Reinforcement Learning
Learning Long-Term Crop Management Strategies with CyclesGym
To improve the sustainability and resilience of modern food systems, designing improved crop management strategies is crucial. The increasing abundance of data on agricultural systems suggests that future strategies could benefit from adapting to environmental conditions, but how to design these adaptive policies poses a new frontier. A natural technique for learning policies in these kinds of sequential decision-making problems is reinforcement learning (RL). To obtain the large number of samples required to learn effective RL policies, existing work has used mechanistic crop growth models (CGMs) as simulators. These solutions focus on single-year, single-crop simulations for learning strategies for a single agricultural management practice. However, to learn sustainable long-term policies we must be able to train in multi-year environments, with multiple crops, and consider a wider array of management techniques.
Can Q-Learning with Graph Networks Learn a Generalizable Branching Heuristic for a SAT Solver?
We present Graph-Q-SAT, a branching heuristic for a Boolean SAT solver trained with value-based reinforcement learning (RL) using Graph Neural Networks for function approximation. Solvers using Graph-Q-SAT are complete SAT solvers that either provide a satisfying assignment or proof of unsatisfiability, which is required for many SAT applications. The branching heuristics commonly used in SAT solvers make poor decisions during their warm-up period, whereas Graph-Q-SAT is trained to examine the structure of the particular problem instance to make better decisions early in the search. Training Graph-Q-SAT is data efficient and does not require elaborate dataset preparation or feature engineering. We train Graph-Q-SAT using RL interfacing with MiniSat solver and show that Graph-Q-SAT can reduce the number of iterations required to solve SAT problems by 2-3X. Furthermore, it generalizes to unsatisfiable SAT instances, as well as to problems with 5X more variables than it was trained on. We show that for larger problems, reductions in the number of iterations lead to wall clock time reductions, the ultimate goal when designing heuristics. We also show positive zero-shot transfer behavior when testing Graph-Q-SAT on a task family different from that used for training. While more work is needed to apply Graph-Q-SAT to reduce wall clock time in modern SAT solving settings, it is a compelling proof-of-concept showing that RL equipped with Graph Neural Networks can learn a generalizable branching heuristic for SAT search.
Local Differential Privacy for Regret Minimization in Reinforcement Learning
Reinforcement learning algorithms are widely used in domains where it is desirable to provide a personalized service. In these domains it is common that user data contains sensitive information that needs to be protected from third parties. Motivated by this, we study privacy in the context of finite-horizon Markov Decision Processes (MDPs) by requiring information to be obfuscated on the user side. We formulate this notion of privacy for RL by leveraging the local differential privacy (LDP) framework. We establish a lower bound for regret minimization in finite-horizon MDPs with LDP guarantees which shows that guaranteeing privacy has a multiplicative effect on the regret. This result shows that while LDP is an appealing notion of privacy, it makes the learning problem significantly more complex. Finally, we present an optimistic algorithm that simultaneously satisfies $\varepsilon$-LDP requirements, and achieves $\sqrt{K}/\varepsilon$ regret in any finite-horizon MDP after $K$ episodes, matching the lower bound dependency on the number of episodes $K$.
Curriculum Design for Teaching via Demonstrations: Theory and Applications
We consider the problem of teaching via demonstrations in sequential decision-making settings. In particular, we study how to design a personalized curriculum over demonstrations to speed up the learner's convergence. We provide a unified curriculum strategy for two popular learner models: Maximum Causal Entropy Inverse Reinforcement Learning (MaxEnt-IRL) and Cross-Entropy Behavioral Cloning (CrossEnt-BC). Our unified strategy induces a ranking over demonstrations based on a notion of difficulty scores computed w.r.t. the teacher's optimal policy and the learner's current policy. Compared to the state of the art, our strategy doesn't require access to the learner's internal dynamics and still enjoys similar convergence guarantees under mild technical conditions. Furthermore, we adapt our curriculum strategy to the setting where no teacher agent is present using task-specific difficulty scores. Experiments on a synthetic car driving environment and navigation-based environments demonstrate the effectiveness of our curriculum strategy.
CO-PILOT: COllaborative Planning and reInforcement Learning On sub-Task curriculum
Goal-conditioned reinforcement learning (RL) usually suffers from sparse reward and inefficient exploration in long-horizon tasks. Planning can find the shortest path to a distant goal that provides dense reward/guidance but is inaccurate without a precise environment model. We show that RL and planning can collaboratively learn from each other to overcome their own drawbacks. In ''CO-PILOT'', a learnable path-planner and an RL agent produce dense feedback to train each other on a curriculum of tree-structured sub-tasks. Firstly, the planner recursively decomposes a long-horizon task to a tree of sub-tasks in a top-down manner, whose layers construct coarse-to-fine sub-task sequences as plans to complete the original task.
