Reinforcement Learning
Randomized Adversarial Imitation Learning for Autonomous Driving
Shin, MyungJae, Kim, Joongheon
With the evolution of various advanced driver assistance system (ADAS) platforms, the design of autonomous driving system is becoming more complex and safety-critical. The autonomous driving system simultaneously activates multiple ADAS functions; and thus it is essential to coordinate various ADAS functions. This paper proposes a randomized adversarial imitation learning (RAIL) method that imitates the coordination of autonomous vehicle equipped with advanced sensors. The RAIL policies are trained through derivative-free optimization for the decision maker that coordinates the proper ADAS functions, e.g., smart cruise control and lane keeping system. Especially, the proposed method is also able to deal with the LIDAR data and makes decisions in complex multi-lane highways and multi-agent environments.
Learning Novel Policies For Tasks
Zhang, Yunbo, Yu, Wenhao, Turk, Greg
In this work, we present a reinforcement learning algorithm that can find a variety of policies (novel policies) for a task that is given by a task reward function. Our method does this by creating a second reward function that recognizes previously seen state sequences and rewards those by novelty, which is measured using autoencoders that have been trained on state sequences from previously discovered policies. We present a two-objective update technique for policy gradient algorithms in which each update of the policy is a compromise between improving the task reward and improving the novelty reward. Using this method, we end up with a collection of policies that solves a given task as well as carrying out action sequences that are distinct from one another. We demonstrate this method on maze navigation tasks, a reaching task for a simulated robot arm, and a locomotion task for a hopper. We also demonstrate the effectiveness of our approach on deceptive tasks in which policy gradient methods often get stuck.
Distributional Reinforcement Learning for Efficient Exploration
Mavrin, Borislav, Zhang, Shangtong, Yao, Hengshuai, Kong, Linglong, Wu, Kaiwen, Yu, Yaoliang
In distributional reinforcement learning (RL), the estimated distribution of value function models both the parametric and intrinsic uncertainties. We propose a novel and efficient exploration method for deep RL that has two components. The first is a decaying schedule to suppress the intrinsic uncertainty. The second is an exploration bonus calculated from the upper quantiles of the learned distribution. In Atari 2600 games, our method outperforms QR-DQN in 12 out of 14 hard games (achieving 483 \% average gain across 49 games in cumulative rewards over QR-DQN with a big win in Venture). We also compared our algorithm with QR-DQN in a challenging 3D driving simulator (CARLA). Results show that our algorithm achieves near-optimal safety rewards twice faster than QRDQN.
Control Regularization for Reduced Variance Reinforcement Learning
Cheng, Richard, Verma, Abhinav, Orosz, Gabor, Chaudhuri, Swarat, Yue, Yisong, Burdick, Joel W.
Dealing with high variance is a significant challenge in model-free reinforcement learning (RL). Existing methods are unreliable, exhibiting high variance in performance from run to run using different initializations/seeds. Focusing on problems arising in continuous control, we propose a functional regularization approach to augmenting model-free RL. In particular, we regularize the behavior of the deep policy to be similar to a policy prior, i.e., we regularize in function space. We show that functional regularization yields a bias-variance trade-off, and propose an adaptive tuning strategy to optimize this trade-off. When the policy prior has control-theoretic stability guarantees, we further show that this regularization approximately preserves those stability guarantees throughout learning. We validate our approach empirically on a range of settings, and demonstrate significantly reduced variance, guaranteed dynamic stability, and more efficient learning than deep RL alone.
Differentiable Game Mechanics
Letcher, Alistair, Balduzzi, David, Racaniere, Sebastien, Martens, James, Foerster, Jakob, Tuyls, Karl, Graepel, Thore
Deep learning is built on the foundational guarantee that gradient descent on an objective function converges to local minima. Unfortunately, this guarantee fails in settings, such as generative adversarial nets, that exhibit multiple interacting losses. The behavior of gradient-based methods in games is not well understood -- and is becoming increasingly important as adversarial and multi-objective architectures proliferate. In this paper, we develop new tools to understand and control the dynamics in n-player differentiable games. The key result is to decompose the game Jacobian into two components. The first, symmetric component, is related to potential games, which reduce to gradient descent on an implicit function. The second, antisymmetric component, relates to Hamiltonian games, a new class of games that obey a conservation law akin to conservation laws in classical mechanical systems. The decomposition motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding stable fixed points in differentiable games. Basic experiments show SGA is competitive with recently proposed algorithms for finding stable fixed points in GANs -- while at the same time being applicable to, and having guarantees in, much more general cases.
