Reinforcement Learning
Bellman Residual Orthogonalization for Offline Reinforcement Learning
Zanette, Andrea, Wainwright, Martin J.
Markov decision processes (MDP) provide a general framework for optimal decision-making in sequential settings (e.g., [Put94, Ber95a, Ber95b]). Reinforcement learning refers to a general class of procedures for estimating near-optimal policies based on data from an unknown MDP (e.g., [BT96, SB18]). Different classes of problems can be distinguished depending on our access to the data-generating mechanism. Many modern applications of RL involve learning based on a pre-collected or offline dataset. Moreover, the state-action spaces are often sufficiently complex that it becomes necessary to implement function approximation. In this paper, we focus on model-free offline reinforcement learning (RL) with function approximation, where prior knowledge about the MDP is encoded via the value function. In this setting, we focus on two fundamental problems: (1) offline policy evaluation--namely, the task of accurately predicting the value of a target policy; and (2) offline policy optimization, which is the task of finding a high-performance policy. There are various broad classes of approaches to off-policy evaluation, including importance sampling [Pre00, TB16, JL16, LLTZ18], as well as regression-based methods [LP03, MS08, CJ19]. 1
Parametrically Retargetable Decision-Makers Tend To Seek Power
Turner, Alexander Matt, Tadepalli, Prasad
If capable AI agents are generally incentivized to seek power in service of the objectives we specify for them, then these systems will pose enormous risks, in addition to enormous benefits. In fully observable environments, most reward functions have an optimal policy which seeks power by keeping options open and staying alive. However, the real world is neither fully observable, nor must trained agents be even approximately reward-optimal. We consider a range of models of AI decision-making, from optimal, to random, to choices informed by learning and interacting with an environment. We discover that many decision-making functions are retargetable, and that retargetability is sufficient to cause power-seeking tendencies. Our functional criterion is simple and broad. We show that a range of qualitatively dissimilar decision-making procedures incentivize agents to seek power. We demonstrate the flexibility of our results by reasoning about learned policy incentives in Montezuma's Revenge. These results suggest a safety risk: Eventually, retargetable training procedures may train real-world agents which seek power over humans.
Edge-Cloud Cooperation for DNN Inference via Reinforcement Learning and Supervised Learning
Zhang, Tinghao, Li, Zhijun, Chen, Yongrui, Lam, Kwok-Yan, Zhao, Jun
Deep Neural Networks (DNNs) have been widely applied in Internet of Things (IoT) systems for various tasks such as image classification and object detection. However, heavyweight DNN models can hardly be deployed on edge devices due to limited computational resources. In this paper, an edge-cloud cooperation framework is proposed to improve inference accuracy while maintaining low inference latency. To this end, we deploy a lightweight model on the edge and a heavyweight model on the cloud. A reinforcement learning (RL)-based DNN compression approach is used to generate the lightweight model suitable for the edge from the heavyweight model. Moreover, a supervised learning (SL)-based offloading strategy is applied to determine whether the sample should be processed on the edge or on the cloud. Our method is implemented on real hardware and tested on multiple datasets. The experimental results show that (1) The sizes of the lightweight models obtained by RL-based DNN compression are up to 87.6% smaller than those obtained by the baseline method; (2) SL-based offloading strategy makes correct offloading decisions in most cases; (3) Our method reduces up to 78.8% inference latency and achieves higher accuracy compared with the cloud-only strategy.
Learning Generalized Policy Automata for Relational Stochastic Shortest Path Problems
Karia, Rushang, Nayyar, Rashmeet Kaur, Srivastava, Siddharth
Several goal-oriented problems in the real-world can be naturally expressed as Stochastic Shortest Path Problems (SSPs). However, the computational complexity of solving SSPs makes finding solutions to even moderately sized problems intractable. Currently, existing state-of-the-art planners and heuristics often fail to exploit knowledge learned from solving other instances. This paper presents an approach for learning \emph{Generalized Policy Automata} (GPA): non-deterministic partial policies that can be used to catalyze the solution process. GPAs are learned using relational, feature-based abstractions, which makes them applicable on broad classes of related problems with different object names and quantities. Theoretical analysis of this approach shows that it guarantees completeness and hierarchical optimality. Empirical analysis shows that this approach effectively learns broadly applicable policy knowledge in a few-shot fashion and significantly outperforms state-of-the-art SSP solvers on test problems whose object counts are far greater than those used during training.
ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regret
McAleer, Stephen, Farina, Gabriele, Lanctot, Marc, Sandholm, Tuomas
Recent techniques for approximating Nash equilibria in very large games leverage neural networks to learn approximately optimal policies (strategies). One promising line of research uses neural networks to approximate counterfactual regret minimization (CFR) or its modern variants. DREAM, the only current CFR-based neural method that is model free and therefore scalable to very large games, trains a neural network on an estimated regret target that can have extremely high variance due to an importance sampling term inherited from Monte Carlo CFR (MCCFR). In this paper we propose an unbiased model-free method that does not require any importance sampling. Our method, ESCHER, is principled and is guaranteed to converge to an approximate Nash equilibrium with high probability. We show that the variance of the estimated regret of ESCHER is orders of magnitude lower than DREAM and other baselines. We then show that ESCHER outperforms the prior state of the art -- DREAM and neural fictitious self play (NFSP) -- on a number of games and the difference becomes dramatic as game size increases. In the very large game of dark chess, ESCHER is able to beat DREAM and NFSP in a head-to-head competition over $90\%$ of the time.
