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 Reinforcement Learning


Boosting Offline Reinforcement Learning via Data Rebalancing

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) is challenged by the distributional shift between learning policies and datasets. To address this problem, existing works mainly focus on designing sophisticated algorithms to explicitly or implicitly constrain the learned policy to be close to the behavior policy. The constraint applies not only to well-performing actions but also to inferior ones, which limits the performance upper bound of the learned policy. Instead of aligning the densities of two distributions, aligning the supports gives a relaxed constraint while still being able to avoid out-of-distribution actions. Therefore, we propose a simple yet effective method to boost offline RL algorithms based on the observation that resampling a dataset keeps the distribution support unchanged. More specifically, we construct a better behavior policy by resampling each transition in an old dataset according to its episodic return. We dub our method ReD (Return-based Data Rebalance), which can be implemented with less than 10 lines of code change and adds negligible running time. Extensive experiments demonstrate that ReD is effective at boosting offline RL performance and orthogonal to decoupling strategies in long-tailed classification. New state-of-the-arts are achieved on the D4RL benchmark.


LobsDICE: Offline Learning from Observation via Stationary Distribution Correction Estimation

arXiv.org Artificial Intelligence

We consider the problem of learning from observation (LfO), in which the agent aims to mimic the expert's behavior from the state-only demonstrations by experts. We additionally assume that the agent cannot interact with the environment but has access to the action-labeled transition data collected by some agents with unknown qualities. This offline setting for LfO is appealing in many real-world scenarios where the ground-truth expert actions are inaccessible and the arbitrary environment interactions are costly or risky. In this paper, we present LobsDICE, an offline LfO algorithm that learns to imitate the expert policy via optimization in the space of stationary distributions. Our algorithm solves a single convex minimization problem, which minimizes the divergence between the two state-transition distributions induced by the expert and the agent policy. Through an extensive set of offline LfO tasks, we show that LobsDICE outperforms strong baseline methods.


On Uncertainty in Deep State Space Models for Model-Based Reinforcement Learning

arXiv.org Artificial Intelligence

Improved state space models, such as Recurrent State Space Models (RSSMs), are a key factor behind recent advances in model-based reinforcement learning (RL). Yet, despite their empirical success, many of the underlying design choices are not well understood. We show that RSSMs use a suboptimal inference scheme and that models trained using this inference overestimate the aleatoric uncertainty of the ground truth system. We find this overestimation implicitly regularizes RSSMs and allows them to succeed in model-based RL. We postulate that this implicit regularization fulfills the same functionality as explicitly modeling epistemic uncertainty, which is crucial for many other model-based RL approaches. Yet, overestimating aleatoric uncertainty can also impair performance in cases where accurately estimating it matters, e.g., when we have to deal with occlusions, missing observations, or fusing sensor modalities at different frequencies. Moreover, the implicit regularization is a side-effect of the inference scheme and not the result of a rigorous, principled formulation, which renders analyzing or improving RSSMs difficult. Thus, we propose an alternative approach building on well-understood components for modeling aleatoric and epistemic uncertainty, dubbed Variational Recurrent Kalman Network (VRKN). This approach uses Kalman updates for exact smoothing inference in a latent space and Monte Carlo Dropout to model epistemic uncertainty. Due to the Kalman updates, the VRKN can naturally handle missing observations or sensor fusion problems with varying numbers of observations per time step. Our experiments show that using the VRKN instead of the RSSM improves performance in tasks where appropriately capturing aleatoric uncertainty is crucial while matching it in the deterministic standard benchmarks.


Bridging the Gap between Artificial Intelligence and Artificial General Intelligence: A Ten Commandment Framework for Human-Like Intelligence

arXiv.org Artificial Intelligence

The field of artificial intelligence has seen explosive growth and exponential success. The last phase of development showcased deep learnings ability to solve a variety of difficult problems across a multitude of domains. Many of these networks met and exceeded human benchmarks by becoming experts in the domains in which they are trained. Though the successes of artificial intelligence have begun to overshadow its failures, there is still much that separates current artificial intelligence tools from becoming the exceptional general learners that humans are. In this paper, we identify the ten commandments upon which human intelligence is systematically and hierarchically built. We believe these commandments work collectively to serve as the essential ingredients that lead to the emergence of higher-order cognition and intelligence. This paper discusses a computational framework that could house these ten commandments, and suggests new architectural modifications that could lead to the development of smarter, more explainable, and generalizable artificial systems inspired by a neuromorphic approach.


Mean-Semivariance Policy Optimization via Risk-Averse Reinforcement Learning

Journal of Artificial Intelligence Research

Keeping risk under control is often more crucial than maximizing expected reward in real-world decision-making situations, such as finance, robotics, autonomous driving, etc. The most natural choice of risk measures is variance, while it penalizes the upside volatility as much as the downside part. Instead, the (downside) semivariance, which captures the negative deviation of a random variable under its mean, is more suitable for risk-averse proposes. This paper aims at optimizing the mean-semivariance (MSV) criterion in reinforcement learning w.r.t. steady rewards. Since semivariance is time-inconsistent and does not satisfy the standard Bellman equation, the traditional dynamic programming methods are inapplicable to MSV problems directly. To tackle this challenge, we resort to the Perturbation Analysis (PA) theory and establish the performance difference formula for MSV. We reveal that the MSV problem can be solved by iteratively solving a sequence of RL problems with a policy-dependent reward function. Further, we propose two on-policy algorithms based on the policy gradient theory and the trust region method. Finally, we conduct diverse experiments from simple bandit problems to continuous control tasks in MuJoCo, which demonstrate the effectiveness of our proposed methods.


