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 Reinforcement Learning


Locally Constrained Representations in Reinforcement Learning

arXiv.org Artificial Intelligence

The success of Reinforcement Learning (RL) heavily relies on the ability to learn robust representations from the observations of the environment. In most cases, the representations learned purely by the reinforcement learning loss can differ vastly across states depending on how the value functions change. However, the representations learned need not be very specific to the task at hand. Relying only on the RL objective may yield representations that vary greatly across successive time steps. In addition, since the RL loss has a changing target, the representations learned would depend on how good the current values/policies are. Thus, disentangling the representations from the main task would allow them to focus more on capturing transition dynamics which can improve generalization. To this end, we propose locally constrained representations, where an auxiliary loss forces the state representations to be predictable by the representations of the neighbouring states. This encourages the representations to be driven not only by the value/policy learning but also self-supervised learning, which constrains the representations from changing too rapidly. We evaluate the proposed method on several known benchmarks and observe strong performance. Especially in continuous control tasks, our experiments show a significant advantage over a strong baseline.


Towards self-attention based visual navigation in the real world

arXiv.org Artificial Intelligence

Vision guided navigation requires processing complex visual information to inform task-orientated decisions. Applications include autonomous robots, self-driving cars, and assistive vision for humans. A key element is the extraction and selection of relevant features in pixel space upon which to base action choices, for which Machine Learning techniques are well suited. However, Deep Reinforcement Learning agents trained in simulation often exhibit unsatisfactory results when deployed in the real-world due to perceptual differences known as the $\textit{reality gap}$. An approach that is yet to be explored to bridge this gap is self-attention. In this paper we (1) perform a systematic exploration of the hyperparameter space for self-attention based navigation of 3D environments and qualitatively appraise behaviour observed from different hyperparameter sets, including their ability to generalise; (2) present strategies to improve the agents' generalisation abilities and navigation behaviour; and (3) show how models trained in simulation are capable of processing real world images meaningfully in real time. To our knowledge, this is the first demonstration of a self-attention based agent successfully trained in navigating a 3D action space, using less than 4000 parameters.


A Joint Imitation-Reinforcement Learning Framework for Reduced Baseline Regret

arXiv.org Artificial Intelligence

In various control task domains, existing controllers provide a baseline level of performance that -- though possibly suboptimal -- should be maintained. Reinforcement learning (RL) algorithms that rely on extensive exploration of the state and action space can be used to optimize a control policy. However, fully exploratory RL algorithms may decrease performance below a baseline level during training. In this paper, we address the issue of online optimization of a control policy while minimizing regret w.r.t a baseline policy performance. We present a joint imitation-reinforcement learning framework, denoted JIRL. The learning process in JIRL assumes the availability of a baseline policy and is designed with two objectives in mind \textbf{(a)} leveraging the baseline's online demonstrations to minimize the regret w.r.t the baseline policy during training, and \textbf{(b)} eventually surpassing the baseline performance. JIRL addresses these objectives by initially learning to imitate the baseline policy and gradually shifting control from the baseline to an RL agent. Experimental results show that JIRL effectively accomplishes the aforementioned objectives in several, continuous action-space domains. The results demonstrate that JIRL is comparable to a state-of-the-art algorithm in its final performance while incurring significantly lower baseline regret during training in all of the presented domains. Moreover, the results show a reduction factor of up to $21$ in baseline regret over a state-of-the-art baseline regret minimization approach.


Understanding reinforcement learned crowds

arXiv.org Artificial Intelligence

Simulating trajectories of virtual crowds is a commonly encountered task in Computer Graphics. Several recent works have applied Reinforcement Learning methods to animate virtual agents, however they often make different design choices when it comes to the fundamental simulation setup. Each of these choices comes with a reasonable justification for its use, so it is not obvious what is their real impact, and how they affect the results. In this work, we analyze some of these arbitrary choices in terms of their impact on the learning performance, as well as the quality of the resulting simulation measured in terms of the energy efficiency. We perform a theoretical analysis of the properties of the reward function design, and empirically evaluate the impact of using certain observation and action spaces on a variety of scenarios, with the reward function and energy usage as metrics. We show that directly using the neighboring agents' information as observation generally outperforms the more widely used raycasting. Similarly, using nonholonomic controls with egocentric observations tends to produce more efficient behaviors than holonomic controls with absolute observations. Each of these choices has a significant, and potentially nontrivial impact on the results, and so researchers should be mindful about choosing and reporting them in their work.


WFA-IRL: Inverse Reinforcement Learning of Autonomous Behaviors Encoded as Weighted Finite Automata

arXiv.org Artificial Intelligence

This paper presents a method for learning logical task specifications and cost functions from demonstrations. Constructing specifications by hand is challenging for complex objectives and constraints in autonomous systems. Instead, we consider demonstrated task executions, whose logic structure and transition costs need to be inferred by an autonomous agent. We employ a spectral learning approach to extract a weighted finite automaton (WFA), approximating the unknown task logic. Thereafter, we define a product between the WFA for high-level task guidance and a labeled Markov decision process for low-level control. An inverse reinforcement learning (IRL) problem is considered to learn a cost function by backpropagating the loss between agent and expert behaviors through the planning algorithm. Our proposed model, termed WFA-IRL, is capable of generalizing the execution of the inferred task specification in a suite of MiniGrid environments.


