Reinforcement Learning
Provably Efficient Safe Exploration via Primal-Dual Policy Optimization
Ding, Dongsheng, Wei, Xiaohan, Yang, Zhuoran, Wang, Zhaoran, Jovanović, Mihailo R.
We study the Safe Reinforcement Learning (SRL) problem using the Constrained Markov Decision Process (CMDP) formulation in which an agent aims to maximize the expected total reward subject to a safety constraint on the expected total value of a criterion function (e.g., utility). We focus on an episodic setting with the function approximation where the reward and criterion functions and the Markov transition kernels all have a linear structure but do not impose any additional assumptions on the sampling model. Designing SRL algorithms with provable computational and statistical efficiency is particularly challenging under this setting because of the need to incorporate both the safety constraint and the function approximation into the fundamental exploitation/exploration tradeoff. To this end, we present an {O}ptimistic {P}rimal-{D}ual Proximal Policy {OP}timization (OPDOP) algorithm where the value function is estimated by combining the least-squares policy evaluation and an additional bonus term for safe exploration. We prove that the proposed algorithm achieves an O(d^{1.5}H^{3.5}\sqrt{T}) regret and an O(d^{1.5}H^{3.5}\sqrt{T}) constraint violation, where d is the dimension of the feature mapping, H is the horizon of each episode, and T is the total number of steps. We establish these bounds under the following two settings: (i) Both the reward and criterion functions can change adversarially but are revealed entirely after each episode. (ii) The reward/criterion functions are fixed but the feedback after each episode is bandit. Our bounds depend on the capacity of the state space only through the dimension of the feature mapping and thus our results hold even when the number of states goes to infinity. To the best of our knowledge, we provide the first provably efficient policy optimization algorithm for CMDPs with safe exploration.
Scalable Learning Paradigms for Data-Driven Wireless Communication
Xu, Yue, Yin, Feng, Xu, Wenjun, Lee, Chia-Han, Lin, Jiaru, Cui, Shuguang
The marriage of wireless big data and machine learning techniques revolutionizes the wireless system by the data-driven philosophy. However, the ever exploding data volume and model complexity will limit centralized solutions to learn and respond within a reasonable time. Therefore, scalability becomes a critical issue to be solved. In this article, we aim to provide a systematic discussion on the building blocks of scalable data-driven wireless networks. On one hand, we discuss the forward-looking architecture and computing framework of scalable data-driven systems from a global perspective. On the other hand, we discuss the learning algorithms and model training strategies performed at each individual node from a local perspective. We also highlight several promising research directions in the context of scalable data-driven wireless communications to inspire future research.
Asynchronous Policy Evaluation in Distributed Reinforcement Learning over Networks
Sha, Xingyu, Zhang, Jiaqi, Zhang, Kaiqing, You, Keyou, Başar, Tamer
This paper proposes a \emph{fully asynchronous} scheme for policy evaluation of distributed reinforcement learning (DisRL) over peer-to-peer networks. Without any form of coordination, nodes can communicate with neighbors and compute their local variables using (possibly) delayed information at any time, which is in sharp contrast to the asynchronous gossip. Thus, the proposed scheme fully takes advantage of the distributed setting. We prove that our method converges at a linear rate $\mathcal{O}(c^k)$ where $c\in(0,1)$ and $k$ increases by one no matter on which node updates, showing the computational advantage by reducing the amount of synchronization. Numerical experiments show that our method speeds up linearly w.r.t. the number of nodes, and is robust to straggler nodes. To the best of our knowledge, our work is the first theoretical analysis for asynchronous update in DisRL, including the \emph{parallel RL} domain advocated by A3C.
