Reinforcement Learning
Hard instance learning for quantum adiabatic prime factorization
Lin, Jian, Zhang, Zhengfeng, Zhang, Junping, Li, Xiaopeng
Prime factorization is a difficult problem with classical computing, whose exponential hardness is the foundation of Rivest-Shamir-Adleman (RSA) cryptography. With programmable quantum devices, adiabatic quantum computing has been proposed as a plausible approach to solve prime factorization, having promising advantage over classical computing. Here, we find there are certain hard instances that are consistently intractable for both classical simulated annealing and un-configured adiabatic quantum computing (AQC). Aiming at an automated architecture for optimal configuration of quantum adiabatic factorization, we apply a deep reinforcement learning (RL) method to configure the AQC algorithm. By setting the success probability of the worst-case problem instances as the reward to RL, we show the AQC performance on the hard instances is dramatically improved by RL configuration. The success probability also becomes more evenly distributed over different problem instances, meaning the configured AQC is more stable as compared to the un-configured case. Through a technique of transfer learning, we find prominent evidence that the framework of AQC configuration is scalable -- the configured AQC as trained on five qubits remains working efficiently on nine qubits with a minimal amount of additional training cost.
Algorithmic collusion: A critical review
The prospect of collusive agreements being stabilized via the use of pricing algorithms is widely discussed by antitrust experts and economists. However, the literature is often lacking the perspective of computer scientists, and seems to regularly overestimate the applicability of recent progress in machine learning to the complex coordination problem firms face in forming cartels. Similarly, modelling results supporting the possibility of collusion by learning algorithms often use simple market simulations which allows them to use simple algorithms that do not produce many of the problems machine learning practitioners have to deal with in real-world problems, which could prove to be particularly detrimental to learning collusive agreements. After critically reviewing the literature on algorithmic collusion, and connecting it to results from computer science, we find that while it is likely too early to adapt antitrust law to be able to deal with self-learning algorithms colluding in real markets, other forms of algorithmic collusion, such as hub-and-spoke arrangements facilitated by centralized pricing algorithms might already warrant legislative action.
Reinforcement learning improves game testing, AI team finds
Learn more about what comes next. As game worlds grow more vast and complex, making sure they are playable and bug-free is becoming increasingly difficult for developers. And gaming companies are looking for new tools, including artificial intelligence, to help overcome the mounting challenge of testing their products. A new paper by a group of AI researchers at Electronic Arts shows that deep reinforcement learning agents can help test games and make sure they are balanced and solvable. "Adversarial Reinforcement Learning for Procedural Content Generation," the technique presented by the EA researchers, is a novel approach that addresses some of the shortcomings of previous AI methods for testing games.
An Augmented Reality Platform for Introducing Reinforcement Learning to K-12 Students with Robots
Zhang, Ziyi, Akai-Nettey, Samuel Micah, Addo, Adonai, Rogers, Chris, Sinapov, Jivko
Interactive reinforcement learning, where humans actively assist during an agent's learning process, has the promise to alleviate the sample complexity challenges of practical algorithms. However, the inner workings and state of the robot are typically hidden from the teacher when humans provide feedback. To create a common ground between the human and the learning robot, in this paper, we propose an Augmented Reality (AR) system that reveals the hidden state of the learning to the human users. This paper describes our system's design and implementation and concludes with a discussion on two directions for future work which we are pursuing: 1) use of our system in AI education activities at the K-12 level; and 2) development of a framework for an AR-based human-in-the-loop reinforcement learning, where the human teacher can see sensory and cognitive representations of the robot overlaid in the real world.
Braxlines: Fast and Interactive Toolkit for RL-driven Behavior Engineering beyond Reward Maximization
Gu, Shixiang Shane, Diaz, Manfred, Freeman, Daniel C., Furuta, Hiroki, Ghasemipour, Seyed Kamyar Seyed, Raichuk, Anton, David, Byron, Frey, Erik, Coumans, Erwin, Bachem, Olivier
The goal of continuous control is to synthesize desired behaviors. In reinforcement learning (RL)-driven approaches, this is often accomplished through careful task reward engineering for efficient exploration and running an off-the-shelf RL algorithm. While reward maximization is at the core of RL, reward engineering is not the only -- sometimes nor the easiest -- way for specifying complex behaviors. In this paper, we introduce \braxlines, a toolkit for fast and interactive RL-driven behavior generation beyond simple reward maximization that includes Composer, a programmatic API for generating continuous control environments, and set of stable and well-tested baselines for two families of algorithms -- mutual information maximization (MiMax) and divergence minimization (DMin) -- supporting unsupervised skill learning and distribution sketching as other modes of behavior specification. In addition, we discuss how to standardize metrics for evaluating these algorithms, which can no longer rely on simple reward maximization. Our implementations build on a hardware-accelerated Brax simulator in Jax with minimal modifications, enabling behavior synthesis within minutes of training. We hope Braxlines can serve as an interactive toolkit for rapid creation and testing of environments and behaviors, empowering explosions of future benchmark designs and new modes of RL-driven behavior generation and their algorithmic research.
