Reinforcement Learning
Conservative Dual Policy Optimization for Efficient Model-Based Reinforcement Learning
Provably efficient Model-Based Reinforcement Learning (MBRL) based on optimism or posterior sampling (PSRL) is ensured to attain the global optimality asymptotically by introducing the complexity measure of the model. However, the complexity might grow exponentially for the simplest nonlinear models, where global convergence is impossible within finite iterations. When the model suffers a large generalization error, which is quantitatively measured by the model complexity, the uncertainty can be large. The sampled model that current policy is greedily optimized upon will thus be unsettled, resulting in aggressive policy updates and over-exploration. In this work, we propose Conservative Dual Policy Optimization (CDPO) that involves a Referential Update and a Conservative Update. The policy is first optimized under a reference model, which imitates the mechanism of PSRL while offering more stability. A conservative range of randomness is guaranteed by maximizing the expectation of model value. Without harmful sampling procedures, CDPO can still achieve the same regret as PSRL. More importantly, CDPO enjoys monotonic policy improvement and global optimality simultaneously.
Deep Reinforcement Learning for Task Offloading in UAV-Aided Smart Farm Networks
Nguyen, Anne Catherine, Pamuklu, Turgay, Syed, Aisha, Kennedy, W. Sean, Erol-Kantarci, Melike
The fifth and sixth generations of wireless communication networks are enabling tools such as internet of things devices, unmanned aerial vehicles (UAVs), and artificial intelligence, to improve the agricultural landscape using a network of devices to automatically monitor farmlands. Surveying a large area requires performing a lot of image classification tasks within a specific period of time in order to prevent damage to the farm in case of an incident, such as fire or flood. UAVs have limited energy and computing power, and may not be able to perform all of the intense image classification tasks locally and within an appropriate amount of time. Hence, it is assumed that the UAVs are able to partially offload their workload to nearby multi-access edge computing devices. The UAVs need a decision-making algorithm that will decide where the tasks will be performed, while also considering the time constraints and energy level of the other UAVs in the network. In this paper, we introduce a Deep Q-Learning (DQL) approach to solve this multi-objective problem. The proposed method is compared with Q-Learning and three heuristic baselines, and the simulation results show that our proposed DQL-based method achieves comparable results when it comes to the UAVs' remaining battery levels and percentage of deadline violations. In addition, our method is able to reach convergence 13 times faster than Q-Learning.
Economical Precise Manipulation and Auto Eye-Hand Coordination with Binocular Visual Reinforcement Learning
Chen, Yiwen, Guo, Sheng, Zhang, Zedong, Zhou, Lei, Ng, Xian Yao, Ang, Marcelo H. Jr
Precision robotic manipulation tasks (insertion, screwing, precisely pick, precisely place) are required in many scenarios. Previous methods achieved good performance on such manipulation tasks. However, such methods typically require tedious calibration or expensive sensors. 3D/RGB-D cameras and torque/force sensors add to the cost of the robotic application and may not always be economical. In this work, we aim to solve these but using only weak-calibrated and low-cost webcams. We propose Binocular Alignment Learning (BAL), which could automatically learn the eye-hand coordination and points alignment capabilities to solve the four tasks. Our work focuses on working with unknown eye-hand coordination and proposes different ways of performing eye-in-hand camera calibration automatically. The algorithm was trained in simulation and used a practical pipeline to achieve sim2real and test it on the real robot. Our method achieves a competitively good result with minimal cost on the four tasks.