Personalised Meta-path Generation for Heterogeneous GNNs
Zhong, Zhiqiang, Li, Cheng-Te, Pang, Jun
Recently, increasing attention has been paid to heterogeneous graph representation learning (HGRL), which aims to embed rich structural and semantic information in heterogeneous information networks (HINs) into low-dimensional node representations. To date, most HGRL models rely on hand-crafted meta-paths. However, the dependency on manually-defined meta-paths requires domain knowledge, which is difficult to obtain for complex HINs. More importantly, the pre-defined or generated meta-paths of all existing HGRL methods attached to each node type or node pair cannot be personalised to each individual node. To fully unleash the power of HGRL, we present a novel framework, Personalised Meta-path based Heterogeneous Graph Neural Networks (PM-HGNN), to jointly generate meta-paths that are personalised for each individual node in a HIN and learn node representations for the target downstream task like node classification. Precisely, PM-HGNN treats the meta-path generation as a Markov Decision Process and utilises a policy network to adaptively generate a meta-path for each individual node and simultaneously learn effective node representations. The policy network is trained with deep reinforcement learning by exploiting the performance improvement on a downstream task. We further propose an extension, PM-HGNN++, to better encode relational structure and accelerate the training during the meta-path generation. Experimental results reveal that both PM-HGNN and PM-HGNN++ can significantly and consistently outperform 16 competing baselines and state-of-the-art methods in various settings of node classification. Qualitative analysis also shows that PM-HGNN++ can identify meaningful meta-paths overlooked by human knowledge.
Towards Human-Level Bimanual Dexterous Manipulation with Reinforcement Learning
Chen, Yuanpei, Wu, Tianhao, Wang, Shengjie, Feng, Xidong, Jiang, Jiechuang, McAleer, Stephen Marcus, Geng, Yiran, Dong, Hao, Lu, Zongqing, Zhu, Song-Chun, Yang, Yaodong
Achieving human-level dexterity is an important open problem in robotics. However, tasks of dexterous hand manipulation, even at the baby level, are challenging to solve through reinforcement learning (RL). The difficulty lies in the high degrees of freedom and the required cooperation among heterogeneous agents (e.g., joints of fingers). In this study, we propose the Bimanual Dexterous Hands Benchmark (Bi-DexHands), a simulator that involves two dexterous hands with tens of bimanual manipulation tasks and thousands of target objects. Specifically, tasks in Bi-DexHands are designed to match different levels of human motor skills according to cognitive science literature. We built Bi-DexHands in the Issac Gym; this enables highly efficient RL training, reaching 30,000+ FPS by only one single NVIDIA RTX 3090. We provide a comprehensive benchmark for popular RL algorithms under different settings; this includes Single-agent/Multi-agent RL, Offline RL, Multi-task RL, and Meta RL. Our results show that the PPO type of on-policy algorithms can master simple manipulation tasks that are equivalent up to 48-month human babies (e.g., catching a flying object, opening a bottle), while multi-agent RL can further help to master manipulations that require skilled bimanual cooperation (e.g., lifting a pot, stacking blocks). Despite the success on each single task, when it comes to acquiring multiple manipulation skills, existing RL algorithms fail to work in most of the multi-task and the few-shot learning settings, which calls for more substantial development from the RL community.
RAMBO-RL: Robust Adversarial Model-Based Offline Reinforcement Learning
Rigter, Marc, Lacerda, Bruno, Hawes, Nick
Offline reinforcement learning (RL) aims to find performant policies from logged data without further environment interaction. Model-based algorithms, which learn a model of the environment from the dataset and perform conservative policy optimisation within that model, have emerged as a promising approach to this problem. In this work, we present Robust Adversarial Model-Based Offline RL (RAMBO), a novel approach to model-based offline RL. We formulate the problem as a two-player zero sum game against an adversarial environment model. The model is trained to minimise the value function while still accurately predicting the transitions in the dataset, forcing the policy to act conservatively in areas not covered by the dataset. To approximately solve the two-player game, we alternate between optimising the policy and adversarially optimising the model. The problem formulation that we address is theoretically grounded, resulting in a probably approximately correct (PAC) performance guarantee and a pessimistic value function which lower bounds the value function in the true environment. We evaluate our approach on widely studied offline RL benchmarks, and demonstrate that it outperforms existing state-of-the-art baselines.
How can AI help create better algorithms?
Recently, researchers at Google's DeepMind, London discovered that AI can help solve matric multiplication problems by finding faster algorithms. According to their published paper in the journal Nature, the team describes using reinforcement learning to enhance math-based algorithms. Additionally, a Research Briefing has been published in the same journal issue highlighting their work in London. Often, computer programming uses Math as a means for describing and then tweaking representations of real-world phenomena. For instance, it is used to represent weather conditions or nodes in an artificial network or represent pixels on a computer screen.
The Role of Exploration for Task Transfer in Reinforcement Learning
Balloch, Jonathan C, Kim, Julia, Inman, and Jessica L, Riedl, Mark O
The exploration--exploitation trade-off in reinforcement learning (RL) is a well-known and much-studied problem that balances greedy action selection with novel experience, and the study of exploration methods is usually only considered in the context of learning the optimal policy for a single learning task. However, in the context of online task transfer, where there is a change to the task during online operation, we hypothesize that exploration strategies that anticipate the need to adapt to future tasks can have a pronounced impact on the efficiency of transfer. As such, we re-examine the exploration--exploitation trade-off in the context of transfer learning. In this work, we review reinforcement learning exploration methods, define a taxonomy with which to organize them, analyze these methods' differences in the context of task transfer, and suggest avenues for future investigation.