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 Reinforcement Learning


NetworkGym: Reinforcement Learning Environments for Multi-Access Traffic Management in Network Simulation

Neural Information Processing Systems

Mobile devices such as smartphones, laptops, and tablets can often connect to multiple access networks (e.g., Wi-Fi, LTE, and 5G) simultaneously.Recent advancements facilitate seamless integration of these connections below the transport layer, enhancing the experience for apps that lack inherent multi-path support.This optimization hinges on dynamically determining the traffic distribution across networks for each device, a process referred to as multi-access traffic splitting.This paper introduces NetworkGym, a high-fidelity network environment simulator that facilitates generating multiple network traffic flows and multi-access traffic splitting.This simulator facilitates training and evaluating different RL-based solutions for the multi-access traffic splitting problem.Our initial explorations demonstrate that the majority of existing state-of-the-art offline RL algorithms (e.g. CQL) fail to outperform certain hand-crafted heuristic policies on average.This illustrates the urgent need to evaluate offline RL algorithms against a broader range of benchmarks, rather than relying solely on popular ones such as D4RL.We also propose an extension to the TD3+BC algorithm, named Pessimistic TD3 (PTD3), and demonstrate that it outperforms many state-of-the-art offline RL algorithms.PTD3's behavioral constraint mechanism, which relies on value-function pessimism, is theoretically motivated and relatively simple to implement.We open source our code and offline datasets at github.com/hmomin/networkgym.


Normalization and effective learning rates in reinforcement learning

Neural Information Processing Systems

Normalization layers have recently experienced a renaissance in the deep reinforcement learning and continual learning literature, with several works highlighting diverse benefits such as improving loss landscape conditioning and combatting overestimation bias. However, normalization brings with it a subtle but important side effect: an equivalence between growth in the norm of the network parameters and decay in the effective learning rate. This becomes problematic in continual learning settings, where the resulting learning rate schedule may decay to near zero too quickly relative to the timescale of the learning problem. We propose to make the learning rate schedule explicit with a simple re-parameterization which we call Normalize-and-Project (NaP), which couples the insertion of normalization layers with weight projection, ensuring that the effective learning rate remains constant throughout training. This technique reveals itself as a powerful analytical tool to better understand learning rate schedules in deep reinforcement learning, and as a means of improving robustness to nonstationarity in synthetic plasticity loss benchmarks along with both the single-task and sequential variants of the Arcade Learning Environment. We also show that our approach can be easily applied to popular architectures such as ResNets and transformers while recovering and in some cases even slightly improving the performance of the base model in common stationary benchmarks.


Reinforcing LLM Agents via Policy Optimization with Action Decomposition

Neural Information Processing Systems

Language models as intelligent agents push the boundaries of sequential decision-making agents but struggle with limited knowledge of environmental dynamics and exponentially huge action space. Recent efforts like GLAM and TWOSOME manually constrain the action space to a restricted subset and employ reinforcement learning to align agents' knowledge with specific environments. However, they overlook fine-grained credit assignments for intra-action tokens, which is essential for efficient language agent optimization, and rely on human's prior knowledge to restrict action space. This paper proposes decomposing language agent optimization from the action level to the token level, offering finer supervision for each intra-action token and manageable optimization complexity in environments with unrestricted action spaces. Beginning with the simplification of flattening all actions, we theoretically explore the discrepancies between action-level optimization and this naive token-level optimization. We then derive the Bellman backup with Action Decomposition (BAD) to integrate credit assignments for both intra-action and inter-action tokens, effectively eliminating the discrepancies. Implementing BAD within the PPO algorithm, we introduce Policy Optimization with Action Decomposition (POAD). POAD benefits from a finer-grained credit assignment process and lower optimization complexity, leading to enhanced learning efficiency and generalization abilities in aligning language agents with interactive environments.


