and vice versa. Our intuition is to exploit more when the variation factor is high, and explore more when the variation factor is low. We demonstrate the benefit of this novel framework for finite-horizon episodic MDPs by designing and evaluating OppUCRL2 and OppPSRL algorithms. Our algorithms dynamically balance the exploration-exploitation trade-off for reinforcement learning by introducing variation factor-dependent optimism to guide exploration. We establish an $\tilde{O}(HS \sqrt{AT})$ regret bound for the OppUCRL2 algorithm and show through simulations that both OppUCRL2 and OppPSRL algorithm outperform their original corresponding algorithms.
Hardness in Markov Decision Processes: Theory and Practice
Conserva, Michelangelo, Rauber, Paulo
Meticulously analysing the empirical strengths and weaknesses of reinforcement learning methods in hard (challenging) environments is essential to inspire innovations and assess progress in the field. In tabular reinforcement learning, there is no well-established standard selection of environments to conduct such analysis, which is partially due to the lack of a widespread understanding of the rich theory of hardness of environments. The goal of this paper is to unlock the practical usefulness of this theory through four main contributions. First, we present a systematic survey of the theory of hardness, which also identifies promising research directions. Second, we introduce Colosseum, a pioneering package that enables empirical hardness analysis and implements a principled benchmark composed of environments that are diverse with respect to different measures of hardness. Third, we present an empirical analysis that provides new insights into computable measures. Finally, we benchmark five tabular agents in our newly proposed benchmark. While advancing the theoretical understanding of hardness in non-tabular reinforcement learning remains essential, our contributions in the tabular setting are intended as solid steps towards a principled non-tabular benchmark. Accordingly, we benchmark four agents in non-tabular versions of Colosseum environments, obtaining results that demonstrate the generality of tabular hardness measures.
OSS Mentor A framework for improving developers contributions via deep reinforcement learning
Fan, Jiakuan, Wang, Haoyue, Wang, Wei, Gao, Ming, Zhao, Shengyu
In open source project governance, there has been a lot of concern about how to measure developers' contributions. However, extremely sparse work has focused on enabling developers to improve their contributions, while it is significant and valuable. In this paper, we introduce a deep reinforcement learning framework named Open Source Software(OSS) Mentor, which can be trained from empirical knowledge and then adaptively help developers improve their contributions. Extensive experiments demonstrate that OSS Mentor significantly outperforms excellent experimental results. Moreover, it is the first time that the presented framework explores deep reinforcement learning techniques to manage open source software, which enables us to design a more robust framework to improve developers' contributions.
Dichotomy of Control: Separating What You Can Control from What You Cannot
Yang, Mengjiao, Schuurmans, Dale, Abbeel, Pieter, Nachum, Ofir
Future- or return-conditioned supervised learning is an emerging paradigm for offline reinforcement learning (RL), where the future outcome (i.e., return) associated with an observed action sequence is used as input to a policy trained to imitate those same actions. While return-conditioning is at the heart of popular algorithms such as decision transformer (DT), these methods tend to perform poorly in highly stochastic environments, where an occasional high return can arise from randomness in the environment rather than the actions themselves. Such situations can lead to a learned policy that is inconsistent with its conditioning inputs; i.e., using the policy to act in the environment, when conditioning on a specific desired return, leads to a distribution of real returns that is wildly different than desired. In this work, we propose the dichotomy of control (DoC), a future-conditioned supervised learning framework that separates mechanisms within a policy's control (actions) from those beyond a policy's control (environment stochasticity). We achieve this separation by conditioning the policy on a latent variable representation of the future, and designing a mutual information constraint that removes any information from the latent variable associated with randomness in the environment. Theoretically, we show that DoC yields policies that are consistent with their conditioning inputs, ensuring that conditioning a learned policy on a desired high-return future outcome will correctly induce high-return behavior. Empirically, we show that DoC is able to achieve significantly better performance than DT on environments that have highly stochastic rewards and transition
Sequential Decision Making on Unmatched Data using Bayesian Kernel Embeddings
Martinez-Taboada, Diego, Sejdinovic, Dino
The problem of sequentially maximizing the expectation of a function seeks to maximize the expected value of a function of interest without having direct control on its features. Instead, the distribution of such features depends on a given context and an action taken by an agent. In contrast to Bayesian optimization, the arguments of the function are not under agent's control, but are indirectly determined by the agent's action based on a given context. If the information of the features is to be included in the maximization problem, the full conditional distribution of such features, rather than its expectation only, needs to be accounted for. Furthermore, the function is itself unknown, only counting with noisy observations of such function, and potentially requiring the use of unmatched data sets. We propose a novel algorithm for the aforementioned problem which takes into consideration the uncertainty derived from the estimation of both the conditional distribution of the features and the unknown function, by modeling the former as a Bayesian conditional mean embedding and the latter as a Gaussian process. Our algorithm empirically outperforms the current state-of-the-art algorithm in the experiments conducted.
