Reinforcement Learning
Safe Reinforcement Learning via Shielding under Partial Observability
Carr, Steven, Jansen, Nils, Junges, Sebastian, Topcu, Ufuk
Safe exploration is a common problem in reinforcement learning (RL) that aims to prevent agents from making disastrous decisions while exploring their environment. A family of approaches to this problem assume domain knowledge in the form of a (partial) model of this environment to decide upon the safety of an action. A so-called shield forces the RL agent to select only safe actions. However, for adoption in various applications, one must look beyond enforcing safety and also ensure the applicability of RL with good performance. We extend the applicability of shields via tight integration with state-of-the-art deep RL, and provide an extensive, empirical study in challenging, sparse-reward environments under partial observability. We show that a carefully integrated shield ensures safety and can improve the convergence rate and final performance of RL agents. We furthermore show that a shield can be used to bootstrap state-of-the-art RL agents: they remain safe after initial learning in a shielded setting, allowing us to disable a potentially too conservative shield eventually.
Deriving time-averaged active inference from control principles
Sennesh, Eli, Theriault, Jordan, van de Meent, Jan-Willem, Barrett, Lisa Feldman, Quigley, Karen
Active inference offers a principled account of behavior as minimizing average sensory surprise over time. Applications of active inference to control problems have heretofore tended to focus on finite-horizon or discounted-surprise problems, despite deriving from the infinite-horizon, average-surprise imperative of the free-energy principle. Here we derive an infinite-horizon, average-surprise formulation of active inference from optimal control principles. Our formulation returns to the roots of active inference in neuroanatomy and neurophysiology, formally reconnecting active inference to optimal feedback control. Our formulation provides a unified objective functional for sensorimotor control and allows for reference states to vary over time.
Adjacency constraint for efficient hierarchical reinforcement learning
Zhang, Tianren, Guo, Shangqi, Tan, Tian, Hu, Xiaolin, Chen, Feng
Goal-conditioned Hierarchical Reinforcement Learning (HRL) is a promising approach for scaling up reinforcement learning (RL) techniques. However, it often suffers from training inefficiency as the action space of the high-level, i.e., the goal space, is large. Searching in a large goal space poses difficulty for both high-level subgoal generation and low-level policy learning. In this paper, we show that this problem can be effectively alleviated by restricting the high-level action space from the whole goal space to a $k$-step adjacent region of the current state using an adjacency constraint. We theoretically prove that in a deterministic Markov Decision Process (MDP), the proposed adjacency constraint preserves the optimal hierarchical policy, while in a stochastic MDP the adjacency constraint induces a bounded state-value suboptimality determined by the MDP's transition structure. We further show that this constraint can be practically implemented by training an adjacency network that can discriminate between adjacent and non-adjacent subgoals. Experimental results on discrete and continuous control tasks including challenging simulated robot locomotion and manipulation tasks show that incorporating the adjacency constraint significantly boosts the performance of state-of-the-art goal-conditioned HRL approaches.
Solving Royal Game of Ur Using Reinforcement Learning
Malhotra, Sidharth, Malik, Girik
Reinforcement Learning has recently surfaced as a very powerful tool to solve complex problems in the domain of board games, wherein an agent is generally required to learn complex strategies and moves based on its own experiences and rewards received. While RL has outperformed existing state-of-the-art methods used for playing simple video games and popular board games, it is yet to demonstrate its capability on ancient games. Here, we solve one such problem, where we train our agents using different methods namely Monte Carlo, Qlearning and Expected Sarsa to learn optimal policy to play the strategic Royal Game of Ur. The state space for our game is complex and large, but our agents show promising results at playing the game and learning important strategic moves. Although it is hard to conclude that when trained with limited resources which algorithm performs better overall, but Expected Sarsa shows promising results when it comes to fastest learning.
BARReL: Bottleneck Attention for Adversarial Robustness in Vision-Based Reinforcement Learning
Bykovets, Eugene, Metz, Yannick, El-Assady, Mennatallah, Keim, Daniel A., Buhmann, Joachim M.
