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 Reinforcement Learning


Asynchronous Policy Evaluation in Distributed Reinforcement Learning over Networks

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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

arXiv.org Machine 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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Machine Learning

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


Reinforcement Learning through Active Inference

arXiv.org Artificial Intelligence

The central tenet of reinforcement learning (RL) is that agents seek to maximize the sum of cumulative rewards. In contrast, active inference, an emerging framework within cognitive and computational neuroscience, proposes that agents act to maximize the evidence for a biased generative model. Here, we illustrate how ideas from active inference can augment traditional RL approaches by (i) furnishing an inherent balance of exploration and exploitation, and (ii) providing a more flexible conceptualization of reward. Inspired by active inference, we develop and implement a novel objective for decision making, which we term the free energy of the expected future. We demonstrate that the resulting algorithm successfully balances exploration and exploitation, simultaneously achieving robust performance on several challenging RL benchmarks with sparse, well-shaped, and no rewards.


Online Batch Decision-Making with High-Dimensional Covariates

arXiv.org Machine Learning

We propose and investigate a class of new algorithms for sequential decision making that interacts with \textit{a batch of users} simultaneously instead of \textit{a user} at each decision epoch. This type of batch models is motivated by interactive marketing and clinical trial, where a group of people are treated simultaneously and the outcomes of the whole group are collected before the next stage of decision. In such a scenario, our goal is to allocate a batch of treatments to maximize treatment efficacy based on observed high-dimensional user covariates. We deliver a solution, named \textit{Teamwork LASSO Bandit algorithm}, that resolves a batch version of explore-exploit dilemma via switching between teamwork stage and selfish stage during the whole decision process. This is made possible based on statistical properties of LASSO estimate of treatment efficacy that adapts to a sequence of batch observations. In general, a rate of optimal allocation condition is proposed to delineate the exploration and exploitation trade-off on the data collection scheme, which is sufficient for LASSO to identify the optimal treatment for observed user covariates. An upper bound on expected cumulative regret of the proposed algorithm is provided.