Reinforcement Learning
Constrained Exploration and Recovery from Experience Shaping
Pham, Tu-Hoa, De Magistris, Giovanni, Agravante, Don Joven, Chaudhury, Subhajit, Munawar, Asim, Tachibana, Ryuki
We consider the problem of reinforcement learning under safety requirements, in which an agent is trained to complete a given task, typically formalized as the maximization of a reward signal over time, while concurrently avoiding undesirable actions or states, associated to lower rewards, or penalties. The construction and balancing of different reward components can be difficult in the presence of multiple objectives, yet is crucial for producing a satisfying policy. For example, in reaching a target while avoiding obstacles, low collision penalties can lead to reckless movements while high penalties can discourage exploration. To circumvent this limitation, we examine the effect of past actions in terms of safety to estimate which are acceptable or should be avoided in the future. We then actively reshape the action space of the agent during reinforcement learning, so that reward-driven exploration is constrained within safety limits. We propose an algorithm enabling the learning of such safety constraints in parallel with reinforcement learning and demonstrate its effectiveness in terms of both task completion and training time.
Target Transfer Q-Learning and Its Convergence Analysis
Wang, Yue, Meng, Qi, Cheng, Wei, Liug, Yuting, Ma, Zhi-Ming, Liu, Tie-Yan
Q-learning is one of the most popular methods in Reinforcement Learning (RL). Transfer Learning aims to utilize the learned knowledge from source tasks to help new tasks to improve the sample complexity of the new tasks. Considering that data collection in RL is both more time and cost consuming and Q-learning converges slowly comparing to supervised learning, different kinds of transfer RL algorithms are designed. However, most of them are heuristic with no theoretical guarantee of the convergence rate. Therefore, it is important for us to clearly understand when and how will transfer learning help RL method and provide the theoretical guarantee for the improvement of the sample complexity. In this paper, we propose to transfer the Q-function learned in the source task to the target of the Q-learning in the new task when certain safe conditions are satisfied. We call this new transfer Q-learning method target transfer Q-Learning. The safe conditions are necessary to avoid the harm to the new tasks and thus ensure the convergence of the algorithm. We study the convergence rate of the target transfer Q-learning. We prove that if the two tasks are similar with respect to the MDPs, the optimal Q-functions in the source and new RL tasks are similar which means the error of the transferred target Q-function in new MDP is small. Also, the convergence rate analysis shows that the target transfer Q-Learning will converge faster than Q-learning if the error of the transferred target Q-function is smaller than the current Q-function in the new task. Based on our theoretical results, we design the safe condition as the Bellman error of the transferred target Q-function is less than the current Q-function. Our experiments are consistent with our theoretical founding and verified the effectiveness of our proposed target transfer Q-learning method.
Interpretable Multi-Objective Reinforcement Learning through Policy Orchestration
Noothigattu, Ritesh, Bouneffouf, Djallel, Mattei, Nicholas, Chandra, Rachita, Madan, Piyush, Varshney, Kush, Campbell, Murray, Singh, Moninder, Rossi, Francesca
Autonomous cyber-physical agents and systems play an increasingly large role in our lives. To ensure that agents behave in ways aligned with the values of the societies in which they operate, we must develop techniques that allow these agents to not only maximize their reward in an environment, but also to learn and follow the implicit constraints of society. These constraints and norms can come from any number of sources including regulations, business process guidelines, laws, ethical principles, social norms, and moral values. We detail a novel approach that uses inverse reinforcement learning to learn a set of unspecified constraints from demonstrations of the task, and reinforcement learning to learn to maximize the environment rewards. More precisely, we assume that an agent can observe traces of behavior of members of the society but has no access to the explicit set of constraints that give rise to the observed behavior. Inverse reinforcement learning is used to learn such constraints, that are then combined with a possibly orthogonal value function through the use of a contextual bandit-based orchestrator that picks a contextually-appropriate choice between the two policies (constraint-based and environment reward-based) when taking actions. The contextual bandit orchestrator allows the agent to mix policies in novel ways, taking the best actions from either a reward maximizing or constrained policy. In addition, the orchestrator is transparent on which policy is being employed at each time step. We test our algorithms using a Pac-Man domain and show that the agent is able to learn to act optimally, act within the demonstrated constraints, and mix these two functions in complex ways.
AI for Government Programs and the Federal Marketplace - CTOvision.com
ScaleUP USA has developed a free "Artificial Intelligence for Government" program to help the government employees and contractors learn foundational skills around Artificial Intelligence and the unique challenges faced in using it in the government. The program is focused on beginners in Artificial Intelligence (AI), Machine Learning (ML), and Reinforcement Learning (RL) with minimal technical fluency. No STEM / Computer Science degree required. The program targets government executives trying to understand how to use Artificial Intelligence as well as government contractors wanting to learn how to integrate AI into their offering and startups trying to understand how to work with the government on AI, ML, and RL. ScaleUP USA is also building a video-based marketplace of AI technologies for government where companies can showcase their products, platforms, and services relevant for governments.
