Reinforcement Learning
Multiple Dynamic Pricing for Demand Response with Adaptive Clustering-based Customer Segmentation in Smart Grids
Meng, Fanlin, Ma, Qian, Liu, Zixu, Zeng, Xiao-Jun
In this paper, we propose a realistic multiple dynamic pricing approach to demand response in the retail market. First, an adaptive clustering-based customer segmentation framework is proposed to categorize customers into different groups to enable the effective identification of usage patterns. Second, customized demand models with important market constraints which capture the price-demand relationship explicitly, are developed for each group of customers to improve the model accuracy and enable meaningful pricing. Third, the multiple pricing based demand response is formulated as a profit maximization problem subject to realistic market constraints. The overall aim of the proposed scalable and practical method aims to achieve 'right' prices for 'right' customers so as to benefit various stakeholders in the system such as grid operators, customers and retailers. The proposed multiple pricing framework is evaluated via simulations based on real-world datasets.
Informative Policy Representations in Multi-Agent Reinforcement Learning via Joint-Action Distributions
Yu, Yifan, Jiang, Haobin, Lu, Zongqing
In multi-agent reinforcement learning, the inherent non-stationarity of the environment caused by other agents' actions posed significant difficulties for an agent to learn a good policy independently. One way to deal with non-stationarity is agent modeling, by which the agent takes into consideration the influence of other agents' policies. Most existing work relies on predicting other agents' actions or goals, or discriminating between their policies. However, such modeling fails to capture the similarities and differences between policies simultaneously and thus cannot provide useful information when generalizing to unseen policies. To address this, we propose a general method to learn representations of other agents' policies via the joint-action distributions sampled in interactions. The similarities and differences between policies are naturally captured by the policy distance inferred from the joint-action distributions and deliberately reflected in the learned representations. Agents conditioned on the policy representations can well generalize to unseen agents. We empirically demonstrate that our method outperforms existing work in multi-agent tasks when facing unseen agents.
Programming Puzzles
Schuster, Tal, Kalyan, Ashwin, Polozov, Oleksandr, Kalai, Adam Tauman
We introduce a new type of programming challenge called programming puzzles, as an objective and comprehensive evaluation of program synthesis, and release an open-source dataset of Python Programming Puzzles (P3). Each puzzle is defined by a short Python program $f$, and the goal is to find an input $x$ which makes $f$ output "True". The puzzles are objective in that each one is specified entirely by the source code of its verifier $f$, so evaluating $f(x)$ is all that is needed to test a candidate solution $x$. They do not require an answer key or input/output examples, nor do they depend on natural language understanding. The dataset is comprehensive in that it spans problems of a range of difficulties and domains, ranging from trivial string manipulation problems that are immediately obvious to human programmers (but not necessarily to AI), to classic programming puzzles (e.g., Towers of Hanoi), to interview/competitive-programming problems (e.g., dynamic programming), to longstanding open problems in algorithms and mathematics (e.g., factoring). The objective nature of P3 readily supports self-supervised bootstrapping. We develop baseline enumerative program synthesis and GPT-3 solvers that are capable of solving easy puzzles -- even without access to any reference solutions -- by learning from their own past solutions. Based on a small user study, we find puzzle difficulty to correlate between human programmers and the baseline AI solvers.
Pieter Abbeel Team's Decision Transformer Abstracts RL as Sequence Modelling
Their proposed Decision Transformer outputs optimal actions by leveraging a causally masked transformer and can generate future actions with desired returns. Moreover, despite Decision Transformer's relative simplicity, the proposed framework matches or outperforms the performance of state-of-the-art model-free offline RL baselines on Atari, OpenAI Gym, and Key-to-Door tasks. Transformer architectures are able to efficiently model sequential data, and their self-attention mechanism allows the layer to assign "credit" by implicitly forming state-return associations via maximizing the dot product of the query and key vectors. Transformers can thus function effectively in the presence of sparse or distracting rewards. Previous studies have also shown that transformers can model a wide distribution of behaviours, enabling better generalization and transfer abilities.
Deepmind launches AndroidEnv, a reinforcement learning platform for Android - Actu IA
DeepMind, Google's artificial intelligence subsidiary, has announced the development of its new AndroidEnvtool, an open source reinforcement learning (RL) platform for the Android ecosystem. It allows RL models to interact with a wide variety of applications and services that Android users use on a daily basis thanks to an adapted interface. AndroidEnv is a tool designed by DeepMind to enable reinforcement learning agents to interact with a wide range of applications and services offered by Google. The deployed agents learn to interact with mobile applications based, unlike Deep Learning, on learning from the agent's own experience. The agents interact with the applications by using the applications as humans would: tapping, finger swiping are simulated.
