Reinforcement Learning
Sustainable Online Reinforcement Learning for Auto-bidding
Recently, auto-bidding technique has become an essential tool to increase the revenue of advertisers. Facing the complex and ever-changing bidding environments in the real-world advertising system (RAS), state-of-the-art auto-bidding policies usually leverage reinforcement learning (RL) algorithms to generate real-time bids on behalf of the advertisers. Due to safety concerns, it was believed that the RL training process can only be carried out in an offline virtual advertising system (VAS) that is built based on the historical data generated in the RAS. In this paper, we argue that there exists significant gaps between the VAS and RAS, making the RL training process suffer from the problem of inconsistency between online and offline (IBOO). Firstly, we formally define the IBOO and systematically analyze its causes and influences. Then, to avoid the IBOO, we propose a sustainable online RL (SORL) framework that trains the auto-bidding policy by directly interacting with the RAS, instead of learning in the VAS. Specifically, based on our proof of the Lipschitz smooth property of the Q function, we design a safe and efficient online exploration (SER) policy for continuously collecting data from the RAS. Meanwhile, we derive the theoretical lower bound on the safety degree of the SER policy. We also develop a variance-suppressed conservative Q-learning (V-CQL) method to effectively and stably learn the auto-bidding policy with the collected data.
Learning Affordance Landscapes for Interaction Exploration in 3D Environments
Embodied agents operating in human spaces must be able to master how their environment works: what objects can the agent use, and how can it use them? We introduce a reinforcement learning approach for exploration for interaction, whereby an embodied agent autonomously discovers the affordance landscape of a new unmapped 3D environment (such as an unfamiliar kitchen). Given an egocentric RGB-D camera and a high-level action space, the agent is rewarded for maximizing successful interactions while simultaneously training an image-based affordance segmentation model. The former yields a policy for acting efficiently in new environments to prepare for downstream interaction tasks, while the latter yields a convolutional neural network that maps image regions to the likelihood they permit each action, densifying the rewards for exploration. We demonstrate our idea with AI2-iTHOR. The results show agents can learn how to use new home environments intelligently and that it prepares them to rapidly address various downstream tasks like find a knife and put it in the drawer.
Towards Safe Reinforcement Learning with a Safety Editor Policy
We consider the safe reinforcement learning (RL) problem of maximizing utility with extremely low constraint violation rates. Assuming no prior knowledge or pre-training of the environment safety model given a task, an agent has to learn, via exploration, which states and actions are safe. A popular approach in this line of research is to combine a model-free RL algorithm with the Lagrangian method to adjust the weight of the constraint reward relative to the utility reward dynamically. It relies on a single policy to handle the conflict between utility and constraint rewards, which is often challenging. We present SEditor, a two-policy approach that learns a safety editor policy transforming potentially unsafe actions proposed by a utility maximizer policy into safe ones.
Reinforcement Learning in Reward-Mixing MDPs
Learning a near optimal policy in a partially observable system remains an elusive challenge in contemporary reinforcement learning. In this work, we consider episodic reinforcement learning in a reward-mixing Markov decision process (MDP). There, a reward function is drawn from one of $M$ possible reward models at the beginning of every episode, but the identity of the chosen reward model is not revealed to the agent. Hence, the latent state space, for which the dynamics are Markovian, is not given to the agent. We study the problem of learning a near optimal policy for two reward-mixing MDPs. Unlike existing approaches that rely on strong assumptions on the dynamics, we make no assumptions and study the problem in full generality. Indeed, with no further assumptions, even for two switching reward-models, the problem requires several new ideas beyond existing algorithmic and analysis techniques for efficient exploration. We provide the first polynomial-time algorithm that finds an $\epsilon$-optimal policy after exploring $\tilde{O}(poly(H,\epsilon^{-1}) \cdot S^2 A^2)$ episodes, where $H$ is time-horizon and $S, A$ are the number of states and actions respectively. This is the first efficient algorithm that does not require any assumptions in partially observed environments where the observation space is smaller than the latent state space.
