Reinforcement Learning
Mitigating Covariate Shift in Imitation Learning via Offline Data Without Great Coverage
Chang, Jonathan D., Uehara, Masatoshi, Sreenivas, Dhruv, Kidambi, Rahul, Sun, Wen
This paper studies offline Imitation Learning (IL) where an agent learns to imitate an expert demonstrator without additional online environment interactions. Instead, the learner is presented with a static offline dataset of state-action-next state transition triples from a potentially less proficient behavior policy. We introduce Model-based IL from Offline data (MILO): an algorithmic framework that utilizes the static dataset to solve the offline IL problem efficiently both in theory and in practice. In theory, even if the behavior policy is highly sub-optimal compared to the expert, we show that as long as the data from the behavior policy provides sufficient coverage on the expert state-action traces (and with no necessity for a global coverage over the entire state-action space), MILO can provably combat the covariate shift issue in IL. Complementing our theory results, we also demonstrate that a practical implementation of our approach mitigates covariate shift on benchmark MuJoCo continuous control tasks. We demonstrate that with behavior policies whose performances are less than half of that of the expert, MILO still successfully imitates with an extremely low number of expert state-action pairs while traditional offline IL method such as behavior cloning (BC) fails completely. Source code is provided at https://github.com/jdchang1/milo.
A new soft computing method for integration of expert's knowledge in reinforcement learn-ing problems
Annabestani, Mohsen, Abedi, Ali, Nematollahi, Mohammad Reza, Sis-tani, Mohammad Bagher Naghibi
This paper proposes a novel fuzzy action selection method to leverage human knowledge in reinforcement learning problems. Based on the estimates of the most current action-state values, the proposed fuzzy nonlinear mapping as-signs each member of the action set to its probability of being chosen in the next step. A user tunable parameter is introduced to control the action selection policy, which determines the agent's greedy behavior throughout the learning process. This parameter resembles the role of the temperature parameter in the softmax action selection policy, but its tuning process can be more knowledge-oriented since this parameter reflects the human knowledge into the learning agent by making modifications in the fuzzy rule base. Simulation results indicate that including fuzzy logic within the reinforcement learning in the proposed manner improves the learning algorithm's convergence rate, and provides superior performance.
Contingency-Aware Influence Maximization: A Reinforcement Learning Approach
Chen, Haipeng, Qiu, Wei, Ou, Han-Ching, An, Bo, Tambe, Milind
The influence maximization (IM) problem aims at finding a subset of seed nodes in a social network that maximize the spread of influence. In this study, we focus on a sub-class of IM problems, where whether the nodes are willing to be the seeds when being invited is uncertain, called contingency-aware IM. Such contingency aware IM is critical for applications for non-profit organizations in low resource communities (e.g., spreading awareness of disease prevention). Despite the initial success, a major practical obstacle in promoting the solutions to more communities is the tremendous runtime of the greedy algorithms and the lack of high performance computing (HPC) for the non-profits in the field -- whenever there is a new social network, the non-profits usually do not have the HPCs to recalculate the solutions. Motivated by this and inspired by the line of works that use reinforcement learning (RL) to address combinatorial optimization on graphs, we formalize the problem as a Markov Decision Process (MDP), and use RL to learn an IM policy over historically seen networks, and generalize to unseen networks with negligible runtime at test phase. To fully exploit the properties of our targeted problem, we propose two technical innovations that improve the existing methods, including state-abstraction and theoretically grounded reward shaping. Empirical results show that our method achieves influence as high as the state-of-the-art methods for contingency-aware IM, while having negligible runtime at test phase.
Characterizing the Gap Between Actor-Critic and Policy Gradient
Wen, Junfeng, Kumar, Saurabh, Gummadi, Ramki, Schuurmans, Dale
Actor-critic (AC) methods are ubiquitous in reinforcement learning. Although it is understood that AC methods are closely related to policy gradient (PG), their precise connection has not been fully characterized previously. In this paper, we explain the gap between AC and PG methods by identifying the exact adjustment to the AC objective/gradient that recovers the true policy gradient of the cumulative reward objective (PG). Furthermore, by viewing the AC method as a two-player Stackelberg game between the actor and critic, we show that the Stackelberg policy gradient can be recovered as a special case of our more general analysis. Based on these results, we develop practical algorithms, Residual Actor-Critic and Stackelberg Actor-Critic, for estimating the correction between AC and PG and use these to modify the standard AC algorithm. Experiments on popular tabular and continuous environments show the proposed corrections can improve both the sample efficiency and final performance of existing AC methods.
Learning on Abstract Domains: A New Approach for Verifiable Guarantee in Reinforcement Learning
Jin, Peng, Zhang, Min, Li, Jianwen, Han, Li, Wen, Xuejun
Formally verifying Deep Reinforcement Learning (DRL) systems is a challenging task due to the dynamic continuity of system behaviors and the black-box feature of embedded neural networks. In this paper, we propose a novel abstraction-based approach to train DRL systems on finite abstract domains instead of concrete system states. It yields neural networks whose input states are finite, making hosting DRL systems directly verifiable using model checking techniques. Our approach is orthogonal to existing DRL algorithms and off-the-shelf model checkers. We implement a resulting prototype training and verification framework and conduct extensive experiments on the state-of-the-art benchmark. The results show that the systems trained in our approach can be verified more efficiently while they retain comparable performance against those that are trained without abstraction.
