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 Reinforcement Learning


Active Privacy-utility Trade-off Against a Hypothesis Testing Adversary

arXiv.org Machine Learning

We consider a user releasing her data containing some personal information in return of a service. We model user's personal information as two correlated random variables, one of them, called the secret variable, is to be kept private, while the other, called the useful variable, is to be disclosed for utility. We consider active sequential data release, where at each time step the user chooses from among a finite set of release mechanisms, each revealing some information about the user's personal information, i.e., the true hypotheses, albeit with different statistics. The user manages data release in an online fashion such that maximum amount of information is revealed about the latent useful variable, while the confidence for the sensitive variable is kept below a predefined level. For the utility, we consider both the probability of correct detection of the useful variable and the mutual information (MI) between the useful variable and released data. We formulate both problems as a Markov decision process (MDP), and numerically solve them by advantage actor-critic (A2C) deep reinforcement learning (RL).


Causal Inference Q-Network: Toward Resilient Reinforcement Learning

arXiv.org Artificial Intelligence

However, most successful demonstrations of these DRL methods are usually trained and deployed under well-controlled situations. In contrast, real-world use cases often encounter inevitable observational uncertainty [Grigorescu et al., 2020, Hafner et al., 2018, Moreno et al., 2018] from an external attacker [Huang et al., 2017] or noisy sensor [Fortunato et al., 2018, Lee et al., 2018]. For examples, playing online video games may experience sudden black-outs or frame-skippings due to network instabilities, and driving on the road may encounter temporary blindness when facing the sun. Such an abrupt interference on the observation could cause serious issues for DRL algorithms. Unlike other machine learning tasks that involve only a single mission at a time (e.g., image classification), an RL agent has to deal with a dynamic [Schmidhuber, 1992] and encoded state [Schmidhuber, 1991, Kaelbling et al., 1998] and to anticipate future rewards. Therefore, DRL-based systems are likely to propagate and even enlarge risks (e.g., delay and noisy pulsed-signals on sensor-fusion [Yurtsever et al., 2020, Johansen et al., 2015]) induced from the uncertain interference.


Privacy-Preserving Teacher-Student Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning agents may learn complex tasks more efficiently when they coordinate with one another. We consider a teacher-student coordination scheme wherein an agent may ask another agent for demonstrations. Despite the benefits of sharing demonstrations, however, potential adversaries may obtain sensitive information belonging to the teacher by observing the demonstrations. In particular, deep reinforcement learning algorithms are known to be vulnerable to membership attacks, which make accurate inferences about the membership of the entries of training datasets. Therefore, there is a need to safeguard the teacher against such privacy threats. We fix the teacher's policy as the context of the demonstrations, which allows for different internal models across the student and the teacher, and contrasts the existing methods. We make the following two contributions. (i) We develop a differentially private mechanism that protects the privacy of the teacher's training dataset. (ii) We propose a proximal policy-optimization objective that enables the student to benefit from the demonstrations despite the perturbations of the privacy mechanism. We empirically show that the algorithm improves the student's learning upon convergence rate and utility. Specifically, compared with an agent who learns the same task on its own, we observe that the student's policy converges faster, and the converging policy accumulates higher rewards more robustly.


L2E: Learning to Exploit Your Opponent

arXiv.org Artificial Intelligence

Opponent modeling is essential to exploit sub-optimal opponents in strategic interactions. Most previous works focus on building explicit models to directly predict the opponents' styles or strategies, which require a large amount of data to train the model and lack adaptability to unknown opponents. In this work, we propose a novel Learning to Exploit (L2E) framework for implicit opponent modeling. L2E acquires the ability to exploit opponents by a few interactions with different opponents during training, thus can adapt to new opponents with unknown styles during testing quickly. We propose a novel opponent strategy generation algorithm that produces effective opponents for training automatically. We evaluate L2E on two poker games and one grid soccer game, which are the commonly used benchmarks for opponent modeling. Comprehensive experimental results indicate that L2E quickly adapts to diverse styles of unknown opponents.


Efficient Reinforcement Learning in Resource Allocation Problems Through Permutation Invariant Multi-task Learning

arXiv.org Artificial Intelligence

Sample efficiency in reinforcement learning (RL) is an elusive goal. Recent attempts at increasing the sample efficiency of RL implementations have focused to a large extent on incorporating models into the training process: [25, 6, 28, 3, 12, 26, 9, 5, 20]. The models encapsulate knowledge explicitly, complementing the experiences that are gained by sampling from the RL environment. Another means towards increasing the availability of samples for a reinforcement learner is by tilting the training towards one that will better transfer to related tasks: if the training process is sufficiently well adapted to more than one task, then the training of a particular task should be able to benefit from samples from the other related tasks. This idea was explored a decade ago in [13] and has been gaining traction ever since, as researchers try to increase the reach of deep reinforcement learning from its comfortable footing in solving games outrageously well to solving other important problems.


