Reinforcement Learning
M$^2$DQN: A Robust Method for Accelerating Deep Q-learning Network
Zhang, Zhe, Zou, Yukun, Lai, Junjie, Xu, Qing
Deep Q-learning Network (DQN) is a successful way which combines reinforcement learning with deep neural networks and leads to a widespread application of reinforcement learning. One challenging problem when applying DQN or other reinforcement learning algorithms to real world problem is data collection. Therefore, how to improve data efficiency is one of the most important problems in the research of reinforcement learning. In this paper, we propose a framework which uses the Max-Mean loss in Deep Q-Network (M$^2$DQN). Instead of sampling one batch of experiences in the training step, we sample several batches from the experience replay and update the parameters such that the maximum TD-error of these batches is minimized. The proposed method can be combined with most of existing techniques of DQN algorithm by replacing the loss function. We verify the effectiveness of this framework with one of the most widely used techniques, Double DQN (DDQN), in several gym games. The results show that our method leads to a substantial improvement in both the learning speed and performance.
Optimizing Industrial HVAC Systems with Hierarchical Reinforcement Learning
Wong, William, Dutta, Praneet, Voicu, Octavian, Chervonyi, Yuri, Paduraru, Cosmin, Luo, Jerry
Reinforcement learning (RL) techniques have been developed to optimize industrial cooling systems, offering substantial energy savings compared to traditional heuristic policies. A major challenge in industrial control involves learning behaviors that are feasible in the real world due to machinery constraints. For example, certain actions can only be executed every few hours while other actions can be taken more frequently. Without extensive reward engineering and experimentation, an RL agent may not learn realistic operation of machinery. To address this, we use hierarchical reinforcement learning with multiple agents that control subsets of actions according to their operation time scales. Our hierarchical approach achieves energy savings over existing baselines while maintaining constraints such as operating chillers within safe bounds in a simulated HVAC control environment.
Selective Token Generation for Few-shot Natural Language Generation
Jo, Daejin, Kwon, Taehwan, Kim, Eun-Sol, Kim, Sungwoong
Natural language modeling with limited training data is a challenging problem, and many algorithms make use of large-scale pretrained language models (PLMs) for this due to its great generalization ability. Among them, additive learning that incorporates a task-specific adapter on top of the fixed large-scale PLM has been popularly used in the few-shot setting. However, this added adapter is still easy to disregard the knowledge of the PLM especially for few-shot natural language generation (NLG) since an entire sequence is usually generated by only the newly trained adapter. Therefore, in this work, we develop a novel additive learning algorithm based on reinforcement learning (RL) that selectively outputs language tokens between the task-general PLM and the task-specific adapter during both training and inference. This output token selection over the two generators allows the adapter to take into account solely the task-relevant parts in sequence generation, and therefore makes it more robust to overfitting as well as more stable in RL training. In addition, to obtain the complementary adapter from the PLM for each few-shot task, we exploit a separate selecting module that is also simultaneously trained using RL. Experimental results on various few-shot NLG tasks including question answering, data-to-text generation and text summarization demonstrate that the proposed selective token generation significantly outperforms the previous additive learning algorithms based on the PLMs.
Evolutionary Action Selection for Gradient-based Policy Learning
Ma, Yan, Liu, Tianxing, Wei, Bingsheng, Liu, Yi, Xu, Kang, Li, Wei
Evolutionary Algorithms (EAs) and Deep Reinforcement Learning (DRL) have recently been integrated to take the advantage of the both methods for better exploration and exploitation. The evolutionary part in these hybrid methods maintains a population of policy networks. However, existing methods focus on optimizing the parameters of policy network, which is usually high-dimensional and tricky for EA. In this paper, we shift the target of evolution from high-dimensional parameter space to low-dimensional action space. We propose Evolutionary Action Selection-Twin Delayed Deep Deterministic Policy Gradient (EAS-TD3), a novel hybrid method of EA and DRL. In EAS, we focus on optimizing the action chosen by the policy network and attempt to obtain high-quality actions to promote policy learning through an evolutionary algorithm. We conduct several experiments on challenging continuous control tasks. The result shows that EAS-TD3 shows superior performance over other state-of-art methods.