Human-level Atari 200x faster
Kapturowski, Steven, Campos, Vรญctor, Jiang, Ray, Rakiฤeviฤ, Nemanja, van Hasselt, Hado, Blundell, Charles, Badia, Adriร Puigdomรจnech
The task of building general agents that perform well over a wide range of tasks has been an important goal in reinforcement learning since its inception. The problem has been subject of research of a large body of work, with performance frequently measured by observing scores over the wide range of environments contained in the Atari 57 benchmark. Agent57 was the first agent to surpass the human benchmark on all 57 games, but this came at the cost of poor data-efficiency, requiring nearly 80 billion frames of experience to achieve. Taking Agent57 as a starting point, we employ a diverse set of strategies to achieve a 200-fold reduction of experience needed to out perform the human baseline. We investigate a range of instabilities and bottlenecks we encountered while reducing the data regime, and propose effective solutions to build a more robust and efficient agent. We also demonstrate competitive performance with high-performing methods such as Muesli and MuZero. The four key components to our approach are (1) an approximate trust region method which enables stable bootstrapping from the online network, (2) a normalisation scheme for the loss and priorities which improves robustness when learning a set of value functions with a wide range of scales, (3) an improved architecture employing techniques from NFNets in order to leverage deeper networks without the need for normalization layers, and (4) a policy distillation method which serves to smooth out the instantaneous greedy policy overtime.
Reducing Variance in Temporal-Difference Value Estimation via Ensemble of Deep Networks
Liang, Litian, Xu, Yaosheng, McAleer, Stephen, Hu, Dailin, Ihler, Alexander, Abbeel, Pieter, Fox, Roy
In temporal-difference reinforcement learning algorithms, variance in value estimation can cause instability and overestimation of the maximal target value. Many algorithms have been proposed to reduce overestimation, including several recent ensemble methods, however none have shown success in sample-efficient learning through addressing estimation variance as the root cause of overestimation. In this paper, we propose MeanQ, a simple ensemble method that estimates target values as ensemble means. Despite its simplicity, MeanQ shows remarkable sample efficiency in experiments on the Atari Learning Environment benchmark. Importantly, we find that an ensemble of size 5 sufficiently reduces estimation variance to obviate the lagging target network, eliminating it as a source of bias and further gaining sample efficiency. We justify intuitively and empirically the design choices in MeanQ, including the necessity of independent experience sampling. On a set of 26 benchmark Atari environments, MeanQ outperforms all tested baselines, including the best available baseline, SUNRISE, at 100K interaction steps in 16/26 environments, and by 68% on average. MeanQ also outperforms Rainbow DQN at 500K steps in 21/26 environments, and by 49% on average, and achieves average human-level performance using 200K ($\pm$100K) interaction steps. Our implementation is available at https://github.com/indylab/MeanQ.
Mean-Field Approximation of Cooperative Constrained Multi-Agent Reinforcement Learning (CMARL)
Mondal, Washim Uddin, Aggarwal, Vaneet, Ukkusuri, Satish V.
Mean-Field Control (MFC) has recently been proven to be a scalable tool to approximately solve large-scale multi-agent reinforcement learning (MARL) problems. However, these studies are typically limited to unconstrained cumulative reward maximization framework. In this paper, we show that one can use the MFC approach to approximate the MARL problem even in the presence of constraints. Specifically, we prove that, an $N$-agent constrained MARL problem, with state, and action spaces of each individual agents being of sizes $|\mathcal{X}|$, and $|\mathcal{U}|$ respectively, can be approximated by an associated constrained MFC problem with an error, $e\triangleq \mathcal{O}\left([\sqrt{|\mathcal{X}|}+\sqrt{|\mathcal{U}|}]/\sqrt{N}\right)$. In a special case where the reward, cost, and state transition functions are independent of the action distribution of the population, we prove that the error can be improved to $e=\mathcal{O}(\sqrt{|\mathcal{X}|}/\sqrt{N})$. Also, we provide a Natural Policy Gradient based algorithm and prove that it can solve the constrained MARL problem within an error of $\mathcal{O}(e)$ with a sample complexity of $\mathcal{O}(e^{-6})$.