PEBBLE: Feedback-Efficient Interactive Reinforcement Learning via Relabeling Experience and Unsupervised Pre-training
Lee, Kimin, Smith, Laura, Abbeel, Pieter
Conveying complex objectives to reinforcement learning (RL) agents can often be difficult, involving meticulous design of reward functions that are sufficiently informative yet easy enough to provide. Human-in-the-loop RL methods allow practitioners to instead interactively teach agents through tailored feedback; however, such approaches have been challenging to scale since human feedback is very expensive. In this work, we aim to make this process more sample- and feedback-efficient. We present an off-policy, interactive RL algorithm that capitalizes on the strengths of both feedback and off-policy learning. Specifically, we learn a reward model by actively querying a teacher's preferences between two clips of behavior and use it to train an agent. To enable off-policy learning, we relabel all the agent's past experience when its reward model changes. We additionally show that pre-training our agents with unsupervised exploration substantially increases the mileage of its queries. We demonstrate that our approach is capable of learning tasks of higher complexity than previously considered by human-in-the-loop methods, including a variety of locomotion and robotic manipulation skills. We also show that our method is able to utilize real-time human feedback to effectively prevent reward exploitation and learn new behaviors that are difficult to specify with standard reward functions.
Policy Finetuning: Bridging Sample-Efficient Offline and Online Reinforcement Learning
Xie, Tengyang, Jiang, Nan, Wang, Huan, Xiong, Caiming, Bai, Yu
Recent theoretical work studies sample-efficient reinforcement learning (RL) extensively in two settings: learning interactively in the environment (online RL), or learning from an offline dataset (offline RL). However, existing algorithms and theories for learning near-optimal policies in these two settings are rather different and disconnected. Towards bridging this gap, this paper initiates the theoretical study of policy finetuning, that is, online RL where the learner has additional access to a "reference policy" $\mu$ close to the optimal policy $\pi_\star$ in a certain sense. We consider the policy finetuning problem in episodic Markov Decision Processes (MDPs) with $S$ states, $A$ actions, and horizon length $H$. We first design a sharp offline reduction algorithm -- which simply executes $\mu$ and runs offline policy optimization on the collected dataset -- that finds an $\varepsilon$ near-optimal policy within $\widetilde{O}(H^3SC^\star/\varepsilon^2)$ episodes, where $C^\star$ is the single-policy concentrability coefficient between $\mu$ and $\pi_\star$. This offline result is the first that matches the sample complexity lower bound in this setting, and resolves a recent open question in offline RL. We then establish an $\Omega(H^3S\min\{C^\star, A\}/\varepsilon^2)$ sample complexity lower bound for any policy finetuning algorithm, including those that can adaptively explore the environment. This implies that -- perhaps surprisingly -- the optimal policy finetuning algorithm is either offline reduction or a purely online RL algorithm that does not use $\mu$. Finally, we design a new hybrid offline/online algorithm for policy finetuning that achieves better sample complexity than both vanilla offline reduction and purely online RL algorithms, in a relaxed setting where $\mu$ only satisfies concentrability partially up to a certain time step.
Planning for Novelty: Width-Based Algorithms for Common Problems in Control, Planning and Reinforcement Learning
Width-based algorithms search for solutions through a general definition of state novelty. These algorithms have been shown to result in state-of-the-art performance in classical planning, and have been successfully applied to model-based and model-free settings where the dynamics of the problem are given through simulation engines. Width-based algorithms performance is understood theoretically through the notion of planning width, providing polynomial guarantees on their runtime and memory consumption. To facilitate synergies across research communities, this paper summarizes the area of width-based planning, and surveys current and future research directions.
There Is No Turning Back: A Self-Supervised Approach for Reversibility-Aware Reinforcement Learning
Grinsztajn, Nathan, Ferret, Johan, Pietquin, Olivier, Preux, Philippe, Geist, Matthieu
We propose to learn to distinguish reversible from irreversible actions for better informed decision-making in Reinforcement Learning (RL). From theoretical considerations, we show that approximate reversibility can be learned through a simple surrogate task: ranking randomly sampled trajectory events in chronological order. Intuitively, pairs of events that are always observed in the same order are likely to be separated by an irreversible sequence of actions. Conveniently, learning the temporal order of events can be done in a fully self-supervised way, which we use to estimate the reversibility of actions from experience, without any priors. We propose two different strategies that incorporate reversibility in RL agents, one strategy for exploration (RAE) and one strategy for control (RAC). We demonstrate the potential of reversibility-aware agents in several environments, including the challenging Sokoban game. In synthetic tasks, we show that we can learn control policies that never fail and reduce to zero the side-effects of interactions, even without access to the reward function.