Reinforcement Learning
Provably Efficient Reinforcement Learning in Decentralized General-Sum Markov Games
This paper addresses the problem of learning an equilibrium efficiently in general-sum Markov games through decentralized multi-agent reinforcement learning. Given the fundamental difficulty of calculating a Nash equilibrium (NE), we instead aim at finding a coarse correlated equilibrium (CCE), a solution concept that generalizes NE by allowing possible correlations among the agents' strategies. We propose an algorithm in which each agent independently runs optimistic V-learning (a variant of Q-learning) to efficiently explore the unknown environment, while using a stabilized online mirror descent (OMD) subroutine for policy updates. We show that the agents can find an $\epsilon$-approximate CCE in at most $\widetilde{O}( H^6S A /\epsilon^2)$ episodes, where $S$ is the number of states, $A$ is the size of the largest individual action space, and $H$ is the length of an episode. This appears to be the first sample complexity result for learning in generic general-sum Markov games. Our results rely on a novel investigation of an anytime high-probability regret bound for OMD with a dynamic learning rate and weighted regret, which would be of independent interest. One key feature of our algorithm is that it is fully \emph{decentralized}, in the sense that each agent has access to only its local information, and is completely oblivious to the presence of others. This way, our algorithm can readily scale up to an arbitrary number of agents, without suffering from the exponential dependence on the number of agents.
Estimating Optimal Infinite Horizon Dynamic Treatment Regimes via pT-Learning
Zhou, Wenzhuo, Zhu, Ruoqing, Qu, Annie
Recent advances in mobile health (mHealth) technology provide an effective way to monitor individuals' health statuses and deliver just-in-time personalized interventions. However, the practical use of mHealth technology raises unique challenges to existing methodologies on learning an optimal dynamic treatment regime. Many mHealth applications involve decision-making with large numbers of intervention options and under an infinite time horizon setting where the number of decision stages diverges to infinity. In addition, temporary medication shortages may cause optimal treatments to be unavailable, while it is unclear what alternatives can be used. To address these challenges, we propose a Proximal Temporal consistency Learning (pT-Learning) framework to estimate an optimal regime that is adaptively adjusted between deterministic and stochastic sparse policy models. The resulting minimax estimator avoids the double sampling issue in the existing algorithms. It can be further simplified and can easily incorporate off-policy data without mismatched distribution corrections. We study theoretical properties of the sparse policy and establish finite-sample bounds on the excess risk and performance error. The proposed method is implemented by our proximalDTR package and is evaluated through extensive simulation studies and the OhioT1DM mHealth dataset.
FedParking: A Federated Learning based Parking Space Estimation with Parked Vehicle assisted Edge Computing
Huang, Xumin, Li, Peichun, Yu, Rong, Wu, Yuan, Xie, Kan, Xie, Shengli
As a distributed learning approach, federated learning trains a shared learning model over distributed datasets while preserving the training data privacy. We extend the application of federated learning to parking management and introduce FedParking in which Parking Lot Operators (PLOs) collaborate to train a long short-term memory model for parking space estimation without exchanging the raw data. Furthermore, we investigate the management of Parked Vehicle assisted Edge Computing (PVEC) by FedParking. In PVEC, different PLOs recruit PVs as edge computing nodes for offloading services through an incentive mechanism, which is designed according to the computation demand and parking capacity constraints derived from FedParking. We formulate the interactions among the PLOs and vehicles as a multi-lead multi-follower Stackelberg game. Considering the dynamic arrivals of the vehicles and time-varying parking capacity constraints, we present a multi-agent deep reinforcement learning approach to gradually reach the Stackelberg equilibrium in a distributed yet privacy-preserving manner. Finally, numerical results are provided to demonstrate the effectiveness and efficiency of our scheme.
Distributed Reinforcement Learning for Privacy-Preserving Dynamic Edge Caching
Liu, Shengheng, Zheng, Chong, Huang, Yongming, Quek, Tony Q. S.
