Reinforcement Learning
Mismatched No More: Joint Model-Policy Optimization for Model-Based RL
Eysenbach, Benjamin, Khazatsky, Alexander, Levine, Sergey, Salakhutdinov, Ruslan
Many model-based reinforcement learning (RL) methods follow a similar template: fit a model to previously observed data, and then use data from that model for RL or planning. However, models that achieve better training performance (e.g., lower MSE) are not necessarily better for control: an RL agent may seek out the small fraction of states where an accurate model makes mistakes, or it might act in ways that do not expose the errors of an inaccurate model. As noted in prior work, there is an objective mismatch: models are useful if they yield good policies, but they are trained to maximize their accuracy, rather than the performance of the policies that result from them. In this work, we propose a single objective for jointly training the model and the policy, such that updates to either component increases a lower bound on expected return. This joint optimization mends the objective mismatch in prior work. Our objective is a global lower bound on expected return, and this bound becomes tight under certain assumptions. The resulting algorithm (MnM) is conceptually similar to a GAN: a classifier distinguishes between real and fake transitions, the model is updated to produce transitions that look realistic, and the policy is updated to avoid states where the model predictions are unrealistic.
On The Transferability of Deep-Q Networks
Sabatelli, Matthia, Geurts, Pierre
Transfer Learning (TL) is an efficient machine learning paradigm that allows overcoming some of the hurdles that characterize the successful training of deep neural networks, ranging from long training times to the needs of large datasets. While exploiting TL is a well established and successful training practice in Supervised Learning (SL), its applicability in Deep Reinforcement Learning (DRL) is rarer. In this paper, we study the level of transferability of three different variants of Deep-Q Networks on popular DRL benchmarks as well as on a set of novel, carefully designed control tasks. Our results show that transferring neural networks in a DRL context can be particularly challenging and is a process which in most cases results in negative transfer. In the attempt of understanding why Deep-Q Networks transfer so poorly, we gain novel insights into the training dynamics that characterizes this family of algorithms. Over the last years, the marriage between Reinforcement Learning (RL) algorithms and deep neural networks, commonly denoted as Deep Reinforcement Learning (DRL) [François-Lavet et al., 2018] has gained tremendous attention [Henderson et al., 2018]. Neural networks have, in fact, proven to be extremely successful both in a model-free RL setting as in a model-based one.
Learning to Iteratively Solve Routing Problems with Dual-Aspect Collaborative Transformer
Ma, Yining, Li, Jingwen, Cao, Zhiguang, Song, Wen, Zhang, Le, Chen, Zhenghua, Tang, Jing
Recently, Transformer has become a prevailing deep architecture for solving vehicle routing problems (VRPs). However, it is less effective in learning improvement models for VRP because its positional encoding (PE) method is not suitable in representing VRP solutions. This paper presents a novel Dual-Aspect Collaborative Transformer (DACT) to learn embeddings for the node and positional features separately, instead of fusing them together as done in existing ones, so as to avoid potential noises and incompatible correlations. Moreover, the positional features are embedded through a novel cyclic positional encoding (CPE) method to allow Transformer to effectively capture the circularity and symmetry of VRP solutions (i.e., cyclic sequences). We train DACT using Proximal Policy Optimization and design a curriculum learning strategy for better sample efficiency. We apply DACT to solve the traveling salesman problem (TSP) and capacitated vehicle routing problem (CVRP). Results show that our DACT outperforms existing Transformer based improvement models, and exhibits much better generalization performance across different problem sizes on synthetic and benchmark instances, respectively.
Pretraining & Reinforcement Learning: Sharpening the Axe Before Cutting the Tree
Kadavath, Saurav, Paradis, Samuel, Yao, Brian
Pretraining is a common technique in deep learning for increasing performance and reducing training time, with promising experimental results in deep reinforcement learning (RL). However, pretraining requires a relevant dataset for training. In this work, we evaluate the effectiveness of pretraining for RL tasks, with and without distracting backgrounds, using both large, publicly available datasets with minimal relevance, as well as case-by-case generated datasets labeled via self-supervision. Results suggest filters learned during training on less relevant datasets render pretraining ineffective, while filters learned during training on the in-distribution datasets reliably reduce RL training time and improve performance after 80k RL training steps. We further investigate, given a limited number of environment steps, how to optimally divide the available steps into pretraining and RL training to maximize RL performance. Our code is available on GitHub
A First-Occupancy Representation for Reinforcement Learning
Moskovitz, Ted, Wilson, Spencer R., Sahani, Maneesh
Both animals and artificial agents benefit from state representations that support rapid transfer of learning across tasks and which enable them to efficiently traverse their environments to reach rewarding states. The successor representation (SR), which measures the expected cumulative, discounted state occupancy under a fixed policy, enables efficient transfer to different reward structures in an otherwise constant Markovian environment and has been hypothesized to underlie aspects of biological behavior and neural activity. However, in the real world, rewards may move or only be available for consumption once, may shift location, or agents may simply aim to reach goal states as rapidly as possible without the constraint of artificially imposed task horizons. In such cases, the most behaviorally-relevant representation would carry information about when the agent was likely to first reach states of interest, rather than how often it should expect to visit them over a potentially infinite time span. To reflect such demands, we introduce the first-occupancy representation (FR), which measures the expected temporal discount to the first time a state is accessed. We demonstrate that the FR facilitates exploration, the selection of efficient paths to desired states, allows the agent, under certain conditions, to plan provably optimal trajectories defined by a sequence of subgoals, and induces similar behavior to animals avoiding threatening stimuli.
