Goto

Collaborating Authors

 meta policy


Deep Reinforcement Learning for Image-to-Image Translation

arXiv.org Artificial Intelligence

Most existing Image-to-Image Translation (I2IT) methods generate images in a single run of a deep learning (DL) model. However, designing such a single-step model is always challenging, requiring a huge number of parameters and easily falling into bad global minimums and overfitting. In this work, we reformulate I2IT as a step-wise decision-making problem via deep reinforcement learning (DRL) and propose a novel framework that performs RL-based I2IT (RL-I2IT). The key feature in the RL-I2IT framework is to decompose a monolithic learning process into small steps with a lightweight model to progressively transform a source image successively to a target image. Considering that it is challenging to handle high dimensional continuous state and action spaces in the conventional RL framework, we introduce meta policy with a new concept Plan to the standard Actor-Critic model, which is of a lower dimension than the original image and can facilitate the actor to generate a tractable high dimensional action. In the RL-I2IT framework, we also employ a task-specific auxiliary learning strategy to stabilize the training process and improve the performance of the corresponding task. Experiments on several I2IT tasks demonstrate the effectiveness and robustness of the proposed method when facing high-dimensional continuous action space problems. Our implementation of the RL-I2IT framework is available at https://github.com/Algolzw/SPAC-Deformable-Registration.


Meta Generative Flow Networks with Personalization for Task-Specific Adaptation

arXiv.org Artificial Intelligence

Multi-task reinforcement learning and meta-reinforcement learning have been developed to quickly adapt to new tasks, but they tend to focus on tasks with higher rewards and more frequent occurrences, leading to poor performance on tasks with sparse rewards. To address this issue, GFlowNets can be integrated into meta-learning algorithms (GFlowMeta) by leveraging the advantages of GFlowNets on tasks with sparse rewards. However, GFlowMeta suffers from performance degradation when encountering heterogeneous transitions from distinct tasks. To overcome this challenge, this paper proposes a personalized approach named pGFlowMeta, which combines task-specific personalized policies with a meta policy. Each personalized policy balances the loss on its personalized task and the difference from the meta policy, while the meta policy aims to minimize the average loss of all tasks. The theoretical analysis shows that the algorithm converges at a sublinear rate. Extensive experiments demonstrate that the proposed algorithm outperforms state-of-the-art reinforcement learning algorithms in discrete environments.


Composite Motion Learning with Task Control

arXiv.org Artificial Intelligence

We present a deep learning method for composite and task-driven motion control for physically simulated characters. In contrast to existing data-driven approaches using reinforcement learning that imitate full-body motions, we learn decoupled motions for specific body parts from multiple reference motions simultaneously and directly by leveraging the use of multiple discriminators in a GAN-like setup. In this process, there is no need of any manual work to produce composite reference motions for learning. Instead, the control policy explores by itself how the composite motions can be combined automatically. We further account for multiple task-specific rewards and train a single, multi-objective control policy. To this end, we propose a novel framework for multi-objective learning that adaptively balances the learning of disparate motions from multiple sources and multiple goal-directed control objectives. In addition, as composite motions are typically augmentations of simpler behaviors, we introduce a sample-efficient method for training composite control policies in an incremental manner, where we reuse a pre-trained policy as the meta policy and train a cooperative policy that adapts the meta one for new composite tasks. We show the applicability of our approach on a variety of challenging multi-objective tasks involving both composite motion imitation and multiple goal-directed control.


Sampling Attacks on Meta Reinforcement Learning: A Minimax Formulation and Complexity Analysis

arXiv.org Artificial Intelligence

Meta reinforcement learning (meta RL), as a combination of meta-learning ideas and reinforcement learning (RL), enables the agent to adapt to different tasks using a few samples. However, this sampling-based adaptation also makes meta RL vulnerable to adversarial attacks. By manipulating the reward feedback from sampling processes in meta RL, an attacker can mislead the agent into building wrong knowledge from training experience, which deteriorates the agent's performance when dealing with different tasks after adaptation. This paper provides a game-theoretical underpinning for understanding this type of security risk. In particular, we formally define the sampling attack model as a Stackelberg game between the attacker and the agent, which yields a minimax formulation. It leads to two online attack schemes: Intermittent Attack and Persistent Attack, which enable the attacker to learn an optimal sampling attack, defined by an $\epsilon$-first-order stationary point, within $\mathcal{O}(\epsilon^{-2})$ iterations. These attack schemes freeride the learning progress concurrently without extra interactions with the environment. By corroborating the convergence results with numerical experiments, we observe that a minor effort of the attacker can significantly deteriorate the learning performance, and the minimax approach can also help robustify the meta RL algorithms.