Interactive Hierarchical Guidance using Language
Prakash, Bharat, Waytowich, Nicholas, Oates, Tim, Mohsenin, Tinoosh
Reinforcement learning has been successful in many tasks ranging from robotic control, games, energy management etc. In complex real world environments with sparse rewards and long task horizons, sample efficiency is still a major challenge. Most complex tasks can be easily decomposed into high-level planning and low level control. Therefore, it is important to enable agents to leverage the hierarchical structure and decompose bigger tasks into multiple smaller sub-tasks. We introduce an approach where we use language to specify sub-tasks and a high-level planner issues language commands to a low level controller. The low-level controller executes the sub-tasks based on the language commands. Our experiments show that this method is able to solve complex long horizon planning tasks with limited human supervision. Using language has added benefit of interpretability and ability for expert humans to take over the high-level planning task and provide language commands if necessary.
Human-Aware Robot Navigation via Reinforcement Learning with Hindsight Experience Replay and Curriculum Learning
Li, Keyu, Lu, Ye, Meng, Max Q. -H.
In recent years, the growing demand for more intelligent service robots is pushing the development of mobile robot navigation algorithms to allow safe and efficient operation in a dense crowd. Reinforcement learning (RL) approaches have shown superior ability in solving sequential decision making problems, and recent work has explored its potential to learn navigation polices in a socially compliant manner. However, the expert demonstration data used in existing methods is usually expensive and difficult to obtain. In this work, we consider the task of training an RL agent without employing the demonstration data, to achieve efficient and collision-free navigation in a crowded environment. To address the sparse reward navigation problem, we propose to incorporate the hindsight experience replay (HER) and curriculum learning (CL) techniques with RL to efficiently learn the optimal navigation policy in the dense crowd. The effectiveness of our method is validated in a simulated crowd-robot coexisting environment. The results demonstrate that our method can effectively learn human-aware navigation without requiring additional demonstration data.
Representation Learning for Online and Offline RL in Low-rank MDPs
Uehara, Masatoshi, Zhang, Xuezhou, Sun, Wen
This work studies the question of Representation Learning in RL: how can we learn a compact low-dimensional representation such that on top of the representation we can perform RL procedures such as exploration and exploitation, in a sample efficient manner. We focus on the low-rank Markov Decision Processes (MDPs) where the transition dynamics correspond to a low-rank transition matrix. Unlike prior works that assume the representation is known (e.g., linear MDPs), here we need to learn the representation for the low-rank MDP. We study both the online RL and offline RL settings. For the online setting, operating with the same computational oracles used in FLAMBE (Agarwal et.al), the state-of-art algorithm for learning representations in low-rank MDPs, we propose an algorithm REP-UCB Upper Confidence Bound driven Representation learning for RL), which significantly improves the sample complexity from $\widetilde{O}( A^9 d^7 / (\epsilon^{10} (1-\gamma)^{22}))$ for FLAMBE to $\widetilde{O}( A^4 d^4 / (\epsilon^2 (1-\gamma)^{3}) )$ with $d$ being the rank of the transition matrix (or dimension of the ground truth representation), $A$ being the number of actions, and $\gamma$ being the discounted factor. Notably, REP-UCB is simpler than FLAMBE, as it directly balances the interplay between representation learning, exploration, and exploitation, while FLAMBE is an explore-then-commit style approach and has to perform reward-free exploration step-by-step forward in time. For the offline RL setting, we develop an algorithm that leverages pessimism to learn under a partial coverage condition: our algorithm is able to compete against any policy as long as it is covered by the offline distribution.
Training Transition Policies via Distribution Matching for Complex Tasks
Byun, Ju-Seung, Perrault, Andrew
Humans decompose novel complex tasks into simpler ones to exploit previously learned skills. Analogously, hierarchical reinforcement learning seeks to leverage lower-level policies for simple tasks to solve complex ones. However, because each lower-level policy induces a different distribution of states, transitioning from one lower-level policy to another may fail due to an unexpected starting state. We introduce transition policies that smoothly connect lower-level policies by producing a distribution of states and actions that matches what is expected by the next policy. Training transition policies is challenging because the natural reward signal -- whether the next policy can execute its subtask successfully -- is sparse. By training transition policies via adversarial inverse reinforcement learning to match the distribution of expected states and actions, we avoid relying on task-based reward. To further improve performance, we use deep Q-learning with a binary action space to determine when to switch from a transition policy to the next pre-trained policy, using the success or failure of the next subtask as the reward. Although the reward is still sparse, the problem is less severe due to the simple binary action space. We demonstrate our method on continuous bipedal locomotion and arm manipulation tasks that require diverse skills. We show that it smoothly connects the lower-level policies, achieving higher success rates than previous methods that search for successful trajectories based on a reward function, but do not match the state distribution.
Theoretically Principled Deep RL Acceleration via Nearest Neighbor Function Approximation
Recently, deep reinforcement learning (RL) has achieved remarkable empirical success by integrating deep neural networks into RL frameworks. However, these algorithms often require a large number of training samples and admit little theoretical understanding. To mitigate these issues, we propose a theoretically principled nearest neighbor (NN) function approximator that can improve the value networks in deep RL methods. Inspired by human similarity judgments, the NN approximator estimates the action values using rollouts on past observations and can provably obtain a small regret bound that depends only on the intrinsic complexity of the environment. We present (1) Nearest Neighbor Actor-Critic (NNAC), an online policy gradient algorithm that demonstrates the practicality of combining function approximation with deep RL, and (2) a plug-and-play NN update module that aids the training of existing deep RL methods. Experiments on classical control and MuJoCo locomotion tasks show that the NN-accelerated agents achieve higher sample efficiency and stability than the baseline agents. Based on its theoretical benefits, we believe that the NN approximator can be further applied to other complex domains to speed-up learning.