Reinforcement Learning
On Joint Learning for Solving Placement and Routing in Chip Design
For its advantage in GPU acceleration and less dependency on human experts, machine learning has been an emerging tool for solving the placement and routing problems, as two critical steps in modern chip design flow. Being still in its early stage, there are several fundamental issues unresolved: scalability, reward design, and end-to-end learning paradigm etc. To achieve end-to-end placement learning, we first propose a joint learning method for the placement of macros and standard cells, by the integration of reinforcement learning with a gradient based optimization scheme. To further bridge the placement with the subsequent routing task, we also develop a joint learning approach via reinforcement learning. One key design in our (reinforcement) learning paradigm involves a multi-view embedding model to encode both global graph level and local node level information of the input macros. Moreover, the random network distillation is devised to encourage exploration. Experiments on public chip design benchmarks show that our method can effectively learn from experience and also provide high-quality intermediate placement for the post standard cell placement, within few hours for training.
Coherent Soft Imitation Learning
Imitation learning methods seek to learn from an expert either through behavioral cloning (BC) for the policy or inverse reinforcement learning (IRL) for the reward.Such methods enable agents to learn complex tasks from humans that are difficult to capture with hand-designed reward functions.Choosing between BC or IRL for imitation depends on the quality and state-action coverage of the demonstrations, as well as additional access to the Markov decision process. Hybrid strategies that combine BC and IRL are rare, as initial policy optimization against inaccurate rewards diminishes the benefit of pretraining the policy with BC.Our work derives an imitation method that captures the strengths of both BC and IRL.In the entropy-regularized (`soft') reinforcement learning setting, we show that the behavioral-cloned policy can be used as both a shaped reward and a critic hypothesis space by inverting the regularized policy update. This coherency facilitates fine-tuning cloned policies using the reward estimate and additional interactions with the environment.This approach conveniently achieves imitation learning through initial behavioral cloning and subsequent refinement via RL with online or offline data sources.The simplicity of the approach enables graceful scaling to high-dimensional and vision-based tasks, with stable learning and minimal hyperparameter tuning, in contrast to adversarial approaches.For the open-source implementation and simulation results, see https://joemwatson.github.io/csil/.
Variance-Reduced Off-Policy TDC Learning: Non-Asymptotic Convergence Analysis
Variance reduction techniques have been successfully applied to temporal-difference (TD) learning and help to improve the sample complexity in policy evaluation. However, the existing work applied variance reduction to either the less popular one time-scale TD algorithm or the two time-scale GTD algorithm but with a finite number of i.i.d.\ samples, and both algorithms apply to only the on-policy setting. In this work, we develop a variance reduction scheme for the two time-scale TDC algorithm in the off-policy setting and analyze its non-asymptotic convergence rate over both i.i.d.\ and Markovian samples.
Loss Dynamics of Temporal Difference Reinforcement Learning
Reinforcement learning has been successful across several applications in which agents have to learn to act in environments with sparse feedback. However, despite this empirical success there is still a lack of theoretical understanding of how the parameters of reinforcement learning models and the features used to represent states interact to control the dynamics of learning. In this work, we use concepts from statistical physics, to study the typical case learning curves for temporal difference learning of a value function with linear function approximators. Our theory is derived under a Gaussian equivalence hypothesis where averages over the random trajectories are replaced with temporally correlated Gaussian feature averages and we validate our assumptions on small scale Markov Decision Processes. We find that the stochastic semi-gradient noise due to subsampling the space of possible episodes leads to significant plateaus in the value error, unlike in traditional gradient descent dynamics. We study how learning dynamics and plateaus depend on feature structure, learning rate, discount factor, and reward function. We then analyze how strategies like learning rate annealing and reward shaping can favorably alter learning dynamics and plateaus. To conclude, our work introduces new tools to open a new direction towards developing a theory of learning dynamics in reinforcement learning.
