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 Reinforcement Learning


Medical Dead-ends and Learning to Identify High-risk States and Treatments

arXiv.org Artificial Intelligence

Machine learning has successfully framed many sequential decision making problems as either supervised prediction, or optimal decision-making policy identification via reinforcement learning. In data-constrained offline settings, both approaches may fail as they assume fully optimal behavior or rely on exploring alternatives that may not exist. We introduce an inherently different approach that identifies possible ``dead-ends'' of a state space. We focus on the condition of patients in the intensive care unit, where a ``medical dead-end'' indicates that a patient will expire, regardless of all potential future treatment sequences. We postulate ``treatment security'' as avoiding treatments with probability proportional to their chance of leading to dead-ends, present a formal proof, and frame discovery as an RL problem. We then train three independent deep neural models for automated state construction, dead-end discovery and confirmation. Our empirical results discover that dead-ends exist in real clinical data among septic patients, and further reveal gaps between secure treatments and those that were administered.


Showing Your Offline Reinforcement Learning Work: Online Evaluation Budget Matters

arXiv.org Artificial Intelligence

Over the recent years, vast progress has been made in Offline Reinforcement Learning (Offline-RL) for various decision-making domains: from finance to robotics. However, comparing and reporting new Offline-RL algorithms has been noted as underdeveloped: (1) use of unlimited online evaluation budget for hyperparameter search (2) sidestepping offline policy selection (3) ad-hoc performance statistics reporting. In this work, we propose an evaluation technique addressing these issues, Expected Online Performance, that provides a performance estimate for a best-found policy given a fixed online evaluation budget. Using our approach, we can estimate the number of online evaluations required to surpass a given behavioral policy performance. Applying it to several Offline-RL baselines, we find that with a limited online evaluation budget, (1) Behavioral Cloning constitutes a strong baseline over various expert levels and data regimes, and (2) offline uniform policy selection is competitive with value-based approaches. We hope the proposed technique will make it into the toolsets of Offline-RL practitioners to help them arrive at informed conclusions when deploying RL in real-world systems.


Revisiting Design Choices in Model-Based Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning enables agents to leverage large pre-collected datasets of environment transitions to learn control policies, circumventing the need for potentially expensive or unsafe online data collection. Significant progress has been made recently in offline model-based reinforcement learning, approaches which leverage a learned dynamics model. This typically involves constructing a probabilistic model, and using the model uncertainty to penalize rewards where there is insufficient data, solving for a pessimistic MDP that lower bounds the true MDP. Existing methods, however, exhibit a breakdown between theory and practice, whereby pessimistic return ought to be bounded by the total variation distance of the model from the true dynamics, but is instead implemented through a penalty based on estimated model uncertainty. This has spawned a variety of uncertainty heuristics, with little to no comparison between differing approaches. In this paper, we compare these heuristics, and design novel protocols to investigate their interaction with other hyperparameters, such as the number of models, or imaginary rollout horizon. Using these insights, we show that selecting these key hyperparameters using Bayesian Optimization produces superior configurations that are vastly different to those currently used in existing hand-tuned state-of-the-art methods, and result in drastically stronger performance.


Learning to Centralize Dual-Arm Assembly

arXiv.org Artificial Intelligence

Even though industrial manipulators are widely used in modern manufacturing processes, deployment in unstructured environments remains an open problem. To deal with variety, complexity and uncertainty of real world manipulation tasks a general framework is essential. In this work we want to focus on assembly with humanoid robots by providing a framework for dual-arm peg-in-hole manipulation. As we aim to contribute towards an approach which is not limited to dual-arm peg-in-hole, but dual-arm manipulation in general, we keep modeling effort at a minimum. While reinforcement learning has shown great results for single-arm robotic manipulation in recent years, research focusing on dual-arm manipulation is still rare. Solving such tasks often involves complex modeling of interaction between two manipulators and their coupling at a control level. In this paper, we explore the applicability of model-free reinforcement learning to dual-arm manipulation based on a modular approach with two decentralized single-arm controllers and a single centralized policy. We reduce modeling effort to a minimum by using sparse rewards only. We demonstrate the effectiveness of the framework on dual-arm peg-in-hole and analyze sample efficiency and success rates for different action spaces. Moreover, we compare results on different clearances and showcase disturbance recovery and robustness, when dealing with position uncertainties. Finally we zero-shot transfer policies trained in simulation to the real-world and evaluate their performance.


