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 Reinforcement Learning


Decentralized Cooperative Lane Changing at Freeway Weaving Areas Using Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


Explaining Off-Policy Actor-Critic From A Bias-Variance Perspective

arXiv.org Artificial Intelligence

A practical reinforcement learning (RL) algorithm is often in an actor-critic setting (Lin, 1992; Precup et al., 2000) where the policy (actor) generates actions and the Q/value function (critic) evaluates the policy's performance. Under this setting, off-policy RL uses transitions sampled from a replay buffer to perform Q function updates, yielding a new policy ฯ€. Then, a finite-length trajectory under ฯ€ is added to the buffer, and the process repeats. Notice that sampling from a replay buffer is an offline operation and that the growth of replay buffer is an online operation. This implies off-policy actor-critic RL lies between offline RL (Yu et al., 2020; Levine et al., 2020) and on-policy RL (Schulman et al., 2015, 2017).


A study of first-passage time minimization via Q-learning in heated gridworlds

arXiv.org Artificial Intelligence

Optimization of first-passage times is required in applications ranging from nanobots navigation to market trading. In such settings, one often encounters unevenly distributed noise levels across the environment. We extensively study how a learning agent fares in 1- and 2- dimensional heated gridworlds with an uneven temperature distribution. The results show certain bias effects in agents trained via simple tabular Q-learning, SARSA, Expected SARSA and Double Q-learning. While high learning rate prevents exploration of regions with higher temperature, low enough rate increases the presence of agents in such regions. The discovered peculiarities and biases of temporal-difference-based reinforcement learning methods should be taken into account in real-world physical applications and agent design.


Dropout Q-Functions for Doubly Efficient Reinforcement Learning

arXiv.org Artificial Intelligence

Randomized ensemble double Q-learning (REDQ) (Chen et al., 2021b) has recently achieved state-of-the-art sample efficiency on continuous-action reinforcement learning benchmarks. This superior sample efficiency is possible by using a large Q-function ensemble. However, REDQ is much less computationally efficient than non-ensemble counterparts such as Soft Actor-Critic (SAC) (Haarnoja et al., 2018a). To make REDQ more computationally efficient, we propose a method of improving computational efficiency called Dr.Q, which is a variant of REDQ that uses a small ensemble of dropout Q-functions. Our dropout Q-functions are simple Q-functions equipped with dropout connection and layer normalization. Despite its simplicity of implementation, our experimental results indicate that Dr.Q is doubly (sample and computationally) efficient. It achieved comparable sample efficiency with REDQ and much better computational efficiency than REDQ and comparable computational efficiency with that of SAC. In the reinforcement learning (RL) community, improving sample efficiency of RL methods has been important.


Uncertainty-Based Offline Reinforcement Learning with Diversified Q-Ensemble

arXiv.org Artificial Intelligence

Offline reinforcement learning (offline RL), which aims to find an optimal policy from a previously collected static dataset, bears algorithmic difficulties due to function approximation errors from out-of-distribution (OOD) data points. To this end, offline RL algorithms adopt either a constraint or a penalty term that explicitly guides the policy to stay close to the given dataset. However, prior methods typically require accurate estimation of the behavior policy or sampling from OOD data points, which themselves can be a non-trivial problem. Moreover, these methods under-utilize the generalization ability of deep neural networks and often fall into suboptimal solutions too close to the given dataset. In this work, we propose an uncertainty-based offline RL method that takes into account the confidence of the Q-value prediction and does not require any estimation or sampling of the data distribution. We show that the clipped Q-learning, a technique widely used in online RL, can be leveraged to successfully penalize OOD data points with high prediction uncertainties. Surprisingly, we find that it is possible to substantially outperform existing offline RL methods on various tasks by simply increasing the number of Q-networks along with the clipped Q-learning. Based on this observation, we propose an ensemble-diversified actor-critic algorithm that reduces the number of required ensemble networks down to a tenth compared to the naive ensemble while achieving state-of-the-art performance on most of the D4RL benchmarks considered.


Formalizing the Generalization-Forgetting Trade-off in Continual Learning

arXiv.org Artificial Intelligence

We formulate the continual learning (CL) problem via dynamic programming and model the trade-off between catastrophic forgetting and generalization as a two-player sequential game. In this approach, player 1 maximizes the cost due to lack of generalization whereas player 2 minimizes the cost due to catastrophic forgetting. We show theoretically that a balance point between the two players exists for each task and that this point is stable (once the balance is achieved, the two players stay at the balance point). Next, we introduce balanced continual learning (BCL), which is designed to attain balance between generalization and forgetting and empirically demonstrate that BCL is comparable to or better than the state of the art.


NeurWIN: Neural Whittle Index Network For Restless Bandits Via Deep RL

arXiv.org Machine Learning

Whittle index policy is a powerful tool to obtain asymptotically optimal solutions for the notoriously intractable problem of restless bandits. However, finding the Whittle indices remains a difficult problem for many practical restless bandits with convoluted transition kernels. This paper proposes NeurWIN, a neural Whittle index network that seeks to learn the Whittle indices for any restless bandits by leveraging mathematical properties of the Whittle indices. We show that a neural network that produces the Whittle index is also one that produces the optimal control for a set of Markov decision problems. This property motivates using deep reinforcement learning for the training of NeurWIN. We demonstrate the utility of NeurWIN by evaluating its performance for three recently studied restless bandit problems. Our experiment results show that the performance of NeurWIN is significantly better than other RL algorithms.


Sim and Real: Better Together

arXiv.org Machine Learning

Simulation is used extensively in autonomous systems, particularly in robotic manipulation. By far, the most common approach is to train a controller in simulation, and then use it as an initial starting point for the real system. We demonstrate how to learn simultaneously from both simulation and interaction with the real environment. We propose an algorithm for balancing the large number of samples from the high throughput but less accurate simulation and the low-throughput, high-fidelity and costly samples from the real environment. We achieve that by maintaining a replay buffer for each environment the agent interacts with. We analyze such multi-environment interaction theoretically, and provide convergence properties, through a novel theoretical replay buffer analysis. We demonstrate the efficacy of our method on a sim-to-real environment.