Goto

Collaborating Authors

 Reinforcement Learning


A Unified Framework for Alternating Offline Model Training and Policy Learning

arXiv.org Artificial Intelligence

In offline model-based reinforcement learning (offline MBRL), we learn a dynamic model from historically collected data, and subsequently utilize the learned model and fixed datasets for policy learning, without further interacting with the environment. Offline MBRL algorithms can improve the efficiency and stability of policy learning over the model-free algorithms. However, in most of the existing offline MBRL algorithms, the learning objectives for the dynamic models and the policies are isolated from each other. Such an objective mismatch may lead to inferior performance of the learned agents. In this paper, we address this issue by developing an iterative offline MBRL framework, where we maximize a lower bound of the true expected return, by alternating between dynamic-model training and policy learning. With the proposed unified model-policy learning framework, we achieve competitive performance on a wide range of continuous-control offline reinforcement learning datasets. Source code is publicly released.


Real World Offline Reinforcement Learning with Realistic Data Source

arXiv.org Artificial Intelligence

Offline reinforcement learning (ORL) holds great promise for robot learning due to its ability to learn from arbitrary pre-generated experience. However, current ORL benchmarks are almost entirely in simulation and utilize contrived datasets like replay buffers of online RL agents or sub-optimal trajectories, and thus hold limited relevance for real-world robotics. In this work (Real-ORL), we posit that data collected from safe operations of closely related tasks are more practical data sources for real-world robot learning. Under these settings, we perform an extensive (6500+ trajectories collected over 800+ robot hours and 270+ human labor hour) empirical study evaluating generalization and transfer capabilities of representative ORL methods on four real-world tabletop manipulation tasks. Our study finds that ORL and imitation learning prefer different action spaces, and that ORL algorithms can generalize from leveraging offline heterogeneous data sources and outperform imitation learning. We release our dataset and implementations at URL: https://sites.google.com/view/real-orl


Discovered Policy Optimisation

arXiv.org Artificial Intelligence

Tremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms. Mirror Learning, which includes RL algorithms, such as PPO, offers a potential middle-ground starting point: while every method in this framework comes with theoretical guarantees, components that differentiate them are subject to design. In this paper we explore the Mirror Learning space by meta-learning a "drift" function. We refer to the immediate result as Learnt Policy Optimisation (LPO). By analysing LPO we gain original insights into policy optimisation which we use to formulate a novel, closed-form RL algorithm, Discovered Policy Optimisation (DPO). Our experiments in Brax environments confirm state-of-the-art performance of LPO and DPO, as well as their transfer to unseen settings.


A Mixture of Surprises for Unsupervised Reinforcement Learning

arXiv.org Artificial Intelligence

Unsupervised reinforcement learning aims at learning a generalist policy in a reward-free manner for fast adaptation to downstream tasks. Most of the existing methods propose to provide an intrinsic reward based on surprise. Maximizing or minimizing surprise drives the agent to either explore or gain control over its environment. However, both strategies rely on a strong assumption: the entropy of the environment's dynamics is either high or low. This assumption may not always hold in real-world scenarios, where the entropy of the environment's dynamics may be unknown. Hence, choosing between the two objectives is a dilemma. We propose a novel yet simple mixture of policies to address this concern, allowing us to optimize an objective that simultaneously maximizes and minimizes the surprise. Concretely, we train one mixture component whose objective is to maximize the surprise and another whose objective is to minimize the surprise. Hence, our method does not make assumptions about the entropy of the environment's dynamics. We call our method a $\textbf{M}\text{ixture }\textbf{O}\text{f }\textbf{S}\text{urprise}\textbf{S}$ (MOSS) for unsupervised reinforcement learning. Experimental results show that our simple method achieves state-of-the-art performance on the URLB benchmark, outperforming previous pure surprise maximization-based objectives. Our code is available at: https://github.com/LeapLabTHU/MOSS.


Efficient Adversarial Training without Attacking: Worst-Case-Aware Robust Reinforcement Learning

arXiv.org Artificial Intelligence

Recent studies reveal that a well-trained deep reinforcement learning (RL) policy can be particularly vulnerable to adversarial perturbations on input observations. Therefore, it is crucial to train RL agents that are robust against any attacks with a bounded budget. Existing robust training methods in deep RL either treat correlated steps separately, ignoring the robustness of long-term rewards, or train the agents and RL-based attacker together, doubling the computational burden and sample complexity of the training process. In this work, we propose a strong and efficient robust training framework for RL, named Worst-case-aware Robust RL (WocaR-RL) that directly estimates and optimizes the worst-case reward of a policy under bounded l_p attacks without requiring extra samples for learning an attacker. Experiments on multiple environments show that WocaR-RL achieves state-of-the-art performance under various strong attacks, and obtains significantly higher training efficiency than prior state-of-the-art robust training methods. The code of this work is available at https://github.com/umd-huang-lab/WocaR-RL.


