Goto

Collaborating Authors

 Reinforcement Learning


Divergence-Regularized Multi-Agent Actor-Critic

arXiv.org Artificial Intelligence

Entropy regularization is a popular method in reinforcement learning (RL). Although it has many advantages, it alters the RL objective and makes the converged policy deviate from the optimal policy of the original Markov Decision Process. Though divergence regularization has been proposed to settle this problem, it cannot be trivially applied to cooperative multi-agent reinforcement learning (MARL). In this paper, we investigate divergence regularization in cooperative MARL and propose a novel off-policy cooperative MARL framework, divergence-regularized multi-agent actor-critic (DMAC). Mathematically, we derive the update rule of DMAC which is naturally off-policy, guarantees a monotonic policy improvement and is not biased by the regularization. DMAC is a flexible framework and can be combined with many existing MARL algorithms. We evaluate DMAC in a didactic stochastic game and StarCraft Multi-Agent Challenge and empirically show that DMAC substantially improves the performance of existing MARL algorithms.


Learning Reward Functions from Scale Feedback

arXiv.org Artificial Intelligence

Today's robots are increasingly interacting with people and need to efficiently learn inexperienced user's preferences. A common framework is to iteratively query the user about which of two presented robot trajectories they prefer. While this minimizes the users effort, a strict choice does not yield any information on how much one trajectory is preferred. We propose scale feedback, where the user utilizes a slider to give more nuanced information. We introduce a probabilistic model on how users would provide feedback and derive a learning framework for the robot. We demonstrate the performance benefit of slider feedback in simulations, and validate our approach in two user studies suggesting that scale feedback enables more effective learning in practice.


A Cram\'er Distance perspective on Non-crossing Quantile Regression in Distributional Reinforcement Learning

arXiv.org Machine Learning

Distributional reinforcement learning (DRL) extends the value-based approach by using a deep convolutional network to approximate the full distribution over future returns instead of the mean only, providing a richer signal that leads to improved performances. Quantile-based methods like QR-DQN project arbitrary distributions onto a parametric subset of staircase distributions by minimizing the 1-Wasserstein distance, however, due to biases in the gradients, the quantile regression loss is used instead for training, guaranteeing the same minimizer and enjoying unbiased gradients. Recently, monotonicity constraints on the quantiles have been shown to improve the performance of QR-DQN for uncertainty-based exploration strategies. The contribution of this work is in the setting of fixed quantile levels and is twofold. First, we prove that the Cram\'er distance yields a projection that coincides with the 1-Wasserstein one and that, under monotonicity constraints, the squared Cram\'er and the quantile regression losses yield collinear gradients, shedding light on the connection between these important elements of DRL. Second, we propose a novel non-crossing neural architecture that allows a good training performance using a novel algorithm to compute the Cram\'er distance, yielding significant improvements over QR-DQN in a number of games of the standard Atari 2600 benchmark.


A Privacy-preserving Distributed Training Framework for Cooperative Multi-agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) sometimes needs a large amount of data to converge in the training procedure and in some cases, each action of the agent may produce regret. This barrier naturally motivates different data sets or environment owners to cooperate to share their knowledge and train their agents more efficiently. However, it raises privacy concerns if we directly merge the raw data from different owners. To solve this problem, we proposed a new Deep Neural Network (DNN) architecture with both global NN and local NN, and a distributed training framework. We allow the global weights to be updated by all the collaborator agents while the local weights are only updated by the agent they belong to. In this way, we hope the global weighs can share the common knowledge among these collaborators while the local NN can keep the specialized properties and ensure the agent to be compatible with its specific environment. Experiments show that the framework can efficiently help agents in the same or similar environments to collaborate in their training process and gain a higher convergence rate and better performance.


Offline Reinforcement Learning with Reverse Model-based Imagination

arXiv.org Artificial Intelligence

In offline reinforcement learning (offline RL), one of the main challenges is to deal with the distributional shift between the learning policy and the given dataset. To address this problem, recent offline RL methods attempt to introduce conservatism bias to encourage learning on high-confidence areas. Model-free approaches directly encode such bias into policy or value function learning using conservative regularizations or special network structures, but their constrained policy search limits the generalization beyond the offline dataset. Model-based approaches learn forward dynamics models with conservatism quantifications and then generate imaginary trajectories to extend the offline datasets. However, due to limited samples in offline dataset, conservatism quantifications often suffer from overgeneralization in out-of-support regions. The unreliable conservative measures will mislead forward model-based imaginations to undesired areas, leading to overaggressive behaviors. To encourage more conservatism, we propose a novel model-based offline RL framework, called Reverse Offline Model-based Imagination (ROMI). We learn a reverse dynamics model in conjunction with a novel reverse policy, which can generate rollouts leading to the target goal states within the offline dataset. These reverse imaginations provide informed data augmentation for the model-free policy learning and enable conservative generalization beyond the offline dataset. ROMI can effectively combine with off-the-shelf model-free algorithms to enable model-based generalization with proper conservatism. Empirical results show that our method can generate more conservative behaviors and achieve state-of-the-art performance on offline RL benchmark tasks.


