Reinforcement Learning
Reinforcement Learning in Presence of Discrete Markovian Context Evolution
Ren, Hang, Sootla, Aivar, Jafferjee, Taher, Shen, Junxiao, Wang, Jun, Bou-Ammar, Haitham
We consider a context-dependent Reinforcement Learning (RL) setting, which is characterized by: a) an unknown finite number of not directly observable contexts; b) abrupt (discontinuous) context changes occurring during an episode; and c) Markovian context evolution. We argue that this challenging case is often met in applications and we tackle it using a Bayesian approach and variational inference. We adapt a sticky Hierarchical Dirichlet Process (HDP) prior for model learning, which is arguably best-suited for Markov process modeling. We then derive a context distillation procedure, which identifies and removes spurious contexts in an unsupervised fashion. We argue that the combination of these two components allows to infer the number of contexts from data thus dealing with the context cardinality assumption. We then find the representation of the optimal policy enabling efficient policy learning using off-the-shelf RL algorithms. Finally, we demonstrate empirically (using gym environments cart-pole swing-up, drone, intersection) that our approach succeeds where state-of-the-art methods of other frameworks fail and elaborate on the reasons for such failures.
Stochastic linear optimization never overfits with quadratically-bounded losses on general data
This work shows that a diverse collection of linear optimization methods, when run on general data, fail to overfit, despite lacking any explicit constraints or regularization: with high probability, their trajectories stay near the curve of optimal constrained solutions over the population distribution. This analysis is powered by an elementary but flexible proof scheme which can handle many settings, summarized as follows. Firstly, the data can be general: unlike other implicit bias works, it need not satisfy large margin or other structural conditions, and moreover can arrive sequentially IID, sequentially following a Markov chain, as a batch, and lastly it can have heavy tails. Secondly, while the main analysis is for mirror descent, rates are also provided for the Temporal-Difference fixed-point method from reinforcement learning; all prior high probability analyses in these settings required bounded iterates, bounded updates, bounded noise, or some equivalent. Thirdly, the losses are general, and for instance the logistic and squared losses can be handled simultaneously, unlike other implicit bias works. In all of these settings, not only is low population error guaranteed with high probability, but moreover low sample complexity is guaranteed so long as there exists any low-complexity near-optimal solution, even if the global problem structure and in particular global optima have high complexity.
Sample-Efficient Reinforcement Learning with loglog(T) Switching Cost
Qiao, Dan, Yin, Ming, Min, Ming, Wang, Yu-Xiang
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
Amado, Leonardo Rosa, Mirsky, Reuth, Meneguzzi, Felipe
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
Qamar, Suleman, Khan, Saddam Hussain, Arshad, Muhammad Arif, Qamar, Maryam, Khan, Asifullah
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
Wu, Jialong, Wu, Haixu, Qiu, Zihan, Wang, Jianmin, Long, Mingsheng
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
Rengarajan, Desik, Vaidya, Gargi, Sarvesh, Akshay, Kalathil, Dileep, Shakkottai, Srinivas
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
Yang, Rui, Lu, Yiming, Li, Wenzhe, Sun, Hao, Fang, Meng, Du, Yali, Li, Xiu, Han, Lei, Zhang, Chongjie
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
Huang, Jiawei, Chen, Jinglin, Zhao, Li, Qin, Tao, Jiang, Nan, Liu, Tie-Yan
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
Lyu, Daoming, Liu, Bo, Chen, Jianshu
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.