Reinforcement Learning
Reinforcement Learning Agent Training with Goals for Real World Tasks
Reinforcement Learning (RL) is a promising approach for solving various control, optimization, and sequential decision making tasks. However, designing reward functions for complex tasks (e.g., with multiple objectives and safety constraints) can be challenging for most users and usually requires multiple expensive trials (reward function hacking). In this paper we propose a specification language (Inkling Goal Specification) for complex control and optimization tasks, which is very close to natural language and allows a practitioner to focus on problem specification instead of reward function hacking. The core elements of our framework are: (i) mapping the high level language to a predicate temporal logic tailored to control and optimization tasks, (ii) a novel automaton-guided dense reward generation that can be used to drive RL algorithms, and (iii) a set of performance metrics to assess the behavior of the system. We include a set of experiments showing that the proposed method provides great ease of use to specify a wide range of real world tasks; and that the reward generated is able to drive the policy training to achieve the specified goal.
Demonstration-Guided Reinforcement Learning with Learned Skills
Pertsch, Karl, Lee, Youngwoon, Wu, Yue, Lim, Joseph J.
Demonstration-guided reinforcement learning (RL) is a promising approach for learning complex behaviors by leveraging both reward feedback and a set of target task demonstrations. Prior approaches for demonstration-guided RL treat every new task as an independent learning problem and attempt to follow the provided demonstrations step-by-step, akin to a human trying to imitate a completely unseen behavior by following the demonstrator's exact muscle movements. Naturally, such learning will be slow, but often new behaviors are not completely unseen: they share subtasks with behaviors we have previously learned. In this work, we aim to exploit this shared subtask structure to increase the efficiency of demonstration-guided RL. We first learn a set of reusable skills from large offline datasets of prior experience collected across many tasks. We then propose Skill-based Learning with Demonstrations (SkiLD), an algorithm for demonstration-guided RL that efficiently leverages the provided demonstrations by following the demonstrated skills instead of the primitive actions, resulting in substantial performance improvements over prior demonstration-guided RL approaches. We validate the effectiveness of our approach on long-horizon maze navigation and complex robot manipulation tasks.
A Deep Reinforcement Learning Approach for Fair Traffic Signal Control
Raeis, Majid, Leon-Garcia, Alberto
Traffic signal control is one of the most effective methods of traffic management in urban areas. In recent years, traffic control methods based on deep reinforcement learning (DRL) have gained attention due to their ability to exploit real-time traffic data, which is often poorly used by the traditional hand-crafted methods. While most recent DRL-based methods have focused on maximizing the throughput or minimizing the average travel time of the vehicles, the fairness of the traffic signal controllers has often been neglected. This is particularly important as neglecting fairness can lead to situations where some vehicles experience extreme waiting times, or where the throughput of a particular traffic flow is highly impacted by the fluctuations of another conflicting flow at the intersection. In order to address these issues, we introduce two notions of fairness: delay-based and throughput-based fairness, which correspond to the two issues mentioned above. Furthermore, we propose two DRL-based traffic signal control methods for implementing these fairness notions, that can achieve a high throughput as well. We evaluate the performance of our proposed methods using three traffic arrival distributions, and find that our methods outperform the baselines in the tested scenarios.
MarsExplorer: Exploration of Unknown Terrains via Deep Reinforcement Learning and Procedurally Generated Environments
Koutras, Dimitrios I., Kapoutsis, Athanasios Ch., Amanatiadis, Angelos A., Kosmatopoulos, Elias B.
This paper is an initial endeavor to bridge the gap between powerful Deep Reinforcement Learning methodologies and the problem of exploration/coverage of unknown terrains. Within this scope, MarsExplorer, an openai-gym compatible environment tailored to exploration/coverage of unknown areas, is presented. MarsExplorer translates the original robotics problem into a Reinforcement Learning setup that various off-the-shelf algorithms can tackle. Any learned policy can be straightforwardly applied to a robotic platform without an elaborate simulation model of the robot's dynamics to apply a different learning/adaptation phase. One of its core features is the controllable multi-dimensional procedural generation of terrains, which is the key for producing policies with strong generalization capabilities. Four different state-of-the-art RL algorithms (A3C, PPO, Rainbow, and SAC) are trained on the MarsExplorer environment, and a proper evaluation of their results compared to the average human-level performance is reported. In the follow-up experimental analysis, the effect of the multi-dimensional difficulty setting on the learning capabilities of the best-performing algorithm (PPO) is analyzed. A milestone result is the generation of an exploration policy that follows the Hilbert curve without providing this information to the environment or rewarding directly or indirectly Hilbert-curve-like trajectories. The experimental analysis is concluded by comparing PPO learned policy results with frontier-based exploration context for extended terrain sizes. The source code can be found at: https://github.com/dimikout3/GeneralExplorationPolicy.
Modularity in Reinforcement Learning via Algorithmic Independence in Credit Assignment
Chang, Michael, Kaushik, Sidhant, Levine, Sergey, Griffiths, Thomas L.
