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 Reinforcement Learning


Balancing Rational and Other-Regarding Preferences in Cooperative-Competitive Environments

arXiv.org Artificial Intelligence

Recent reinforcement learning studies extensively explore the interplay between cooperative and competitive behaviour in mixed environments. Unlike cooperative environments where agents strive towards a common goal, mixed environments are notorious for the conflicts of selfish and social interests. As a consequence, purely rational agents often struggle to achieve and maintain cooperation. A prevalent approach to induce cooperative behaviour is to assign additional rewards based on other agents' well-being. However, this approach suffers from the issue of multi-agent credit assignment, which can hinder performance. This issue is efficiently alleviated in cooperative setting with such state-of-the-art algorithms as QMIX and COMA. Still, when applied to mixed environments, these algorithms may result in unfair allocation of rewards. We propose BAROCCO, an extension of these algorithms capable to balance individual and social incentives. The mechanism behind BAROCCO is to train two distinct but interwoven components that jointly affect each agent's decisions. Our meta-algorithm is compatible with both Q-learning and Actor-Critic frameworks. We experimentally confirm the advantages over the existing methods and explore the behavioural aspects of BAROCCO in two mixed multi-agent setups.


Fast Approximate Solutions using Reinforcement Learning for Dynamic Capacitated Vehicle Routing with Time Windows

arXiv.org Artificial Intelligence

This paper develops an inherently parallelised, fast, approximate learning-based solution to the generic class of Capacitated Vehicle Routing with Time Windows and Dynamic Routing (CVRP-TWDR). Considering vehicles in a fleet as decentralised agents, we postulate that using reinforcement learning (RL) based adaptation is a key enabler for real-time route formation in a dynamic environment. The methodology allows each agent (vehicle) to independently evaluate the value of serving each customer, and uses a centralised allocation heuristic to finalise the allocations based on the generated values. We show that the solutions produced by this method on standard datasets are significantly faster than exact formulations and state-of-the-art meta-heuristics, while being reasonably close to optimal in terms of solution quality. We describe experiments in both the static case (when all customer demands and time windows are known in advance) as well as the dynamic case (where customers can `pop up' at any time during execution). The results with a single trained model on large, out-of-distribution test data demonstrate the scalability and flexibility of the proposed approach.


School of hard knocks: Curriculum analysis for Pommerman with a fixed computational budget

arXiv.org Artificial Intelligence

Pommerman is a hybrid cooperative/adversarial multi-agent environment, with challenging characteristics in terms of partial observability, limited or no communication, sparse and delayed rewards, and restrictive computational time limits. This makes it a challenging environment for reinforcement learning (RL) approaches. In this paper, we focus on developing a curriculum for learning a robust and promising policy in a constrained computational budget of 100,000 games, starting from a fixed base policy (which is itself trained to imitate a noisy expert policy). All RL algorithms starting from the base policy use vanilla proximal-policy optimization (PPO) with the same reward function, and the only difference between their training is the mix and sequence of opponent policies. One expects that beginning training with simpler opponents and then gradually increasing the opponent difficulty will facilitate faster learning, leading to more robust policies compared against a baseline where all available opponent policies are introduced from the start. We test this hypothesis and show that within constrained computational budgets, it is in fact better to "learn in the school of hard knocks", i.e., against all available opponent policies nearly from the start. We also include ablation studies where we study the effect of modifying the base environment properties of ammo and bomb blast strength on the agent performance.


Positive reinforcements help algorithm forecast underground natural reserves

#artificialintelligence

For their study, Misra and his team chose a type of machine-learning algorithm based on the concept of reinforcement learning. Simply put, the softwareย โ€ฆ


DeepThermal: Combustion Optimization for Thermal Power Generating Units Using Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Thermal power generation plays a dominant role in the world's electricity supply. It consumes large amounts of coal worldwide, and causes serious air pollution. Optimizing the combustion efficiency of a thermal power generating unit (TPGU) is a highly challenging and critical task in the energy industry. We develop a new data-driven AI system, namely DeepThermal, to optimize the combustion control strategy for TPGUs. At its core, is a new model-based offline reinforcement learning (RL) framework, called MORE, which leverages logged historical operational data of a TPGU to solve a highly complex constrained Markov decision process problem via purely offline training. MORE aims at simultaneously improving the long-term reward (increase combustion efficiency and reduce pollutant emission) and controlling operational risks (safety constraints satisfaction). In DeepThermal, we first learn a data-driven combustion process simulator from the offline dataset. The RL agent of MORE is then trained by combining real historical data as well as carefully filtered and processed simulation data through a novel restrictive exploration scheme. DeepThermal has been successfully deployed in four large coal-fired thermal power plants in China. Real-world experiments show that DeepThermal effectively improves the combustion efficiency of a TPGU. We also report and demonstrate the superior performance of MORE by comparing with the state-of-the-art algorithms on the standard offline RL benchmarks. To the best knowledge of the authors, DeepThermal is the first AI application that has been used to solve real-world complex mission-critical control tasks using the offline RL approach.