Logarithmic Regret for Adversarial Online Control
Foster, Dylan J., Simchowitz, Max
Reinforcement learning and control consider the behavior of an agent making decisions in a dynamic environment in order to suffer minimal loss. In light of recent practical breakthroughs in datadriven approaches to continuous RL and control (Lillicrap et al., 2016; Mnih et al., 2015; Silver et al., 2017), there is great interest in applying these techniques in real-world decision making applications. However, to reliably deploy data-driven RL and control in physical systems such as self-driving cars, it is critical to develop principled algorithms with provable safety and robustness guarantees. At the same time, algorithms should not be overly pessimistic, and should be able to take advantage of benign environments whenever possible. In this paper we develop algorithms for online linear-quadratic control which ensure robust worst-case performance while optimally adapting to the environment at hand. Linear control has traditionally been studied in settings where the dynamics of the environment are either governed by a well-behaved stochastic process or driven by a worst-case process to which the learner must remain robust in theH sense. We consider an intermediate approach introduced by Agarwal et al. (2019a) in which disturbances are non-stochastic but performance is evaluated in terms of regret. This benchmark forces the learner's control policy to achieve near optimal performance on any specific disturbance process encountered.
Reward Design for Driver Repositioning Using Multi-Agent Reinforcement Learning
A large portion of passenger requests is reportedly unserviced, partially due to vacant for-hire drivers' cruising behavior during the passenger seeking process. This paper aims to model the multi-driver repositioning task through a mean field multi-agent reinforcement learning (MARL) approach that captures competition among multiple agents. Because the direct application of MARL to the multi-driver system under a given reward mechanism will likely yield a suboptimal equilibrium due to the selfishness of drivers, this study proposes an reward design scheme with which a more desired equilibrium can be reached. To effectively solve the bilevel optimization problem with upper level as the reward design and the lower level as a multi-agent system, a Bayesian optimization (BO) algorithm is adopted to speed up the learning process. We then apply the bilevel optimization model to two case studies, namely, e-hailing driver repositioning under service charge and multiclass taxi driver repositioning under NYC congestion pricing. In the first case study, the model is validated by the agreement between the derived optimal control from BO and that from an analytical solution. With a simple piecewise linear service charge, the objective of the e-hailing platform can be increased by 4.0%. In the second case study, an optimal toll charge of $5.1 is solved using BO, which improves the objective of city planners by 7.9%, compared to that without any toll charge. Under this optimal toll charge, the number of taxis in the NYC central business district is decreased, indicating a better traffic condition, without substantially increasing the crowdedness of the subway system.
Learn Task First or Learn Human Partner First? Deep Reinforcement Learning of Human-Robot Cooperation in Asymmetric Hierarchical Dynamic Task
Tao, Lingfeng, Bowman, Michael, Zhang, Jiucai, Zhang, Xiaoli
The deep reinforcement learning method for human-robot cooperation (HRC) is promising for its high performance when robots are learning complex tasks. However, the applicability of such an approach in a real-world context is limited due to long training time, additional training difficulty caused by inconsistent human performance and the inherent instability of policy exploration. With this approach, the robot has two dynamics to learn: how to accomplish the given physical task and how to cooperate with the human partner. Furthermore, the dynamics of the task and human partner are usually coupled, which means the observable outcomes and behaviors are coupled. It is hard for the robot to efficiently learn from coupled observations. In this paper, we hypothesize that the robot needs to learn the task separately from learning the behavior of the human partner to improve learning efficiency and outcomes. This leads to a fundamental question: Should the robot learn the task first or learn the human behavior first (Fig. 1)? We develop a novel hierarchical rewards mechanism with a task decomposition method that enables the robot to efficiently learn a complex hierarchical dynamic task and human behavior for better HRC. The algorithm is validated in a hierarchical control task in a simulated environment with human subject experiments, and we are able to answer the question by analyzing the collected experiment results.
RIDE: Rewarding Impact-Driven Exploration for Procedurally-Generated Environments
Raileanu, Roberta, Rocktäschel, Tim
Exploration in sparse reward environments remains one of the key challenges of model-free reinforcement learning. Instead of solely relying on extrinsic rewards provided by the environment, many state-of-the-art methods use intrinsic rewards to encourage exploration. However, we show that existing methods fall short in procedurally-generated environments where an agent is unlikely to visit a state more than once. We propose a novel type of intrinsic reward which encourages the agent to take actions that lead to significant changes in its learned state representation. We evaluate our method on multiple challenging procedurally-generated tasks in MiniGrid, as well as on tasks with high-dimensional observations used in prior work. Our experiments demonstrate that this approach is more sample efficient than existing exploration methods, particularly for procedurally-generated MiniGrid environments. Furthermore, we analyze the learned behavior as well as the intrinsic reward received by our agent. In contrast to previous approaches, our intrinsic reward does not diminish during the course of training and it rewards the agent substantially more for interacting with objects that it can control.
