Reinforcement Learning
Safe Exploration for Constrained Reinforcement Learning with Provable Guarantees
Bura, Archana, HasanzadeZonuzy, Aria, Kalathil, Dileep, Shakkottai, Srinivas, Chamberland, Jean-Francois
We consider the problem of learning an episodic safe control policy that minimizes an objective function, while satisfying necessary safety constraints -- both during learning and deployment. We formulate this safety constrained reinforcement learning (RL) problem using the framework of a finite-horizon Constrained Markov Decision Process (CMDP) with an unknown transition probability function. Here, we model the safety requirements as constraints on the expected cumulative costs that must be satisfied during all episodes of learning. We propose a model-based safe RL algorithm that we call the Optimistic-Pessimistic Safe Reinforcement Learning (OPSRL) algorithm, and show that it achieves an $\tilde{\mathcal{O}}(S^{2}\sqrt{A H^{7}K}/ (\bar{C} - \bar{C}_{b}))$ cumulative regret without violating the safety constraints during learning, where $S$ is the number of states, $A$ is the number of actions, $H$ is the horizon length, $K$ is the number of learning episodes, and $(\bar{C} - \bar{C}_{b})$ is the safety gap, i.e., the difference between the constraint value and the cost of a known safe baseline policy. The scaling as $\tilde{\mathcal{O}}(\sqrt{K})$ is the same as the traditional approach where constraints may be violated during learning, which means that our algorithm suffers no additional regret in spite of providing a safety guarantee. Our key idea is to use an optimistic exploration approach with pessimistic constraint enforcement for learning the policy. This approach simultaneously incentivizes the exploration of unknown states while imposing a penalty for visiting states that are likely to cause violation of safety constraints. We validate our algorithm by evaluating its performance on benchmark problems against conventional approaches.
Conditional Expectation based Value Decomposition for Scalable On-Demand Ride Pooling
Bose, Avinandan, Varakantham, Pradeep
Owing to the benefits for customers (lower prices), drivers (higher revenues), aggregation companies (higher revenues) and the environment (fewer vehicles), on-demand ride pooling (e.g., Uber pool, Grab Share) has become quite popular. The significant computational complexity of matching vehicles to combinations of requests has meant that traditional ride pooling approaches are myopic in that they do not consider the impact of current matches on future value for vehicles/drivers. Recently, Neural Approximate Dynamic Programming (NeurADP) has employed value decomposition with Approximate Dynamic Programming (ADP) to outperform leading approaches by considering the impact of an individual agent's (vehicle) chosen actions on the future value of that agent. However, in order to ensure scalability and facilitate city-scale ride pooling, NeurADP completely ignores the impact of other agents actions on individual agent/vehicle value. As demonstrated in our experimental results, ignoring the impact of other agents actions on individual value can have a significant impact on the overall performance when there is increased competition among vehicles for demand. Our key contribution is a novel mechanism based on computing conditional expectations through joint conditional probabilities for capturing dependencies on other agents actions without increasing the complexity of training or decision making. We show that our new approach, Conditional Expectation based Value Decomposition (CEVD) outperforms NeurADP by up to 9.76% in terms of overall requests served, which is a significant improvement on a city wide benchmark taxi dataset.
On the Practical Consistency of Meta-Reinforcement Learning Algorithms
Xiong, Zheng, Zintgraf, Luisa, Beck, Jacob, Vuorio, Risto, Whiteson, Shimon
Consistency is the theoretical property of a meta learning algorithm that ensures that, under certain assumptions, it can adapt to any task at test time. An open question is whether and how theoretical consistency translates into practice, in comparison to inconsistent algorithms. In this paper, we empirically investigate this question on a set of representative meta-RL algorithms. We find that theoretically consistent algorithms can indeed usually adapt to out-of-distribution (OOD) tasks, while inconsistent ones cannot, although they can still fail in practice for reasons like poor exploration. We further find that theoretically inconsistent algorithms can be made consistent by continuing to update all agent components on the OOD tasks, and adapt as well or better than originally consistent ones. We conclude that theoretical consistency is indeed a desirable property, and inconsistent meta-RL algorithms can easily be made consistent to enjoy the same benefits.
Multi-Agent Transfer Learning in Reinforcement Learning-Based Ride-Sharing Systems
Castagna, Alberto, Dusparic, Ivana
Reinforcement learning (RL) has been used in a range of simulated real-world tasks, e.g., sensor coordination, traffic light control, and on-demand mobility services. However, real world deployments are rare, as RL struggles with dynamic nature of real world environments, requiring time for learning a task and adapting to changes in the environment. Transfer Learning (TL) can help lower these adaptation times. In particular, there is a significant potential of applying TL in multi-agent RL systems, where multiple agents can share knowledge with each other, as well as with new agents that join the system. To obtain the most from inter-agent transfer, transfer roles (i.e., determining which agents act as sources and which as targets), as well as relevant transfer content parameters (e.g., transfer size) should be selected dynamically in each particular situation. As a first step towards fully dynamic transfers, in this paper we investigate the impact of TL transfer parameters with fixed source and target roles. Specifically, we label every agent-environment interaction with agent's epistemic confidence, and we filter the shared examples using varying threshold levels and sample sizes. We investigate impact of these parameters in two scenarios, a standard predator-prey RL benchmark and a simulation of a ride-sharing system with 200 vehicle agents and 10,000 ride-requests.