Reinforcement Learning for Datacenter Congestion Control

arXiv.org Artificial Intelligence

We approach the task of network congestion control in datacenters using Reinforcement Learning (RL). Successful congestion control algorithms can dramatically improve latency and overall network throughput. Until today, no such learning-based algorithms have shown practical potential in this domain. Evidently, the most popular recent deployments rely on rule-based heuristics that are tested on a predetermined set of benchmarks. Consequently, these heuristics do not generalize well to newly-seen scenarios. Contrarily, we devise an RL-based algorithm with the aim of generalizing to different configurations of real-world datacenter networks. We overcome challenges such as partial-observability, non-stationarity, and multi-objectiveness. We further propose a policy gradient algorithm that leverages the analytical structure of the reward function to approximate its derivative and improve stability. We show that this scheme outperforms alternative popular RL approaches, and generalizes to scenarios that were not seen during training. Our experiments, conducted on a realistic simulator that emulates communication networks' behavior, exhibit improved performance concurrently on the multiple considered metrics compared to the popular algorithms deployed today in real datacenters. Our algorithm is being productized to replace heuristics in some of the largest datacenters in the world.


SeaPearl: A Constraint Programming Solver guided by Reinforcement Learning

arXiv.org Artificial Intelligence

The design of efficient and generic algorithms for solving combinatorial optimization problems has been an active field of research for many years. Standard exact solving approaches are based on a clever and complete enumeration of the solution set. A critical and non-trivial design choice with such methods is the branching strategy, directing how the search is performed. The last decade has shown an increasing interest in the design of machine learning-based heuristics to solve combinatorial optimization problems. The goal is to leverage knowledge from historical data to solve similar new instances of a problem. Used alone, such heuristics are only able to provide approximate solutions efficiently, but cannot prove optimality nor bounds on their solution. Recent works have shown that reinforcement learning can be successfully used for driving the search phase of constraint programming (CP) solvers. However, it has also been shown that this hybridization is challenging to build, as standard CP frameworks do not natively include machine learning mechanisms, leading to some sources of inefficiencies. This paper presents the proof of concept for SeaPearl, a new CP solver implemented in Julia, that supports machine learning routines in order to learn branching decisions using reinforcement learning. Support for modeling the learning component is also provided. We illustrate the modeling and solution performance of this new solver on two problems. Although not yet competitive with industrial solvers, SeaPearl aims to provide a flexible and open-source framework in order to facilitate future research in the hybridization of constraint programming and machine learning.


Simple Agent, Complex Environment: Efficient Reinforcement Learning with Agent State

arXiv.org Artificial Intelligence

We design a simple reinforcement learning agent that, with a specification only of agent state dynamics and a reward function, can operate with some degree of competence in any environment. The agent maintains only visitation counts and value estimates for each agent-state-action pair. The value function is updated incrementally in response to temporal differences and optimistic boosts that encourage exploration. The agent executes actions that are greedy with respect to this value function. We establish a regret bound demonstrating convergence to near-optimal per-period performance, where the time taken to achieve near-optimality is polynomial in the number of agent states and actions, as well as the reward mixing time of the best policy within the reference policy class, which is comprised of those that depend on history only through agent state. Notably, there is no further dependence on the number of environment states or mixing times associated with other policies or statistics of history. Our result sheds light on the potential benefits of (deep) representation learning, which has demonstrated the capability to extract compact and relevant features from high-dimensional interaction histories.


Nearly Optimal Regret for Learning Adversarial MDPs with Linear Function Approximation

arXiv.org Machine Learning

We study the reinforcement learning for finite-horizon episodic Markov decision processes with adversarial reward and full information feedback, where the unknown transition probability function is a linear function of a given feature mapping. We propose an optimistic policy optimization algorithm with Bernstein bonus and show that it can achieve $\tilde{O}(dH\sqrt{T})$ regret, where $H$ is the length of the episode, $T$ is the number of interaction with the MDP and $d$ is the dimension of the feature mapping. Furthermore, we also prove a matching lower bound of $\tilde{\Omega}(dH\sqrt{T})$ up to logarithmic factors. To the best of our knowledge, this is the first computationally efficient, nearly minimax optimal algorithm for adversarial Markov decision processes with linear function approximation.


Provably Efficient Policy Gradient Methods for Two-Player Zero-Sum Markov Games

arXiv.org Machine Learning

Policy gradient methods are widely used in solving two-player zero-sum games to achieve superhuman performance in practice. However, it remains elusive when they can provably find a near-optimal solution and how many samples and iterations are needed. The current paper studies natural extensions of Natural Policy Gradient algorithm for solving two-player zero-sum games where function approximation is used for generalization across states. We thoroughly characterize the algorithms' performance in terms of the number of samples, number of iterations, concentrability coefficients, and approximation error. To our knowledge, this is the first quantitative analysis of policy gradient methods with function approximation for two-player zero-sum Markov games.