Reinforcement Learning
Interpretable Reinforcement Learning with Multilevel Subgoal Discovery
Demin, Alexander, Ponomaryov, Denis
We propose a novel Reinforcement Learning model for discrete environments, which is inherently interpretable and supports the discovery of deep subgoal hierarchies. In the model, an agent learns information about environment in the form of probabilistic rules, while policies for (sub)goals are learned as combinations thereof. No reward function is required for learning; an agent only needs to be given a primary goal to achieve. Subgoals of a goal G from the hierarchy are computed as descriptions of states, which if previously achieved increase the total efficiency of the available policies for G. These state descriptions are introduced as new sensor predicates into the rule language of the agent, which allows for sensing important intermediate states and for updating environment rules and policies accordingly.
Understanding Value Decomposition Algorithms in Deep Cooperative Multi-Agent Reinforcement Learning
Dou, Zehao, Kuba, Jakub Grudzien, Yang, Yaodong
Value function decomposition is becoming a popular rule of thumb for scaling up multi-agent reinforcement learning (MARL) in cooperative games. For such a decomposition rule to hold, the assumption of the individual-global max (IGM) principle must be made; that is, the local maxima on the decomposed value function per every agent must amount to the global maximum on the joint value function. This principle, however, does not have to hold in general. As a result, the applicability of value decomposition algorithms is concealed and their corresponding convergence properties remain unknown. In this paper, we make the first effort to answer these questions. Specifically, we introduce the set of cooperative games in which the value decomposition methods find their validity, which is referred as decomposable games. In decomposable games, we theoretically prove that applying the multi-agent fitted Q-Iteration algorithm (MA-FQI) will lead to an optimal Q-function. In non-decomposable games, the estimated Q-function by MA-FQI can still converge to the optimum under the circumstance that the Q-function needs projecting into the decomposable function space at each iteration. In both settings, we consider value function representations by practical deep neural networks and derive their corresponding convergence rates. To summarize, our results, for the first time, offer theoretical insights for MARL practitioners in terms of when value decomposition algorithms converge and why they perform well.
Improving PPA In Complex Designs With AI
The goal of chip design always has been to optimize power, performance, and area (PPA), but results can vary greatly even with the best tools and highly experienced engineering teams. Optimizing PPA involves a growing number of tradeoffs that can vary by application, by availability of IP and other components, as well as the familiarity of engineers with different tools and methodologies. For example, higher performance may be achieved with a larger processor, but it also can be done using smaller, more specialized processing elements with tighter integration of hardware and software. So even in the same area and with the same power budget, there are different ways of achieving the same goal, and the optimum mix may vary depending upon a specific domain or vendor's needs. This is made even more complex by the rising demand for security.
The unsupervised reinforcement learning benchmark
Reinforcement Learning (RL) is a powerful paradigm for solving many problems of interest in AI, such as controlling autonomous vehicles, digital assistants, and resource allocation to name a few. We've seen over the last five years that, when provided with an extrinsic reward function, RL agents can master very complex tasks like playing Go, Starcraft, and dextrous robotic manipulation. While large-scale RL agents can achieve stunning results, even the best RL agents today are narrow. Most RL algorithms today can only solve the single task they were trained on and do not exhibit cross-task or cross-domain generalization capabilities. A side-effect of the narrowness of today's RL systems is that today's RL agents are also very data inefficient.
Online Decision Transformer
Recent work has shown that offline reinforcement learning (RL) can be formulated as a sequence modeling problem (Chen et al., 2021; Janner et al., 2021) and solved via approaches similar to large-scale language modeling. However, any practical instantiation of RL also involves an online component, where policies pretrained on passive offline datasets are finetuned via taskspecific interactions with the environment. We propose Online Decision Transformers (ODT), an RL algorithm based on sequence modeling that blends offline pretraining with online finetuning in a unified framework. Our framework uses sequence-level entropy regularizers in conjunction with autoregressive modeling objectives for sample-efficient exploration and finetuning. Empirically, we show that ODT is competitive with the state-of-the-art in absolute performance on the D4RL benchmark but shows much more significant gains during the finetuning procedure.
Motivating Physical Activity via Competitive Human-Robot Interaction
Yang, Boling, Habibi, Golnaz, Lancaster, Patrick E., Boots, Byron, Smith, Joshua R.