Bellman-consistent Pessimism for Offline Reinforcement Learning
Xie, Tengyang, Cheng, Ching-An, Jiang, Nan, Mineiro, Paul, Agarwal, Alekh
Using past experiences to learn improved behavior for future interactions is a critical capability for a Reinforcement Learning (RL) agent. However, robustly extrapolating knowledge from a historical dataset for sequential decision making is highly challenging, particularly in settings where function approximation is employed to generalize across related observations. In this paper, we provide a systematic treatment of such scenarios with general function approximation, and devise algorithms that can provably leverage an arbitrary historical dataset to discover the policy that obtains the largest guaranteed rewards, amongst all possible scenarios consistent with the dataset. The problem of learning a good policy from historical datasets, typically called batch or offline RL, has a long history [see e.g., Precup et al., 2000; Antos et al., 2008; Levine et al., 2020, and references therein]. Many prior works [e.g., Precup et al., 2000; Antos et al., 2008; Chen and Jiang, 2019] make the so-called coverage assumptions on the dataset, requiring the dataset to contain any possible state, action pair or trajectory with a lower bounded probability. These assumptions are evidently prohibitive in practice, particularly for problems with large state and/or action spaces. Furthermore, the methods developed under these assumptions routinely display unstable behaviors such as lack of convergence or error amplification, when coverage assumptions are violated [Wang et al., 2020, 2021]. Driven by these instabilities, a growing body of recent literature has pursued a so-called best effort style of guarantee instead.
This AI technique could use a digital version of Earth to help fight climate change
There are applications for this in nearly every industry. For example, whereas once retailers could reasonably expect that past consumer behaviors would indicate future preferences, they now operate in a world where consumer purchase patterns and preferences evolve rapidly--all the more so as the COVID-19 pandemic repeatedly redefines life. Manufacturers and consumer-packaged-goods companies are under pressure to build dynamic supply chains that account for climate, political and societal shifts anywhere in the world at a moment's notice. Each of these challenges represents a complex and highly dynamic optimization problem, which, with the right data and feedback loops, is well suited for solving with reinforcement learning.
Google's DeepMind Says It Has All the Tech It Needs for General AI
In order to develop artificial general intelligence (AGI), the sort of all-encompassing AI that we see in science fiction, we might need to merely sit back and let a simple algorithm develop on its own. Reinforcement learning, a kind of gamified AI architecture in which an algorithm "learns" to complete a task by seeking out preprogrammed rewards, could theoretically grow and learn so much that it breaks the theoretical barrier to AGI without any new technological developments, according to research published by the Google-owned DeepMind last month in the journal Artificial Intelligence and spotted by VentureBeat. While reinforcement learning is often overhyped within the AI field, it's interesting to consider that engineers could have already built all the tech needed for AGI and now simply need to let it loose and watch it grow. The kind of artificial intelligence that we encounter every day of our lives, whether it's machine learning or reinforcement learning, is narrow AI: an algorithm designed to accomplish a very specific task like predicting your Google search, spotting objects in a video feed, or mastering a video game. By contrast, AGI -- sometimes called human-level AI intelligence -- would be more along the lines of C-3PO from "Star Wars," in the sense that it could understand context, subtext, and social cues.
INADVERT: An Interactive and Adaptive Counterdeception Platform for Attention Enhancement and Phishing Prevention
Deceptive attacks exploiting the innate and the acquired vulnerabilities of human users have posed severe threats to information and infrastructure security. This work proposes INADVERT, a systematic solution that generates interactive visual aids in real-time to prevent users from inadvertence and counter visual-deception attacks. Based on the eye-tracking outcomes and proper data compression, the INADVERT platform automatically adapts the visual aids to the user's varying attention status captured by the gaze location and duration. We extract system-level metrics to evaluate the user's average attention level and characterize the magnitude and frequency of the user's mind-wandering behaviors. These metrics contribute to an adaptive enhancement of the user's attention through reinforcement learning. To determine the optimal hyper-parameters in the attention enhancement mechanism, we develop an algorithm based on Bayesian optimization to efficiently update the design of the INADVERT platform and maximize the accuracy of the users' phishing recognition.
Recomposing the Reinforcement Learning Building Blocks with Hypernetworks
Keynan, Shai, Sarafian, Elad, Kraus, Sarit
The Reinforcement Learning (RL) building blocks, i.e. Q-functions and policy networks, usually take elements from the cartesian product of two domains as input. In particular, the input of the Q-function is both the state and the action, and in multi-task problems (Meta-RL) the policy can take a state and a context. Standard architectures tend to ignore these variables' underlying interpretations and simply concatenate their features into a single vector. In this work, we argue that this choice may lead to poor gradient estimation in actor-critic algorithms and high variance learning steps in Meta-RL algorithms. To consider the interaction between the input variables, we suggest using a Hypernetwork architecture where a primary network determines the weights of a conditional dynamic network. We show that this approach improves the gradient approximation and reduces the learning step variance, which both accelerates learning and improves the final performance. We demonstrate a consistent improvement across different locomotion tasks and different algorithms both in RL (TD3 and SAC) and in Meta-RL (MAML and PEARL).