Many transfer problems require re-using previously optimal decisions for solving new tasks, which suggests the need for learning algorithms that can modify the mechanisms for choosing certain actions independently of those for choosing others. However, there is currently no formalism nor theory for how to achieve this kind of modular credit assignment. To answer this question, we define modular credit assignment as a constraint on minimizing the algorithmic mutual information among feedback signals for different decisions. We introduce what we call the modularity criterion for testing whether a learning algorithm satisfies this constraint by performing causal analysis on the algorithm itself. We generalize the recently proposed societal decision-making framework as a more granular formalism than the Markov decision process to prove that for decision sequences that do not contain cycles, certain single-step temporal difference action-value methods meet this criterion while all policy-gradient methods do not. Empirical evidence suggests that such action-value methods are more sample efficient than policy-gradient methods on transfer problems that require only sparse changes to a sequence of previously optimal decisions.
Similarity metrics for Different Market Scenarios in Abides
Pino, Diego, García, Javier, Fernández, Fernando, Vyetrenko, Svitlana S
Markov Decision Processes (MDPs) are an effective way to formally describe many Machine Learning problems. In fact, recently MDPs have also emerged as a powerful framework to model financial trading tasks. For example, financial MDPs can model different market scenarios. However, the learning of a (near-)optimal policy for each of these financial MDPs can be a very time-consuming process, especially when nothing is known about the policy to begin with. An alternative approach is to find a similar financial MDP for which we have already learned its policy, and then reuse such policy in the learning of a new policy for a new financial MDP. Such a knowledge transfer between market scenarios raises several issues. On the one hand, how to measure the similarity between financial MDPs. On the other hand, how to use this similarity measurement to effectively transfer the knowledge between financial MDPs. This paper addresses both of these issues. Regarding the first one, this paper analyzes the use of three similarity metrics based on conceptual, structural and performance aspects of the financial MDPs. Regarding the second one, this paper uses Probabilistic Policy Reuse to balance the exploitation/exploration in the learning of a new financial MDP according to the similarity of the previous financial MDPs whose knowledge is reused.
An Empirical Analysis of Measure-Valued Derivatives for Policy Gradients
Carvalho, João, Tateo, Davide, Muratore, Fabio, Peters, Jan
Reinforcement learning methods for robotics are increasingly successful due to the constant development of better policy gradient techniques. A precise (low variance) and accurate (low bias) gradient estimator is crucial to face increasingly complex tasks. Traditional policy gradient algorithms use the likelihood-ratio trick, which is known to produce unbiased but high variance estimates. More modern approaches exploit the reparametrization trick, which gives lower variance gradient estimates but requires differentiable value function approximators. In this work, we study a different type of stochastic gradient estimator: the Measure-Valued Derivative. This estimator is unbiased, has low variance, and can be used with differentiable and non-differentiable function approximators. We empirically evaluate this estimator in the actor-critic policy gradient setting and show that it can reach comparable performance with methods based on the likelihood-ratio or reparametrization tricks, both in low and high-dimensional action spaces.
Mastering Visual Continuous Control: Improved Data-Augmented Reinforcement Learning
Yarats, Denis, Fergus, Rob, Lazaric, Alessandro, Pinto, Lerrel
DrQ-v2 builds on DrQ, an off-policy actor-critic approach that uses data augmentation to learn directly from pixels. We introduce several improvements that yield state-of-the-art results on the DeepMind Control Suite. Notably, DrQ-v2 is able to solve complex humanoid locomotion tasks directly from pixel observations, previously unattained by model-free RL. DrQ-v2 is conceptually simple, easy to implement, and provides significantly better computational footprint compared to prior work, with the majority of tasks taking just 8 hours to train on a single GPU. Finally, we publicly release DrQ-v2's implementation to provide RL practitioners with a strong and computationally efficient baseline.
Critic Guided Segmentation of Rewarding Objects in First-Person Views
Melnik, Andrew, Harter, Augustin, Limberg, Christian, Rana, Krishan, Suenderhauf, Niko, Ritter, Helge
For that, we train an Hourglass network using only feedback from a critic model. The Hourglass network learns to produce a mask to decrease the critic's score of a high score image and increase the critic's score of a low score image by swapping the masked areas between these two images. We trained the model on an imitation learning dataset from the NeurIPS 2020 MineRL Competition Track, where our model learned to mask rewarding objects in a complex interactive 3D environment with a sparse reward signal. This approach was part of the 1st place winning solution in this competition.
Megaverse: Simulating Embodied Agents at One Million Experiences per Second
Petrenko, Aleksei, Wijmans, Erik, Shacklett, Brennan, Koltun, Vladlen
We present Megaverse, a new 3D simulation platform for reinforcement learning and embodied AI research. The efficient design of our engine enables physics-based simulation with high-dimensional egocentric observations at more than 1,000,000 actions per second on a single 8-GPU node. Megaverse is up to 70x faster than DeepMind Lab in fully-shaded 3D scenes with interactive objects. We achieve this high simulation performance by leveraging batched simulation, thereby taking full advantage of the massive parallelism of modern GPUs. We use Megaverse to build a new benchmark that consists of several single-agent and multi-agent tasks covering a variety of cognitive challenges. We evaluate model-free RL on this benchmark to provide baselines and facilitate future research. The source code is available at https://www.megaverse.info