Reinforcement Learning
Enabling risk-aware Reinforcement Learning for medical interventions through uncertainty decomposition
Festor, Paul, Luise, Giulia, Komorowski, Matthieu, Faisal, A. Aldo
Reinforcement Learning (RL) is emerging as tool for tackling complex control and decision-making problems. However, in high-risk environments such as healthcare, manufacturing, automotive or aerospace, it is often challenging to bridge the gap between an apparently optimal policy learnt by an agent and its real-world deployment, due to the uncertainties and risk associated with it. Broadly speaking RL agents face two kinds of uncertainty, 1. aleatoric uncertainty, which reflects randomness or noise in the dynamics of the world, and 2. epistemic uncertainty, which reflects the bounded knowledge of the agent due to model limitations and finite amount of information/data the agent has acquired about the world. These two types of uncertainty carry fundamentally different implications for the evaluation of performance and the level of risk or trust. Yet these aleatoric and epistemic uncertainties are generally confounded as standard and even distributional RL is agnostic to this difference. Here we propose how a distributional approach (UA-DQN) can be recast to render uncertainties by decomposing the net effects of each uncertainty. We demonstrate the operation of this method in grid world examples to build intuition and then show a proof of concept application for an RL agent operating as a clinical decision support system in critical care
Marginal MAP Estimation for Inverse RL under Occlusion with Observer Noise
Suresh, Prasanth Sengadu, Doshi, Prashant
We consider the problem of learning the behavioral preferences of an expert engaged in a task from noisy and partially-observable demonstrations. This is motivated by real-world applications such as a line robot learning from observing a human worker, where some observations are occluded by environmental objects that cannot be removed. Furthermore, robotic perception tends to be imperfect and noisy. Previous techniques for inverse reinforcement learning (IRL) take the approach of either omitting the missing portions or inferring it as part of expectation-maximization, which tends to be slow and prone to local optima. We present a new method that generalizes the well-known Bayesian maximum-a-posteriori (MAP) IRL method by marginalizing the occluded portions of the trajectory. This is additionally extended with an observation model to account for perception noise. We show that the marginal MAP (MMAP) approach significantly improves on the previous IRL technique under occlusion in both formative evaluations on a toy problem and in a summative evaluation on an onion sorting line task by a robot.
Targeted Attack on Deep RL-based Autonomous Driving with Learned Visual Patterns
Buddareddygari, Prasanth, Zhang, Travis, Yang, Yezhou, Ren, Yi
Recent studies demonstrated the vulnerability of control policies learned through deep reinforcement learning against adversarial attacks, raising concerns about the application of such models to risk-sensitive tasks such as autonomous driving. Threat models for these demonstrations are limited to (1) targeted attacks through real-time manipulation of the agent's observation, and (2) untargeted attacks through manipulation of the physical environment. The former assumes full access to the agent's states/observations at all times, while the latter has no control over attack outcomes. This paper investigates the feasibility of targeted attacks through visually learned patterns placed on physical object in the environment, a threat model that combines the practicality and effectiveness of the existing ones. Through analysis, we demonstrate that a pre-trained policy can be hijacked within a time window, e.g., performing an unintended self-parking, when an adversarial object is present. To enable the attack, we adopt an assumption that the dynamics of both the environment and the agent can be learned by the attacker. Lastly, we empirically show the effectiveness of the proposed attack on different driving scenarios, perform a location robustness test, and study the tradeoff between the attack strength and its effectiveness.
Reinforcement Learning with Evolutionary Trajectory Generator: A General Approach for Quadrupedal Locomotion
Shi, Haojie, Zhou, Bo, Zeng, Hongsheng, Wang, Fan, Dong, Yueqiang, Li, Jiangyong, Wang, Kang, Tian, Hao, Meng, Max Q. -H.
Recently reinforcement learning (RL) has emerged as a promising approach for quadrupedal locomotion, which can save the manual effort in conventional approaches such as designing skill-specific controllers. However, due to the complex nonlinear dynamics in quadrupedal robots and reward sparsity, it is still difficult for RL to learn effective gaits from scratch, especially in challenging tasks such as walking over the balance beam. To alleviate such difficulty, we propose a novel RL-based approach that contains an evolutionary foot trajectory generator. Unlike prior methods that use a fixed trajectory generator, the generator continually optimizes the shape of the output trajectory for the given task, providing diversified motion priors to guide the policy learning. The policy is trained with reinforcement learning to output residual control signals that fit different gaits. We then optimize the trajectory generator and policy network alternatively to stabilize the training and share the exploratory data to improve sample efficiency. As a result, our approach can solve a range of challenging tasks in simulation by learning from scratch, including walking on a balance beam and crawling through the cave. To further verify the effectiveness of our approach, we deploy the controller learned in the simulation on a 12-DoF quadrupedal robot, and it can successfully traverse challenging scenarios with efficient gaits.
