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 Reinforcement Learning


How Does Value Distribution in Distributional Reinforcement Learning Help Optimization?

arXiv.org Artificial Intelligence

We consider the problem of learning a set of probability distributions from the Bellman dynamics in distributional reinforcement learning~(RL) that learns the whole return distribution compared with only its expectation in classical RL. Despite its success to obtain superior performance, we still have a poor understanding of how the value distribution in distributional RL works. In this study, we analyze the optimization benefits of distributional RL by leverage of additional value distribution information over classical RL in the Neural Fitted Z-Iteration~(Neural FZI) framework. To begin with, we demonstrate that the distribution loss of distributional RL has desirable smoothness characteristics and hence enjoys stable gradients, which is in line with its tendency to promote optimization stability. Furthermore, the acceleration effect of distributional RL is revealed by decomposing the return distribution. It turns out that distributional RL can perform favorably if the value distribution approximation is appropriate, measured by the variance of gradient estimates in each environment for any specific distributional RL algorithm. Rigorous experiments validate the stable optimization behaviors of distributional RL, contributing to its acceleration effects compared to classical RL. The findings of our research illuminate how the value distribution in distributional RL algorithms helps the optimization.


Argumentative Reward Learning: Reasoning About Human Preferences

arXiv.org Artificial Intelligence

We reward learning, which combines use PBA to represent and reason non-monotonically about preference-based argumentation with existing approaches human preferences, allowing the agent to draw conclusions to reinforcement learning from human defeasibly, with the ability to retract these conclusions under feedback. Our method improves prior work by the light of further interaction with the human.


Disentangling Transfer in Continual Reinforcement Learning

arXiv.org Artificial Intelligence

The ability of continual learning systems to transfer knowledge from previously seen tasks in order to maximize performance on new tasks is a significant challenge for the field, limiting the applicability of continual learning solutions to realistic scenarios. Consequently, this study aims to broaden our understanding of transfer and its driving forces in the specific case of continual reinforcement learning. We adopt SAC as the underlying RL algorithm and Continual World as a suite of continuous control tasks. We systematically study how different components of SAC (the actor and the critic, exploration, and data) affect transfer efficacy, and we provide recommendations regarding various modeling options. The best set of choices, dubbed ClonEx-SAC, is evaluated on the recent Continual World benchmark. ClonEx-SAC achieves 87% final success rate compared to 80% of PackNet, the best method in the benchmark. Moreover, the transfer grows from 0.18 to 0.54 according to the metric provided by Continual World.


Hierarchical Reinforcement Learning with AI Planning Models

arXiv.org Artificial Intelligence

Two common approaches to sequential decision-making are AI planning (AIP) and reinforcement learning (RL). Each has strengths and weaknesses. AIP is interpretable, easy to integrate with symbolic knowledge, and often efficient, but requires an up-front logical domain specification and is sensitive to noise; RL only requires specification of rewards and is robust to noise but is sample inefficient and not easily supplied with external knowledge. We propose an integrative approach that combines high-level planning with RL, retaining interpretability, transfer, and efficiency, while allowing for robust learning of the lower-level plan actions. Our approach defines options in hierarchical reinforcement learning (HRL) from AIP operators by establishing a correspondence between the state transition model of AI planning problem and the abstract state transition system of a Markov Decision Process (MDP). Options are learned by adding intrinsic rewards to encourage consistency between the MDP and AIP transition models. We demonstrate the benefit of our integrated approach by comparing the performance of RL and HRL algorithms in both MiniGrid and N-rooms environments, showing the advantage of our method over the existing ones.


Online Policy Optimization for Robust MDP

arXiv.org Artificial Intelligence

The rapid progress of reinforcement learning (RL) algorithms enables trained agents to navigate around complicated environments and solve complex tasks. The standard reinforcement learning methods, however, may fail catastrophically in another environment, even if the two environments only differ slightly in dynamics [Farebrother et al., 2018, Packer et al., 2018, Cobbe et al., 2019, Song et al., 2019, Raileanu and Fergus, 2021]. In practical applications, such mismatch of environment dynamics are common and can be caused by a number of reasons, e.g., model deviation due to incomplete data, unexpected perturbation and possible adversarial attacks. Part of the sensitivity of standard RL algorithms stems from the formulation of the underlying Markov decision process (MDP). In a sequence of interactions, MDP assumes the dynamic to be unchanged, and the trained agent to be tested on the same dynamic thereafter. To model the potential mismatch between system dynamics, the framework of robust MDP is introduced to account for the uncertainty of the parameters of the MDP [Satia and Lave Jr, 1973, White III and Eldeib, 1994, Nilim and El Ghaoui, 2005, Iyengar, 2005].