Ranking Cost: Building An Efficient and Scalable Circuit Routing Planner with Evolution-Based Optimization

arXiv.org Artificial Intelligence

Circuit routing has been a historically challenging problem in designing electronic systems such as very large-scale integration (VLSI) and printed circuit boards (PCBs). The main challenge is that connecting a large number of electronic components under specific design rules involves a very large search space. Early solutions are typically designed with hard-coded heuristics, which suffer from problems of non-optimal solutions and lack of flexibility for new design needs. Although a few learning-based methods have been proposed recently, they are typically cumbersome and hard to extend to large-scale applications. In this work, we propose a new algorithm for circuit routing, named Ranking Cost, which innovatively combines search-based methods (i.e., A* algorithm) and learning-based methods (i.e., Evolution Strategies) to form an efficient and trainable router. In our method, we introduce a new set of variables called cost maps, which can help the A* router to find out proper paths to achieve the global objective. We also train a ranking parameter, which can produce the ranking order and further improve the performance of our method. Our algorithm is trained in an end-to-end manner and does not use any artificial data or human demonstration. In the experiments, we compare with the sequential A* algorithm and a canonical reinforcement learning approach, and results show that our method outperforms these baselines with higher connectivity rates and better scalability.


Online Markov Decision Processes with Non-oblivious Strategic Adversary

arXiv.org Artificial Intelligence

We study a novel setting in Online Markov Decision Processes (OMDPs) where the loss function is chosen by a non-oblivious strategic adversary who follows a no-external regret algorithm. In this setting, we first demonstrate that MDP-Expert, an existing algorithm that works well with oblivious adversaries can still apply and achieve a policy regret bound of $\mathcal{O}(\sqrt{T \log(L)}+\tau^2\sqrt{ T \log(|A|)})$ where $L$ is the size of adversary's pure strategy set and $|A|$ denotes the size of agent's action space. Considering real-world games where the support size of a NE is small, we further propose a new algorithm: MDP-Online Oracle Expert (MDP-OOE), that achieves a policy regret bound of $\mathcal{O}(\sqrt{T\log(L)}+\tau^2\sqrt{ T k \log(k)})$ where $k$ depends only on the support size of the NE. MDP-OOE leverages the key benefit of Double Oracle in game theory and thus can solve games with prohibitively large action space. Finally, to better understand the learning dynamics of no-regret methods, under the same setting of no-external regret adversary in OMDPs, we introduce an algorithm that achieves last-round convergence result to a NE. To our best knowledge, this is first work leading to the last iteration result in OMDPs.


Procedure Planning in Instructional Videos via Contextual Modeling and Model-based Policy Learning

arXiv.org Artificial Intelligence

Learning new skills by observing humans' behaviors is an essential capability of AI. In this work, we leverage instructional videos to study humans' decision-making processes, focusing on learning a model to plan goal-directed actions in real-life videos. In contrast to conventional action recognition, goal-directed actions are based on expectations of their outcomes requiring causal knowledge of potential consequences of actions. Thus, integrating the environment structure with goals is critical for solving this task. Previous works learn a single world model will fail to distinguish various tasks, resulting in an ambiguous latent space; planning through it will gradually neglect the desired outcomes since the global information of the future goal degrades quickly as the procedure evolves. We address these limitations with a new formulation of procedure planning and propose novel algorithms to model human behaviors through Bayesian Inference and model-based Imitation Learning. Experiments conducted on real-world instructional videos show that our method can achieve state-of-the-art performance in reaching the indicated goals. Furthermore, the learned contextual information presents interesting features for planning in a latent space.