Scenario-Agnostic Zero-Trust Defense with Explainable Threshold Policy: A Meta-Learning Approach

arXiv.org Artificial Intelligence

The increasing connectivity and intricate remote access environment have made traditional perimeter-based network defense vulnerable. Zero trust becomes a promising approach to provide defense policies based on agent-centric trust evaluation. However, the limited observations of the agent's trace bring information asymmetry in the decision-making. To facilitate the human understanding of the policy and the technology adoption, one needs to create a zero-trust defense that is explainable to humans and adaptable to different attack scenarios. To this end, we propose a scenario-agnostic zero-trust defense based on Partially Observable Markov Decision Processes (POMDP) and first-order Meta-Learning using only a handful of sample scenarios. The framework leads to an explainable and generalizable trust-threshold defense policy. To address the distribution shift between empirical security datasets and reality, we extend the model to a robust zero-trust defense minimizing the worst-case loss. We use case studies and real-world attacks to corroborate the results.


Meta Policy Learning for Cold-Start Conversational Recommendation

arXiv.org Artificial Intelligence

Conversational recommender systems (CRS) explicitly solicit users' preferences for improved recommendations on the fly. Most existing CRS solutions count on a single policy trained by reinforcement learning for a population of users. However, for users new to the system, such a global policy becomes ineffective to satisfy them, i.e., the cold-start challenge. In this paper, we study CRS policy learning for cold-start users via meta-reinforcement learning. We propose to learn a meta policy and adapt it to new users with only a few trials of conversational recommendations. To facilitate fast policy adaptation, we design three synergetic components. Firstly, we design a meta-exploration policy dedicated to identifying user preferences via a few exploratory conversations, which accelerates personalized policy adaptation from the meta policy. Secondly, we adapt the item recommendation module for each user to maximize the recommendation quality based on the collected conversation states during conversations. Thirdly, we propose a Transformer-based state encoder as the backbone to connect the previous two components. It provides comprehensive state representations by modeling complicated relations between positive and negative feedback during the conversation. Extensive experiments on three datasets demonstrate the advantage of our solution in serving new users, compared with a rich set of state-of-the-art CRS solutions.


Hypernetworks for Zero-shot Transfer in Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, hypernetworks are trained to generate behaviors across a range of unseen task conditions, via a novel TD-based training objective and data from a set of near-optimal RL solutions for training tasks. This work relates to meta RL, contextual RL, and transfer learning, with a particular focus on zero-shot performance at test time, enabled by knowledge of the task parameters (also known as context). Our technical approach is based upon viewing each RL algorithm as a mapping from the MDP specifics to the near-optimal value function and policy and seek to approximate it with a hypernetwork that can generate near-optimal value functions and policies, given the parameters of the MDP. We show that, under certain conditions, this mapping can be considered as a supervised learning problem. We empirically evaluate the effectiveness of our method for zero-shot transfer to new reward and transition dynamics on a series of continuous control tasks from DeepMind Control Suite. Our method demonstrates significant improvements over baselines from multitask and meta RL approaches.


Towards Distraction-Robust Active Visual Tracking

arXiv.org Artificial Intelligence

In active visual tracking, it is notoriously difficult when distracting objects appear, as distractors often mislead the tracker by occluding the target or bringing a confusing appearance. To address this issue, we propose a mixed cooperative-competitive multi-agent game, where a target and multiple distractors form a collaborative team to play against a tracker and make it fail to follow. Through learning in our game, diverse distracting behaviors of the distractors naturally emerge, thereby exposing the tracker's weakness, which helps enhance the distraction-robustness of the tracker. For effective learning, we then present a bunch of practical methods, including a reward function for distractors, a cross-modal teacher-student learning strategy, and a recurrent attention mechanism for the tracker. The experimental results show that our tracker performs desired distraction-robust active visual tracking and can be well generalized to unseen environments. We also show that the multi-agent game can be used to adversarially test the robustness of trackers.


Hyper-Meta Reinforcement Learning with Sparse Reward

arXiv.org Artificial Intelligence

Despite their success, existing meta reinforcement learning methods still have difficulty in learning a meta policy effectively for RL problems with sparse reward. To this end, we develop a novel meta reinforcement learning framework, Hyper-Meta RL (HMRL), for sparse reward RL problems. It consists of meta state embedding, meta reward shaping and meta policy learning modules: The cross-environment meta state embedding module constructs a common meta state space to adapt to different environments; The meta state based environment-specific meta reward shaping effectively extends the original sparse reward trajectory by cross-environmental knowledge complementarity; As a consequence, the meta policy then achieves better generalization and efficiency with the shaped meta reward. Experiments with sparse reward show the superiority of HMRL on both transferability and policy learning efficiency.


To Follow or not to Follow: Selective Imitation Learning from Observations

arXiv.org Artificial Intelligence

Learning from demonstrations is a useful way to transfer a skill from one agent to another. While most imitation learning methods aim to mimic an expert skill by following the demonstration step-by-step, imitating every step in the demonstration often becomes infeasible when the learner and its environment are different from the demonstration. In this paper, we propose a method that can imitate a demonstration composed solely of observations, which may not be reproducible with the current agent. Our method, dubbed selective imitation learning from observations (SILO), selects reachable states in the demonstration and learns how to reach the selected states. Our experiments on both simulated and real robot environments show that our method reliably performs a new task by following a demonstration. Videos and code are available at https://clvrai.com/silo .