Comparison and Unification of Three Regularization Methods in Batch Reinforcement Learning
Rathnam, Sarah, Murphy, Susan A., Doshi-Velez, Finale
In batch reinforcement learning, there can be poorly explored state-action pairs resulting in poorly learned, inaccurate models and poorly performing associated policies. Various regularization methods can mitigate the problem of learning overly-complex models in Markov decision processes (MDPs), however they operate in technically and intuitively distinct ways and lack a common form in which to compare them. This paper unifies three regularization methods in a common framework -- a weighted average transition matrix. Considering regularization methods in this common form illuminates how the MDP structure and the state-action pair distribution of the batch data set influence the relative performance of regularization methods. We confirm intuitions generated from the common framework by empirical evaluation across a range of MDPs and data collection policies.
Estimation of Warfarin Dosage with Reinforcement Learning
In this paper, it has attempted to use Reinforcement learning to model the proper dosage of Warfarin for patients.The paper first examines two baselines: a fixed model of 35 mg/week dosages and a linear model that relies on patient data. We implemented a LinUCB bandit that improved performance measured on regret and percent incorrect. On top of the LinUCB bandit, we experimented with online supervised learning and reward reshaping to boost performance. Our results clearly beat the baselines and show the promise of using multi-armed bandits and artificial intelligence to aid physicians in deciding proper dosages.
DROMO: Distributionally Robust Offline Model-based Policy Optimization
Liu, Ruizhen, Zhong, Dazhi, Chen, Zhicong
We consider the problem of offline reinforcement learning with model-based control, whose goal is to learn a dynamics model from the experience replay and obtain a pessimism-oriented agent under the learned model. Current model-based constraint includes explicit uncertainty penalty and implicit conservative regularization that pushes Q-values of out-of-distribution state-action pairs down and the in-distribution up. While the uncertainty estimation, on which the former relies on, can be loosely calibrated for complex dynamics, the latter performs slightly better. To extend the basic idea of regularization without uncertainty quantification, we propose distributionally robust offline model-based policy optimization (DROMO), which leverages the ideas in distributionally robust optimization to penalize a broader range of out-of-distribution state-action pairs beyond the standard empirical out-of-distribution Q-value minimization. We theoretically show that our method optimizes a lower bound on the ground-truth policy evaluation, and it can be incorporated into any existing policy gradient algorithms. We also analyze the theoretical properties of DROMO's linear and non-linear instantiations.
Evolutionary Reinforcement Learning Dynamics with Irreducible Environmental Uncertainty
Barfuss, Wolfram, Mann, Richard P.
In this work we derive and present evolutionary reinforcement learning dynamics in which the agents are irreducibly uncertain about the current state of the environment. We evaluate the dynamics across different classes of partially observable agent-environment systems and find that irreducible environmental uncertainty can lead to better learning outcomes faster, stabilize the learning process and overcome social dilemmas. However, as expected, we do also find that partial observability may cause worse learning outcomes, for example, in the form of a catastrophic limit cycle. Compared to fully observant agents, learning with irreducible environmental uncertainty often requires more exploration and less weight on future rewards to obtain the best learning outcomes. Furthermore, we find a range of dynamical effects induced by partial observability, e.g., a critical slowing down of the learning processes between reward regimes and the separation of the learning dynamics into fast and slow directions. The presented dynamics are a practical tool for researchers in biology, social science and machine learning to systematically investigate the evolutionary effects of environmental uncertainty.
Policy Optimization (PPO)
In 2018 OpenAI made a breakthrough in Deep Reinforcement Learning, this was possible only because of solid hardware architecture and using the state of the art's algorithm: Proximal Policy Optimization. The main idea of Proximal Policy Optimization is to avoid having too large a policy update. To do that, we use a ratio that tells us the difference between our new and old policy and clip this ratio from 0.8 to 1.2. Doing that will ensure that the policy update will not be too large. This tutorial will dive into understanding the PPO architecture and implement a Proximal Policy Optimization (PPO) agent that learns to play Pong-v0.
Focus on Impact: Indoor Exploration with Intrinsic Motivation
Bigazzi, Roberto, Landi, Federico, Cascianelli, Silvia, Baraldi, Lorenzo, Cornia, Marcella, Cucchiara, Rita
Exploration of indoor environments has recently experienced a significant interest, also thanks to the introduction of deep neural agents built in a hierarchical fashion and trained with Deep Reinforcement Learning (DRL) on simulated environments. Current state-of-the-art methods employ a dense extrinsic reward that requires the complete a priori knowledge of the layout of the training environment to learn an effective exploration policy. However, such information is expensive to gather in terms of time and resources. In this work, we propose to train the model with a purely intrinsic reward signal to guide exploration, which is based on the impact of the robot's actions on the environment. So far, impact-based rewards have been employed for simple tasks and in procedurally generated synthetic environments with countable states. Since the number of states observable by the agent in realistic indoor environments is non-countable, we include a neural-based density model and replace the traditional count-based regularization with an estimated pseudo-count of previously visited states. The proposed exploration approach outperforms DRL-based competitors relying on intrinsic rewards and surpasses the agents trained with a dense extrinsic reward computed with the environment layouts. We also show that a robot equipped with the proposed approach seamlessly adapts to point-goal navigation and real-world deployment.