Logically-Constrained Neural Fitted Q-Iteration
Hasanbeig, Mohammadhosein, Abate, Alessandro, Kroening, Daniel
This paper proposes a method for efficient training of the Q-function for continuous-state Markov Decision Processes (MDP), such that the traces of the resulting policies satisfy a Linear Temporal Logic (LTL) property. The logical property is converted into a limit deterministic Buchi automaton with which a product MDP is constructed. The control policy is then synthesized by a reinforcement learning algorithm assuming that no prior knowledge is available from the MDP. The proposed method is evaluated in a numerical study to test the quality of the generated control policy and is compared against conventional methods for policy synthesis such as MDP abstraction (Voronoi quantizer) and approximate dynamic programming (fitted value iteration).
Dynamic Weights in Multi-Objective Deep Reinforcement Learning
Abels, Axel, Roijers, Diederik M., Lenaerts, Tom, Nowรฉ, Ann, Steckelmacher, Denis
Many real-world decision problems are characterized by multiple objectives which must be balanced based on their relative importance. In the dynamic weights setting this relative importance changes over time, as recognized by Natarajan and Tadepalli (2005) who proposed a tabular Reinforcement Learning algorithm to deal with this problem. However, this earlier work is not feasible for reinforcement learning settings in which the input is high-dimensional, necessitating the use of function approximators, such as neural networks. We propose two novel methods for multi-objective RL with dynamic weights, a multi-network approach and a single-network approach that conditions on the weights. Due to the inherent non-stationarity of the dynamic weights setting, standard experience replay techniques are insufficient. We therefore propose diverse experience replay, a framework to maintain a diverse set of experiences in the replay buffer, and show how it can be applied to make experience replay relevant in multi-objective RL. To evaluate the performance of our algorithms we introduce a new benchmark called the Minecart problem. We show empirically that our algorithms outperform more naive approaches. We also show that, while there are significant differences between many small changes in the weights opposed to sparse larger changes, the conditioned network with diverse experience replay consistently outperforms the other algorithms.
Benchmarking Reinforcement Learning Algorithms on Real-World Robots
Mahmood, A. Rupam, Korenkevych, Dmytro, Vasan, Gautham, Ma, William, Bergstra, James
Through many recent successes in simulation, model-free reinforcement learning has emerged as a promising approach to solving continuous control robotic tasks. The research community is now able to reproduce, analyze and build quickly on these results due to open source implementations of learning algorithms and simulated benchmark tasks. To carry forward these successes to real-world applications, it is crucial to withhold utilizing the unique advantages of simulations that do not transfer to the real world and experiment directly with physical robots. However, reinforcement learning research with physical robots faces substantial resistance due to the lack of benchmark tasks and supporting source code. In this work, we introduce several reinforcement learning tasks with multiple commercially available robots that present varying levels of learning difficulty, setup, and repeatability. On these tasks, we test the learning performance of off-the-shelf implementations of four reinforcement learning algorithms and analyze sensitivity to their hyper-parameters to determine their readiness for applications in various real-world tasks. Our results show that with a careful setup of the task interface and computations, some of these implementations can be readily applicable to physical robots. We find that state-of-the-art learning algorithms are highly sensitive to their hyper-parameters and their relative ordering does not transfer across tasks, indicating the necessity of re-tuning them for each task for best performance. On the other hand, the best hyper-parameter configuration from one task may often result in effective learning on held-out tasks even with different robots, providing a reasonable default. We make the benchmark tasks publicly available to enhance reproducibility in real-world reinforcement learning.
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game
Sun, Peng, Sun, Xinghai, Han, Lei, Xiong, Jiechao, Wang, Qing, Li, Bo, Zheng, Yang, Liu, Ji, Liu, Yongsheng, Liu, Han, Zhang, Tong
Starcraft II (SCII) is widely considered as the most challenging Real Time Strategy (RTS) game as of now, due to large observation space, huge (continuous and infinite) action space, partial observation, multi-player simultaneous game model, long time horizon decision, etc. To push the frontier of AI's capability, Deepmind and Blizzard jointly present the StarCraft II Learning Environment (SC2LE) --- a testbench for designing complex decision making systems. While SC2LE provides a few mini games such as \textit{MoveToBeacon}, \textit{CollectMineralShards}, and \textit{DefeatRoaches} where some AI agents achieve the professional player's level, it is still far away from achieving the professional level in a \emph{full} game. To initialize the research and investigation in the full game, we develop two AI agents --- the AI agent TStarBot1 is based on deep reinforcement learning over flat action structure, and the AI agent TStarBot2 is based on rule controller over hierarchical action structure. Both TStarBot1 and TStarBot2 are able to defeat the builtin AI agents from level 1 to level 10 in a full game (1v1 \textit{Zerg}-vs-\textit{Zerg} game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with full vision on the whole map, with resource harvest boosting, and with both, respectively \footnote{According to some informal discussions from the StarCraft II forum, level 10 builtin AI is estimated to be Platinum to Diamond~\cite{scii-forum}, which are equivalent to top 50\% - 30\% human players in the ranking system of Battle.net Leagues~\cite{liquid}. }.