Foundations of Multivariate Distributional Reinforcement Learning

Neural Information Processing Systems

In reinforcement learning (RL), the consideration of multivariate reward signals has led to fundamental advancements in multi-objective decision-making, transfer learning, and representation learning. This work introduces the first oracle-free and computationally-tractable algorithms for provably convergent multivariate *distributional* dynamic programming and temporal difference learning. Our convergence rates match the familiar rates in the scalar reward setting, and additionally provide new insights into the fidelity of approximate return distribution representations as a function of the reward dimension. Surprisingly, when the reward dimension is larger than $1$, we show that standard analysis of categorical TD learning fails, which we resolve with a novel projection onto the space of mass-$1$ signed measures. Finally, with the aid of our technical results and simulations, we identify tradeoffs between distribution representations that influence the performance of multivariate distributional RL in practice.


Paths to Equilibrium in Games

Neural Information Processing Systems

In multi-agent reinforcement learning (MARL) and game theory, agents repeatedly interact and revise their strategies as new data arrives, producing a sequence of strategy profiles. This paper studies sequences of strategies satisfying a pairwise constraint inspired by policy updating in reinforcement learning, where an agent who is best responding in one period does not switch its strategy in the next period. This constraint merely requires that optimizing agents do not switch strategies, but does not constrain the non-optimizing agents in any way, and thus allows for exploration. Sequences with this property are called satisficing paths, and arise naturally in many MARL algorithms. A fundamental question about strategic dynamics is such: for a given game and initial strategy profile, is it always possible to construct a satisficing path that terminates at an equilibrium? The resolution of this question has implications about the capabilities or limitations of a class of MARL algorithms. We answer this question in the affirmative for normal-form games. Our analysis reveals a counterintuitive insight that suboptimal, and perhaps even reward deteriorating, strategic updates are key to driving play to equilibrium along a satisficing path.


SustainDC: Benchmarking for Sustainable Data Center Control

Neural Information Processing Systems

Machine learning has driven an exponential increase in computational demand, leading to massive data centers that consume significant amounts of energy and contribute to climate change. This makes sustainable data center control a priority. In this paper, we introduce SustainDC, a set of Python environments for benchmarking multi-agent reinforcement learning (MARL) algorithms for data centers (DC). SustainDC supports custom DC configurations and tasks such as workload scheduling, cooling optimization, and auxiliary battery management, with multiple agents managing these operations while accounting for the effects of each other. We evaluate various MARL algorithms on SustainDC, showing their performance across diverse DC designs, locations, weather conditions, grid carbon intensity, and workload requirements. Our results highlight significant opportunities for improvement of data center operations using MARL algorithms. Given the increasing use of DC due to AI, SustainDC provides a crucial platform for the development and benchmarking of advanced algorithms essential for achieving sustainable computing and addressing other heterogeneous real-world challenges.


Is O(log N) practical? Near-Equivalence Between Delay Robustness and Bounded Regret in Bandits and RL

Neural Information Processing Systems

Interactive decision making, encompassing bandits, contextual bandits, and reinforcement learning, has recently been of interest to theoretical studies of experimentation design and recommender system algorithm research. One recent finding in this area is that the well-known Graves-Lai constant being zero is a necessary and sufficient condition for achieving bounded (or constant) regret in interactive decision-making. As this condition may be a strong requirement for many applications, the practical usefulness of pursuing bounded regret has been questioned. In this paper, we show that the condition of the Graves-Lai constant being zero is also necessary for a consistent algorithm to achieve delay model robustness when reward delays are unknown (i.e., when feedback is anonymous). Here, model robustness is measured in terms of $\epsilon$-robustness, one of the most widely used and one of the least adversarial robustness concepts in the robust statistics literature. In particular, we show that $\epsilon$-robustness cannot be achieved for a consistent (i.e., uniformly sub-polynomial regret) algorithm, however small the nonzero $\epsilon$ value is, when the Grave-Lai constant is not zero. While this is a strongly negative result, we also provide a positive result for linear rewards models (contextual linear bandits, reinforcement learning with linear MDP) that the Grave-Lai constant being zero is also sufficient for achieving bounded regret without any knowledge of delay models, i.e., the best of both the efficiency world and the delay robustness world.