Competition is ubiquitous in the natural world [1, 2] and in human society [3, 4, 5]. Despite its universality, competitive interaction has rarely been investigated in the field of Human Robot Interaction, which has mainly focused on cooperative interactions such as collaborative manipulation, mobility assistance, feeding, and so on [6, 7, 8, 9, 10]. In some ways it is not surprising that competitive interaction has been overlooked: of course everyone wants a robot that can assist them; who would want a robot that thwarts their intentions? Yet, we also accept that human-human competition can be healthy and productive, for example in structured contexts such as sports. In this paper we explore the idea that human-robot competition can provide similar benefits. We believe that physical exercise settings such as athletic practice, fitness training, and physical therapy are scenarios in which competitive HRI can benefit users.
L2C2: Locally Lipschitz Continuous Constraint towards Stable and Smooth Reinforcement Learning
This paper proposes a new regularization technique for reinforcement learning (RL) towards making policy and value functions smooth and stable. RL is known for the instability of the learning process and the sensitivity of the acquired policy to noise. Several methods have been proposed to resolve these problems, and in summary, the smoothness of policy and value functions learned mainly in RL contributes to these problems. However, if these functions are extremely smooth, their expressiveness would be lost, resulting in not obtaining the global optimal solution. This paper therefore considers RL under local Lipschitz continuity constraint, so-called L2C2. By designing the spatio-temporal locally compact space for L2C2 from the state transition at each time step, the moderate smoothness can be achieved without loss of expressiveness. Numerical noisy simulations verified that the proposed L2C2 outperforms the task performance while smoothing out the robot action generated from the learned policy.
QuadSim: A Quadcopter Rotational Dynamics Simulation Framework For Reinforcement Learning Algorithms
This study focuses on designing and developing a mathematically based quadcopter rotational dynamics simulation framework for testing reinforcement learning (RL) algorithms in many flexible configurations. The design of the simulation framework aims to simulate both linear and nonlinear representations of a quadcopter by solving initial value problems for ordinary differential equation (ODE) systems. In addition, the simulation environment is capable of making the simulation deterministic/stochastic by adding random Gaussian noise in the forms of process and measurement noises. In order to ensure that the scope of this simulation environment is not limited only with our own RL algorithms, the simulation environment has been expanded to be compatible with the OpenAI Gym toolkit. The framework also supports multiprocessing capabilities to run simulation environments simultaneously in parallel. To test these capabilities, many state-of-the-art deep RL algorithms were trained in this simulation framework and the results were compared in detail.
Learning to Mitigate AI Collusion on Economic Platforms
Brero, Gianluca, Lepore, Nicolas, Mibuari, Eric, Parkes, David C.
Algorithmic pricing on online e-commerce platforms raises the concern of tacit collusion, where reinforcement learning algorithms learn to set collusive prices in a decentralized manner and through nothing more than profit feedback. This raises the question as to whether collusive pricing can be prevented through the design of suitable "buy boxes," i.e., through the design of the rules that govern the elements of e-commerce sites that promote particular products and prices to consumers. In previous work, Johnson et al. (2020) designed hand-crafted buy box rules that use demand-steering, based on the history of pricing by sellers, to prevent collusive behavior. Although effective against price collusion, these rules effect this by imposing severe restrictions on consumer choice and consumer welfare. In this paper, we demonstrate that reinforcement learning (RL) can also be used by platforms to learn buy box rules that are effective in preventing collusion by RL sellers, and to do so without reducing consumer choice. For this, we adopt the methodology of Stackelberg MDPs, and demonstrate success in learning robust rules that continue to provide high consumer welfare together with sellers employing different behavior models or having out-of-distribution costs for goods.
Robust Policy Learning over Multiple Uncertainty Sets
Xie, Annie, Sodhani, Shagun, Finn, Chelsea, Pineau, Joelle, Zhang, Amy
Reinforcement learning (RL) agents need to be robust to variations in safety-critical environments. While system identification methods provide a way to infer the variation from online experience, they can fail in settings where fast identification is not possible. Another dominant approach is robust RL which produces a policy that can handle worst-case scenarios, but these methods are generally designed to achieve robustness to a single uncertainty set that must be specified at train time. Towards a more general solution, we formulate the multi-set robustness problem to learn a policy robust to different perturbation sets. We then design an algorithm that enjoys the benefits of both system identification and robust RL: it reduces uncertainty where possible given a few interactions, but can still act robustly with respect to the remaining uncertainty. On a diverse set of control tasks, our approach demonstrates improved worst-case performance on new environments compared to prior methods based on system identification and on robust RL alone.