Robustness to adversarial perturbations has been explored in many areas of computer vision. This robustness is particularly relevant in vision-based reinforcement learning, as the actions of autonomous agents might be safety-critic or impactful in the real world. We investigate the susceptibility of vision-based reinforcement learning agents to gradient-based adversarial attacks and evaluate a potential defense. We observe that Bottleneck Attention Modules (BAM) included in CNN architectures can act as potential tools to increase robustness against adversarial attacks. We show how learned attention maps can be used to recover activations of a convolutional layer by restricting the spatial activations to salient regions. Across a number of RL environments, BAM-enhanced architectures show increased robustness during inference. Finally, we discuss potential future research directions.
Incorporating Rivalry in Reinforcement Learning for a Competitive Game
Barros, Pablo, Yalcın, Ozge Nilay, Tanevska, Ana, Sciutti, Alessandra
Recent advances in reinforcement learning with social agents have allowed such models to achieve human-level performance on specific interaction tasks. However, most interactive scenarios do not have a version alone as an end goal; instead, the social impact of these agents when interacting with humans is as important and largely unexplored. In this regard, this work proposes a novel reinforcement learning mechanism based on the social impact of rivalry behavior. Our proposed model aggregates objective and social perception mechanisms to derive a rivalry score that is used to modulate the learning of artificial agents. To investigate our proposed model, we design an interactive game scenario, using the Chef's Hat Card Game, and examine how the rivalry modulation changes the agent's playing style, and how this impacts the experience of human players in the game. Our results show that humans can detect specific social characteristics when playing against rival agents when compared to common agents, which directly affects the performance of the human players in subsequent games. We conclude our work by discussing how the different social and objective features that compose the artificial rivalry score contribute to our results.
Learning Ball-balancing Robot Through Deep Reinforcement Learning
Zhou, Yifan, Lin, Jianghao, Wang, Shuai, Zhang, Chong
The ball-balancing robot (ballbot) is a good platform to test the effectiveness of a balancing controller. Considering balancing control, conventional model-based feedback control methods have been widely used. However, contacts and collisions are difficult to model, and often lead to failure in balancing control, especially when the ballbot tilts a large angle. To explore the maximum initial tilting angle of the ballbot, the balancing control is interpreted as a recovery task using Reinforcement Learning (RL). RL is a powerful technique for systems that are difficult to model, because it allows an agent to learn policy by interacting with the environment. In this paper, by combining the conventional feedback controller with the RL method, a compound controller is proposed. We show the effectiveness of the compound controller by training an agent to successfully perform a recovery task involving contacts and collisions. Simulation results demonstrate that using the compound controller, the ballbot can keep balance under a larger set of initial tilting angles, compared to the conventional model-based controller.
Reinforcement Learning for Dynamic Pricing - DataScienceCentral.com
Limitations on physical interactions throughout the world have reshaped our lives and habits. And while the pandemic has been disrupting the majority of industries, e-commerce has been thriving. This article covers how reinforcement learning for dynamic pricing helps retailers refine their pricing strategies to increase profitability and boost customer engagement and loyalty. In dynamic pricing, we want an agent to set optimal prices based on market conditions. In terms of RL concepts, actions are all of the possible prices and states, market conditions, except for the current price of the product or service.
Development of a CAV-based Intersection Control System and Corridor Level Impact Assessment
Mirbakhsh, Ardeshir, Lee, Joyoung, Besenski, Dejan
This paper presents a signal-free intersection control system for CAVs by combination of a pixel reservation algorithm and a Deep Reinforcement Learning (DRL) decision-making logic, followed by a corridor-level impact assessment of the proposed model. The pixel reservation algorithm detects potential colliding maneuvers and the DRL logic optimizes vehicles' movements to avoid collision and minimize the overall delay at the intersection. The proposed control system is called Decentralized Sparse Coordination System (DSCLS) since each vehicle has its own control logic and interacts with other vehicles in coordinated states only. Due to the chain impact of taking random actions in the DRL's training course, the trained model can deal with unprecedented volume conditions, which poses the main challenge in intersection management. The performance of the developed model is compared with conventional and CAV-based control systems, including fixed traffic lights, actuated traffic lights, and the Longest Queue First (LQF) control system under three volume regimes in a corridor of four intersections in VISSIM software. The simulation result revealed that the proposed model reduces delay by 50%, 29%, and 23% in moderate, high, and extreme volume regimes compared to the other CAV-based control system. Improvements in travel time, fuel consumption, emission, and Surrogate Safety Measures (SSM) are also noticeable.