Reinforcement Learning
Stealthy and Efficient Adversarial Attacks against Deep Reinforcement Learning
Sun, Jianwen, Zhang, Tianwei, Xie, Xiaofei, Ma, Lei, Zheng, Yan, Chen, Kangjie, Liu, Yang
Adversarial attacks against conventional Deep Learning (DL) systems and algorithms have been widely studied, and various defenses were proposed. However, the possibility and feasibility of such attacks against Deep Reinforcement Learning (DRL) are less explored. As DRL has achieved great success in various complex tasks, designing effective adversarial attacks is an indispensable prerequisite towards building robust DRL algorithms. In this paper, we introduce two novel adversarial attack techniques to \emph{stealthily} and \emph{efficiently} attack the DRL agents. These two techniques enable an adversary to inject adversarial samples in a minimal set of critical moments while causing the most severe damage to the agent. The first technique is the \emph{critical point attack}: the adversary builds a model to predict the future environmental states and agent's actions, assesses the damage of each possible attack strategy, and selects the optimal one. The second technique is the \emph{antagonist attack}: the adversary automatically learns a domain-agnostic model to discover the critical moments of attacking the agent in an episode. Experimental results demonstrate the effectiveness of our techniques. Specifically, to successfully attack the DRL agent, our critical point technique only requires 1 (TORCS) or 2 (Atari Pong and Breakout) steps, and the antagonist technique needs fewer than 5 steps (4 Mujoco tasks), which are significant improvements over state-of-the-art methods.
Continuous Multiagent Control using Collective Behavior Entropy for Large-Scale Home Energy Management
Sun, Jianwen, Zheng, Yan, Hao, Jianye, Meng, Zhaopeng, Liu, Yang
With the increasing popularity of electric vehicles, distributed energy generation and storage facilities in smart grid systems, an efficient Demand-Side Management (DSM) is urgent for energy savings and peak loads reduction. Traditional DSM works focusing on optimizing the energy activities for a single household can not scale up to large-scale home energy management problems. Multi-agent Deep Reinforcement Learning (MA-DRL) shows a potential way to solve the problem of scalability, where modern homes interact together to reduce energy consumers consumption while striking a balance between energy cost and peak loads reduction. However, it is difficult to solve such an environment with the non-stationarity, and existing MA-DRL approaches cannot effectively give incentives for expected group behavior. In this paper, we propose a collective MA-DRL algorithm with continuous action space to provide fine-grained control on a large scale microgrid. To mitigate the non-stationarity of the microgrid environment, a novel predictive model is proposed to measure the collective market behavior. Besides, a collective behavior entropy is introduced to reduce the high peak loads incurred by the collective behaviors of all householders in the smart grid. Empirical results show that our approach significantly outperforms the state-of-the-art methods regarding power cost reduction and daily peak loads optimization.
Solve Traveling Salesman Problem by Monte Carlo Tree Search and Deep Neural Network
Xing, Zhihao, Tu, Shikui, Xu, Lei
We present a self-learning approach that combines deep reinforcement learning and Monte Carlo tree search to solve the traveling salesman problem. The proposed approach has two advantages. First, it adopts deep reinforcement learning to compute the value functions for decision, which removes the need of hand-crafted features and labelled data. Second, it uses Monte Carlo tree search to select the best policy by comparing different value functions, which increases its generalization ability. Experimental results show that the proposed method performs favorably against other methods in small-to-medium problem settings. And it shows comparable performance as state-of-the-art in large problem setting.
First return then explore
Ecoffet, Adrien, Huizinga, Joost, Lehman, Joel, Stanley, Kenneth O., Clune, Jeff
The promise of reinforcement learning is to solve complex sequential decision problems by specifying a high-level reward function only. However, RL algorithms struggle when, as is often the case, simple and intuitive rewards provide sparse and deceptive feedback. Avoiding these pitfalls requires thoroughly exploring the environment, but despite substantial investments by the community, creating algorithms that can do so remains one of the central challenges of the field. We hypothesize that the main impediment to effective exploration originates from algorithms forgetting how to reach previously visited states ("detachment") and from failing to first return to a state before exploring from it ("derailment"). We introduce Go-Explore, a family of algorithms that addresses these two challenges directly through the simple principles of explicitly remembering promising states and first returning to such states before exploring. Go-Explore solves all heretofore unsolved Atari games (those for which algorithms could not previously outperform humans when evaluated following current community standards) and surpasses the state of the art on all hard-exploration games, with orders of magnitude improvements on the grand challenges Montezuma's Revenge and Pitfall. We also demonstrate the practical potential of Go-Explore on a challenging and extremely sparse-reward robotics task. Additionally, we show that adding a goal-conditioned policy can further improve Go-Explore's exploration efficiency and enable it to handle stochasticity throughout training. The striking contrast between the substantial performance gains from Go-Explore and the simplicity of its mechanisms suggests that remembering promising states, returning to them, and exploring from them is a powerful and general approach to exploration, an insight that may prove critical to the creation of truly intelligent learning agents.
Google Brain's DRL Helps Robots 'Think While Moving' - Synced
When chasing a bouncing ball, a human will head where they anticipate the ball is going. If things change -- for example a cat swats the ball and it bounces off in a new direction -- the human will correct to an appropriate new route in real time. Robots can have a hard time making such changes, as they tend to simply observe states, then calculate and execute actions, rather than thinking while moving. Google Brain, UC Berkeley, and X Lab have proposed a concurrent Deep Reinforcement Learning (DRL) algorithm that enables robots to take a broader and more long-term view of tasks and behaviours, and decide on their next action before the current one is completed. The paper has been accepted by ICLR 2020.
