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 Reinforcement Learning


A Sample-Efficient Algorithm for Episodic Finite-Horizon MDP with Constraints

arXiv.org Artificial Intelligence

Constrained Markov Decision Processes (CMDPs) formalize sequential decision-making problems whose objective is to minimize a cost function while satisfying constraints on various cost functions. In this paper, we consider the setting of episodic fixed-horizon CMDPs. We propose an online algorithm which leverages the linear programming formulation of finitehorizon CMDP for repeated optimistic planning to provide a probably approximately correct (PAC) guarantee on the number of episodes needed to ensure an ǫ-optimal policy, i.e., with resulting objective value within ǫ of the optimal value and satisfying the constraints within ǫ-tolerance, with probability at least 1 δ. S, the number of episodes needed have a linear dependence on the state and action space sizes S and A, respectively, and quadratic dependence on the time horizon H. Markov decision processes (MDPs) [1] offer a natural framework to express sequential decision-making problems and reason about autonomous system behaviors. However, the single cost objective of a traditional MDP formulation may fall short of fully capturing problems with multiple conflicting objectives and additional constraints that must be satisfied.


Probabilistic Machine Learning for Healthcare

arXiv.org Machine Learning

Machine learning can be used to make sense of healthcare data. Probabilistic machine learning models help provide a complete picture of observed data in healthcare. In this review, we examine how probabilistic machine learning can advance healthcare. We consider challenges in the predictive model building pipeline where probabilistic models can be beneficial including calibration and missing data. Beyond predictive models, we also investigate the utility of probabilistic machine learning models in phenotyping, in generative models for clinical use cases, and in reinforcement learning.


CertRL: Formalizing Convergence Proofs for Value and Policy Iteration in Coq

arXiv.org Artificial Intelligence

Reinforcement learning algorithms solve sequential decision-making problems in probabilistic environments by optimizing for long-term reward. The desire to use reinforcement learning in safety-critical settings inspires a recent line of work on formally constrained reinforcement learning; however, these methods place the implementation of the learning algorithm in their Trusted Computing Base. The crucial correctness property of these implementations is a guarantee that the learning algorithm converges to an optimal policy. This paper begins the work of closing this gap by developing a Coq formalization of two canonical reinforcement learning algorithms: value and policy iteration for finite state Markov decision processes. The central results are a formalization of Bellman's optimality principle and its proof, which uses a contraction property of Bellman optimality operator to establish that a sequence converges in the infinite horizon limit. The CertRL development exemplifies how the Giry monad and mechanized metric coinduction streamline optimality proofs for reinforcement learning algorithms. The CertRL library provides a general framework for proving properties about Markov decision processes and reinforcement learning algorithms, paving the way for further work on formalization of reinforcement learning algorithms.


MOPO: Model-based Offline Policy Optimization

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) refers to the problem of learning policies entirely from a large batch of previously collected data. This problem setting offers the promise of utilizing such datasets to acquire policies without any costly or dangerous active exploration. However, it is also challenging, due to the distributional shift between the offline training data and those states visited by the learned policy. Despite significant recent progress, the most successful prior methods are model-free and constrain the policy to the support of data, precluding generalization to unseen states. In this paper, we first observe that an existing model-based RL algorithm already produces significant gains in the offline setting compared to model-free approaches. However, standard model-based RL methods, designed for the online setting, do not provide an explicit mechanism to avoid the offline setting's distributional shift issue. Instead, we propose to modify the existing model-based RL methods by applying them with rewards artificially penalized by the uncertainty of the dynamics. We theoretically show that the algorithm maximizes a lower bound of the policy's return under the true MDP. We also characterize the trade-off between the gain and risk of leaving the support of the batch data. Our algorithm, Model-based Offline Policy Optimization (MOPO), outperforms standard model-based RL algorithms and prior state-of-the-art model-free offline RL algorithms on existing offline RL benchmarks and two challenging continuous control tasks that require generalizing from data collected for a different task. The code is available at https://github.com/tianheyu927/mopo.


Exploring exploration: comparing children with RL agents in unified environments

AIHub

Despite recent advances in artificial intelligence (AI) research, human children are still by far the best learners we know of, learning impressive skills like language and high-level reasoning from very little data. Children's learning is supported by highly efficient, hypothesis-driven exploration: in fact, they explore so well that many machine learning researchers have been inspired to put videos like the one below in their talks to motivate research into exploration methods. However, because applying results from studies in developmental psychology can be difficult, this video is often the extent to which such research actually connects with human cognition. Why is directly applying research from developmental psychology to problems in AI so hard? For one, taking inspiration from developmental studies can be difficult because the environments that human children and artificial agents are typically studied in can be very different. Traditionally, reinforcement learning (RL) research takes place in grid-world-like settings or other 2D games, whereas children act in the real world which is rich and 3-dimensional.


