planning
Planning to the Information Horizon of BAMDPs via Epistemic State Abstraction
The Bayes-Adaptive Markov Decision Process (BAMDP) formalism pursues the Bayes-optimal solution to the exploration-exploitation trade-off in reinforcement learning. As the computation of exact solutions to Bayesian reinforcement-learning problems is intractable, much of the literature has focused on developing suitable approximation algorithms. In this work, before diving into algorithm design, we first define, under mild structural assumptions, a complexity measure for BAMDP planning. As efficient exploration in BAMDPs hinges upon the judicious acquisition of information, our complexity measure highlights the worst-case difficulty of gathering information and exhausting epistemic uncertainty. To illustrate its significance, we establish a computationally-intractable, exact planning algorithm that takes advantage of this measure to show more efficient planning. We then conclude by introducing a specific form of state abstraction with the potential to reduce BAMDP complexity and gives rise to a computationally-tractable, approximate planning algorithm.
Planning with General Objective Functions: Going Beyond Total Rewards
Standard sequential decision-making paradigms aim to maximize the cumulative reward when interacting with the unknown environment., i.e., maximize $\sum_{h = 1}^H r_h$ where $H$ is the planning horizon. However, this paradigm fails to model important practical applications, e.g., safe control that aims to maximize the lowest reward, i.e., maximize $\min_{h= 1}^H r_h$. In this paper, based on techniques in sketching algorithms, we propose a novel planning algorithm in deterministic systems which deals with a large class of objective functions of the form $f(r_1, r_2, ... r_H)$ that are of interest to practical applications. We show that efficient planning is possible if $f$ is symmetric under permutation of coordinates and satisfies certain technical conditions. Complementing our algorithm, we further prove that removing any of the conditions will make the problem intractable in the worst case and thus demonstrate the necessity of our conditions.
Planning for Sample Efficient Imitation Learning
Imitation learning is a class of promising policy learning algorithms that is free from many practical issues with reinforcement learning, such as the reward design issue and the exploration hardness. However, the current imitation algorithm struggles to achieve both high performance and high in-environment sample efficiency simultaneously. Behavioral Cloning (BC) does not need in-environment interactions, but it suffers from the covariate shift problem which harms its performance. Adversarial Imitation Learning (AIL) turns imitation learning into a distribution matching problem. It can achieve better performance on some tasks but it requires a large number of in-environment interactions.
Marginal Utility for Planning in Continuous or Large Discrete Action Spaces
Sample-based planning is a powerful family of algorithms for generating intelligent behavior from a model of the environment. Generating good candidate actions is critical to the success of sample-based planners, particularly in continuous or large action spaces. Typically, candidate action generation exhausts the action space, uses domain knowledge, or more recently, involves learning a stochastic policy to provide such search guidance. In this paper we explore explicitly learning a candidate action generator by optimizing a novel objective, marginal utility. The marginal utility of an action generator measures the increase in value of an action over previously generated actions.
Planning in Markov Decision Processes with Gap-Dependent Sample Complexity
We propose MDP-GapE, a new trajectory-based Monte-Carlo Tree Search algorithm for planning in a Markov Decision Process in which transitions have a finite support. We prove an upper bound on the number of sampled trajectories needed for MDP-GapE to identify a near-optimal action with high probability. This problem-dependent result is expressed in terms of the sub-optimality gaps of the state-action pairs that are visited during exploration. Our experiments reveal that MDP-GapE is also effective in practice, in contrast with other algorithms with sample complexity guarantees in the fixed-confidence setting, that are mostly theoretical.
Continual Reinforcement Learning by Planning with Online World Models
Liu, Zichen, Fu, Guoji, Du, Chao, Lee, Wee Sun, Lin, Min
Continual reinforcement learning (CRL) refers to a naturalistic setting where an agent needs to endlessly evolve, by trial and error, to solve multiple tasks that are presented sequentially. One of the largest obstacles to CRL is that the agent may forget how to solve previous tasks when learning a new task, known as catastrophic forgetting. In this paper, we propose to address this challenge by planning with online world models. Specifically, we learn a Follow-The-Leader shallow model online to capture the world dynamics, in which we plan using model predictive control to solve a set of tasks specified by any reward functions. The online world model is immune to forgetting by construction with a proven regret bound of $\mathcal{O}(\sqrt{K^2D\log(T)})$ under mild assumptions. The planner searches actions solely based on the latest online model, thus forming a FTL Online Agent (OA) that updates incrementally. To assess OA, we further design Continual Bench, a dedicated environment for CRL, and compare with several strong baselines under the same model-planning algorithmic framework. The empirical results show that OA learns continuously to solve new tasks while not forgetting old skills, outperforming agents built on deep world models with various continual learning techniques.
Thought of Search: Planning with Language Models Through The Lens of Efficiency
Among the most important properties of algorithms investigated in computer science are soundness, completeness, and complexity. These properties, however, are rarely analyzed for the vast collection of recently proposed methods for planning with large language models. In this work, we alleviate this gap. We analyse these properties of using LLMs for planning and highlight that recent trends abandon both soundness and completeness for the sake of inefficiency. We propose a significantly more efficient approach that can, at the same time, maintain both soundness and completeness.
Exploration via Planning for Information about the Optimal Trajectory
Many potential applications of reinforcement learning (RL) are stymied by the large numbers of samples required to learn an effective policy. This is especially true when applying RL to real-world control tasks, e.g. in the sciences or robotics, where executing a policy in the environment is costly. In popular RL algorithms, agents typically explore either by adding stochasticity to a reward-maximizing policy or by attempting to gather maximal information about environment dynamics without taking the given task into account. In this work, we develop a method that allows us to plan for exploration while taking both the task and the current knowledge about the dynamics into account. The key insight to our approach is to plan an action sequence that maximizes the expected information gain about the optimal trajectory for the task at hand.
Simulating User Diversity in Task-Oriented Dialogue Systems using Large Language Models
Ahmad, Adnan, Hillmann, Stefan, Möller, Sebastian
In this study, we explore the application of Large Language Models (LLMs) for generating synthetic users and simulating user conversations with a task-oriented dialogue system and present detailed results and their analysis. We propose a comprehensive novel approach to user simulation technique that uses LLMs to create diverse user profiles, set goals, engage in multi-turn dialogues, and evaluate the conversation success. We employ two proprietary LLMs, namely GPT-4o and GPT-o1 (Achiam et al., 2023), to generate a heterogeneous base of user profiles, characterized by varied demographics, multiple user goals, different conversational styles, initial knowledge levels, interests, and conversational objectives. We perform a detailed analysis of the user profiles generated by LLMs to assess the diversity, consistency, and potential biases inherent in these LLM-generated user simulations. We find that GPT-o1 generates more heterogeneous user distribution across most user attributes, while GPT-4o generates more skewed user attributes. The generated set of user profiles are then utilized to simulate dialogue sessions by interacting with a task-oriented dialogue system.
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Reviews: QMDP-Net: Deep Learning for Planning under Partial Observability
The paper proposes a novel policy network architecture for partially observable environments. The network includes a filtering module and a planning module. The filtering module mimics computation of the current belief of the agent given its previous belief, the last action and the last observation. The model of the environment and the observation function are replaced with trainable neural modules. The planning module runs value iteration for an MDP, whose transition function and reward function are also trainable neural modules.