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 Reinforcement Learning


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.


Reinforcement Learning for Classical Planning: Viewing Heuristics as Dense Reward Generators

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning (RL) have led to a growing interest in applying RL to classical planning domains or applying classical planning methods to some complex RL domains. However, the long-horizon goal-based problems found in classical planning lead to sparse rewards for RL, making direct application inefficient. In this paper, we propose to leverage domain-independent heuristic functions commonly used in the classical planning literature to improve the sample efficiency of RL. These classical heuristics act as dense reward generators to alleviate the sparse-rewards issue and enable our RL agent to learn domain-specific value functions as residuals on these heuristics, making learning easier. Correct application of this technique requires consolidating the discounted metric used in RL and the non-discounted metric used in heuristics. We implement the value functions using Neural Logic Machines, a neural network architecture designed for grounded first-order logic inputs. We demonstrate on several classical planning domains that using classical heuristics for RL allows for good sample efficiency compared to sparse-reward RL. We further show that our learned value functions generalize to novel problem instances in the same domain.


Batched Bandits with Crowd Externalities

arXiv.org Artificial Intelligence

In Batched Multi-Armed Bandits (BMAB), the policy is not allowed to be updated at each time step. Usually, the setting asserts a maximum number of allowed policy updates and the algorithm schedules them so that to minimize the expected regret. In this paper, we describe a novel setting for BMAB, with the following twist: the timing of the policy update is not controlled by the BMAB algorithm, but instead the amount of data received during each batch, called \textit{crowd}, is influenced by the past selection of arms. We first design a near-optimal policy with approximate knowledge of the parameters that we prove to have a regret in $\mathcal{O}(\sqrt{\frac{\ln x}{x}}+\epsilon)$ where $x$ is the size of the crowd and $\epsilon$ is the parameter error. Next, we implement a UCB-inspired algorithm that guarantees an additional regret in $\mathcal{O}\left(\max(K\ln T,\sqrt{T\ln T})\right)$, where $K$ is the number of arms and $T$ is the horizon.


Explanation-Aware Experience Replay in Rule-Dense Environments

arXiv.org Artificial Intelligence

Human environments are often regulated by explicit and complex rulesets. Integrating Reinforcement Learning (RL) agents into such environments motivates the development of learning mechanisms that perform well in rule-dense and exception-ridden environments such as autonomous driving on regulated roads. In this paper, we propose a method for organising experience by means of partitioning the experience buffer into clusters labelled on a per-explanation basis. We present discrete and continuous navigation environments compatible with modular rulesets and 9 learning tasks. For environments with explainable rulesets, we convert rule-based explanations into case-based explanations by allocating state-transitions into clusters labelled with explanations. This allows us to sample experiences in a curricular and task-oriented manner, focusing on the rarity, importance, and meaning of events. We label this concept Explanation-Awareness (XA). We perform XA experience replay (XAER) with intra and inter-cluster prioritisation, and introduce XA-compatible versions of DQN, TD3, and SAC. Performance is consistently superior with XA versions of those algorithms, compared to traditional Prioritised Experience Replay baselines, indicating that explanation engineering can be used in lieu of reward engineering for environments with explainable features.


Mitigation of Adversarial Policy Imitation via Constrained Randomization of Policy (CRoP)

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) policies are vulnerable to unauthorized replication attacks, where an adversary exploits imitation learning to reproduce target policies from observed behavior. In this paper, we propose Constrained Randomization of Policy (CRoP) as a mitigation technique against such attacks. CRoP induces the execution of sub-optimal actions at random under performance loss constraints. We present a parametric analysis of CRoP, address the optimality of CRoP, and establish theoretical bounds on the adversarial budget and the expectation of loss. Furthermore, we report the experimental evaluation of CRoP in Atari environments under adversarial imitation, which demonstrate the efficacy and feasibility of our proposed method against policy replication attacks.


Untangling Braids with Multi-agent Q-Learning

arXiv.org Artificial Intelligence

We use reinforcement learning to tackle the problem of untangling braids. We experiment with braids with 2 and 3 strands. Two competing players learn to tangle and untangle a braid. We interface the braid untangling problem with the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. The results provide evidence that the more we train the system, the better the untangling player gets at untangling braids. At the same time, our tangling player produces good examples of tangled braids.


Improving Safety in Deep Reinforcement Learning using Unsupervised Action Planning

arXiv.org Artificial Intelligence

One of the key challenges to deep reinforcement learning (deep RL) is to ensure safety at both training and testing phases. In this work, we propose a novel technique of unsupervised action planning to improve the safety of on-policy reinforcement learning algorithms, such as trust region policy optimization (TRPO) or proximal policy optimization (PPO). We design our safety-aware reinforcement learning by storing all the history of "recovery" actions that rescue the agent from dangerous situations into a separate "safety" buffer and finding the best recovery action when the agent encounters similar states. Because this functionality requires the algorithm to query similar states, we implement the proposed safety mechanism using an unsupervised learning algorithm, k-means clustering. We evaluate the proposed algorithm on six robotic control tasks that cover navigation and manipulation. Our results show that the proposed safety RL algorithm can achieve higher rewards compared with multiple baselines in both discrete and continuous control problems. The supplemental video can be found at: https://youtu.be/AFTeWSohILo.


On the Estimation Bias in Double Q-Learning

arXiv.org Machine Learning

Double Q-learning is a classical method for reducing overestimation bias, which is caused by taking maximum estimated values in the Bellman operation. Its variants in the deep Q-learning paradigm have shown great promise in producing reliable value prediction and improving learning performance. However, as shown by prior work, double Q-learning is not fully unbiased and suffers from underestimation bias. In this paper, we show that such underestimation bias may lead to multiple non-optimal fixed points under an approximated Bellman operator. To address the concerns of converging to non-optimal stationary solutions, we propose a simple but effective approach as a partial fix for the underestimation bias in double Q-learning. This approach leverages an approximate dynamic programming to bound the target value. We extensively evaluate our proposed method in the Atari benchmark tasks and demonstrate its significant improvement over baseline algorithms.


Nvidia, University of Toronto are making robotics research available to small firms

#artificialintelligence

This article is part of our reviews of AI research papers, a series of posts that explore the latest findings in artificial intelligence. The human hand is one of the fascinating creations of nature, and one of the highly sought goals of artificial intelligence and robotics researchers. A robotic hand that could manipulate objects as we do would be enormously useful in factories, warehouses, offices, and homes. Yet despite tremendous progress in the field, research on robotics hands remains extremely expensive and limited to a few very wealthy companies and research labs. Now, new research promises to make robotics research available to resource-constrained organizations.