Reinforcement Learning
On Memory Mechanism in Multi-Agent Reinforcement Learning
Zhou, Yilun, Asher, Derrik E., Waytowich, Nicholas R., Shah, Julie A.
Multi-agent reinforcement learning (MARL) extends (single-agent) reinforcement learning (RL) by introducing additional agents and (potentially) partial observability of the environment. Consequently, algorithms for solving MARL problems incorporate various extensions beyond traditional RL methods, such as a learned communication protocol between cooperative agents that enables exchange of private information or adaptive modeling of opponents in competitive settings. One popular algorithmic construct is a memory mechanism such that an agent's decisions can depend not only upon the current state but also upon the history of observed states and actions. In this paper, we study how a memory mechanism can be useful in environments with different properties, such as observability, internality and presence of a communication channel. Using both prior work and new experiments, we show that a memory mechanism is helpful when learning agents need to model other agents and/or when communication is constrained in some way; however we must to be cautious of agents achieving effective memoryfulness through other means.
An Online Reinforcement Learning Approach to Quality-Cost-Aware Task Allocation for Multi-Attribute Social Sensing
Zhang, Yang, Zhang, Daniel, Vance, Nathan, Wang, Dong
Social sensing has emerged as a new sensing paradigm where humans (or devices on their behalf) collectively report measurements about the physical world. This paper focuses on a quality-cost-aware task allocation problem in multi-attribute social sensing applications. The goal is to identify a task allocation strategy (i.e., decide when and where to collect sensing data) to achieve an optimized tradeoff between the data quality and the sensing cost. While recent progress has been made to tackle similar problems, three important challenges have not been well addressed: (i) "online task allocation": the task allocation schemes need to respond quickly to the potentially large dynamics of the measured variables in social sensing; (ii) "multi-attribute constrained optimization": minimizing the overall sensing error given the dependencies and constraints of multiple attributes of the measured variables is a nontrivial problem to solve; (iii) "nonuniform task allocation cost": the task allocation cost in social sensing often has a nonuniform distribution which adds additional complexity to the optimized task allocation problem. We evaluate the QCO-TA scheme through a real-world social sensing application and the results show that our scheme significantly outperforms the state-of-the-art baselines in terms of both sensing accuracy and cost. Introduction This paper presents an online reinforcement learning framework to solve the quality-cost-aware task allocation problem in multi-attribute social sensing applications. Social sensing has emerged as a new sensing paradigm in pervasive and mobile computing applications where humans (or devices on their behalf) collectively report measurements about the physical world [1, 2]. Examples of social sensing applications include air quality and environment monitoring in smart cities using mobile devices [3], malfunctioning urban infrastructures reporting using geotagging [4], and damage assessment in disaster response using online social media [5]. In social sensing applications, participants perform sensing tasks at assigned locations to collect different attributes of the measured variables that are of interests to the application [6]. For example, in an urban air quality sensing application, participants are tasked to measure various air quality attributes (e.g., PM 2.5, PM 10, CO 2) at different locations of the city to estimate the overall air quality and identity potential health risks. We refer to this category of applications as multi-attribute social sensing applications . In multi-attribute social sensing applications, there exists a fundamental tradeoff between data quality and sensing (task allocation) cost [3, 7]. 2 In particular, it is essential to obtain comprehensive and accurate measurements to ensure the desired data quality of the social sensing applications.
Reinforcement Learning for Temporal Logic Control Synthesis with Probabilistic Satisfaction Guarantees
Hasanbeig, Mohammadhosein, Kantaros, Yiannis, Abate, Alessandro, Kroening, Daniel, Pappas, George J., Lee, Insup
Reinforcement Learning (RL) has emerged as an efficient method of choice for solving complex sequential decision making problems in automatic control, computer science, economics, and biology. In this paper we present a model-free RL algorithm to synthesize control policies that maximize the probability of satisfying high-level control objectives given as Linear Temporal Logic (LTL) formulas. Uncertainty is considered in the workspace properties, the structure of the workspace, and the agent actions, giving rise to a Probabilistically-Labeled Markov Decision Process (PL-MDP) with unknown graph structure and stochastic behaviour, which is even more general case than a fully unknown MDP. We first translate the LTL specification into a Limit Deterministic Buchi Automaton (LDBA), which is then used in an on-the-fly product with the PL-MDP. Thereafter, we define a synchronous reward function based on the acceptance condition of the LDBA. Finally, we show that the RL algorithm delivers a policy that maximizes the satisfaction probability asymptotically. We provide experimental results that showcase the efficiency of the proposed method.
Mutual-Information Regularization in Markov Decision Processes and Actor-Critic Learning
Leibfried, Felix, Grau-Moya, Jordi
Cumulative entropy regularization introduces a regulatory signal to the reinforcement learning (RL) problem that encourages policies with high-entropy actions, which is equivalent to enforcing small deviations from a uniform reference marginal policy. This has been shown to improve exploration and robustness, and it tackles the value overestimation problem. It also leads to a significant performance increase in tabular and high-dimensional settings, as demonstrated via algorithms such as soft Q-learning (SQL) and soft actor-critic (SAC). Cumulative entropy regularization has been extended to optimize over the reference marginal policy instead of keeping it fixed, yielding a regularization that minimizes the mutual information between states and actions. While this has been initially proposed for Markov Decision Processes (MDPs) in tabular settings, it was recently shown that a similar principle leads to significant improvements over vanilla SQL in RL for high-dimensional domains with discrete actions and function approximators. Here, we follow the motivation of mutual-information regularization from an inference perspective and theoretically analyze the corresponding Bellman operator. Inspired by this Bellman operator, we devise a novel mutual-information regularized actor-critic learning (MIRACLE) algorithm for continuous action spaces that optimizes over the reference marginal policy. We empirically validate MIRACLE in the Mujoco robotics simulator, where we demonstrate that it can compete with contemporary RL methods. Most notably, it can improve over the model-free state-of-the-art SAC algorithm which implicitly assumes a fixed reference policy.
