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 rlc 2024


Learning to Navigate in Mazes with Novel Layouts using Abstract Top-down Maps

Zhao, Linfeng, Wong, Lawson L. S.

arXiv.org Artificial Intelligence

Learning navigation capabilities in different environments has long been one of the major challenges in decision-making. In this work, we focus on zero-shot navigation ability using given abstract $2$-D top-down maps. Like human navigation by reading a paper map, the agent reads the map as an image when navigating in a novel layout, after learning to navigate on a set of training maps. We propose a model-based reinforcement learning approach for this multi-task learning problem, where it jointly learns a hypermodel that takes top-down maps as input and predicts the weights of the transition network. We use the DeepMind Lab environment and customize layouts using generated maps. Our method can adapt better to novel environments in zero-shot and is more robust to noise.


Can we hop in general? A discussion of benchmark selection and design using the Hopper environment

Voelcker, Claas A, Hussing, Marcel, Eaton, Eric

arXiv.org Artificial Intelligence

Empirical, benchmark-driven testing is a fundamental paradigm in the current RL community. While using off-the-shelf benchmarks in reinforcement learning (RL) research is a common practice, this choice is rarely discussed. Benchmark choices are often done based on intuitive ideas like "legged robots" or "visual observations". In this paper, we argue that benchmarking in RL needs to be treated as a scientific discipline itself. To illustrate our point, we present a case study on different variants of the Hopper environment to show that the selection of standard benchmarking suites can drastically change how we judge performance of algorithms. The field does not have a cohesive notion of what the different Hopper environments are representative - they do not even seem to be representative of each other. Our experimental results suggests a larger issue in the deep RL literature: benchmark choices are neither commonly justified, nor does there exist a language that could be used to justify the selection of certain environments. This paper concludes with a discussion of the requirements for proper discussion and evaluations of benchmarks and recommends steps to start a dialogue towards this goal.


Inverse Reinforcement Learning with Multiple Planning Horizons

Yao, Jiayu, Pan, Weiwei, Doshi-Velez, Finale, Engelhardt, Barbara E

arXiv.org Artificial Intelligence

In this work, we study an inverse reinforcement learning (IRL) problem where the experts are planning under a shared reward function but with different, unknown planning horizons. Without the knowledge of discount factors, the reward function has a larger feasible solution set, which makes it harder for existing IRL approaches to identify a reward function. To overcome this challenge, we develop algorithms that can learn a global multi-agent reward function with agent-specific discount factors that reconstruct the expert policies. We characterize the feasible solution space of the reward function and discount factors for both algorithms and demonstrate the generalizability of the learned reward function across multiple domains.


A Tighter Convergence Proof of Reverse Experience Replay

Jiang, Nan, Li, Jinzhao, Xue, Yexiang

arXiv.org Machine Learning

In reinforcement learning, Reverse Experience Replay (RER) is a recently proposed algorithm that attains better sample complexity than the classic experience replay method. RER requires the learning algorithm to update the parameters through consecutive state-action-reward tuples in reverse order. However, the most recent theoretical analysis only holds for a minimal learning rate and short consecutive steps, which converge slower than those large learning rate algorithms without RER. In view of this theoretical and empirical gap, we provide a tighter analysis that mitigates the limitation on the learning rate and the length of consecutive steps. Furthermore, we show theoretically that RER converges with a larger learning rate and a longer sequence.


D5RL: Diverse Datasets for Data-Driven Deep Reinforcement Learning

Rafailov, Rafael, Hatch, Kyle, Singh, Anikait, Smith, Laura, Kumar, Aviral, Kostrikov, Ilya, Hansen-Estruch, Philippe, Kolev, Victor, Ball, Philip, Wu, Jiajun, Finn, Chelsea, Levine, Sergey

arXiv.org Artificial Intelligence

Offline reinforcement learning algorithms hold the promise of enabling data-driven RL methods that do not require costly or dangerous real-world exploration and benefit from large pre-collected datasets. This in turn can facilitate real-world applications, as well as a more standardized approach to RL research. Furthermore, offline RL methods can provide effective initializations for online finetuning to overcome challenges with exploration. However, evaluating progress on offline RL algorithms requires effective and challenging benchmarks that capture properties of real-world tasks, provide a range of task difficulties, and cover a range of challenges both in terms of the parameters of the domain (e.g., length of the horizon, sparsity of rewards) and the parameters of the data (e.g., narrow demonstration data or broad exploratory data). While considerable progress in offline RL in recent years has been enabled by simpler benchmark tasks, the most widely used datasets are increasingly saturating in performance and may fail to reflect properties of realistic tasks. We propose a new benchmark for offline RL that focuses on realistic simulations of robotic manipulation and locomotion environments, based on models of real-world robotic systems, and comprising a variety of data sources, including scripted data, play-style data collected by human teleoperators, and other data sources. Our proposed benchmark covers state-based and image-based domains, and supports both offline RL and online fine-tuning evaluation, with some of the tasks specifically designed to require both pre-training and fine-tuning. We hope that our proposed benchmark will facilitate further progress on both offline RL and fine-tuning algorithms. Website with code, examples, tasks, and data is available at \url{https://sites.google.com/view/d5rl/}


Hierarchical Multi-Armed Bandits for the Concurrent Intelligent Tutoring of Concepts and Problems of Varying Difficulty Levels

