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Hindsight Experience Replay

Neural Information Processing Systems

Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task. The video presenting our experiments is available at https://goo.gl/SMrQnI.


Local Aggregative Games

Neural Information Processing Systems

Structured prediction methods have been remarkably successful in learning mappings between input observations and output configurations [1; 2; 3]. The central guiding formulation involves learning a scoring function that recovers the configuration as the highest scoring assignment. In contrast, in a game theoretic setting, myopic strategic interactions among players lead to a Nash equilibrium or locally optimal configuration rather than highest scoring global configuration. Learning games therefore involves, at best, enforcement of local consistency constraints as recently advocated [4].


Online Reinforcement Learning in Stochastic Games

Neural Information Processing Systems

We study online reinforcement learning in average-reward stochastic games (SGs). An SG models a two-player zero-sum game in a Markov environment, where state transitions and one-step payoffs are determined simultaneously by a learner and an adversary. We propose the UCSG algorithm that achieves a sublinear regret compared to the game value when competing with an arbitrary opponent. This result improves previous ones under the same setting. The regret bound has a dependency on the diameter, which is an intrinsic value related to the mixing property of SGs. If we let the opponent play an optimistic best response to the learner, UCSG finds an ε-maximin stationary policy with a sample complexity of Õ (poly(1/ε)), where ε is the gap to the best policy.


A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning

Neural Information Processing Systems

To achieve general intelligence, agents must learn how to interact with others in a shared environment: this is the challenge of multiagent reinforcement learning (MARL). The simplest form is independent reinforcement learning (InRL), where each agent treats its experience as part of its (non-stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe an algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game-theoretic analysis to compute meta-strategies for policy selection.


Statistical Cost Sharing

Neural Information Processing Systems

We study the cost sharing problem for cooperative games in situations where the cost function C is not available via oracle queries, but must instead be learned from samples drawn from a distribution, represented as tuples (S, C(S)), for different subsets S of players.


Countering Feedback Delays in Multi-Agent Learning

Neural Information Processing Systems

We consider a model of game-theoretic learning based on online mirror descent (OMD) with asynchronous and delayed feedback information. Instead of focusing on specific games, we consider a broad class of continuous games defined by the general equilibrium stability notion, which we call λ-variational stability. Our first contribution is that, in this class of games, the actual sequence of play induced by OMD-based learning converges to Nash equilibria provided that the feedback delays faced by the players are synchronous and bounded. Subsequently, to tackle fully decentralized, asynchronous environments with (possibly) unbounded delays between actions and feedback, we propose a variant of OMD which we call delayed mirror descent (DMD), and which relies on the repeated leveraging of past information. With this modification, the algorithm converges to Nash equilibria with no feedback synchronicity assumptions and even when the delays grow superlinearly relative to the horizon of play.


2b0f658cbffd284984fb11d90254081f-Paper.pdf

Neural Information Processing Systems

Humanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria--a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible.


Why Sample Space Matters: Keyframe Sampling Optimization for LiDAR-based Place Recognition

arXiv.org Artificial Intelligence

Recent advances in robotics are pushing real-world autonomy, enabling robots to perform long-term and large-scale missions. A crucial component for successful missions is the incorporation of loop closures through place recognition, which effectively mitigates accumulated pose estimation drift. Despite computational advancements, optimizing performance for real-time deployment remains challenging, especially in resource-constrained mobile robots and multi-robot systems since, conventional keyframe sampling practices in place recognition often result in retaining redundant information or overlooking relevant data, as they rely on fixed sampling intervals or work directly in the 3D space instead of the feature space. To address these concerns, we introduce the concept of sample space in place recognition and demonstrate how different sampling techniques affect the query process and overall performance. We then present a novel keyframe sampling approach for LiDAR-based place recognition, which focuses on redundancy minimization and information preservation in the hyper-dimensional descriptor space. This approach is applicable to both learning-based and handcrafted descriptors, and through the experimental validation across multiple datasets and descriptor frameworks, we demonstrate the effectiveness of our proposed method, showing it can jointly minimize redundancy and preserve essential information in real-time. The proposed approach maintains robust performance across various datasets without requiring parameter tuning, contributing to more efficient and reliable place recognition for a wide range of robotic applications.


Agent-Oriented Planning in Multi-Agent Systems

arXiv.org Artificial Intelligence

Through the collaboration of multiple agents possessing diverse expertise and tools, multi-agent systems achieve impressive progress in solving real-world problems. Given the user queries, the meta-agents, serving as the brain within these systems, are required to decompose the queries into multiple sub-tasks that can be allocated to suitable agents capable of solving them, so-called agent-oriented planning. In this study, we identify three critical design principles of agent-oriented planning, including solvability, completeness, and non-redundancy, to ensure that each sub-task is effectively resolved, leading to satisfactory responses to the original queries. These principles further inspire us to propose a novel framework for agent-oriented planning in multi-agent systems, leveraging a fast task decomposition and allocation process followed by an effective and efficient evaluation via a reward model. During the planning process, the meta-agent is also responsible for evaluating the performance of the expert agents, making timely adjustments to the sub-tasks and scheduling as necessary. Besides, we integrate a feedback loop into the proposed framework to further enhance the effectiveness and robustness of such a problem-solving process. Extensive experiments demonstrate the advancement of the proposed framework in solving real-world problems compared to both single-agent systems and existing planning strategies for multi-agent systems.


Joint Channel Selection using FedDRL in V2X

arXiv.org Artificial Intelligence

Vehicle-to-everything (V2X) communication technology is revolutionizing transportation by enabling interactions between vehicles, devices, and infrastructures. This connectivity enhances road safety, transportation efficiency, and driver assistance systems. V2X benefits from Machine Learning, enabling real-time data analysis, better decision-making, and improved traffic predictions, making transportation safer and more efficient. In this paper, we study the problem of joint channel selection, where vehicles with different technologies choose one or more Access Points (APs) to transmit messages in a network. In this problem, vehicles must learn a strategy for channel selection, based on observations that incorporate vehicles' information (position and speed), network and communication data (Signal-to-Interference-plus-Noise Ratio from past communications), and environmental data (road type). We propose an approach based on Federated Deep Reinforcement Learning (FedDRL), which enables each vehicle to benefit from other vehicles' experiences. Specifically, we apply the federated Proximal Policy Optimization (FedPPO) algorithm to this task. We show that this method improves communication reliability while minimizing transmission costs and channel switches. The efficiency of the proposed solution is assessed via realistic simulations, highlighting the potential of FedDRL to advance V2X technology.