Modular Deep Reinforcement Learning for Continuous Motion Planning with Temporal Logic

arXiv.org Artificial Intelligence

This paper investigates the motion planning of autonomous dynamical systems modeled by Markov decision processes (MDP) with unknown transition probabilities over continuous state and action spaces. Linear temporal logic (LTL) is used to specify high-level tasks over infinite horizon, which can be converted into a limit deterministic generalized B\"uchi automaton (LDGBA) with several accepting sets. The novelty is to design an embedded product MDP (EP-MDP) between the LDGBA and the MDP by incorporating a synchronous tracking-frontier function to record unvisited accepting sets of the automaton, and to facilitate the satisfaction of the accepting conditions. The proposed LDGBA-based reward shaping and discounting schemes for the model-free reinforcement learning (RL) only depend on the EP-MDP states and can overcome the issues of sparse rewards. Rigorous analysis shows that any RL method that optimizes the expected discounted return is guaranteed to find an optimal policy whose traces maximize the satisfaction probability. A modular deep deterministic policy gradient (DDPG) is then developed to generate such policies over continuous state and action spaces. The performance of our framework is evaluated via an array of OpenAI gym environments.


Annotating Motion Primitives for Simplifying Action Search in Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning in large-scale environments is challenging due to the many possible actions that can be taken in specific situations. We have previously developed a means of constraining, and hence speeding up, the search process through the use of motion primitives; motion primitives are sequences of pre-specified actions taken across a state series. As a byproduct of this work, we have found that if the motion primitives' motions and actions are labeled, then the search can be sped up further. Since motion primitives may initially lack such details, we propose a theoretically viewpoint-insensitive and speed-insensitive means of automatically annotating the underlying motions and actions. We do this through a differential-geometric, spatio-temporal kinematics descriptor, which analyzes how the poses of entities in two motion sequences change over time. We use this descriptor in conjunction with a weighted-nearest-neighbor classifier to label the primitives using a limited set of training examples. In our experiments, we achieve high motion and action annotation rates for human-action-derived primitives with as few as one training sample. We also demonstrate that reinforcement learning using accurately labeled trajectories leads to high-performing policies more quickly than standard reinforcement learning techniques. This is partly because motion primitives encode prior domain knowledge and preempt the need to re-discover that knowledge during training. It is also because agents can leverage the labels to systematically ignore action classes that do not facilitate task objectives, thereby reducing the action space.


Sample-Efficient Learning of Stackelberg Equilibria in General-Sum Games

arXiv.org Artificial Intelligence

Real world applications such as economics and policy making often involve solving multi-agent games with two unique features: (1) The agents are inherently asymmetric and partitioned into leaders and followers; (2) The agents have different reward functions, thus the game is general-sum. The majority of existing results in this field focuses on either symmetric solution concepts (e.g. Nash equilibrium) or zero-sum games. It remains vastly open how to learn the Stackelberg equilibrium -- an asymmetric analog of the Nash equilibrium -- in general-sum games efficiently from samples. This paper initiates the theoretical study of sample-efficient learning of the Stackelberg equilibrium in two-player turn-based general-sum games. We identify a fundamental gap between the exact value of the Stackelberg equilibrium and its estimated version using finite samples, which can not be closed information-theoretically regardless of the algorithm. We then establish a positive result on sample-efficient learning of Stackelberg equilibrium with value optimal up to the gap identified above. We show that our sample complexity is tight with matching upper and lower bounds. Finally, we extend our learning results to the setting where the follower plays in a Markov Decision Process (MDP), and the setting where the leader and the follower act simultaneously.


Sim-Env: Decoupling OpenAI Gym Environments from Simulation Models

arXiv.org Artificial Intelligence

Reinforcement learning (RL) is one of the most active fields of AI research. Despite the interest demonstrated by the research community in reinforcement learning, the development methodology still lags behind, with a severe lack of standard APIs to foster the development of RL applications. OpenAI Gym is probably the most used environment to develop RL applications and simulations, but most of the abstractions proposed in such a framework are still assuming a semi-structured methodology. This is particularly relevant for agent-based models whose purpose is to analyse adaptive behaviour displayed by self-learning agents in the simulation. In order to bridge this gap, we present a workflow and tools for the decoupled development and maintenance of multi-purpose agent-based models and derived single-purpose reinforcement learning environments, enabling the researcher to swap out environments with ones representing different perspectives or different reward models, all while keeping the underlying domain model intact and separate. The Sim-Env Python library generates OpenAI-Gym-compatible reinforcement learning environments that use existing or purposely created domain models as their simulation back-ends. Its design emphasizes ease-of-use, modularity and code separation.


GELATO: Geometrically Enriched Latent Model for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning approaches can generally be divided to proximal and uncertainty-aware methods. In this work, we demonstrate the benefit of combining the two in a latent variational model. We impose a latent representation of states and actions and leverage its intrinsic Riemannian geometry to measure distance of latent samples to the data. Our proposed metrics measure both the quality of out of distribution samples as well as the discrepancy of examples in the data. We integrate our metrics in a model-based offline optimization framework, in which proximity and uncertainty can be carefully controlled. We illustrate the geodesics on a simple grid-like environment, depicting its natural inherent topology. Finally, we analyze our approach and improve upon contemporary offline RL benchmarks.