Storage Efficient and Dynamic Flexible Runtime Channel Pruning via Deep Reinforcement Learning
In this paper, we propose a deep reinforcement learning (DRL) based framework to efficiently perform runtime channel pruning on convolutional neural networks (CNNs). Our DRL-based framework aims to learn a pruning strategy to determine how many and which channels to be pruned in each convolutional layer, depending on each individual input instance at runtime. Unlike existing runtime pruning methods which require to store all channels parameters for inference, our framework can reduce parameters storage consumption by introducing a static pruning component. Comparison experimental results with existing runtime and static pruning methods on state-of-the-art CNNs demonstrate that our proposed framework is able to provide a tradeoff between dynamic flexibility and storage efficiency in runtime channel pruning.
A Unified Framework for Alternating Offline Model Training and Policy Learning
In offline model-based reinforcement learning (offline MBRL), we learn a dynamic model from historically collected data, and subsequently utilize the learned model and fixed datasets for policy learning, without further interacting with the environment. Offline MBRL algorithms can improve the efficiency and stability of policy learning over the model-free algorithms. However, in most of the existing offline MBRL algorithms, the learning objectives for the dynamic models and the policies are isolated from each other. Such an objective mismatch may lead to inferior performance of the learned agents. In this paper, we address this issue by developing an iterative offline MBRL framework, where we maximize a lower bound of the true expected return, by alternating between dynamic-model training and policy learning. With the proposed unified model-policy learning framework, we achieve competitive performance on a wide range of continuous-control offline reinforcement learning datasets.
Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi
Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that improve objective team performance or those that improve subjective metrics of trust? In this study, we perform a single-blind evaluation of teams of humans and AI agents in the cooperative card game Hanabi, with both rule-based and learning-based agents. In addition to the game score, used as an objective metric of the human-AI team performance, we also quantify subjective measures of the human's perceived performance, teamwork, interpretability, trust, and overall preference of AI teammate. We find that humans have a clear preference toward a rule-based AI teammate (SmartBot) over a state-of-the-art learning-based AI teammate (Other-Play) across nearly all subjective metrics, and generally view the learning-based agent negatively, despite no statistical difference in the game score. This result has implications for future AI design and reinforcement learning benchmarking, highlighting the need to incorporate subjective metrics of human-AI teaming rather than a singular focus on objective task performance.
Learning Diverse Policies in MOBA Games via Macro-Goals
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.
Wasserstein Flow Meets Replicator Dynamics: A Mean-Field Analysis of Representation Learning in Actor-Critic
Actor-critic (AC) algorithms, empowered by neural networks, have had significant empirical success in recent years. However, most of the existing theoretical support for AC algorithms focuses on the case of linear function approximations, or linearized neural networks, where the feature representation is fixed throughout training. Such a limitation fails to capture the key aspect of representation learning in neural AC, which is pivotal in practical problems. In this work, we take a mean-field perspective on the evolution and convergence of feature-based neural AC. Specifically, we consider a version of AC where the actor and critic are represented by overparameterized two-layer neural networks and are updated with two-timescale learning rates. The critic is updated by temporal-difference (TD) learning with a larger stepsize while the actor is updated via proximal policy optimization (PPO) with a smaller stepsize. In the continuous-time and infinite-width limiting regime, when the timescales are properly separated, we prove that neural AC finds the globally optimal policy at a sublinear rate. Additionally, we prove that the feature representation induced by the critic network is allowed to evolve within a neighborhood of the initial one.
Reinforcement Learning with Neural Radiance Fields
It is a long-standing problem to find effective representations for training reinforcement learning (RL) agents. This paper demonstrates that learning state representations with supervision from Neural Radiance Fields (NeRFs) can improve the performance of RL compared to other learned representations or even low-dimensional, hand-engineered state information. Specifically, we propose to train an encoder that maps multiple image observations to a latent space describing the objects in the scene. The decoder built from a latent-conditioned NeRF serves as the supervision signal to learn the latent space. An RL algorithm then operates on the learned latent space as its state representation.