Sample Efficient Reinforcement Learning in Mixed Systems through Augmented Samples and Its Applications to Queueing Networks
This paper considers a class of reinforcement learning problems, which involve systems with two types of states: stochastic and pseudo-stochastic. In such systems, stochastic states follow a stochastic transition kernel while the transitions of pseudo-stochastic states are deterministic {\em given} the stochastic states/transitions. We refer to such systems as mixed systems, which are widely used in various applications, including Manufacturing systems, communication networks, and queueing networks. We propose a sample-efficient RL method that accelerates learning by generating augmented data samples. The proposed algorithm is data-driven (model-free), but it learns the policy from data samples from both real and augmented samples. This method significantly improves learning by reducing the sample complexity such that the dataset only needs to have sufficient coverage of the stochastic states. We analyze the sample complexity of the proposed method under Fitted Q Iteration (FQI) and demonstrate that the optimality gap decreases as $O\left(\sqrt{\frac{1}{n}}+\sqrt{\frac{1}{m}}\right),$ where $n$ represents the number of real samples, and $m$ is the number of augmented samples per real sample. It is important to note that without augmented samples, the optimality gap is $O(1)$ due to the insufficient data coverage of the pseudo-stochastic states. Our experimental results on multiple queueing network applications confirm that the proposed method indeed significantly accelerates both deep Q-learning and deep policy gradient.
Gamma-Models: Generative Temporal Difference Learning for Infinite-Horizon Prediction
We introduce the gamma-model, a predictive model of environment dynamics with an infinite, probabilistic horizon. Replacing standard single-step models with gamma-models leads to generalizations of the procedures that form the foundation of model-based control, including the model rollout and model-based value estimation. The gamma-model, trained with a generative reinterpretation of temporal difference learning, is a natural continuous analogue of the successor representation and a hybrid between model-free and model-based mechanisms. Like a value function, it contains information about the long-term future; like a standard predictive model, it is independent of task reward. We instantiate the gamma-model as both a generative adversarial network and normalizing flow, discuss how its training reflects an inescapable tradeoff between training-time and testing-time compounding errors, and empirically investigate its utility for prediction and control.
Monte Carlo Augmented Actor-Critic for Sparse Reward Deep Reinforcement Learning from Suboptimal Demonstrations
Providing densely shaped reward functions for RL algorithms is often exceedingly challenging, motivating the development of RL algorithms that can learn from easier-to-specify sparse reward functions. This sparsity poses new exploration challenges. One common way to address this problem is using demonstrations to provide initial signal about regions of the state space with high rewards. However, prior RL from demonstrations algorithms introduce significant complexity and many hyperparameters, making them hard to implement and tune. We introduce Monte Carlo Actor-Critic (MCAC), a parameter free modification to standard actor-critic algorithms which initializes the replay buffer with demonstrations and computes a modified $Q$-value by taking the maximum of the standard temporal distance (TD) target and a Monte Carlo estimate of the reward-to-go. This encourages exploration in the neighborhood of high-performing trajectories by encouraging high $Q$-values in corresponding regions of the state space. Experiments across $5$ continuous control domains suggest that MCAC can be used to significantly increase learning efficiency across $6$ commonly used RL and RL-from-demonstrations algorithms.
Learning to Dispatch for Job Shop Scheduling via Deep Reinforcement Learning
Priority dispatching rule (PDR) is widely used for solving real-world Job-shop scheduling problem (JSSP). However, the design of effective PDRs is a tedious task, requiring a myriad of specialized knowledge and often delivering limited performance. In this paper, we propose to automatically learn PDRs via an end-to-end deep reinforcement learning agent. We exploit the disjunctive graph representation of JSSP, and propose a Graph Neural Network based scheme to embed the states encountered during solving. The resulting policy network is size-agnostic, effectively enabling generalization on large-scale instances. Experiments show that the agent can learn high-quality PDRs from scratch with elementary raw features, and demonstrates strong performance against the best existing PDRs. The learned policies also perform well on much larger instances that are unseen in training.
There Is No Turning Back: A Self-Supervised Approach for Reversibility-Aware Reinforcement Learning
We propose to learn to distinguish reversible from irreversible actions for better informed decision-making in Reinforcement Learning (RL). From theoretical considerations, we show that approximate reversibility can be learned through a simple surrogate task: ranking randomly sampled trajectory events in chronological order. Intuitively, pairs of events that are always observed in the same order are likely to be separated by an irreversible sequence of actions. Conveniently, learning the temporal order of events can be done in a fully self-supervised way, which we use to estimate the reversibility of actions from experience, without any priors.We propose two different strategies that incorporate reversibility in RL agents, one strategy for exploration (RAE) and one strategy for control (RAC). We demonstrate the potential of reversibility-aware agents in several environments, including the challenging Sokoban game. In synthetic tasks, we show that we can learn control policies that never fail and reduce to zero the side-effects of interactions, even without access to the reward function.