Causal Multi-Agent Reinforcement Learning: Review and Open Problems
Grimbly, St John, Shock, Jonathan, Pretorius, Arnu
This paper serves to introduce the reader to the field of multi-agent reinforcement learning (MARL) and its intersection with methods from the study of causality. We highlight key challenges in MARL and discuss these in the context of how causal methods may assist in tackling them. We promote moving toward a 'causality first' perspective on MARL. Specifically, we argue that causality can offer improved safety, interpretability, and robustness, while also providing strong theoretical guarantees for emergent behaviour. We discuss potential solutions for common challenges, and use this context to motivate future research directions.
Validate on Sim, Detect on Real -- Model Selection for Domain Randomization
Leibovich, Gal, Jacob, Guy, Endrawis, Shadi, Novik, Gal, Tamar, Aviv
A practical approach to learning robot skills, often termed sim2real, is to train control policies in simulation and then deploy them on a real robot. Popular techniques to improve the sim2real transfer build on domain randomization (DR): Training the policy on a diverse set of randomly generated domains with the hope of better generalization to the real world. Due to the large number of hyper-parameters in both the policy learning and DR algorithms, one often ends up with a large number of trained models, where choosing the best model among them demands costly evaluation on the real robot. In this work we ask: Can we rank the policies without running them in the real world? Our main idea is that a predefined set of real world data can be used to evaluate all policies, using out-of-distribution detection (OOD) techniques. In a sense, this approach can be seen as a "unit test" to evaluate policies before any real world execution. However, we find that by itself, the OOD score can be inaccurate and very sensitive to the particular OOD method. Our main contribution is a simple-yet-effective policy score that combines OOD with an evaluation in simulation. We show that our score - VSDR - can significantly improve the accuracy of policy ranking without requiring additional real world data. We evaluate the effectiveness of VSDR on sim2real transfer in a robotic grasping task with image inputs. We extensively evaluate different DR parameters and OOD methods, and show that VSDR improves policy selection across the board. More importantly, our method achieves significantly better ranking, and uses significantly less data compared to baselines.
IQ-Learn: Inverse soft-Q Learning for Imitation
Garg, Divyansh, Chakraborty, Shuvam, Cundy, Chris, Song, Jiaming, Ermon, Stefano
In many sequential decision-making problems (e.g., robotics control, game playing, sequential prediction), human or expert data is available containing useful information about the task. However, imitation learning (IL) from a small amount of expert data can be challenging in high-dimensional environments with complex dynamics. Behavioral cloning is a simple method that is widely used due to its simplicity of implementation and stable convergence but doesn't utilize any information involving the environment's dynamics. Many existing methods that exploit dynamics information are difficult to train in practice due to an adversarial optimization process over reward and policy approximators or biased, high variance gradient estimators. We introduce a method for dynamics-aware IL which avoids adversarial training by learning a single Q-function, implicitly representing both reward and policy. On standard benchmarks, the implicitly learned rewards show a high positive correlation with the ground-truth rewards, illustrating our method can also be used for inverse reinforcement learning (IRL). Our method, Inverse soft-Q learning (IQ-Learn) obtains state-of-the-art results in offline and online imitation learning settings, significantly outperforming existing methods both in the number of required environment interactions and scalability in high-dimensional spaces, often by more than 3x.
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Continuous Control With Ensemble Deep Deterministic Policy Gradients
Januszewski, Piotr, Olko, Mateusz, Królikowski, Michał, Świątkowski, Jakub, Andrychowicz, Marcin, Kuciński, Łukasz, Miłoś, Piotr
The growth of deep reinforcement learning (RL) has brought multiple exciting tools and methods to the field. This rapid expansion makes it important to understand the interplay between individual elements of the RL toolbox. We approach this task from an empirical perspective by conducting a study in the continuous control setting. We present multiple insights of fundamental nature, including: an average of multiple actors trained from the same data boosts performance; the existing methods are unstable across training runs, epochs of training, and evaluation runs; a commonly used additive action noise is not required for effective training; a strategy based on posterior sampling explores better than the approximated UCB combined with the weighted Bellman backup; the weighted Bellman backup alone cannot replace the clipped double Q-Learning; the critics' initialization plays the major role in ensemble-based actor-critic exploration. As a conclusion, we show how existing tools can be brought together in a novel way, giving rise to the Ensemble Deep Deterministic Policy Gradients (ED2) method, to yield state-of-the-art results on continuous control tasks from OpenAI Gym MuJoCo. From the practical side, ED2 is conceptually straightforward, easy to code, and does not require knowledge outside of the existing RL toolbox.
VisualEnv: visual Gym environments with Blender
Scorsoglio, Andrea, Furfaro, Roberto
In this paper VisualEnv, a new tool for creating visual environment for reinforcement learning is introduced. It is the product of an integration of an open-source modelling and rendering software, Blender, and a python module used to generate environment model for simulation, OpenAI Gym. VisualEnv allows the user to create custom environments with photorealistic rendering capabilities and full integration with python. The framework is described and tested on a series of example problems that showcase its features for training reinforcement learning agents.