Neuromuscular Reinforcement Learning to Actuate Human Limbs through FES
Wannawas, Nat, Shafti, Ali, Faisal, A. Aldo
Functional Electrical Stimulation (FES) is a technique to evoke muscle contraction through low-energy electrical signals. FES can animate paralysed limbs. Yet, an open challenge remains on how to apply FES to achieve desired movements. This challenge is accentuated by the complexities of human bodies and the non-stationarities of the muscles' responses. The former causes difficulties in performing inverse dynamics, and the latter causes control performance to degrade over extended periods of use. Here, we engage the challenge via a data-driven approach. Specifically, we learn to control FES through Reinforcement Learning (RL) which can automatically customise the stimulation for the patients. However, RL typically has Markovian assumptions while FES control systems are non-Markovian because of the non-stationarities. To deal with this problem, we use a recurrent neural network to create Markovian state representations. We cast FES controls into RL problems and train RL agents to control FES in different settings in both simulations and the real world. The results show that our RL controllers can maintain control performances over long periods and have better stimulation characteristics than PID controllers.
Model-based gym environments for limit order book trading
Jerome, Joseph, Sanchez-Betancourt, Leandro, Savani, Rahul, Herdegen, Martin
Within the mathematical finance literature there is a rich catalogue of mathematical models for studying algorithmic trading problems -- such as market-making and optimal execution -- in limit order books. This paper introduces \mbtgym, a Python module that provides a suite of gym environments for training reinforcement learning (RL) agents to solve such model-based trading problems. The module is set up in an extensible way to allow the combination of different aspects of different models. It supports highly efficient implementations of vectorized environments to allow faster training of RL agents. In this paper, we motivate the challenge of using RL to solve such model-based limit order book problems in mathematical finance, we explain the design of our gym environment, and then demonstrate its use in solving standard and non-standard problems from the literature. Finally, we lay out a roadmap for further development of our module, which we provide as an open source repository on GitHub so that it can serve as a focal point for RL research in model-based algorithmic trading.
A Biologically-Inspired Dual Stream World Model
Juliani, Arthur, Sereno, Margaret
The medial temporal lobe (MTL), a brain region containing the hippocampus and nearby areas, is hypothesized to be an experience-construction system in mammals, supporting both recall and imagination of temporally-extended sequences of events. Such capabilities are also core to many recently proposed ``world models" in the field of AI research. Taking inspiration from this connection, we propose a novel variant, the Dual Stream World Model (DSWM), which learns from high-dimensional observations and dissociates them into context and content streams. DSWM can reliably generate imagined trajectories in novel 2D environments after only a single exposure, outperforming a standard world model. DSWM also learns latent representations which bear a strong resemblance to place cells found in the hippocampus. We show that this representation is useful as a reinforcement learning basis function, and that the generative model can be used to aid the policy learning process using Dyna-like updates.
SoLo T-DIRL: Socially-Aware Dynamic Local Planner based on Trajectory-Ranked Deep Inverse Reinforcement Learning
Xu, Yifan, Chakhachiro, Theodor, Kathuria, Tribhi, Ghaffari, Maani
This work proposes a new framework for a socially-aware dynamic local planner in crowded environments by building on the recently proposed Trajectory-ranked Maximum Entropy Deep Inverse Reinforcement Learning (T-MEDIRL). To address the social navigation problem, our multi-modal learning planner explicitly considers social interaction factors, as well as social-awareness factors into T-MEDIRL pipeline to learn a reward function from human demonstrations. Moreover, we propose a novel trajectory ranking score using the sudden velocity change of pedestrians around the robot to address the sub-optimality in human demonstrations. Our evaluation shows that this method can successfully make a robot navigate in a crowded social environment and outperforms the state-of-art social navigation methods in terms of the success rate, navigation time, and invasion rate.
RLlib for Deep Hierarchical Multiagent Reinforcement Learning
Reinforcement learning (RL) is an effective method for solving problems that require agents to learn the best way to act in complex environments. RLlib is a powerful tool for applying reinforcement learning to problems where there are multiple agents or when agents must take on multiple roles. There are many of resources for learning about RLlib from a theoretical or academic perspective, but there is a lack of materials for learning how to use RLlib to solve your own practical problems. This tutorial helps to fill that gap. If you want to get right into RLlib, fell free to skip to the next section. Thorndike observed that some behaviors in animals arise from a gradual stamping in [Thorndike, 1898].
The potential risks of reward hacking in advanced AI
New research published in AI Magazine explores how advanced AI could hack reward systems to dangerous effect. Researchers at the University of Oxford and Australian National University analyzed the behavior of future advanced reinforcement learning (RL) agents, which take actions, observe rewards, learn how their rewards depend on their actions, and pick actions to maximize expected future rewards. As RL agents get more advanced, they are better able to recognize and execute action plans that cause more expected reward, even in contexts where reward is only received after impressive feats. Lead author Michael K. Cohen says, "Our key insight was that advanced RL agents will have to question how their rewards depend on their actions." Answers to that question are called world-models.