Mobile edge computing (MEC) is a prominent computing paradigm which expands the application fields of wireless communication. Due to the limitation of the capacities of user equipments and MEC servers, edge caching (EC) optimization is crucial to the effective utilization of the caching resources in MEC-enabled wireless networks. However, the dynamics and complexities of content popularities over space and time as well as the privacy preservation of users pose significant challenges to EC optimization. In this paper, a privacy-preserving distributed deep deterministic policy gradient (P2D3PG) algorithm is proposed to maximize the cache hit rates of devices in the MEC networks. Specifically, we consider the fact that content popularities are dynamic, complicated and unobservable, and formulate the maximization of cache hit rates on devices as distributed problems under the constraints of privacy preservation. In particular, we convert the distributed optimizations into distributed model-free Markov decision process problems and then introduce a privacy-preserving federated learning method for popularity prediction. Subsequently, a P2D3PG algorithm is developed based on distributed reinforcement learning to solve the distributed problems. Simulation results demonstrate the superiority of the proposed approach in improving EC hit rate over the baseline methods while preserving user privacy.
Continuous Control with Action Quantization from Demonstrations
Dadashi, Robert, Hussenot, Léonard, Vincent, Damien, Girgin, Sertan, Raichuk, Anton, Geist, Matthieu, Pietquin, Olivier
With several successes on highly challenging tasks including strategy games such as Go [Silver et al., 2016], StarCraft [Vinyals et al., 2019] or Dota 2 [Berner et al., 2019] as well as robotic manipulation [Andrychowicz et al., 2020], Reinforcement Learning (RL) holds a tremendous potential for solving sequential decision making problems. RL relies on Markov Decision Processes (MDP) [Puterman, 2014] as its cornerstone, a general framework under which vastly different problems can be casted. There is a clear separation in the class of MDPs between the finite discrete action setup, where an agent faces a finite number of possible actions, and the continuous action setup, where an agent faces an infinite number of actions. The former is arguably simpler, since exploration is more manageable with a finite number of actions, and computing the maximum of the action-value function is straightforward (and implicitly defines a greedily-improved policy). In the continuous action setup, the parametrized policy either directly optimizes the expected value function that is estimated through Monte Carlo rollouts [Williams, 1992], which makes it demanding in interactions with the environment, or tracks the maximum of the bootstrapped value function [Konda and Tsitsiklis, 2000] hence introducing additional sources of approximations. Therefore, a natural workaround consists in turning a continuous control problem into a discrete one. The simplest approach is to naively (e.g.
CORA: Benchmarks, Baselines, and Metrics as a Platform for Continual Reinforcement Learning Agents
Powers, Sam, Xing, Eliot, Kolve, Eric, Mottaghi, Roozbeh, Gupta, Abhinav
Progress in continual reinforcement learning has been limited due to several barriers to entry: missing code, high compute requirements, and a lack of suitable benchmarks. In this work, we present CORA, a platform for Continual Reinforcement Learning Agents that provides benchmarks, baselines, and metrics in a single code package. The benchmarks we provide are designed to evaluate different aspects of the continual RL challenge, such as catastrophic forgetting, plasticity, ability to generalize, and sample-efficient learning. Three of the benchmarks utilize video game environments (Atari, Procgen, NetHack). The fourth benchmark, CHORES, consists of four different task sequences in a visually realistic home simulator, drawn from a diverse set of task and scene parameters. To compare continual RL methods on these benchmarks, we prepare three metrics in CORA: continual evaluation, forgetting, and zero-shot forward transfer. Finally, CORA includes a set of performant, open-source baselines of existing algorithms for researchers to use and expand on. We release CORA and hope that the continual RL community can benefit from our contributions, to accelerate the development of new continual RL algorithms.