Analysis of Reinforcement Learning for determining task replication in workflows
McGough, Andrew Stephen, Forshaw, Matthew
Executing workflows on volunteer computing resources where individual tasks may be forced to relinquish their resource for the resource's primary use leads to unpredictability and often significantly increases execution time. Task replication is one approach that can ameliorate this challenge. This comes at the expense of a potentially significant increase in system load and energy consumption. We propose the use of Reinforcement Learning (RL) such that a system may `learn' the `best' number of replicas to run to increase the number of workflows which complete promptly whilst minimising the additional workload on the system when replicas are not beneficial. We show, through simulation, that we can save 34% of the energy consumption using RL compared to a fixed number of replicas with only a 4% decrease in workflows achieving a pre-defined overhead bound.
First Contact: Unsupervised Human-Machine Co-Adaptation via Mutual Information Maximization
Reddy, Siddharth, Levine, Sergey, Dragan, Anca D.
How can we train an assistive human-machine interface (e.g., an electromyography-based limb prosthesis) to translate a user's raw command signals into the actions of a robot or computer when there is no prior mapping, we cannot ask the user for supervision in the form of action labels or reward feedback, and we do not have prior knowledge of the tasks the user is trying to accomplish? The key idea in this paper is that, regardless of the task, when an interface is more intuitive, the user's commands are less noisy. We formalize this idea as a completely unsupervised objective for optimizing interfaces: the mutual information between the user's command signals and the induced state transitions in the environment. To evaluate whether this mutual information score can distinguish between effective and ineffective interfaces, we conduct an observational study on 540K examples of users operating various keyboard and eye gaze interfaces for typing, controlling simulated robots, and playing video games. The results show that our mutual information scores are predictive of the ground-truth task completion metrics in a variety of domains, with an average Spearman's rank correlation of 0.43. In addition to offline evaluation of existing interfaces, we use our unsupervised objective to learn an interface from scratch: we randomly initialize the interface, have the user attempt to perform their desired tasks using the interface, measure the mutual information score, and update the interface to maximize mutual information through reinforcement learning. We evaluate our method through a user study with 12 participants who perform a 2D cursor control task using a perturbed mouse, and an experiment with one user playing the Lunar Lander game using hand gestures. The results show that we can learn an interface from scratch, without any user supervision or prior knowledge of tasks, in under 30 minutes.
Can Offline Reinforcement Learning Help Natural Language Understanding?
Zhang, Ziqi, Wang, Yile, Zhang, Yue, Wang, Donglin
Pre-training has been a useful method for learning implicit transferable knowledge and it shows the benefit of offering complementary features across different modalities. Recent work mainly focuses on the modalities such as image and text, for example, studies show that visual features learned from images can help visual-grounded language understanding. In this paper, we consider investigating the potential connection between offline reinforcement learning (RL) and language modeling (LM). Intuitively, RL and LM are similar in predicting the next states based on the current and previous states, which rely on both local and long-range dependency across states. To validate such an assumption, we pre-trained different offline RL tasks using Transformer and then evaluate these models on various language-related tasks. Experimental results show that our RL pre-trained models can give close performance compared with the models using the LM training objective, showing that there exist common useful features across these two modalities. To further explore the potential relationship, we investigate some factors such as Markov property and the sequential nature of RL trajectory.
Robust Constrained Reinforcement Learning
Wang, Yue, Miao, Fei, Zou, Shaofeng
Constrained reinforcement learning is to maximize the expected reward subject to constraints on utilities/costs. However, the training environment may not be the same as the test one, due to, e.g., modeling error, adversarial attack, non-stationarity, resulting in severe performance degradation and more importantly constraint violation. We propose a framework of robust constrained reinforcement learning under model uncertainty, where the MDP is not fixed but lies in some uncertainty set, the goal is to guarantee that constraints on utilities/costs are satisfied for all MDPs in the uncertainty set, and to maximize the worst-case reward performance over the uncertainty set. We design a robust primal-dual approach, and further theoretically develop guarantee on its convergence, complexity and robust feasibility. We then investigate a concrete example of $\delta$-contamination uncertainty set, design an online and model-free algorithm and theoretically characterize its sample complexity.