[R] GRAC: Self-Guided and Self-Regularized Actor-Critic

#artificialintelligence

Abstract: Deep reinforcement learning (DRL) algorithms have successfully been demonstrated on a range of challenging decision making and control tasks. One dominant component of recent deep reinforcement learning algorithms is the target network which mitigates the divergence when learning the Q function. However, target networks can slow down the learning process due to delayed function updates. Another dominant component especially in continuous domains is the policy gradient method which models and optimizes the policy directly. However, when Q functions are approximated with neural networks, their landscapes can be complex and therefore mislead the local gradient.


UC Berkeley Reward-Free RL Beats SOTA Reward-Based RL

#artificialintelligence

End-to-end Deep Reinforcement Learning (DRL) is a trending training approach in the field of computer vision, where it has proven successful at solving a wide range of complex tasks that were previously regarded as out of reach. End-to-end DRL is now being applied in domains ranging from real-world and simulated robotics to sophisticated video games. However, as appealing as end-to-end DRL methods are, most rely heavily on reward functions in order to learn visual features. This means feature-learning suffers when rewards are sparse, which is the case in most real-world scenarios. ATC trains a convolutional encoder to associate pairs of observations separated by a short time difference. Random shift, a stochastic data augmentation to the observations is applied within each training batch.


Approximate exploitability: Learning a best response in large games

arXiv.org Machine Learning

A standard metric used to measure the approximate optimality of policies in imperfect information games is exploitability, i.e. the performance of a policy against its worst-case opponent. However, exploitability is intractable to compute in large games as it requires a full traversal of the game tree to calculate a best response to the given policy. We introduce a new metric, approximate exploitability, that calculates an analogous metric using an approximate best response; the approximation is done by using search and reinforcement learning. This is a generalization of local best response, a domain specific evaluation metric used in poker. We provide empirical results for a specific instance of the method, demonstrating that our method converges to exploitability in the tabular and function approximation settings for small games. In large games, our method learns to exploit both strong and weak agents, learning to exploit an AlphaZero agent.


When Deep Reinforcement Learning Meets Federated Learning: Intelligent Multi-Timescale Resource Management for Multi-access Edge Computing in 5G Ultra Dense Network

arXiv.org Artificial Intelligence

Ultra-dense edge computing (UDEC) has great potential, especially in the 5G era, but it still faces challenges in its current solutions, such as the lack of: i) efficient utilization of multiple 5G resources (e.g., computation, communication, storage and service resources); ii) low overhead offloading decision making and resource allocation strategies; and iii) privacy and security protection schemes. Thus, we first propose an intelligent ultra-dense edge computing (I-UDEC) framework, which integrates blockchain and Artificial Intelligence (AI) into 5G ultra-dense edge computing networks. First, we show the architecture of the framework. Then, in order to achieve real-time and low overhead computation offloading decisions and resource allocation strategies, we design a novel two-timescale deep reinforcement learning (\textit{2Ts-DRL}) approach, consisting of a fast-timescale and a slow-timescale learning process, respectively. The primary objective is to minimize the total offloading delay and network resource usage by jointly optimizing computation offloading, resource allocation and service caching placement. We also leverage federated learning (FL) to train the \textit{2Ts-DRL} model in a distributed manner, aiming to protect the edge devices' data privacy. Simulation results corroborate the effectiveness of both the \textit{2Ts-DRL} and FL in the I-UDEC framework and prove that our proposed algorithm can reduce task execution time up to 31.87%.


Is Q-Learning Provably Efficient? An Extended Analysis

arXiv.org Artificial Intelligence

This work extends the analysis of the theoretical results presented within the paper Is Q-Learning Provably Efficient? by Jin et al. We include a survey of related research to contextualize the need for strengthening the theoretical guarantees related to perhaps the most important threads of model-free reinforcement learning. We also expound upon the reasoning used in the proofs to highlight the critical steps leading to the main result showing that Q-learning with UCB exploration achieves a sample efficiency that matches the optimal regret that can be achieved by any model-based approach.