Reinforcement Learning
Forgetful Experience Replay in Hierarchical Reinforcement Learning from Demonstrations
Skrynnik, Alexey, Staroverov, Aleksey, Aitygulov, Ermek, Aksenov, Kirill, Davydov, Vasilii, Panov, Aleksandr I.
Currently, deep reinforcement learning (RL) shows impressive results in complex gaming and robotic environments. Often these results are achieved at the expense of huge computational costs and require an incredible number of episodes of interaction between the agent and the environment. There are two main approaches to improving the sample efficiency of reinforcement learning methods - using hierarchical methods and expert demonstrations. In this paper, we propose a combination of these approaches that allow the agent to use low-quality demonstrations in complex vision-based environments with multiple related goals. Our forgetful experience replay (ForgER) algorithm effectively handles errors in expert data and reduces quality losses when adapting the action space and states representation to the agent's capabilities. Our proposed goal-oriented structuring of replay buffer allows the agent to automatically highlight sub-goals for solving complex hierarchical tasks in demonstrations. Our method is universal and can be integrated into various off-policy methods. It surpasses all known existing state-of-the-art RL methods using expert demonstrations on various model environments. The solution based on our algorithm beats all the solutions for the famous MineRL competition and allows the agent to mine a diamond in the Minecraft environment.
Green Simulation Assisted Reinforcement Learning with Model Risk for Biomanufacturing Learning and Control
Zheng, Hua, Xie, Wei, Feng, Mingbin Ben
Biopharmaceutical manufacturing faces critical challenges, including complexity, high variability, lengthy lead time, and limited historical data and knowledge of the underlying system stochastic process. To address these challenges, we propose a green simulation assisted model-based reinforcement learning to support process online learning and guide dynamic decision making. Basically, the process model risk is quantified by the posterior distribution. At any given policy, we predict the expected system response with prediction risk accounting for both inherent stochastic uncertainty and model risk. Then, we propose green simulation assisted reinforcement learning and derive the mixture proposal distribution of decision process and likelihood ratio based metamodel for the policy gradient, which can selectively reuse process trajectory outputs collected from previous experiments to increase the simulation data-efficiency, improve the policy gradient estimation accuracy, and speed up the search for the optimal policy. Our numerical study indicates that the proposed approach demonstrates the promising performance.
Enhanced First and Zeroth Order Variance Reduced Algorithms for Min-Max Optimization
Xu, Tengyu, Wang, Zhe, Liang, Yingbin, Poor, H. Vincent
Min-max optimization captures many important machine learning problems such as robust adversarial learning and inverse reinforcement learning, and nonconvex-strongly-concave min-max optimization has been an active line of research. Specifically, a novel variance reduction algorithm SREDA was proposed recently by (Luo et al. 2020) to solve such a problem, and was shown to achieve the optimal complexity dependence on the required accuracy level $\epsilon$. Despite the superior theoretical performance, the convergence guarantee of SREDA requires stringent initialization accuracy and an $\epsilon$-dependent stepsize for controlling the per-iteration progress, so that SREDA can run very slowly in practice. This paper develops a novel analytical framework that guarantees the SREDA's optimal complexity performance for a much enhanced algorithm SREDA-Boost, which has less restrictive initialization requirement and an accuracy-independent (and much bigger) stepsize. Hence, SREDA-Boost runs substantially faster in experiments than SREDA. We further apply SREDA-Boost to propose a zeroth-order variance reduction algorithm named ZO-SREDA-Boost for the scenario that has access only to the information about function values not gradients, and show that ZO-SREDA-Boost outperforms the best known complexity dependence on $\epsilon$. This is the first study that applies the variance reduction technique to zeroth-order algorithm for min-max optimization problems.
Learning to Track Dynamic Targets in Partially Known Environments
Jeong, Heejin, Hassani, Hamed, Morari, Manfred, Lee, Daniel D., Pappas, George J.
We solve active target tracking, one of the essential tasks in autonomous systems, using a deep reinforcement learning (RL) approach. In this problem, an autonomous agent is tasked with acquiring information about targets of interests using its onboard sensors. The classical challenges in this problem are system model dependence and the difficulty of computing information-theoretic cost functions for a long planning horizon. RL provides solutions for these challenges as the length of its effective planning horizon does not affect the computational complexity, and it drops the strong dependency of an algorithm on system models. In particular, we introduce Active Tracking Target Network (ATTN), a unified RL policy that is capable of solving major sub-tasks of active target tracking -- in-sight tracking, navigation, and exploration. The policy shows robust behavior for tracking agile and anomalous targets with a partially known target model. Additionally, the same policy is able to navigate in obstacle environments to reach distant targets as well as explore the environment when targets are positioned in unexpected locations.
Least Squares Regression with Markovian Data: Fundamental Limits and Algorithms
Bresler, Guy, Jain, Prateek, Nagaraj, Dheeraj, Netrapalli, Praneeth, Wu, Xian
We study the problem of least squares linear regression where the data-points are dependent and are sampled from a Markov chain. We establish sharp information theoretic minimax lower bounds for this problem in terms of $\tau_{\mathsf{mix}}$, the mixing time of the underlying Markov chain, under different noise settings. Our results establish that in general, optimization with Markovian data is strictly harder than optimization with independent data and a trivial algorithm (SGD-DD) that works with only one in every $\tilde{\Theta}(\tau_{\mathsf{mix}})$ samples, which are approximately independent, is minimax optimal. In fact, it is strictly better than the popular Stochastic Gradient Descent (SGD) method with constant step-size which is otherwise minimax optimal in the regression with independent data setting. Beyond a worst case analysis, we investigate whether structured datasets seen in practice such as Gaussian auto-regressive dynamics can admit more efficient optimization schemes. Surprisingly, even in this specific and natural setting, Stochastic Gradient Descent (SGD) with constant step-size is still no better than SGD-DD. Instead, we propose an algorithm based on experience replay--a popular reinforcement learning technique--that achieves a significantly better error rate. Our improved rate serves as one of the first results where an algorithm outperforms SGD-DD on an interesting Markov chain and also provides one of the first theoretical analyses to support the use of experience replay in practice.