Dealing with the Routing Problem part1(Computer Science)

#artificialintelligence

Abstract: This paper attempts to solve the famous Vehicle Routing Problem by considering multiple constraints including capacitated vehicles, single depot, and distance using two approaches namely, cluster first and route the second algorithm and using integer linear programming. A set of nodes are provided as input to the system and a feasible route is generated as output, giving clusters of nodes and the route to be traveled within the cluster. For clustering the nodes, we have adopted the DBSCAN algorithm, and the routing is done using the approximation algorithm, Christofide's algorithm. Abstract: Recently, the applications of the methodologies of Reinforcement Learning (RL) to NP-Hard Combinatorial optimization problems have become a popular topic. This is essentially due to the nature of the traditional combinatorial algorithms, often based on a trial-and-error process.


Understanding Deep Neural Function Approximation in Reinforcement Learning via $\epsilon$-Greedy Exploration

arXiv.org Artificial Intelligence

This paper provides a theoretical study of deep neural function approximation in reinforcement learning (RL) with the $\epsilon$-greedy exploration under the online setting. This problem setting is motivated by the successful deep Q-networks (DQN) framework that falls in this regime. In this work, we provide an initial attempt on theoretical understanding deep RL from the perspective of function class and neural networks architectures (e.g., width and depth) beyond the ``linear'' regime. To be specific, we focus on the value based algorithm with the $\epsilon$-greedy exploration via deep (and two-layer) neural networks endowed by Besov (and Barron) function spaces, respectively, which aims at approximating an $\alpha$-smooth Q-function in a $d$-dimensional feature space. We prove that, with $T$ episodes, scaling the width $m = \widetilde{\mathcal{O}}(T^{\frac{d}{2\alpha + d}})$ and the depth $L=\mathcal{O}(\log T)$ of the neural network for deep RL is sufficient for learning with sublinear regret in Besov spaces. Moreover, for a two layer neural network endowed by the Barron space, scaling the width $\Omega(\sqrt{T})$ is sufficient. To achieve this, the key issue in our analysis is how to estimate the temporal difference error under deep neural function approximation as the $\epsilon$-greedy exploration is not enough to ensure ``optimism''. Our analysis reformulates the temporal difference error in an $L^2(\mathrm{d}\mu)$-integrable space over a certain averaged measure $\mu$, and transforms it to a generalization problem under the non-iid setting. This might have its own interest in RL theory for better understanding $\epsilon$-greedy exploration in deep RL.


Entropy Regularized Reinforcement Learning with Cascading Networks

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (Deep RL) has had incredible achievements on high dimensional problems, yet its learning process remains unstable even on the simplest tasks. Deep RL uses neural networks as function approximators. These neural models are largely inspired by developments in the (un)supervised machine learning community. Compared to these learning frameworks, one of the major difficulties of RL is the absence of i.i.d. data. One way to cope with this difficulty is to control the rate of change of the policy at every iteration. In this work, we challenge the common practices of the (un)supervised learning community of using a fixed neural architecture, by having a neural model that grows in size at each policy update. This allows a closed form entropy regularized policy update, which leads to a better control of the rate of change of the policy at each iteration and help cope with the non i.i.d. nature of RL. Initial experiments on classical RL benchmarks show promising results with remarkable convergence on some RL tasks when compared to other deep RL baselines, while exhibiting limitations on others.


The Impact of Task Underspecification in Evaluating Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Evaluations of Deep Reinforcement Learning (DRL) methods are an integral part of scientific progress of the field. Beyond designing DRL methods for general intelligence, designing task-specific methods is becoming increasingly prominent for real-world applications. In these settings, the standard evaluation practice involves using a few instances of Markov Decision Processes (MDPs) to represent the task. However, many tasks induce a large family of MDPs owing to variations in the underlying environment, particularly in real-world contexts. For example, in traffic signal control, variations may stem from intersection geometries and traffic flow levels. The select MDP instances may thus inadvertently cause overfitting, lacking the statistical power to draw conclusions about the method's true performance across the family. In this article, we augment DRL evaluations to consider parameterized families of MDPs. We show that in comparison to evaluating DRL methods on select MDP instances, evaluating the MDP family often yields a substantially different relative ranking of methods, casting doubt on what methods should be considered state-of-the-art. We validate this phenomenon in standard control benchmarks and the real-world application of traffic signal control. At the same time, we show that accurately evaluating on an MDP family is nontrivial. Overall, this work identifies new challenges for empirical rigor in reinforcement learning, especially as the outcomes of DRL trickle into downstream decision-making.


Towards Sequence-Level Training for Visual Tracking

arXiv.org Artificial Intelligence

Despite the extensive adoption of machine learning on the task of visual object tracking, recent learning-based approaches have largely overlooked the fact that visual tracking is a sequence-level task in its nature; they rely heavily on frame-level training, which inevitably induces inconsistency between training and testing in terms of both data distributions and task objectives. This work introduces a sequence-level training strategy for visual tracking based on reinforcement learning and discusses how a sequence-level design of data sampling, learning objectives, and data augmentation can improve the accuracy and robustness of tracking algorithms. Our experiments on standard benchmarks including LaSOT, TrackingNet, and GOT-10k demonstrate that four representative tracking models, SiamRPN++, SiamAttn, TransT, and TrDiMP, consistently improve by incorporating the proposed methods in training without modifying architectures.