Decentralized Graph-Based Multi-Agent Reinforcement Learning Using Reward Machines

arXiv.org Artificial Intelligence

In multi-agent reinforcement learning (MARL), it is challenging for a collection of agents to learn complex temporally extended tasks. The difficulties lie in computational complexity and how to learn the high-level ideas behind reward functions. We study the graph-based Markov Decision Process (MDP) where the dynamics of neighboring agents are coupled. We use a reward machine (RM) to encode each agent's task and expose reward function internal structures. RM has the capacity to describe high-level knowledge and encode non-Markovian reward functions. We propose a decentralized learning algorithm to tackle computational complexity, called decentralized graph-based reinforcement learning using reward machines (DGRM), that equips each agent with a localized policy, allowing agents to make decisions independently, based on the information available to the agents. DGRM uses the actor-critic structure, and we introduce the tabular Q-function for discrete state problems. We show that the dependency of Q-function on other agents decreases exponentially as the distance between them increases. Furthermore, the complexity of DGRM is related to the local information size of the largest $\kappa$-hop neighborhood, and DGRM can find an $O(\rho^{\kappa+1})$-approximation of a stationary point of the objective function. To further improve efficiency, we also propose the deep DGRM algorithm, using deep neural networks to approximate the Q-function and policy function to solve large-scale or continuous state problems. The effectiveness of the proposed DGRM algorithm is evaluated by two case studies, UAV package delivery and COVID-19 pandemic mitigation. Experimental results show that local information is sufficient for DGRM and agents can accomplish complex tasks with the help of RM. DGRM improves the global accumulated reward by 119% compared to the baseline in the case of COVID-19 pandemic mitigation.


Scalable Online Planning via Reinforcement Learning Fine-Tuning

arXiv.org Artificial Intelligence

Lookahead search has been a critical component of recent AI successes, such as in the games of chess, go, and poker. However, the search methods used in these games, and in many other settings, are tabular. Tabular search methods do not scale well with the size of the search space, and this problem is exacerbated by stochasticity and partial observability. In this work we replace tabular search with online model-based fine-tuning of a policy neural network via reinforcement learning, and show that this approach outperforms state-of-the-art search algorithms in benchmark settings. In particular, we use our search algorithm to achieve a new state-of-the-art result in self-play Hanabi, and show the generality of our algorithm by also showing that it outperforms tabular search in the Atari game Ms. Pacman.


Width-Based Planning and Active Learning for Atari

arXiv.org Artificial Intelligence

Width-based planning has shown promising results on Atari 2600 games using pixel input, while using substantially fewer environment interactions than reinforcement learning. Recent width-based approaches have computed feature vectors for each screen using a hand designed feature set or a variational autoencoder (VAE) trained on game screens, and prune screens that do not have novel features during the search. In this paper, we explore consideration of uncertainty in features generated by a VAE during width-based planning. Our primary contribution is the introduction of active learning to maximize the utility of screens observed during planning. Experimental results demonstrate that use of active learning strategies increases gameplay scores compared to alternative width-based approaches with equal numbers of environment interactions.


Modeling Interactions of Autonomous Vehicles and Pedestrians with Deep Multi-Agent Reinforcement Learning for Collision Avoidance

arXiv.org Artificial Intelligence

Reliable pedestrian crash avoidance mitigation (PCAM) systems are crucial components of safe autonomous vehicles (AVs). The sequential nature of the vehicle-pedestrian interaction, i.e., where immediate decisions of one agent directly influence the following decisions of the other agent, is an often neglected but important aspect. In this work, we model the corresponding interaction sequence as a Markov decision process (MDP) that is solved by deep reinforcement learning (DRL) algorithms to define the PCAM system's policy. The simulated driving scenario is based on an AV acting as a DRL agent driving along an urban street, facing a pedestrian at an unmarked crosswalk who tries to cross. Since modeling realistic crossing behavior of the pedestrian is challenging, we introduce two levels of intelligent pedestrian behavior: While the baseline model follows a predefined strategy, our advanced model captures continuous learning and the inherent uncertainty in human behavior by defining the pedestrian as a second DRL agent, i.e., we introduce a deep multi-agent reinforcement learning (DMARL) problem. The presented PCAM system with different levels of intelligent pedestrian behavior is benchmarked according to the agents' collision rate and the resulting traffic flow efficiency. In this analysis, our focus lies on evaluating the influence of observation noise on the decision making of the agents. The results show that the AV is able to completely mitigate collisions under the majority of the investigated conditions and that the DRL-based pedestrian model indeed learns a more human-like crossing behavior.


Reinforcement Learning with Information-Theoretic Actuation

arXiv.org Artificial Intelligence

Reinforcement Learning formalises an embodied agent's interaction with the environment through observations, rewards and actions. But where do the actions come from? Actions are often considered to represent something external, such as the movement of a limb, a chess piece, or more generally, the output of an actuator. In this work we explore and formalize a contrasting view, namely that actions are best thought of as the output of a sequence of internal choices with respect to an action model. This view is particularly well-suited for leveraging the recent advances in large sequence models as prior knowledge for multi-task reinforcement learning problems. Our main contribution in this work is to show how to augment the standard MDP formalism with a sequential notion of internal action using information-theoretic techniques, and that this leads to self-consistent definitions of both internal and external action value functions.