Mixed Reinforcement Learning with Additive Stochastic Uncertainty
Mu, Yao, Li, Shengbo Eben, Liu, Chang, Sun, Qi, Nie, Bingbing, Cheng, Bo, Peng, Baiyu
Reinforcement learning (RL) methods often rely on massive exploration data to search optimal policies, and suffer from poor sampling efficiency. This paper presents a mixed reinforcement learning (mixed RL) algorithm by simultaneously using dual representations of environmental dynamics to search the optimal policy with the purpose of improving both learning accuracy and training speed. The dual representations indicate the environmental model and the state-action data: the former can accelerate the learning process of RL, while its inherent model uncertainty generally leads to worse policy accuracy than the latter, which comes from direct measurements of states and actions. In the framework design of the mixed RL, the compensation of the additive stochastic model uncertainty is embedded inside the policy iteration RL framework by using explored state-action data via iterative Bayesian estimator (IBE). The optimal policy is then computed in an iterative way by alternating between policy evaluation (PEV) and policy improvement (PIM). The convergence of the mixed RL is proved using the Bellman's principle of optimality, and the recursive stability of the generated policy is proved via the Lyapunov's direct method. The effectiveness of the mixed RL is demonstrated by a typical optimal control problem of stochastic non-affine nonlinear systems (i.e., double lane change task with an automated vehicle).
Policy-Aware Model Learning for Policy Gradient Methods
Abachi, Romina, Ghavamzadeh, Mohammad, Farahmand, Amir-massoud
A model-based reinforcement learning (MBRL) agent gradually learns a model of the environment as it interacts with it, and uses the learned model to plan and find a good policy. This can be done by planning with samples coming from the model, instead of or in addition to the samples from the environment, e.g., Sutton (1990); Peng & Williams (1993); Sutton et al. (2008); Deisenroth et al. (2015); Talvitie (2017); Ha & Schmidhuber (2018). If learning a model is easier than learning the policy or value function in a model-free manner, MBRL will lead to a reduction in the number of required interactions with the real-world and will improve the sample complexity of the agent. However, this is contingent on the ability of the agent to learn an accurate model of the real environment. Therefore, the problem of learning a good model of the environment is of paramount importance in the success of MBRL. This paper addresses the question of how we can approach the problem of learning a model of the environment, and proposes a method called policy-aware model learning (PAML). The conventional approach to model learning in MBRL is to learn a model that is a good predictor of the environment. If the learned model is accurate enough, this leads to a value function or a policy that is close to the optimal one. Learning a good predictive model can be achieved by minimizing some form of a probabilistic loss.
Reinforcement Learning in FlipIt
Reinforcement learning has shown much success in games such as chess, backgammon and Go [1, 2, 3]. However, in most of these games, agents have full knowledge of the environment at all times. In this paper, we describe a deep learning model that successfully optimizes its score using reinforcement learning in a game with incomplete and imperfect information. We apply our model to FlipIt [4], a two-player game in which both players, the attacker and the defender, compete for ownership of a shared resource and only receive information on the current state (such as the current owner of the resource, or the time since the opponent last moved, etc.) upon making a move. Our model is a deep neural network combined with Q-learning and is trained to maximize the defender's time of ownership of the resource. Despite the imperfect observations, our model successfully learns an optimal cost-effective counter-strategy and shows the advantages of the use of deep reinforcement learning in game theoretic scenarios. Our results show that it outperforms the Greedy strategy against distributions such as periodic and exponential distributions without any prior knowledge of the opponent's strategy, and we generalize the model to n-player games.