Reinforcement Learning
Which mutual information representation learning objectives are sufficient for control?
Processing raw sensory inputs is crucial for applying deep RL algorithms to real-world problems. For example, autonomous vehicles must make decisions about how to drive safely given information flowing from cameras, radar, and microphones about the conditions of the road, traffic signals, and other cars and pedestrians. However, direct "end-to-end" RL that maps sensor data to actions (Figure 1, left) can be very difficult because the inputs are high-dimensional, noisy, and contain redundant information. Instead, the challenge is often broken down into two problems (Figure 1, right): (1) extract a representation of the sensory inputs that retains only the relevant information, and (2) perform RL with these representations of the inputs as the system state. Representation learning can extract compact representations of states for RL.
Verified Probabilistic Policies for Deep Reinforcement Learning
Deep reinforcement learning is an increasingly popular technique for synthesising policies to control an agent's interaction with its environment. There is also growing interest in formally verifying that such policies are correct and execute safely. Progress has been made in this area by building on existing work for verification of deep neural networks and of continuous-state dynamical systems. In this paper, we tackle the problem of verifying probabilistic policies for deep reinforcement learning, which are used to, for example, tackle adversarial environments, break symmetries and manage trade-offs. We propose an abstraction approach, based on interval Markov decision processes, that yields probabilistic guarantees on a policy's execution, and present techniques to build and solve these models using abstract interpretation, mixed-integer linear programming, entropy-based refinement and probabilistic model checking. We implement our approach and illustrate its effectiveness on a selection of reinforcement learning benchmarks.
The Effects of Reward Misspecification: Mapping and Mitigating Misaligned Models
Pan, Alexander, Bhatia, Kush, Steinhardt, Jacob
Reward hacking--where RL agents exploit gaps in misspecified reward functions--has been widely observed, but not yet systematically studied. To understand how reward hacking arises, we construct four RL environments with misspecified rewards. We investigate reward hacking as a function of agent capabilities: model capacity, action space resolution, observation space noise, and training time. More capable agents often exploit reward misspecifications, achieving higher proxy reward and lower true reward than less capable agents. Moreover, we find instances of phase transitions: capability thresholds at which the agent's behavior qualitatively shifts, leading to a sharp decrease in the true reward. Such phase transitions pose challenges to monitoring the safety of ML systems. To address this, we propose an anomaly detection task for aberrant policies and offer several baseline detectors. As reinforcement learning agents are trained with better algorithms, more data, and larger policy models, they are at increased risk of overfitting their objectives (Russell, 2019). Reward hacking, or the gaming of misspecified reward functions by RL agents, has appeared in a variety of contexts, such as game playing (Ibarz et al., 2018), text summarization (Paulus et al., 2018), and autonomous driving (Knox et al., 2021). These examples show that better algorithms and models are not enough; for human-centered applications such as healthcare (Yu et al., 2019), economics (Trott et al., 2021) and robotics (Kober et al., 2013), RL algorithms must be safe and aligned with human objectives (Bommasani et al., 2021; Hubinger et al., 2019). Reward misspecifications occur because real-world tasks have numerous, often conflicting desiderata. In practice, reward designers resort to optimizing a proxy reward that is either more readily measured or more easily optimized than the true reward.
Pavlovian Signalling with General Value Functions in Agent-Agent Temporal Decision Making
Butcher, Andrew, Johanson, Michael Bradley, Davoodi, Elnaz, Brenneis, Dylan J. A., Acker, Leslie, Parker, Adam S. R., White, Adam, Modayil, Joseph, Pilarski, Patrick M.
In this paper, we contribute a multi-faceted study into Pavlovian signalling -- a process by which learned, temporally extended predictions made by one agent inform decision-making by another agent. Signalling is intimately connected to time and timing. In service of generating and receiving signals, humans and other animals are known to represent time, determine time since past events, predict the time until a future stimulus, and both recognize and generate patterns that unfold in time. We investigate how different temporal processes impact coordination and signalling between learning agents by introducing a partially observable decision-making domain we call the Frost Hollow. In this domain, a prediction learning agent and a reinforcement learning agent are coupled into a two-part decision-making system that works to acquire sparse reward while avoiding time-conditional hazards. We evaluate two domain variations: machine agents interacting in a seven-state linear walk, and human-machine interaction in a virtual-reality environment. Our results showcase the speed of learning for Pavlovian signalling, the impact that different temporal representations do (and do not) have on agent-agent coordination, and how temporal aliasing impacts agent-agent and human-agent interactions differently. As a main contribution, we establish Pavlovian signalling as a natural bridge between fixed signalling paradigms and fully adaptive communication learning between two agents. We further show how to computationally build this adaptive signalling process out of a fixed signalling process, characterized by fast continual prediction learning and minimal constraints on the nature of the agent receiving signals. Our results therefore suggest an actionable, constructivist path towards communication learning between reinforcement learning agents.
When is Offline Two-Player Zero-Sum Markov Game Solvable?