CoNSoLe: Convex Neural Symbolic Learning

arXiv.org Artificial Intelligence

Learning the underlying equation from data is a fundamental problem in many disciplines. Recent advances rely on Neural Networks (NNs) but do not provide theoretical guarantees in obtaining the exact equations owing to the non-convexity of NNs. In this paper, we propose Convex Neural Symbolic Learning (CoNSoLe) to seek convexity under mild conditions. The main idea is to decompose the recovering process into two steps and convexify each step. In the first step of searching for right symbols, we convexify the deep Q-learning. The key is to maintain double convexity for both the negative Q-function and the negative reward function in each iteration, leading to provable convexity of the negative optimal Q function to learn the true symbol connections. Conditioned on the exact searching result, we construct a Locally Convex equation Learner (LoCaL) neural network to convexify the estimation of symbol coefficients. With such a design, we quantify a large region with strict convexity in the loss surface of LoCaL for commonly used physical functions. Finally, we demonstrate the superior performance of the CoNSoLe framework over the state-of-the-art on a diverse set of datasets.


Microscopy is All You Need

arXiv.org Artificial Intelligence

We pose that microscopy offers an ideal real-world experimental environment for the development and deployment of active Bayesian and reinforcement learning methods. Indeed, the tremendous progress achieved by machine learning (ML) and artificial intelligence over the last decade has been largely achieved via the utilization of static data sets, from the paradigmatic MNIST to the bespoke corpora of text and image data used to train large models such as GPT3, DALLE and others. However, it is now recognized that continuous, minute improvements to state-of-the-art do not necessarily translate to advances in real-world applications. We argue that a promising pathway for the development of ML methods is via the route of domain-specific deployable algorithms in areas such as electron and scanning probe microscopy and chemical imaging. This will benefit both fundamental physical studies and serve as a test bed for more complex autonomous systems such as robotics and manufacturing. Favorable environment characteristics of scanning and electron microscopy include low risk, extensive availability of domain-specific priors and rewards, relatively small effects of exogeneous variables, and often the presence of both upstream first principles as well as downstream learnable physical models for both statics and dynamics. Recent developments in programmable interfaces, edge computing, and access to APIs facilitating microscope control, all render the deployment of ML codes on operational microscopes straightforward. We discuss these considerations and hope that these arguments will lead to creating a novel set of development targets for the ML community by accelerating both real-world ML applications and scientific progress.


GriddlyJS: A Web IDE for Reinforcement Learning

arXiv.org Artificial Intelligence

Progress in reinforcement learning (RL) research is often driven by the design of new, challenging environments -- a costly undertaking requiring skills orthogonal to that of a typical machine learning researcher. The complexity of environment development has only increased with the rise of procedural-content generation (PCG) as the prevailing paradigm for producing varied environments capable of testing the robustness and generalization of RL agents. Moreover, existing environments often require complex build processes, making reproducing results difficult. To address these issues, we introduce GriddlyJS, a web-based Integrated Development Environment (IDE) based on the Griddly engine. GriddlyJS allows researchers to visually design and debug arbitrary, complex PCG grid-world environments using a convenient graphical interface, as well as visualize, evaluate, and record the performance of trained agent models. By connecting the RL workflow to the advanced functionality enabled by modern web standards, GriddlyJS allows publishing interactive agent-environment demos that reproduce experimental results directly to the web. To demonstrate the versatility of GriddlyJS, we use it to quickly develop a complex compositional puzzle-solving environment alongside arbitrary human-designed environment configurations and their solutions for use in automatic curriculum learning and offline RL. The GriddlyJS IDE is open source and freely available at https://griddly.ai.


Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model

arXiv.org Artificial Intelligence

This paper studies multi-agent reinforcement learning in Markov games, with the goal of learning Nash equilibria or coarse correlated equilibria (CCE) sample-optimally. All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called \myalg~and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an $\varepsilon$-approximate CCE in a general-sum Markov game using $$ \widetilde{O}\bigg( \frac{H^4 S \sum_{i=1}^m A_i}{\varepsilon^2} \bigg) $$ samples, where $m$ is the number of players, $S$ indicates the number of states, $H$ is the horizon, and $A_i$ denotes the number of actions for the $i$-th player. This is minimax-optimal (up to log factor) when the number of players is fixed. When applied to two-player zero-sum Markov games, our algorithm provably finds an $\varepsilon$-approximate Nash equilibrium with minimal samples. Along the way, we derive a refined regret bound for FTRL that makes explicit the role of variance-type quantities, which might be of independent interest.


DQLAP: Deep Q-Learning Recommender Algorithm with Update Policy for a Real Steam Turbine System

arXiv.org Artificial Intelligence

In modern industrial systems, diagnosing faults in time and using the best methods becomes more and more crucial. It is possible to fail a system or to waste resources if faults are not detected or are detected late. Machine learning and deep learning have proposed various methods for data-based fault diagnosis, and we are looking for the most reliable and practical ones. This paper aims to develop a framework based on deep learning and reinforcement learning for fault detection. We can increase accuracy, overcome data imbalance, and better predict future defects by updating the reinforcement learning policy when new data is received. By implementing this method, we will see an increase of $3\%$ in all evaluation metrics, an improvement in prediction speed, and $3\%$ - $4\%$ in all evaluation metrics compared to typical backpropagation multi-layer neural network prediction with similar parameters.