Learning Collaborative Policies to Solve NP-hard Routing Problems
Recently, deep reinforcement learning (DRL) frameworks have shown potential for solving NP-hard routing problems such as the traveling salesman problem (TSP) without problem-specific expert knowledge. Although DRL can be used to solve complex problems, DRL frameworks still struggle to compete with state-of-the-art heuristics showing a substantial performance gap. This paper proposes a novel hierarchical problem-solving strategy, termed learning collaborative policies (LCP), which can effectively find the near-optimum solution using two iterative DRL policies: the seeder and reviser. The seeder generates as diversified candidate solutions as possible (seeds) while being dedicated to exploring over the full combinatorial action space (i.e., sequence of assignment action). To this end, we train the seeder's policy using a simple yet effective entropy regularization reward to encourage the seeder to find diverse solutions. On the other hand, the reviser modifies each candidate solution generated by the seeder; it partitions the full trajectory into sub-tours and simultaneously revises each sub-tour to minimize its traveling distance. Thus, the reviser is trained to improve the candidate solution's quality, focusing on the reduced solution space (which is beneficial for exploitation). Extensive experiments demonstrate that the proposed two-policies collaboration scheme improves over single-policy DRL framework on various NP-hard routing problems, including TSP, prize collecting TSP (PCTSP), and capacitated vehicle routing problem (CVRP).
Bayesian Optimization for Iterative Learning
The performance of deep (reinforcement) learning systems crucially depends on the choice of hyperparameters. Their tuning is notoriously expensive, typically requiring an iterative training process to run for numerous steps to convergence. Traditional tuning algorithms only consider the final performance of hyperparameters acquired after many expensive iterations and ignore intermediate information from earlier training steps. In this paper, we present a Bayesian optimization(BO) approach which exploits the iterative structure of learning algorithms for efficient hyperparameter tuning. We propose to learn an evaluation function compressing learning progress at any stage of the training process into a single numeric score according to both training success and stability. Our BO framework is then trade-off the benefit of assessing a hyperparameter setting over additional training steps against their computation cost. We further increase model efficiency by selectively including scores from different training steps for any evaluated hyperparameter set. We demonstrate the efficiency of our algorithm by tuning hyperparameters for the training of deep reinforcement learning agents and convolutional neural networks. Our algorithm outperforms all existing baselines in identifying optimal hyperparameters in minimal time.
Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning
An appropriate reward function is of paramount importance in specifying a task in reinforcement learning (RL). Yet, it is known to be extremely challenging in practice to design a correct reward function for even simple tasks. Human-in-the-loop (HiL) RL allows humans to communicate complex goals to the RL agent by providing various types of feedback. However, despite achieving great empirical successes, HiL RL usually requires \emph{too much} feedback from a human teacher and also suffers from insufficient theoretical understanding. In this paper, we focus on addressing this issue from a theoretical perspective, aiming to provide provably feedback-efficient algorithmic frameworks that take human-in-the-loop to specify rewards of given tasks.
Steady State Analysis of Episodic Reinforcement Learning
Reinforcement Learning (RL) tasks generally divide into two kinds: continual learning and episodic learning. The concept of steady state has played a foundational role in the continual setting, where unique steady-state distribution is typically presumed to exist in the task being studied, which enables principled conceptual framework as well as efficient data collection method for continual RL algorithms. On the other hand, the concept of steady state has been widely considered irrelevant for episodic RL tasks, in which the decision process terminates in finite time. Alternative concepts, such as episode-wise visitation frequency, are used in episodic RL algorithms, which are not only inconsistent with their counterparts in continual RL, and also make it harder to design and analyze RL algorithms in the episodic setting. In this paper we proved that unique steady-state distributions pervasively exist in the learning environment of episodic learning tasks, and that the marginal distributions of the system state indeed approach to the steady state in essentially all episodic tasks.
Percentile Criterion Optimization in Offline Reinforcement Learning
In reinforcement learning, robust policies for high-stakes decision-making problems with limited data are usually computed by optimizing the percentile criterion. The percentile criterion is optimized by constructing an uncertainty set that contains the true model with high probability and optimizing the policy for the worst model in the set. Since the percentile criterion is non-convex, constructing these sets itself is challenging. Existing works use Bayesian credible regions as uncertainty sets, but they are often unnecessarily large and result in learning overly conservative policies. To overcome these shortcomings, we propose a novel Value-at-Risk based dynamic programming algorithm to optimize the percentile criterion without explicitly constructing any uncertainty sets. Our theoretical and empirical results show that our algorithm implicitly constructs much smaller uncertainty sets and learns less-conservative robust policies.