Explainable Reinforcement Learning: A Survey
Puiutta, Erika, Veith, Eric MSP
Explainable Artificial Intelligence (XAI), i.e., the development of more transparent and interpretable AI models, has gained increased traction over the last few years. This is due to the fact that, in conjunction with their growth into powerful and ubiquitous tools, AI models exhibit one detrimential characteristic: a performance-transparency trade-off. This describes the fact that the more complex a model's inner workings, the less clear it is how its predictions or decisions were achieved. But, especially considering Machine Learning (ML) methods like Reinforcement Learning (RL) where the system learns autonomously, the necessity to understand the underlying reasoning for their decisions becomes apparent. Since, to the best of our knowledge, there exists no single work offering an overview of Explainable Reinforcement Learning (XRL) methods, this survey attempts to address this gap. We give a short summary of the problem, a definition of important terms, and offer a classification and assessment of current XRL methods. We found that a) the majority of XRL methods function by mimicking and simplifying a complex model instead of designing an inherently simple one, and b) XRL (and XAI) methods often neglect to consider the human side of the equation, not taking into account research from related fields like psychology or philosophy. Thus, an interdisciplinary effort is needed to adapt the generated explanations to a (non-expert) human user in order to effectively progress in the field of XRL and XAI in general.
DREAM Architecture: a Developmental Approach to Open-Ended Learning in Robotics
Doncieux, Stephane, Bredeche, Nicolas, Goff, Lรฉni Le, Girard, Benoรฎt, Coninx, Alexandre, Sigaud, Olivier, Khamassi, Mehdi, Dรญaz-Rodrรญguez, Natalia, Filliat, David, Hospedales, Timothy, Eiben, A., Duro, Richard
Robots are still limited to controlled conditions, that the robot designer knows with enough details to endow the robot with the appropriate models or behaviors. Learning algorithms add some flexibility with the ability to discover the appropriate behavior given either some demonstrations or a reward to guide its exploration with a reinforcement learning algorithm. Reinforcement learning algorithms rely on the definition of state and action spaces that define reachable behaviors. Their adaptation capability critically depends on the representations of these spaces: small and discrete spaces result in fast learning while large and continuous spaces are challenging and either require a long training period or prevent the robot from converging to an appropriate behavior. Beside the operational cycle of policy execution and the learning cycle, which works at a slower time scale to acquire new policies, we introduce the redescription cycle, a third cycle working at an even slower time scale to generate or adapt the required representations to the robot, its environment and the task. We introduce the challenges raised by this cycle and we present DREAM (Deferred Restructuring of Experience in Autonomous Machines), a developmental cognitive architecture to bootstrap this redescription process stage by stage, build new state representations with appropriate motivations, and transfer the acquired knowledge across domains or tasks or even across robots. We describe results obtained so far with this approach and end up with a discussion of the questions it raises in Neuroscience.
Training spiking neural networks using reinforcement learning
Neurons in the brain communicate with each other through discrete action spikes as opposed to continuous signal transmission in artificial neural networks. Therefore, the traditional techniques for optimization of parameters in neural networks which rely on the assumption of differentiability of activation functions are no longer applicable to modeling the learning processes in the brain. In this project, we propose biologically-plausible alternatives to backpropagation to facilitate the training of spiking neural networks. We primarily focus on investigating the candidacy of reinforcement learning (RL) rules in solving the spatial and temporal credit assignment problems to enable decision-making in complex tasks. In one approach, we consider each neuron in a multi-layer neural network as an independent RL agent forming a different representation of the feature space while the network as a whole forms the representation of the complex policy to solve the task at hand. In other approach, we apply the reparameterization trick to enable differentiation through stochastic transformations in spiking neural networks. We compare and contrast the two approaches by applying them to traditional RL domains such as gridworld, cartpole and mountain car. Further we also suggest variations and enhancements to enable future research in this area.
Generalized State-Dependent Exploration for Deep Reinforcement Learning in Robotics
Reinforcement learning (RL) enables robots to learn skills from interactions with the real world. In practice, the unstructured step-based exploration used in Deep RL -- often very successful in simulation -- leads to jerky motion patterns on real robots. Consequences of the resulting shaky behavior are poor exploration, or even damage to the robot. We address these issues by adapting state-dependent exploration (SDE) to current Deep RL algorithms. To enable this adaptation, we propose three extensions to the original SDE, which leads to a new exploration method generalized state-dependent exploration (gSDE). We evaluate gSDE both in simulation, on PyBullet continuous control tasks, and directly on a tendon-driven elastic robot. gSDE yields competitive results in simulation but outperforms the unstructured exploration on the real robot. The code is available at https://github.com/DLR-RM/stable-baselines3/tree/sde.
Token Manipulation Generative Adversarial Network for Text Generation
MaskGAN opens the query for the conditional language model by filling in the blanks between the given tokens. In this paper, we focus on addressing the limitations caused by having to specify blanks to be filled. We decompose conditional text generation problem into two tasks, make-a-blank and fill-in-the-blank, and extend the former to handle more complex manipulations on the given tokens. We cast these tasks as a hierarchical multi agent RL problem and introduce a conditional adversarial learning that allows the agents to reach a goal, producing realistic texts, in cooperative setting. We show that the proposed model not only addresses the limitations but also provides good results without compromising the performance in terms of quality and diversity.