Offline RL With Resource Constrained Online Deployment
Regatti, Jayanth Reddy, Deshmukh, Aniket Anand, Cheng, Frank, Jung, Young Hun, Gupta, Abhishek, Dogan, Urun
Offline reinforcement learning is used to train policies in scenarios where real-time access to the environment is expensive or impossible. As a natural consequence of these harsh conditions, an agent may lack the resources to fully observe the online environment before taking an action. We dub this situation the resource-constrained setting. This leads to situations where the offline dataset (available for training) can contain fully processed features (using powerful language models, image models, complex sensors, etc.) which are not available when actions are actually taken online. This disconnect leads to an interesting and unexplored problem in offline RL: Is it possible to use a richly processed offline dataset to train a policy which has access to fewer features in the online environment? In this work, we introduce and formalize this novel resource-constrained problem setting. We highlight the performance gap between policies trained using the full offline dataset and policies trained using limited features. We address this performance gap with a policy transfer algorithm which first trains a teacher agent using the offline dataset where features are fully available, and then transfers this knowledge to a student agent that only uses the resource-constrained features. To better capture the challenge of this setting, we propose a data collection procedure: Resource Constrained-Datasets for RL (RC-D4RL). We evaluate our transfer algorithm on RC-D4RL and the popular D4RL benchmarks and observe consistent improvement over the baseline (TD3+BC without transfer). The code for the experiments is available at https://github.com/JayanthRR/RC-OfflineRL}{github.com/RC-OfflineRL.
Reinforcement Learning with PPO
Reinforcement Learning has a special place in the world of machine learning. Different from other forms of machine learning like supervised or unsupervised learning, reinforcement learning does not need any existing data, but rather generates that data by doing experiments in a predefined environment. Experiments are guided by an objective that can be externally given as a reward, or can be internal like "explore" or "do not get bored." This is illustrated in figure 1. An agent performs actions in a given environment.
A Modified Q-Learning Algorithm for Rate-Profiling of Polarization Adjusted Convolutional (PAC) Codes
Mishra, Samir Kumar, Katyal, Digvijay, Ganapathi, Sarvesha Anegundi
In this paper, we propose a reinforcement learning based algorithm for rate-profile construction of Arikan's Polarization Assisted Convolutional (PAC) codes. This method can be used for any blocklength, rate, list size under successive cancellation list (SCL) decoding and convolutional precoding polynomial. To the best of our knowledge, we present, for the first time, a set of new reward and update strategies which help the reinforcement learning agent discover much better rate-profiles than those present in existing literature. Simulation results show that PAC codes constructed with the proposed algorithm perform better in terms of frame erasure rate (FER) compared to the PAC codes constructed with contemporary rate profiling designs for various list lengths. Further, by using a (64, 32) PAC code as an example, it is shown that the choice of convolutional precoding polynomial can have a significant impact on rate-profile construction of PAC codes.
Decentralized Cooperative Lane Changing at Freeway Weaving Areas Using Multi-Agent Deep Reinforcement Learning
Frequent lane changes during congestion at freeway bottlenecks such as merge and weaving areas further reduce roadway capacity. The emergence of deep reinforcement learning (RL) and connected and automated vehicle technology provides a possible solution to improve mobility and energy efficiency at freeway bottlenecks through cooperative lane changing. Deep RL is a collection of machine-learning methods that enables an agent to improve its performance by learning from the environment. In this study, a decentralized cooperative lane-changing controller was developed using proximal policy optimization by adopting a multi-agent deep RL paradigm. In the decentralized control strategy, policy learning and action reward are evaluated locally, with each agent (vehicle) getting access to global state information. Multi-agent deep RL requires lower computational resources and is more scalable than single-agent deep RL, making it a powerful tool for time-sensitive applications such as cooperative lane changing. The results of this study show that cooperative lane changing enabled by multi-agent deep RL yields superior performance to human drivers in term of traffic throughput, vehicle speed, number of stops per vehicle, vehicle fuel efficiency, and emissions. The trained RL policy is transferable and can be generalized to uncongested, moderately congested, and extremely congested traffic conditions.
Replay-Guided Adversarial Environment Design
Jiang, Minqi, Dennis, Michael, Parker-Holder, Jack, Foerster, Jakob, Grefenstette, Edward, Rocktäschel, Tim
Deep reinforcement learning (RL) agents may successfully generalize to new settings if trained on an appropriately diverse set of environment and task configurations. Unsupervised Environment Design (UED) is a promising self-supervised RL paradigm, wherein the free parameters of an underspecified environment are automatically adapted during training to the agent's capabilities, leading to the emergence of diverse training environments. Here, we cast Prioritized Level Replay (PLR), an empirically successful but theoretically unmotivated method that selectively samples randomly-generated training levels, as UED. We argue that by curating completely random levels, PLR, too, can generate novel and complex levels for effective training. This insight reveals a natural class of UED methods we call Dual Curriculum Design (DCD). Crucially, DCD includes both PLR and a popular UED algorithm, PAIRED, as special cases and inherits similar theoretical guarantees. This connection allows us to develop novel theory for PLR, providing a version with a robustness guarantee at Nash equilibria. Furthermore, our theory suggests a highly counterintuitive improvement to PLR: by stopping the agent from updating its policy on uncurated levels (training on less data), we can improve the convergence to Nash equilibria. Indeed, our experiments confirm that our new method, PLR$^{\perp}$, obtains better results on a suite of out-of-distribution, zero-shot transfer tasks, in addition to demonstrating that PLR$^{\perp}$ improves the performance of PAIRED, from which it inherited its theoretical framework.