Interactive Fiction Games: A Colossal Adventure
Hausknecht, Matthew, Ammanabrolu, Prithviraj, Cรดtรฉ, Marc-Alexandre, Yuan, Xingdi
A hallmark of human intelligence is the ability to understand and communicate with language. Interactive Fiction games are fully text-based simulation environments where a player issues text commands to effect change in the environment and progress through the story. We argue that IF games are an excellent testbed for studying language-based autonomous agents. In particular, IF games combine challenges of combinatorial action spaces, language understanding, and commonsense reasoning. To facilitate rapid development of language-based agents, we introduce Jericho, a learning environment for man-made IF games and conduct a comprehensive study of text-agents across a rich set of games, highlighting directions in which agents can improve.
Correlation Priors for Reinforcement Learning
Alt, Bastian, ล oลกiฤ, Adrian, Koeppl, Heinz
Many decision-making problems naturally exhibit pronounced structures inherited from the underlying characteristics of the environment. In a Markov decision process model, for example, two distinct states can have inherently related semantics or encode resembling physical state configurations, often implying locally correlated transition dynamics among the states. In order to complete a certain task, an agent acting in such environments needs to execute a series of temporally and spatially correlated actions. Though there exists a variety of approaches to account for correlations in continuous state-action domains, a principled solution for discrete environments is missing. In this work, we present a Bayesian learning framework based on P\'olya-Gamma augmentation that enables an analogous reasoning in such cases. We demonstrate the framework on a number of common decision-making related tasks, such as reinforcement learning, imitation learning and system identification. By explicitly modeling the underlying correlation structures, the proposed approach yields superior predictive performance compared to correlation-agnostic models, even when trained on data sets that are up to an order of magnitude smaller in size.
Learning Transferable Domain Priors for Safe Exploration in Reinforcement Learning
Karimpanal, Thommen George, Rana, Santu, Gupta, Sunil, Tran, Truyen, Venkatesh, Svetha
Prior access to domain knowledge could significantly improve the performance of a reinforcement learning agent. In particular, it could help agents avoid potentially catastrophic exploratory actions, which would otherwise have to be experienced during learning. In this work, we identify consistently undesirable actions in a set of previously learned tasks, and use pseudo-rewards associated with them to learn a prior policy. In addition to enabling safe exploratory behaviors in subsequent tasks in the domain, these priors are transferable to similar environments, and can be learned off-policy and in parallel with the learning of other tasks in the domain. We compare our approach to established, state-of-the-art algorithms in a grid-world navigation environment, and demonstrate that it exhibits a superior performance with respect to avoiding unsafe actions while learning to perform arbitrary tasks in the domain. We also present some theoretical analysis to support these results, and discuss the implications and some alternative formulations of this approach, which could also be useful to accelerate learning in certain scenarios.
A Survey on Reproducibility by Evaluating Deep Reinforcement Learning Algorithms on Real-World Robots
Lynnerup, Nicolai A., Nolling, Laura, Hasle, Rasmus, Hallam, John
As reinforcement learning (RL) achieves more success in solving complex tasks, more care is needed to ensure that RL research is reproducible and that algorithms herein can be compared easily and fairly with minimal bias. RL results are, however, notoriously hard to reproduce due to the algorithms' intrinsic variance, the environments' stochasticity, and numerous (potentially unreported) hyper-parameters. In this work we investigate the many issues leading to irreproducible research and how to manage those. We further show how to utilise a rigorous and standardised evaluation approach for easing the process of documentation, evaluation and fair comparison of different algorithms, where we emphasise the importance of choosing the right measurement metrics and conducting proper statistics on the results, for unbiased reporting of the results.
What is Deep Reinforcement Learning? โ Data Smarts
Last week talked about Reinforcement Learning, how it's been used in real-world applications today some of the components and trade-off we ought to make when we program an agent to learn from its environment. You can check the post here. Today's post will be a short one as we focus only on the "DEEP" part of Deep Reinforcement Learning. As you might have already guessed, Deep Reinforcement Learning is just a variant of Reinforcement Learning, so everything we learn in previous Wednesday's post clearly holds and applies. However, I want to shed some light on the differences between DRL and traditional RL, so I think you'll find this article quite useful.
AWS DeepRacer - the fastest way to get rolling with machine learning
AWS DeepRacer is a 1/18th scale race car which gives you an interesting and fun way to get started with reinforcement learning (RL). RL is an advanced machine learning (ML) technique which takes a very different approach to training models than other machine learning methods. Its super power is that it learns very complex behaviors without requiring any labeled training data, and can make short term decisions while optimizing for a longer term goal. With AWS DeepRacer, you now have a way to get hands-on with RL, experiment, and learn through autonomous driving. You can get started with the virtual car and tracks in the cloud-based 3D racing simulator, and for a real-world experience, you can deploy your trained models onto AWS DeepRacer and race your friends, or take part in the global AWS DeepRacer League.