Optimistic Posterior Sampling for Reinforcement Learning with Few Samples and Tight Guarantees

arXiv.org Artificial Intelligence

We consider reinforcement learning in an environment modeled by an episodic, finite, stage-dependent Markov decision process of horizon $H$ with $S$ states, and $A$ actions. The performance of an agent is measured by the regret after interacting with the environment for $T$ episodes. We propose an optimistic posterior sampling algorithm for reinforcement learning (OPSRL), a simple variant of posterior sampling that only needs a number of posterior samples logarithmic in $H$, $S$, $A$, and $T$ per state-action pair. For OPSRL we guarantee a high-probability regret bound of order at most $\widetilde{\mathcal{O}}(\sqrt{H^3SAT})$ ignoring $\text{poly}\log(HSAT)$ terms. The key novel technical ingredient is a new sharp anti-concentration inequality for linear forms which may be of independent interest. Specifically, we extend the normal approximation-based lower bound for Beta distributions by Alfers and Dinges [1984] to Dirichlet distributions. Our bound matches the lower bound of order $\Omega(\sqrt{H^3SAT})$, thereby answering the open problems raised by Agrawal and Jia [2017b] for the episodic setting.


TTOpt: A Maximum Volume Quantized Tensor Train-based Optimization and its Application to Reinforcement Learning

arXiv.org Artificial Intelligence

We present a novel procedure for optimization based on the combination of efficient quantized tensor train representation and a generalized maximum matrix volume principle. We demonstrate the applicability of the new Tensor Train Optimizer (TTOpt) method for various tasks, ranging from minimization of multidimensional functions to reinforcement learning. Our algorithm compares favorably to popular evolutionary-based methods and outperforms them by the number of function evaluations or execution time, often by a significant margin.


DeepTOP: Deep Threshold-Optimal Policy for MDPs and RMABs

arXiv.org Artificial Intelligence

We consider the problem of learning the optimal threshold policy for control problems. Threshold policies make control decisions by evaluating whether an element of the system state exceeds a certain threshold, whose value is determined by other elements of the system state. By leveraging the monotone property of threshold policies, we prove that their policy gradients have a surprisingly simple expression. We use this simple expression to build an off-policy actor-critic algorithm for learning the optimal threshold policy. Simulation results show that our policy significantly outperforms other reinforcement learning algorithms due to its ability to exploit the monotone property. In addition, we show that the Whittle index, a powerful tool for restless multi-armed bandit problems, is equivalent to the optimal threshold policy for an alternative problem. This observation leads to a simple algorithm that finds the Whittle index by learning the optimal threshold policy in the alternative problem. Simulation results show that our algorithm learns the Whittle index much faster than several recent studies that learn the Whittle index through indirect means.


Quantization for Fast and Environmentally Sustainable Reinforcement Learning

#artificialintelligence

Posted by Srivatsan Krishnan, Student Researcher, and Aleksandra Faust, Senior Staff Research Scientist, Google Research, Brain Team Dee...


Resource Allocation for Mobile Metaverse with the Internet of Vehicles over 6G Wireless Communications: A Deep Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Improving the interactivity and interconnectivity between people is one of the highlights of the Metaverse. The Metaverse relies on a core approach, digital twinning, which is a means to replicate physical world objects, people, actions and scenes onto the virtual world. Being able to access scenes and information associated with the physical world, in the Metaverse in real-time and under mobility, is essential in developing a highly accessible, interactive and interconnective experience for all users. This development allows users from other locations to access high-quality real-world and up-to-date information about events happening in another location, and socialize with others hyper-interactively. Nevertheless, receiving continual, smooth updates generated by others from the Metaverse is a challenging task due to the large data size of the virtual world graphics and the need for low latency transmission. With the development of Mobile Augmented Reality (MAR), users can interact via the Metaverse in a highly interactive manner, even under mobility. Hence in our work, we considered an environment with users in moving Internet of Vehicles (IoV), downloading real-time virtual world updates from Metaverse Service Provider Cell Stations (MSPCSs) via wireless communications. We design an environment with multiple cell stations, where there will be a handover of users' virtual world graphic download tasks between cell stations. As transmission latency is the primary concern in receiving virtual world updates under mobility, our work aims to allocate system resources to minimize the total time taken for users in vehicles to download their virtual world scenes from the cell stations. We utilize deep reinforcement learning and evaluate the performance of the algorithms under different environmental configurations. Our work provides a use case of the Metaverse over AI-enabled 6G communications.