Age of Semantics in Cooperative Communications: To Expedite Simulation Towards Real via Offline Reinforcement Learning

arXiv.org Artificial Intelligence

The age of information metric fails to correctly describe the intrinsic semantics of a status update. In an intelligent reflecting surface-aided cooperative relay communication system, we propose the age of semantics (AoS) for measuring semantics freshness of the status updates. Specifically, we focus on the status updating from a source node (SN) to the destination, which is formulated as a Markov decision process (MDP). The objective of the SN is to maximize the expected satisfaction of AoS and energy consumption under the maximum transmit power constraint. To seek the optimal control policy, we first derive an online deep actor-critic (DAC) learning scheme under the on-policy temporal difference learning framework. However, implementing the online DAC in practice poses the key challenge in infinitely repeated interactions between the SN and the system, which can be dangerous particularly during the exploration. We then put forward a novel offline DAC scheme, which estimates the optimal control policy from a previously collected dataset without any further interactions with the system. Numerical experiments verify the theoretical results and show that our offline DAC scheme significantly outperforms the online DAC scheme and the most representative baselines in terms of mean utility, demonstrating strong robustness to dataset quality.


Comparative Study of Q-Learning and NeuroEvolution of Augmenting Topologies for Self Driving Agents

arXiv.org Artificial Intelligence

Autonomous driving vehicles have been of keen interest ever since automation of various tasks started. Humans are prone to exhaustion and have a slow response time on the road, and on top of that driving is already quite a dangerous task with around 1.35 million road traffic incident deaths each year. It is expected that autonomous driving can reduce the number of driving accidents around the world which is why this problem has been of keen interest for researchers. Currently, self-driving vehicles use different algorithms for various sub-problems in making the vehicle autonomous. We will focus reinforcement learning algorithms, more specifically Q-learning algorithms and NeuroEvolution of Augment Topologies (NEAT), a combination of evolutionary algorithms and artificial neural networks, to train a model agent to learn how to drive on a given path. This paper will focus on drawing a comparison between the two aforementioned algorithms.


A Transferable and Automatic Tuning of Deep Reinforcement Learning for Cost Effective Phishing Detection

arXiv.org Artificial Intelligence

Many challenging real-world problems require the deployment of ensembles multiple complementary learning models to reach acceptable performance levels. While effective, applying the entire ensemble to every sample is costly and often unnecessary. Deep Reinforcement Learning (DRL) offers a cost-effective alternative, where detectors are dynamically chosen based on the output of their predecessors, with their usefulness weighted against their computational cost. Despite their potential, DRL-based solutions are not widely used in this capacity, partly due to the difficulties in configuring the reward function for each new task, the unpredictable reactions of the DRL agent to changes in the data, and the inability to use common performance metrics (e.g., TPR/FPR) to guide the algorithm's performance. In this study we propose methods for fine-tuning and calibrating DRL-based policies so that they can meet multiple performance goals. Moreover, we present a method for transferring effective security policies from one dataset to another. Finally, we demonstrate that our approach is highly robust against adversarial attacks.


MSVIPER: Improved Policy Distillation for Reinforcement-Learning-Based Robot Navigation

arXiv.org Artificial Intelligence

We present Multiple Scenario Verifiable Reinforcement Learning via Policy Extraction (MSVIPER), a new method for policy distillation to decision trees for improved robot navigation. MSVIPER learns an "expert" policy using any Reinforcement Learning (RL) technique involving learning a state-action mapping and then uses imitation learning to learn a decision-tree policy from it. We demonstrate that MSVIPER results in efficient decision trees and can accurately mimic the behavior of the expert policy. Moreover, we present efficient policy distillation and tree-modification techniques that take advantage of the decision tree structure to allow improvements to a policy without retraining. We use our approach to improve the performance of RL-based robot navigation algorithms for indoor and outdoor scenes. We demonstrate the benefits in terms of reduced freezing and oscillation behaviors (by up to 95\% reduction) for mobile robots navigating among dynamic obstacles and reduced vibrations and oscillation (by up to 17\%) for outdoor robot navigation on complex, uneven terrains.


Measuring Interventional Robustness in Reinforcement Learning

arXiv.org Artificial Intelligence

Recent work in reinforcement learning has focused on several characteristics of learned policies that go beyond maximizing reward. These properties include fairness, explainability, generalization, and robustness. In this paper, we define interventional robustness (IR), a measure of how much variability is introduced into learned policies by incidental aspects of the training procedure, such as the order of training data or the particular exploratory actions taken by agents. A training procedure has high IR when the agents it produces take very similar actions under intervention, despite variation in these incidental aspects of the training procedure. We develop an intuitive, quantitative measure of IR and calculate it for eight algorithms in three Atari environments across dozens of interventions and states. From these experiments, we find that IR varies with the amount of training and type of algorithm and that high performance does not imply high IR, as one might expect.