Neural Network Compatible Off-Policy Natural Actor-Critic Algorithm
Diddigi, Raghuram Bharadwaj, Jain, Prateek, J., Prabuchandran K., Bhatnagar, Shalabh
Learning optimal behavior from existing data is one of the most important problems in Reinforcement Learning (RL). This is known as "off-policy control" in RL where an agent's objective is to compute an optimal policy based on the data obtained from the given policy (known as the behavior policy). As the optimal policy can be very different from the behavior policy, learning optimal behavior is very hard in the "off-policy" setting compared to the "on-policy" setting where new data from the policy updates will be utilized in learning. This work proposes an off-policy natural actorcritic algorithm that utilizes state-action distribution correction for handling the off-policy behavior and the natural policy gradient for sample efficiency. The existing natural gradient-based actor-critic algorithms with convergence guarantees require fixed features for approximating both policy and value functions. This often leads to sub-optimal learning in many RL applications. On the other hand, our proposed algorithm utilizes compatible features that enable one to use arbitrary neural networks to approximate the policy and the value function and guarantee convergence to a locally optimal policy. We illustrate the benefit of the proposed off-policy natural gradient algorithm by comparing it with the vanilla gradient actor-critic algorithm on benchmark RL tasks. Reinforcement Learning (RL) [2], [24] deals with learning algorithms for an agent to learn optimal behavior based on the feedback received from an unknown environment.
State-based Episodic Memory for Multi-Agent Reinforcement Learning
Multi-agent reinforcement learning (MARL) algorithms have made promising progress in recent years by leveraging the centralized training and decentralized execution (CTDE) paradigm. However, existing MARL algorithms still suffer from the sample inefficiency problem. In this paper, we propose a simple yet effective approach, called state-based episodic memory (SEM), to improve sample efficiency in MARL. SEM adopts episodic memory (EM) to supervise the centralized training procedure of CTDE in MARL. To the best of our knowledge, SEM is the first work to introduce EM into MARL. We can theoretically prove that, when using for MARL, SEM has lower space complexity and time complexity than state and action based EM (SAEM), which is originally proposed for single-agent reinforcement learning. Experimental results on StarCraft multi-agent challenge (SMAC) show that introducing episodic memory into MARL can improve sample efficiency and SEM can reduce storage cost and time cost compared with SAEM.
Offline Reinforcement Learning with Value-based Episodic Memory
Ma, Xiaoteng, Yang, Yiqin, Hu, Hao, Liu, Qihan, Yang, Jun, Zhang, Chongjie, Zhao, Qianchuan, Liang, Bin
Offline reinforcement learning (RL) shows promise of applying RL to real-world problems by effectively utilizing previously collected data. Most existing offline RL algorithms use regularization or constraints to suppress extrapolation error for actions outside the dataset. In this paper, we adopt a different framework, which learns the V -function instead of the Q-function to naturally keep the learning procedure within the support of an offline dataset. To enable effective generalization while maintaining proper conservatism in offline learning, we propose Expectile V -Learning (EVL), which smoothly interpolates between the optimal value learning and behavior cloning. Further, we introduce implicit planning along offline trajectories to enhance learned V -values and accelerate convergence. Together, we present a new offline method called Value-based Episodic Memory (VEM). We provide theoretical analysis for the convergence properties of our proposed VEM method, and empirical results in the D4RL benchmark show that our method achieves superior performance in most tasks, particularly in sparse-reward tasks.
Aesthetic Photo Collage with Deep Reinforcement Learning
Zhang, Mingrui, Li, Mading, Chen, Li, Yu, Jiahao
Photo collage aims to automatically arrange multiple photos on a given canvas with high aesthetic quality. Existing methods are based mainly on handcrafted feature optimization, which cannot adequately capture high-level human aesthetic senses. Deep learning provides a promising way, but owing to the complexity of collage and lack of training data, a solution has yet to be found. In this paper, we propose a novel pipeline for automatic generation of aspect ratio specified collage and the reinforcement learning technique is introduced in collage for the first time. Inspired by manual collages, we model the collage generation as sequential decision process to adjust spatial positions, orientation angles, placement order and the global layout. To instruct the agent to improve both the overall layout and local details, the reward function is specially designed for collage, considering subjective and objective factors. To overcome the lack of training data, we pretrain our deep aesthetic network on a large scale image aesthetic dataset (CPC) for general aesthetic feature extraction and propose an attention fusion module for structural collage feature representation. We test our model against competing methods on two movie datasets and our results outperform others in aesthetic quality evaluation. Further user study is also conducted to demonstrate the effectiveness.