We study what dataset assumption permits solving offline two-player zero-sum Markov game. In stark contrast to the offline single-agent Markov decision process, we show that the single strategy concentration assumption is insufficient for learning the Nash equilibrium (NE) strategy in offline two-player zero-sum Markov games. On the other hand, we propose a new assumption named unilateral concentration and design a pessimism-type algorithm that is provably efficient under this assumption. In addition, we show that the unilateral concentration assumption is necessary for learning an NE strategy. Furthermore, our algorithm can achieve minimax sample complexity without any modification for two widely studied settings: dataset with uniform concentration assumption and turn-based Markov game. Our work serves as an important initial step towards understanding offline multi-agent reinforcement learning.
Towards Intrinsic Interactive Reinforcement Learning
Meanwhile, applications of RL have only begun to expand beyond these constrained game environments to more diverse and complex real-world environments such as chip design [86], chemical reaction optimization [133] and performing long-term recommendations [45]. To further progress towards these more complex real-world environments, greater alleviation of challenges currently facing RL (e.g., generalization, robustness, scalability, and safety) is needed [7, 27, 72, 108]. Moreover, we can expect that as the complexity of environments increases, the difficulty in alleviating these challenges will increase as well [27]. For the purpose of this paper, we broadly define known RL challenges as either an aptitude or alignment problem. Aptitude encompasses challenges concerned with being able to learn. Aptitude includes ideas such as robustness, the ability of RL to perform a task (e.g., asymptotic performance) and generalize within/between environments of similar complexity; scalability, the ability of RL to scale up to more complex environment; and aptness, the rate at which a RL algorithm can learn to solve a problem or achieve a desired performance level. Likewise, alignment encompasses challenges concerned with learning as intended [7, 27, 72]. The hypothetical paperclip agent [18] is a classic example of misalignment.
Reinforcement Learning for Robotics and Automation
Reinforcement Learning is an aspect of Machine learning where an agent learns to behave in an environment, by performing certain actions and observing the rewards/results which it get from those actions. With the advancements in Robotics Arm Manipulation, Google Deep Mind beating a professional Alpha Go Player, and recently the OpenAI team beating a professional DOTA player, the field of reinforcement learning has really exploded in recent years. Applications of reinforcement learning were in the past limited by weak computer infrastructure. However, as Gerard Tesauro's backgamon AI superplayer developed in 1990's shows, progress did happen. That early progress is now rapidly changing with powerful new computational technologies opening the way to completely new inspiring applications. Training the models that control autonomous cars is an excellent example of a potential application of reinforcement learning.
Distributed Cooperative Multi-Agent Reinforcement Learning with Directed Coordination Graph
Jing, Gangshan, Bai, He, George, Jemin, Chakrabortty, Aranya, Sharma, Piyush. K.
Existing distributed cooperative multi-agent reinforcement learning (MARL) frameworks usually assume undirected coordination graphs and communication graphs while estimating a global reward via consensus algorithms for policy evaluation. Such a framework may induce expensive communication costs and exhibit poor scalability due to requirement of global consensus. In this work, we study MARLs with directed coordination graphs, and propose a distributed RL algorithm where the local policy evaluations are based on local value functions. The local value function of each agent is obtained by local communication with its neighbors through a directed learning-induced communication graph, without using any consensus algorithm. A zeroth-order optimization (ZOO) approach based on parameter perturbation is employed to achieve gradient estimation. By comparing with existing ZOO-based RL algorithms, we show that our proposed distributed RL algorithm guarantees high scalability. A distributed resource allocation example is shown to illustrate the effectiveness of our algorithm.
A Multi-agent Reinforcement Learning Approach for Efficient Client Selection in Federated Learning
Zhang, Sai Qian, Lin, Jieyu, Zhang, Qi
Federated learning (FL) is a training technique that enables client devices to jointly learn a shared model by aggregating locally-computed models without exposing their raw data. While most of the existing work focuses on improving the FL model accuracy, in this paper, we focus on the improving the training efficiency, which is often a hurdle for adopting FL in real-world applications. Specifically, we design an efficient FL framework which jointly optimizes model accuracy, processing latency and communication efficiency, all of which are primary design considerations for real implementation of FL. Inspired by the recent success of Multi-Agent Reinforcement Learning (MARL) in solving complex control problems, we present \textit{FedMarl}, an MARL-based FL framework which performs efficient run-time client selection. Experiments show that FedMarl can significantly improve model accuracy with much lower processing latency and communication cost.
Assessing Policy, Loss and Planning Combinations in Reinforcement Learning using a New Modular Architecture
Oliveira, Tiago Gaspar, Oliveira, Arlindo L.
The model-based reinforcement learning paradigm, which uses planning algorithms and neural network models, has recently achieved unprecedented results in diverse applications, leading to what is now known as deep reinforcement learning. These agents are quite complex and involve multiple components, factors that can create challenges for research. In this work, we propose a new modular software architecture suited for these types of agents, and a set of building blocks that can be easily reused and assembled to construct new model-based reinforcement learning agents. These building blocks include planning algorithms, policies, and loss functions. We illustrate the use of this architecture by combining several of these building blocks to implement and test agents that are optimized to three different test environments: Cartpole, Minigrid, and Tictactoe. One particular planning algorithm, made available in our implementation and not previously used in reinforcement learning, which we called averaged minimax, achieved good results in the three tested environments. Experiments performed with this architecture have shown that the best combination of planning algorithm, policy, and loss function is heavily problem dependent. This result provides evidence that the proposed architecture, which is modular and reusable, is useful for reinforcement learning researchers who want to study new environments and techniques.