Castleman, Blake, Macar, Uzay, Salleb-Aouissi, Ansaf

arXiv.org Artificial Intelligence

Remote education has proliferated in the twenty-first century, yielding rise to intelligent tutoring systems. In particular, research has found multi-armed bandit (MAB) intelligent tutors to have notable abilities in traversing the exploration-exploitation trade-off landscape for student problem recommendations. Prior literature, however, contains a significant lack of open-sourced MAB intelligent tutors, which impedes potential applications of these educational MAB recommendation systems. In this paper, we combine recent literature on MAB intelligent tutoring techniques into an open-sourced and simply deployable hierarchical MAB algorithm, capable of progressing students concurrently through concepts and problems, determining ideal recommended problem difficulties, and assessing latent memory decay. We evaluate our algorithm using simulated groups of 500 students, utilizing Bayesian Knowledge Tracing to estimate students' content mastery. Results suggest that our algorithm, when turned difficulty-agnostic, significantly boosts student success, and that the further addition of problem-difficulty adaptation notably improves this metric.


Representation Alignment from Human Feedback for Cross-Embodiment Reward Learning from Mixed-Quality Demonstrations

Mattson, Connor, Aribandi, Anurag, Brown, Daniel S.

arXiv.org Artificial Intelligence

We study the problem of cross-embodiment inverse reinforcement learning, where we wish to learn a reward function from video demonstrations in one or more embodiments and then transfer the learned reward to a different embodiment (e.g., different action space, dynamics, size, shape, etc.). Learning reward functions that transfer across embodiments is important in settings such as teaching a robot a policy via human video demonstrations or teaching a robot to imitate a policy from another robot with a different embodiment. However, prior work has only focused on cases where near-optimal demonstrations are available, which is often difficult to ensure. By contrast, we study the setting of cross-embodiment reward learning from mixed-quality demonstrations. We demonstrate that prior work struggles to learn generalizable reward representations when learning from mixed-quality data. We then analyze several techniques that leverage human feedback for representation learning and alignment to enable effective cross-embodiment learning. Our results give insight into how different representation learning techniques lead to qualitatively different reward shaping behaviors and the importance of human feedback when learning from mixed-quality, mixed-embodiment data.


Assigning Credit with Partial Reward Decoupling in Multi-Agent Proximal Policy Optimization

Kapoor, Aditya, Freed, Benjamin, Choset, Howie, Schneider, Jeff

arXiv.org Artificial Intelligence

Multi-agent proximal policy optimization (MAPPO) has recently demonstrated state-of-the-art performance on challenging multi-agent reinforcement learning tasks. However, MAPPO still struggles with the credit assignment problem, wherein the sheer difficulty in ascribing credit to individual agents' actions scales poorly with team size. In this paper, we propose a multi-agent reinforcement learning algorithm that adapts recent developments in credit assignment to improve upon MAPPO. Our approach leverages partial reward decoupling (PRD), which uses a learned attention mechanism to estimate which of a particular agent's teammates are relevant to its learning updates. We use this estimate to dynamically decompose large groups of agents into smaller, more manageable subgroups. We empirically demonstrate that our approach, PRD-MAPPO, decouples agents from teammates that do not influence their expected future reward, thereby streamlining credit assignment. We additionally show that PRD-MAPPO yields significantly higher data efficiency and asymptotic performance compared to both MAPPO and other state-of-the-art methods across several multi-agent tasks, including StarCraft II. Finally, we propose a version of PRD-MAPPO that is applicable to \textit{shared} reward settings, where PRD was previously not applicable, and empirically show that this also leads to performance improvements over MAPPO.


Learning Rate-Free Reinforcement Learning: A Case for Model Selection with Non-Stationary Objectives

Afshar, Aida, Pacchiano, Aldo

arXiv.org Artificial Intelligence

The performance of reinforcement learning (RL) algorithms is sensitive to the choice of hyperparameters, with the learning rate being particularly influential. RL algorithms fail to reach convergence or demand an extensive number of samples when the learning rate is not optimally set. In this work, we show that model selection can help to improve the failure modes of RL that are due to suboptimal choices of learning rate. We present a model selection framework for Learning Rate-Free Reinforcement Learning that employs model selection methods to select the optimal learning rate on the fly. This approach of adaptive learning rate tuning neither depends on the underlying RL algorithm nor the optimizer and solely uses the reward feedback to select the learning rate; hence, the framework can input any RL algorithm and produce a learning rate-free version of it. We conduct experiments for policy optimization methods and evaluate various model selection strategies within our framework. Our results indicate that data-driven model selection algorithms are better alternatives to standard bandit algorithms when the optimal choice of hyperparameter is time-dependent and non-stationary.


The Interpretability of Codebooks in Model-Based Reinforcement Learning is Limited

Eaton, Kenneth, Balloch, Jonathan, Kim, Julia, Riedl, Mark

arXiv.org Artificial Intelligence

Interpretability of deep reinforcement learning systems could assist operators with understanding how they interact with their environment. Vector quantization methods -- also called codebook methods -- discretize a neural network's latent space that is often suggested to yield emergent interpretability. We investigate whether vector quantization in fact provides interpretability in model-based reinforcement learning. Our experiments, conducted in the reinforcement learning environment Crafter, show that the codes of vector quantization models are inconsistent, have no guarantee of uniqueness, and have a limited impact on concept disentanglement, all of which are necessary traits for interpretability. We share insights on why vector quantization may be fundamentally insufficient for model interpretability.