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 Reinforcement Learning


Humans are not Boltzmann Distributions: Challenges and Opportunities for Modelling Human Feedback and Interaction in Reinforcement Learning

arXiv.org Machine Learning

Reinforcement learning (RL) commonly assumes access to well-specified reward functions, which many practical applications do not provide. Instead, recently, more work has explored learning what to do from interacting with humans. So far, most of these approaches model humans as being (nosily) rational and, in particular, giving unbiased feedback. We argue that these models are too simplistic and that RL researchers need to develop more realistic human models to design and evaluate their algorithms. In particular, we argue that human models have to be personal, contextual, and dynamic. This paper calls for research from different disciplines to address key questions about how humans provide feedback to AIs and how we can build more robust human-in-the-loop RL systems.


On the Complexity of Adversarial Decision Making

arXiv.org Machine Learning

A central problem in online learning and decision making -- from bandits to reinforcement learning -- is to understand what modeling assumptions lead to sample-efficient learning guarantees. We consider a general adversarial decision making framework that encompasses (structured) bandit problems with adversarial rewards and reinforcement learning problems with adversarial dynamics. Our main result is to show -- via new upper and lower bounds -- that the Decision-Estimation Coefficient, a complexity measure introduced by Foster et al. in the stochastic counterpart to our setting, is necessary and sufficient to obtain low regret for adversarial decision making. However, compared to the stochastic setting, one must apply the Decision-Estimation Coefficient to the convex hull of the class of models (or, hypotheses) under consideration. This establishes that the price of accommodating adversarial rewards or dynamics is governed by the behavior of the model class under convexification, and recovers a number of existing results -- both positive and negative. En route to obtaining these guarantees, we provide new structural results that connect the Decision-Estimation Coefficient to variants of other well-known complexity measures, including the Information Ratio of Russo and Van Roy and the Exploration-by-Optimization objective of Lattimore and Gy\"{o}rgy.


DeepMind Boosts RL Agents' Retrieval Capability to Tens of Millions of Pieces of Information

#artificialintelligence

The conventional approach for improving the decision-making of deep reinforcement learning (RL) agents is to gradually amortize the useful information they gain from their experiences via gradient descent on training losses. This method however requires building increasingly large models to deal with increasingly complex environments and is difficult to adapt to novel situations. Although adding information sources can benefit agent performance, there is currently no end-to-end solution for enabling agents to attend to information outside their working memory to inform their actions. In the new paper Large-Scale Retrieval for Reinforcement Learning, a DeepMind research team introduces a novel approach that dramatically expands the information accessible to reinforcement learning (RL) agents, enabling them to attend to tens of millions of information pieces, incorporate new information without retraining, and learn in an end-to-end manner how to use this information in their decision making. In the work, the team trains a semiparametric model-based agent to predict future policies and values conditioned on future actions in a given state and adds a retrieval mechanism to enable the model to draw from information in a large-scale dataset to inform its predictions.


Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos

#artificialintelligence

Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.


Learning the policy for mixed electric platoon control of automated and human-driven vehicles at signalized intersection: a random search approach

arXiv.org Artificial Intelligence

The upgrading and updating of vehicles have accelerated in the past decades. Out of the need for environmental friendliness and intelligence, electric vehicles (EVs) and connected and automated vehicles (CAVs) have become new components of transportation systems. This paper develops a reinforcement learning framework to implement adaptive control for an electric platoon composed of CAVs and human-driven vehicles (HDVs) at a signalized intersection. Firstly, a Markov Decision Process (MDP) model is proposed to describe the decision process of the mixed platoon. Novel state representation and reward function are designed for the model to consider the behavior of the whole platoon. Secondly, in order to deal with the delayed reward, an Augmented Random Search (ARS) algorithm is proposed. The control policy learned by the agent can guide the longitudinal motion of the CAV, which serves as the leader of the platoon. Finally, a series of simulations are carried out in simulation suite SUMO. Compared with several state-of-the-art (SOTA) reinforcement learning approaches, the proposed method can obtain a higher reward. Meanwhile, the simulation results demonstrate the effectiveness of the delay reward, which is designed to outperform distributed reward mechanism} Compared with normal car-following behavior, the sensitivity analysis reveals that the energy can be saved to different extends (39.27%-82.51%) by adjusting the relative importance of the optimization goal. On the premise that travel delay is not sacrificed, the proposed control method can save up to 53.64% electric energy.


From Dirichlet to Rubin: Optimistic Exploration in RL without Bonuses

arXiv.org Machine Learning

We propose the Bayes-UCBVI algorithm for reinforcement learning in tabular, stage-dependent, episodic Markov decision process: a natural extension of the Bayes-UCB algorithm by Kaufmann et al. (2012) for multi-armed bandits. Our method uses the quantile of a Q-value function posterior as upper confidence bound on the optimal Q-value function. For Bayes-UCBVI, we prove a regret bound of order $\widetilde{O}(\sqrt{H^3SAT})$ where $H$ is the length of one episode, $S$ is the number of states, $A$ the number of actions, $T$ the number of episodes, that matches the lower-bound of $\Omega(\sqrt{H^3SAT})$ up to poly-$\log$ terms in $H,S,A,T$ for a large enough $T$. To the best of our knowledge, this is the first algorithm that obtains an optimal dependence on the horizon $H$ (and $S$) without the need for an involved Bernstein-like bonus or noise. Crucial to our analysis is a new fine-grained anti-concentration bound for a weighted Dirichlet sum that can be of independent interest. We then explain how Bayes-UCBVI can be easily extended beyond the tabular setting, exhibiting a strong link between our algorithm and Bayesian bootstrap (Rubin, 1981).