Diagnosing Reinforcement Learning for Traffic Signal Control
Zheng, Guanjie, Zang, Xinshi, Xu, Nan, Wei, Hua, Yu, Zhengyao, Gayah, Vikash, Xu, Kai, Li, Zhenhui
With the increasing availability of traffic data and advance of deep reinforcement learning techniques, there is an emerging trend of employing reinforcement learning (RL) for traffic signal control. A key question for applying RL to traffic signal control is how to define the reward and state. The ultimate objective in traffic signal control is to minimize the travel time, which is difficult to reach directly. Hence, existing studies often define reward as an ad-hoc weighted linear combination of several traffic measures. However, there is no guarantee that the travel time will be optimized with the reward. In addition, recent RL approaches use more complicated state (e.g., image) in order to describe the full traffic situation. However, none of the existing studies has discussed whether such a complex state representation is necessary. This extra complexity may lead to significantly slower learning process but may not necessarily bring significant performance gain. In this paper, we propose to re-examine the RL approaches through the lens of classic transportation theory. We ask the following questions: (1) How should we design the reward so that one can guarantee to minimize the travel time? (2) How to design a state representation which is concise yet sufficient to obtain the optimal solution? Our proposed method LIT is theoretically supported by the classic traffic signal control methods in transportation field. LIT has a very simple state and reward design, thus can serve as a building block for future RL approaches to traffic signal control. Extensive experiments on both synthetic and real datasets show that our method significantly outperforms the state-of-the-art traffic signal control methods.
Learning and Exploiting Multiple Subgoals for Fast Exploration in Hierarchical Reinforcement Learning
Hierarchical Reinforcement Learning (HRL) exploits temporally extended actions, or options, to make decisions from a higher-dimensional perspective to alleviate the sparse reward problem, one of the most challenging problems in reinforcement learning. The majority of existing HRL algorithms require either significant manual design with respect to the specific environment or enormous exploration to automatically learn options from data. To achieve fast exploration without using manual design, we devise a multi-goal HRL algorithm, consisting of a high-level policy Manager and a low-level policy Worker. The Manager provides the Worker multiple subgoals at each time step. Each subgoal corresponds to an option to control the environment. Although the agent may show some confusion at the beginning of training since it is guided by three diverse subgoals, the agent's behavior policy will quickly learn how to respond to multiple subgoals from the high-level controller on different occasions. By exploiting multiple subgoals, the exploration efficiency is significantly improved. We conduct experiments in Atari's Montezuma's Revenge environment, a well-known sparse reward environment, and in doing so achieve the same performance as state-of-the-art HRL methods with substantially reduced training time cost.
Metareasoning in Modular Software Systems: On-the-Fly Configuration using Reinforcement Learning with Rich Contextual Representations
Modi, Aditya, Dey, Debadeepta, Agarwal, Alekh, Swaminathan, Adith, Nushi, Besmira, Andrist, Sean, Horvitz, Eric
Assemblies of modular subsystems are being pressed into service to perform sensing, reasoning, and decision making in high-stakes, time-critical tasks in such areas as transportation, healthcare, and industrial automation. We address the opportunity to maximize the utility of an overall computing system by employing reinforcement learning to guide the configuration of the set of interacting modules that comprise the system. The challenge of doing system-wide optimization is a combinatorial problem. Local attempts to boost the performance of a specific module by modifying its configuration often leads to losses in overall utility of the system's performance as the distribution of inputs to downstream modules changes drastically. We present metareasoning techniques which consider a rich representation of the input, monitor the state of the entire pipeline, and adjust the configuration of modules on-the-fly so as to maximize the utility of a system's operation. We show significant improvement in both real-world and synthetic pipelines across a variety of reinforcement learning techniques.
Learning Phase Competition for Traffic Signal Control
Zheng, Guanjie, Xiong, Yuanhao, Zang, Xinshi, Feng, Jie, Wei, Hua, Zhang, Huichu, Li, Yong, Xu, Kai, Li, Zhenhui
Increasingly available city data and advanced learning techniques have empowered people to improve the efficiency of our city functions. Among them, improving the urban transportation efficiency is one of the most prominent topics. Recent studies have proposed to use reinforcement learning (RL) for traffic signal control. Different from traditional transportation approaches which rely heavily on prior knowledge, RL can learn directly from the feedback. On the other side, without a careful model design, existing RL methods typically take a long time to converge and the learned models may not be able to adapt to new scenarios. For example, a model that is trained well for morning traffic may not work for the afternoon traffic because the traffic flow could be reversed, resulting in a very different state representation. In this paper, we propose a novel design called FRAP, which is based on the intuitive principle of phase competition in traffic signal control: when two traffic signals conflict, priority should be given to one with larger traffic movement (i.e., higher demand). Through the phase competition modeling, our model achieves invariance to symmetrical cases such as flipping and rotation in traffic flow. By conducting comprehensive experiments, we demonstrate that our model finds better solutions than existing RL methods in the complicated all-phase selection problem, converges much faster during training, and achieves superior generalizability for different road structures and traffic conditions.
Accelerated Target Updates for Q-learning
Weng, Bowen, Xiong, Huaqing, Zhang, Wei
This paper studies accelerations in Q-learning algorithms. We propose an accelerated target update scheme by incorporating the historical iterates of Q functions. The idea is conceptually inspired by the momentum-based accelerated methods in the optimization theory. Conditions under which the proposed accelerated algorithms converge are established. The algorithms are validated using commonly adopted testing problems in reinforcement learning, including the FrozenLake grid world game, two discrete-time LQR problems from the Deepmind Control Suite, and the Atari 2600 games. Simulation results show that the proposed accelerated algorithms can improve the convergence performance compared with the vanilla Q-learning algorithm.