Solving the Order Batching and Sequencing Problem using Deep Reinforcement Learning
Cals, Bram, Zhang, Yingqian, Dijkman, Remco, van Dorst, Claudy
In e-commerce markets, on time delivery is of great importance to customer satisfaction. In this paper, we present a Deep Reinforcement Learning (DRL) approach for deciding how and when orders should be batched and picked in a warehouse to minimize the number of tardy orders. In particular, the technique facilitates making decisions on whether an order should be picked individually (pick-by-order) or picked in a batch with other orders (pick-by-batch), and if so with which other orders. We approach the problem by formulating it as a semi-Markov decision process and develop a vector-based state representation that includes the characteristics of the warehouse system. This allows us to create a deep reinforcement learning solution that learns a strategy by interacting with the environment and solve the problem with a proximal policy optimization algorithm. We evaluate the performance of the proposed DRL approach by comparing it with several batching and sequencing heuristics in different problem settings. The results show that the DRL approach is able to develop a strategy that produces consistent, good solutions and performs better than the proposed heuristics.
COLREG-Compliant Collision Avoidance for Unmanned Surface Vehicle using Deep Reinforcement Learning
Meyer, Eivind, Heiberg, Amalie, Rasheed, Adil, San, Omer
Path Following and Collision Avoidance, be it for unmanned surface vessels or other autonomous vehicles, are two fundamental guidance problems in robotics. For many decades, they have been subject to academic study, leading to a vast number of proposed approaches. However, they have mostly been treated as separate problems, and have typically relied on non-linear first-principles models with parameters that can only be determined experimentally. The rise of Deep Reinforcement Learning (DRL) in recent years suggests an alternative approach: end-to-end learning of the optimal guidance policy from scratch by means of a trial-and-error based approach. In this article, we explore the potential of Proximal Policy Optimization (PPO), a DRL algorithm with demonstrated state-of-the-art performance on Continuous Control tasks, when applied to the dual-objective problem of controlling an underactuated Autonomous Surface Vehicle in a COLREGs compliant manner such that it follows an a priori known desired path while avoiding collisions with other vessels along the way. Based on high-fidelity elevation and AIS tracking data from the Trondheim Fjord, an inlet of the Norwegian sea, we evaluate the trained agent's performance in challenging, dynamic real-world scenarios where the ultimate success of the agent rests upon its ability to navigate non-uniform marine terrain while handling challenging, but realistic vessel encounters.
The Teaching Dimension of Q-learning
Zhang, Xuezhou, Bharti, Shubham Kumar, Ma, Yuzhe, Singla, Adish, Zhu, Xiaojin
In this paper, we initiate the study of sample complexity of teaching, termed as "teaching dimension" (TDim) in the literature, for Q-learning. While the teaching dimension of supervised learning has been studied extensively, these results do not extend to reinforcement learning due to the temporal constraints posed by the underlying Markov Decision Process environment. We characterize the TDim of Q-learning under different teachers with varying control over the environment, and present matching optimal teaching algorithms. Our TDim results provide the minimum number of samples needed for reinforcement learning, thus complementing standard PAC-style RL sample complexity analysis. Our teaching algorithms have the potential to speed up RL agent learning in applications where a helpful teacher is available.
The Impact of Non-stationarity on Generalisation in Deep Reinforcement Learning
Igl, Maximilian, Farquhar, Gregory, Luketina, Jelena, Boehmer, Wendelin, Whiteson, Shimon
Non-stationarity arises in Reinforcement Learning (RL) even in stationary environments. Most RL algorithms collect new data throughout training, using a non-stationary behaviour policy. Furthermore, training targets in RL can change even with a fixed state distribution when the policy, critic, or bootstrap values are updated. We study these types of non-stationarity in supervised learning settings as well as in RL, finding that they can lead to worse generalisation performance when using deep neural network function approximators. Consequently, to improve generalisation of deep RL agents, we propose Iterated Relearning (ITER). ITER augments standard RL training by repeated knowledge transfer of the current policy into a freshly initialised network, which thereby experiences less non-stationarity during training. Experimentally, we show that ITER improves performance on the challenging generalisation benchmarks ProcGen and Multiroom.
An online evolving framework for advancing reinforcement-learning based automated vehicle control
Han, Teawon, Nageshrao, Subramanya, Filev, Dimitar P., Ozguner, Umit
In this paper, an online evolving framework is proposed to detect and revise a controller's imperfect decision-making in advance. The framework consists of three modules: the evolving Finite State Machine (e-FSM), action-reviser, and controller modules. The e-FSM module evolves a stochastic model (e.g., Discrete-Time Markov Chain) from scratch by determining new states and identifying transition probabilities repeatedly. With the latest stochastic model and given criteria, the action-reviser module checks validity of the controller's chosen action by predicting future states. Then, if the chosen action is not appropriate, another action is inspected and selected. In order to show the advantage of the proposed framework, the Deep Deterministic Policy Gradient (DDPG) w/ and w/o the online evolving framework are applied to control an ego-vehicle in the car-following scenario where control criteria are set by speed and safety. Experimental results show that inappropriate actions chosen by the DDPG controller are detected and revised appropriately through our proposed framework, resulting in no control failures after a few iterations.