Goto

Collaborating Authors

 Reinforcement Learning


Sample-Efficient Reinforcement Learning with loglog(T) Switching Cost

arXiv.org Machine Learning

We study the problem of reinforcement learning (RL) with low (policy) switching cost - a problem well-motivated by real-life RL applications in which deployments of new policies are costly and the number of policy updates must be low. In this paper, we propose a new algorithm based on stage-wise exploration and adaptive policy elimination that achieves a regret of $\widetilde{O}(\sqrt{H^4S^2AT})$ while requiring a switching cost of $O(HSA \log\log T)$. This is an exponential improvement over the best-known switching cost $O(H^2SA\log T)$ among existing methods with $\widetilde{O}(\mathrm{poly}(H,S,A)\sqrt{T})$ regret. In the above, $S,A$ denotes the number of states and actions in an $H$-horizon episodic Markov Decision Process model with unknown transitions, and $T$ is the number of steps. We also prove an information-theoretical lower bound which says that a switching cost of $\Omega(HSA)$ is required for any no-regret algorithm. As a byproduct, our new algorithmic techniques allow us to derive a \emph{reward-free} exploration algorithm with an optimal switching cost of $O(HSA)$.


Goal Recognition as Reinforcement Learning

arXiv.org Artificial Intelligence

Most approaches for goal recognition rely on specifications of the possible dynamics of the actor in the environment when pursuing a goal. These specifications suffer from two key issues. First, encoding these dynamics requires careful design by a domain expert, which is often not robust to noise at recognition time. Second, existing approaches often need costly real-time computations to reason about the likelihood of each potential goal. In this paper, we develop a framework that combines model-free reinforcement learning and goal recognition to alleviate the need for careful, manual domain design, and the need for costly online executions. This framework consists of two main stages: Offline learning of policies or utility functions for each potential goal, and online inference. We provide a first instance of this framework using tabular Q-learning for the learning stage, as well as three measures that can be used to perform the inference stage. The resulting instantiation achieves state-of-the-art performance against goal recognizers on standard evaluation domains and superior performance in noisy environments.


Autonomous Drone Swarm Navigation and Multi-target Tracking in 3D Environments with Dynamic Obstacles

arXiv.org Artificial Intelligence

Autonomous modeling of artificial swarms is necessary because manual creation is a time intensive and complicated procedure which makes it impractical. An autonomous approach employing deep reinforcement learning is presented in this study for swarm navigation. In this approach, complex 3D environments with static and dynamic obstacles and resistive forces (like linear drag, angular drag, and gravity) are modeled to track multiple dynamic targets. Moreover, reward functions for robust swarm formation and target tracking are devised for learning complex swarm behaviors. Since the number of agents is not fixed and has only the partial observance of the environment, swarm formation and navigation become challenging. In this regard, the proposed strategy consists of three main phases to tackle the aforementioned challenges: 1) A methodology for dynamic swarm management, 2) Avoiding obstacles, Finding the shortest path towards the targets, 3) Tracking the targets and Island modeling. The dynamic swarm management phase translates basic sensory input to high level commands to enhance swarm navigation and decentralized setup while maintaining the swarms size fluctuations. While, in the island modeling, the swarm can split into individual subswarms according to the number of targets, conversely, these subswarms may join to form a single huge swarm, giving the swarm ability to track multiple targets. Customized state of the art policy based deep reinforcement learning algorithms are employed to achieve significant results. The promising results show that our proposed strategy enhances swarm navigation and can track multiple static and dynamic targets in complex dynamic environments.


Supported Policy Optimization for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Policy constraint methods to offline reinforcement learning (RL) typically utilize parameterization or regularization that constrains the policy to perform actions within the support set of the behavior policy. The elaborative designs of parameterization methods usually intrude into the policy networks, which may bring extra inference cost and cannot take full advantage of well-established online methods. Regularization methods reduce the divergence between the learned policy and the behavior policy, which may mismatch the inherent density-based definition of support set thereby failing to avoid the out-of-distribution actions effectively. This paper presents Supported Policy OpTimization (SPOT), which is directly derived from the theoretical formalization of the density-based support constraint. SPOT adopts a VAE-based density estimator to explicitly model the support set of behavior policy and presents a simple but effective density-based regularization term, which can be plugged non-intrusively into off-the-shelf off-policy RL algorithms. On the standard benchmarks for offline RL, SPOT substantially outperforms state-of-the-art offline RL methods. Benefiting from the pluggable design, the offline pretrained models from SPOT can also be applied to perform online fine-tuning seamlessly.


Reinforcement Learning with Sparse Rewards using Guidance from Offline Demonstration

arXiv.org Artificial Intelligence

A major challenge in real-world reinforcement learning (RL) is the sparsity of reward feedback. Often, what is available is an intuitive but sparse reward function that only indicates whether the task is completed partially or fully. However, the lack of carefully designed, fine grain feedback implies that most existing RL algorithms fail to learn an acceptable policy in a reasonable time frame. This is because of the large number of exploration actions that the policy has to perform before it gets any useful feedback that it can learn from. In this work, we address this challenging problem by developing an algorithm that exploits the offline demonstration data generated by a sub-optimal behavior policy for faster and efficient online RL in such sparse reward settings. The proposed algorithm, which we call the Learning Online with Guidance Offline (LOGO) algorithm, merges a policy improvement step with an additional policy guidance step by using the offline demonstration data. The key idea is that by obtaining guidance from - not imitating - the offline data, LOGO orients its policy in the manner of the sub-optimal policy, while yet being able to learn beyond and approach optimality. We provide a theoretical analysis of our algorithm, and provide a lower bound on the performance improvement in each learning episode. We also extend our algorithm to the even more challenging incomplete observation setting, where the demonstration data contains only a censored version of the true state observation. We demonstrate the superior performance of our algorithm over state-of-the-art approaches on a number of benchmark environments with sparse rewards and censored state. Further, we demonstrate the value of our approach via implementing LOGO on a mobile robot for trajectory tracking and obstacle avoidance, where it shows excellent performance.