Dynamic Model Predictive Shielding for Provably Safe Reinforcement Learning

Neural Information Processing Systems

Among approaches for provably safe reinforcement learning, Model Predictive Shielding (MPS) has proven effective at complex tasks in continuous, high-dimensional state spaces, by leveraging a to ensure safety when the learned policy attempts to take risky actions. However, while MPS can ensure safety both during and after training, it often hinders task progress due to the conservative and task-oblivious nature of backup policies.This paper introduces (DMPS), which optimizes reinforcement learning objectives while maintaining provable safety. DMPS employs a local planner to dynamically select safe recovery actions that maximize both short-term progress as well as long-term rewards. Crucially, the planner and the neural policy play a synergistic role in DMPS. When planning recovery actions for ensuring safety, the planner utilizes the neural policy to estimate long-term rewards, allowing it to beyond its short-term planning horizon. Conversely, the neural policy under training learns from the recovery plans proposed by the planner, converging to policies that are both and in practice.This approach guarantees safety during and after training, with bounded recovery regret that decreases exponentially with planning horizon depth. Experimental results demonstrate that DMPS converges to policies that rarely require shield interventions after training and achieve higher rewards compared to several state-of-the-art baselines.


Towards Next-Generation Logic Synthesis: A Scalable Neural Circuit Generation Framework

Neural Information Processing Systems

Logic Synthesis (LS) aims to generate an optimized logic circuit satisfying a given functionality, which generally consists of circuit translation and optimization. It is a challenging and fundamental combinatorial optimization problem in integrated circuit design. Traditional LS approaches rely on manually designed heuristics to tackle the LS task, while machine learning recently offers a promising approach towards next-generation logic synthesis by neural circuit generation and optimization. In this paper, we first revisit the application of differentiable neural architecture search (DNAS) methods to circuit generation and found from extensive experiments that existing DNAS methods struggle to exactly generate circuits, scale poorly to large circuits, and exhibit high sensitivity to hyper-parameters. Then we provide three major insights for these challenges from extensive empirical analysis: 1) DNAS tends to overfit to too many skip-connections, consequently wasting a significant portion of the network's expressive capabilities; 2) DNAS suffers from the structure bias between the network architecture and the circuit inherent structure, leading to inefficient search; 3) the learning difficulty of different input-output examples varies significantly, leading to severely imbalanced learning. To address these challenges in a systematic way, we propose a novel regularized triangle-shaped circuit network generation framework, which leverages our key insights for completely accurate and scalable circuit generation. Furthermore, we propose an evolutionary algorithm assisted by reinforcement learning agent restarting technique for efficient and effective neural circuit optimization. Extensive experiments on four different circuit benchmarks demonstrate that our method can precisely generate circuits with up to 1200 nodes. Moreover, our synthesized circuits significantly outperform the state-of-the-art results from several competitive winners in IWLS 2022 and 2023 competitions.


Entropy-regularized Diffusion Policy with Q-Ensembles for Offline Reinforcement Learning

Neural Information Processing Systems

Diffusion policy has shown a strong ability to express complex action distributions in offline reinforcement learning (RL). However, it suffers from overestimating Q-value functions on out-of-distribution (OOD) data points due to the offline dataset limitation. To address it, this paper proposes a novel entropy-regularized diffusion policy and takes into account the confidence of the Q-value prediction with Q-ensembles. At the core of our diffusion policy is a mean-reverting stochastic differential equation (SDE) that transfers the action distribution into a standard Gaussian form and then samples actions conditioned on the environment state with a corresponding reverse-time process. We show that the entropy of such a policy is tractable and that can be used to increase the exploration of OOD samples in offline RL training. Moreover, we propose using the lower confidence bound of Q-ensembles for pessimistic Q-value function estimation. The proposed approach demonstrates state-of-the-art performance across a range of tasks in the D4RL benchmarks, significantly improving upon existing diffusion-based policies.