Energy Pricing in P2P Energy Systems Using Reinforcement Learning
Avila, Nicolas, Hardan, Shahad, Zhalieva, Elnura, Aloqaily, Moayad, Guizani, Mohsen
The increase in renewable energy on the consumer side gives place to new dynamics in the energy grids. Participants in a microgrid can produce energy and trade it with their peers (peer-to-peer) with the permission of the energy provider. In such a scenario, the stochastic nature of distributed renewable energy generators and energy consumption increases the complexity of defining fair prices for buying and selling energy. In this study, we introduce a reinforcement learning framework to help solve this issue by training an agent to set the prices that maximize the profit of all components in the microgrid, aiming to facilitate the implementation of P2P grids in real-life scenarios. The microgrid considers consumers, prosumers, the service provider, and a community battery. Experimental results on the \textit{Pymgrid} dataset show a successful approach to price optimization for all components in the microgrid. The proposed framework ensures flexibility to account for the interest of these components, as well as the ratio of consumers and prosumers in the microgrid. The results also examine the effect of changing the capacity of the community battery on the profit of the system. The implementation code is available \href{https://github.com/Artifitialleap-MBZUAI/rl-p2p-price-prediction}{here}.
An Opponent-Aware Reinforcement Learning Method for Team-to-Team Multi-Vehicle Pursuit via Maximizing Mutual Information Indicator
Wang, Qinwen, Li, Xinhang, Yuan, Zheng, Yang, Yiying, Xu, Chen, Zhang, Lin
The pursuit-evasion game in Smart City brings a profound impact on the Multi-vehicle Pursuit (MVP) problem, when police cars cooperatively pursue suspected vehicles. Existing studies on the MVP problems tend to set evading vehicles to move randomly or in a fixed prescribed route. The opponent modeling method has proven considerable promise in tackling the non-stationary caused by the adversary agent. However, most of them focus on two-player competitive games and easy scenarios without the interference of environments. This paper considers a Team-to-Team Multi-vehicle Pursuit (T2TMVP) problem in the complicated urban traffic scene where the evading vehicles adopt the pre-trained dynamic strategies to execute decisions intelligently. To solve this problem, we propose an opponent-aware reinforcement learning via maximizing mutual information indicator (OARLM2I2) method to improve pursuit efficiency in the complicated environment. First, a sequential encoding-based opponents joint strategy modeling (SEOJSM) mechanism is proposed to generate evading vehicles' joint strategy model, which assists the multi-agent decision-making process based on deep Q-network (DQN). Then, we design a mutual information-united loss, simultaneously considering the reward fed back from the environment and the effectiveness of opponents' joint strategy model, to update pursuing vehicles' decision-making process. Extensive experiments based on SUMO demonstrate our method outperforms other baselines by 21.48% on average in reducing pursuit time. The code is available at \url{https://github.com/ANT-ITS/OARLM2I2}.