Rethinking Goal-conditioned Supervised Learning and Its Connection to Offline RL

arXiv.org Artificial Intelligence

Solving goal-conditioned tasks with sparse rewards using self-supervised learning is promising because of its simplicity and stability over current reinforcement learning (RL) algorithms. A recent work, called Goal-Conditioned Supervised Learning (GCSL), provides a new learning framework by iteratively relabeling and imitating self-generated experiences. In this paper, we revisit the theoretical property of GCSL -- optimizing a lower bound of the goal reaching objective, and extend GCSL as a novel offline goal-conditioned RL algorithm. The proposed method is named Weighted GCSL (WGCSL), in which we introduce an advanced compound weight consisting of three parts (1) discounted weight for goal relabeling, (2) goal-conditioned exponential advantage weight, and (3) best-advantage weight. Theoretically, WGCSL is proved to optimize an equivalent lower bound of the goal-conditioned RL objective and generates monotonically improved policies via an iterated scheme. The monotonic property holds for any behavior policies, and therefore WGCSL can be applied to both online and offline settings. To evaluate algorithms in the offline goal-conditioned RL setting, we provide a benchmark including a range of point and simulated robot domains. Experiments in the introduced benchmark demonstrate that WGCSL can consistently outperform GCSL and existing state-of-the-art offline methods in the fully offline goal-conditioned setting.


Towards Deployment-Efficient Reinforcement Learning: Lower Bound and Optimality

arXiv.org Machine Learning

Deployment efficiency is an important criterion for many real-world applications of reinforcement learning (RL). Despite the community's increasing interest, there lacks a formal theoretical formulation for the problem. In this paper, we propose such a formulation for deployment-efficient RL (DE-RL) from an "optimization with constraints" perspective: we are interested in exploring an MDP and obtaining a near-optimal policy within minimal \emph{deployment complexity}, whereas in each deployment the policy can sample a large batch of data. Using finite-horizon linear MDPs as a concrete structural model, we reveal the fundamental limit in achieving deployment efficiency by establishing information-theoretic lower bounds, and provide algorithms that achieve the optimal deployment efficiency. Moreover, our formulation for DE-RL is flexible and can serve as a building block for other practically relevant settings; we give "Safe DE-RL" and "Sample-Efficient DE-RL" as two examples, which may be worth future investigation.


PRIMA: Planner-Reasoner Inside a Multi-task Reasoning Agent

arXiv.org Artificial Intelligence

We consider the problem of multi-task reasoning (MTR), where an agent can solve multiple tasks via (first-order) logic reasoning. This capability is essential for human-like intelligence due to its strong generalizability and simplicity for handling multiple tasks. However, a major challenge in developing effective MTR is the intrinsic conflict between reasoning capability and efficiency. An MTR-capable agent must master a large set of "skills" to tackle diverse tasks, but executing a particular task at the inference stage requires only a small subset of immediately relevant skills. How can we maintain broad reasoning capability and also efficient specific-task performance? To address this problem, we propose a Planner-Reasoner framework capable of state-of-the-art MTR capability and high efficiency. The Reasoner models shareable (first-order) logic deduction rules, from which the Planner selects a subset to compose into efficient reasoning paths. The entire model is trained in an end-to-end manner using deep reinforcement learning, and experimental studies over a variety of domains validate its effectiveness.


Learning by Doing: Controlling a Dynamical System using Causality, Control, and Reinforcement Learning

arXiv.org Machine Learning

Questions in causality, control, and reinforcement learning go beyond the classical machine learning task of prediction under i.i.d. observations. Instead, these fields consider the problem of learning how to actively perturb a system to achieve a certain effect on a response variable. Arguably, they have complementary views on the problem: In control, one usually aims to first identify the system by excitation strategies to then apply model-based design techniques to control the system. In (non-model-based) reinforcement learning, one directly optimizes a reward. In causality, one focus is on identifiability of causal structure. We believe that combining the different views might create synergies and this competition is meant as a first step toward such synergies. The participants had access to observational and (offline) interventional data generated by dynamical systems. Track CHEM considers an open-loop problem in which a single impulse at the beginning of the dynamics can be set, while Track ROBO considers a closed-loop problem in which control variables can be set at each time step. The goal in both tracks is to infer controls that drive the system to a desired state. Code is open-sourced ( https://github.com/LearningByDoingCompetition/learningbydoing-comp ) to reproduce the winning solutions of the competition and to facilitate trying out new methods on the competition tasks.


Improving RL with lookahead: learning off-policy with online planning

AIHub

Overview of LOOP: Model-free Reinforcement Learning learns a policy by training a value function. In this setting, the performance of the policy is dependent on the accuracy of the learned value function. We propose LOOP, an efficient framework to learn with a policy that finds the best action sequence using imaginary rollouts with a learned model. This allows LOOP to potentially reduce dependence on value function errors. LOOP achieves strong performance across a range of tasks and problem settings.