Multi-Agent Car Parking using Reinforcement Learning

arXiv.org Artificial Intelligence

As the industry of autonomous driving grows, so does the potential interaction of groups of autonomous cars. Combined with the advancement of Artificial Intelligence and simulation, such groups can be simulated, and safety-critical models can be learned controlling the cars within. This study applies reinforcement learning to the problem of multi-agent car parking, where groups of cars aim to efficiently park themselves, while remaining safe and rational. Utilising robust tools and machine learning frameworks, we design and implement a flexible car parking environment in the form of a Markov decision process with independent learners, exploiting multi-agent communication. We implement a suite of tools to perform experiments at scale, obtaining models parking up to 7 cars with over a 98.1% success rate, significantly beating existing single-agent models. We also obtain several results relating to competitive and collaborative behaviours exhibited by the cars in our environment, with varying densities and levels of communication. Notably, we discover a form of collaboration that cannot arise without competition, and a 'leaky' form of collaboration whereby agents collaborate without sufficient state. Such work has numerous potential applications in the autonomous driving and fleet management industries, and provides several useful techniques and benchmarks for the application of reinforcement learning to multi-agent car parking.


Pessimism meets VCG: Learning Dynamic Mechanism Design via Offline Reinforcement Learning

arXiv.org Machine Learning

Dynamic mechanism design has garnered significant attention from both computer scientists and economists in recent years. By allowing agents to interact with the seller over multiple rounds, where agents' reward functions may change with time and are state-dependent, the framework is able to model a rich class of real-world problems. In these works, the interaction between agents and sellers is often assumed to follow a Markov Decision Process (MDP). We focus on the setting where the reward and transition functions of such an MDP are not known a priori, and we are attempting to recover the optimal mechanism using an a priori collected data set. In the setting where the function approximation is employed to handle large state spaces, with only mild assumptions on the expressiveness of the function class, we are able to design a dynamic mechanism using offline reinforcement learning algorithms. Moreover, learned mechanisms approximately have three key desiderata: efficiency, individual rationality, and truthfulness. Our algorithm is based on the pessimism principle and only requires a mild assumption on the coverage of the offline data set. To the best of our knowledge, our work provides the first offline RL algorithm for dynamic mechanism design without assuming uniform coverage.


A Single-Timescale Analysis For Stochastic Approximation With Multiple Coupled Sequences

arXiv.org Machine Learning

Stochastic approximation (SA) with multiple coupled sequences has found broad applications in machine learning such as bilevel learning and reinforcement learning (RL). In this paper, we study the finite-time convergence of nonlinear SA with multiple coupled sequences. Different from existing multi-timescale analysis, we seek for scenarios where a fine-grained analysis can provide the tight performance guarantee for multi-sequence single-timescale SA (STSA). At the heart of our analysis is the smoothness property of the fixed points in multi-sequence SA that holds in many applications. When all sequences have strongly monotone increments, we establish the iteration complexity of $\mathcal{O}(\epsilon^{-1})$ to achieve $\epsilon$-accuracy, which improves the existing $\mathcal{O}(\epsilon^{-1.5})$ complexity for two coupled sequences. When all but the main sequence have strongly monotone increments, we establish the iteration complexity of $\mathcal{O}(\epsilon^{-2})$. The merit of our results lies in that applying them to stochastic bilevel and compositional optimization problems, as well as RL problems leads to either relaxed assumptions or improvements over their existing performance guarantees.


Learning Multi-Task Transferable Rewards via Variational Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

Many robotic tasks are composed of a lot of temporally correlated sub-tasks in a highly complex environment. It is important to discover situational intentions and proper actions by deliberating on temporal abstractions to solve problems effectively. To understand the intention separated from changing task dynamics, we extend an empowerment-based regularization technique to situations with multiple tasks based on the framework of a generative adversarial network. Under the multitask environments with unknown dynamics, we focus on learning a reward and policy from the unlabeled expert examples. In this study, we define situational empowerment as the maximum of mutual information representing how an action conditioned on both a certain state and sub-task affects the future. Our proposed method derives the variational lower bound of the situational mutual information to optimize it. We simultaneously learn the transferable multi-task reward function and policy by adding an induced term to the objective function. By doing so, the multi-task reward function helps to learn a robust policy for environmental change. We validate the advantages of our approach on multi-task learning and multi-task transfer learning. We demonstrate our proposed method has the robustness of both randomness and changing task dynamics. Finally, we prove that our method has significantly better performance and data efficiency than existing imitation learning methods on various benchmarks.