When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently?

arXiv.org Machine Learning

Multi-agent reinforcement learning has made substantial empirical progresses in solving games with a large number of players. However, theoretically, the best known sample complexity for finding a Nash equilibrium in general-sum games scales exponentially in the number of players due to the size of the joint action space, and there is a matching exponential lower bound. This paper investigates what learning goals admit better sample complexities in the setting of $m$-player general-sum Markov games with $H$ steps, $S$ states, and $A_i$ actions per player. First, we design algorithms for learning an $\epsilon$-Coarse Correlated Equilibrium (CCE) in $\widetilde{\mathcal{O}}(H^5S\max_{i\le m} A_i / \epsilon^2)$ episodes, and an $\epsilon$-Correlated Equilibrium (CE) in $\widetilde{\mathcal{O}}(H^6S\max_{i\le m} A_i^2 / \epsilon^2)$ episodes. This is the first line of results for learning CCE and CE with sample complexities polynomial in $\max_{i\le m} A_i$. Our algorithm for learning CE integrates an adversarial bandit subroutine which minimizes a weighted swap regret, along with several novel designs in the outer loop. Second, we consider the important special case of Markov Potential Games, and design an algorithm that learns an $\epsilon$-approximate Nash equilibrium within $\widetilde{\mathcal{O}}(S\sum_{i\le m} A_i / \epsilon^3)$ episodes (when only highlighting the dependence on $S$, $A_i$, and $\epsilon$), which only depends linearly in $\sum_{i\le m} A_i$ and significantly improves over the best known algorithm in the $\epsilon$ dependence. Overall, our results shed light on what equilibria or structural assumptions on the game may enable sample-efficient learning with many players.


Design Strategy Network: A deep hierarchical framework to represent generative design strategies in complex action spaces

arXiv.org Artificial Intelligence

Generative design problems often encompass complex action spaces that may be divergent over time, contain state-dependent constraints, or involve hybrid (discrete and continuous) domains. To address those challenges, this work introduces Design Strategy Network (DSN), a data-driven deep hierarchical framework that can learn strategies over these arbitrary complex action spaces. The hierarchical architecture decomposes every action decision into first predicting a preferred spatial region in the design space and then outputting a probability distribution over a set of possible actions from that region. This framework comprises a convolutional encoder to work with image-based design state representations, a multi-layer perceptron to predict a spatial region, and a weight-sharing network to generate a probability distribution over unordered set-based inputs of feasible actions. Applied to a truss design study, the framework learns to predict the actions of human designers in the study, capturing their truss generation strategies in the process. Results show that DSNs significantly outperform non-hierarchical methods of policy representation, demonstrating their superiority in complex action space problems.


Arachnophobia Exposure Therapy using Experience-driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)

arXiv.org Artificial Intelligence

Personalized therapy, in which a therapeutic practice is adapted to an individual patient, leads to better health outcomes. Typically, this is accomplished by relying on a therapist's training and intuition along with feedback from a patient. While there exist approaches to automatically adapt therapeutic content to a patient, they rely on hand-authored, pre-defined rules, which may not generalize to all individuals. In this paper, we propose an approach to automatically adapt therapeutic content to patients based on physiological measures. We implement our approach in the context of arachnophobia exposure therapy, and rely on experience-driven procedural content generation via reinforcement learning (EDPCGRL) to generate virtual spiders to match an individual patient. In this initial implementation, and due to the ongoing pandemic, we make use of virtual or artificial humans implemented based on prior arachnophobia psychology research. Our EDPCGRL method is able to more quickly adapt to these virtual humans with high accuracy in comparison to existing, search-based EDPCG approaches.