This paper proposes a \emph{fully asynchronous} scheme for the policy evaluation problem of distributed reinforcement learning (DisRL) over directed peer-to-peer networks. Without waiting for any other node of the network, each node can locally update its value function at any time by using (possibly delayed) information from its neighbors. This is in sharp contrast to the gossip-based scheme where a pair of nodes concurrently update. Though the fully asynchronous setting involves a difficult multi-timescale decision problem, we design a novel stochastic average gradient (SAG) based distributed algorithm and develop a push-pull augmented graph approach to prove its exact convergence at a linear rate of $\mathcal{O}(c^k)$ where $c\in(0,1)$ and $k$ increases by one no matter on which node updates. Finally, numerical experiments validate that our method speeds up linearly with respect to the number of nodes, and is robust to straggler nodes.
Google DeepMind(谷歌DeepMind);Montreal Institute for Learning Algorithms (MILA)(蒙特利尔学习算法研究所(MILA));University of Montreal(蒙特利尔大学)
We propose a conceptually simple and lightweight framework for deep reinforcement learning that uses asynchronous gradient descent for optimization of deep neural network controllers. We present asynchronous variants of four standard reinforcement learning algorithms and show that parallel actor-learners have a stabilizing effect on training allowing all four methods to successfully train neural network controllers. The best performing method, an asynchronous variant of actor-critic, surpasses the current state-of-the-art on the Atari domain while training for half the time on a single multi-c…
The bus system is a critical component of sustainable urban transportation. However, due to the significant uncertainties in passenger demand and traffic conditions, bus operation is unstable in nature and bus bunching has become a common phenomenon that undermines the reliability and efficiency of bus services. Despite recent advances in multi-agent reinforcement learning (MARL) on traffic control, little research has focused on bus fleet control due to the tricky asynchronous characteristic -- control actions only happen when a bus arrives at a bus stop and thus agents do not act simultaneou…
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);NVIDIA(英伟达)
We introduce a hybrid CPU/GPU version of the Asynchronous Advantage Actor-Critic (A3C) algorithm, currently the state-of-the-art method in reinforcement learning for various gaming tasks. We analyze its computational traits and concentrate on aspects critical to leveraging the GPU's computational power. We introduce a system of queues and a dynamic scheduling strategy, potentially helpful for other asynchronous algorithms as well. Our hybrid CPU/GPU version of A3C, based on TensorFlow, achieves a significant speed up compared to a CPU implementation; we make it publicly available to other rese…
Khoury College of Computer Sciences(库利计算机科学学院);Northeastern University(东北大学)
Synchronizing decisions across multiple agents in realistic settings is problematic since it requires agents to wait for other agents to terminate and communicate about termination reliably. Ideally, agents should learn and execute asynchronously instead. Such asynchronous methods also allow temporally extended actions that can take different amounts of time based on the situation and action executed. Unfortunately, current policy gradient methods are not applicable in asynchronous settings, as they assume that agents synchronously reason about action selection at every time step. To allow asy…
Significant progress has been made in the area of model-based reinforcement learning. State-of-the-art algorithms are now able to match the asymptotic performance of model-free methods while being significantly more data efficient. However, this success has come at a price: state-of-the-art model-based methods require significant computation interleaved with data collection, resulting in run times that take days, even if the amount of agent interaction might be just hours or even minutes. When considering the goal of learning in real-time on real robots, this means these state-of-the-art model…
Southern University of Science and Technology(南方科技大学);NetEase Games AI Lab(网易游戏人工智能实验室)
Despite the emerging progress of integrating evolutionary computation into reinforcement learning, the absence of a high-performance platform endowing composability and massive parallelism causes non-trivial difficulties for research and applications related to asynchronous commercial games. Here we introduce Lamarckian - an open-source platform featuring support for evolutionary reinforcement learning scalable to distributed computing resources. To improve the training speed and data efficiency, Lamarckian adopts optimized communication methods and an asynchronous evolutionary reinforcement l…
College of Information and Computer Sciences, University of Massachusetts, Amherst(马萨诸塞大学阿默斯特分校信息与计算机科学学院)
Coagent policy gradient algorithms (CPGAs) are reinforcement learning algorithms for training a class of stochastic neural networks called coagent networks. In this work, we prove that CPGAs converge to locally optimal policies. Additionally, we extend prior theory to encompass asynchronous and recurrent coagent networks. These extensions facilitate the straightforward design and analysis of hierarchical reinforcement learning algorithms like the option-critic, and eliminate the need for complex derivations of customized learning rules for these algorithms.
University of Southern California(南加州大学);Google Brain(谷歌大脑)
In principle, reinforcement learning and policy search methods can enable robots to learn highly complex and general skills that may allow them to function amid the complexity and diversity of the real world. However, training a policy that generalizes well across a wide range of real-world conditions requires far greater quantity and diversity of experience than is practical to collect with a single robot. Fortunately, it is possible for multiple robots to share their experience with one another, and thereby, learn a policy collectively. In this work, we explore distributed and asynchronous p…
The development of quantum machine learning (QML) has received a lot of interest recently thanks to developments in both quantum computing (QC) and machine learning (ML). One of the ML paradigms that can be utilized to address challenging sequential decision-making issues is reinforcement learning (RL). It has been demonstrated that classical RL can successfully complete many difficult tasks. A leading method of building quantum RL agents relies on the variational quantum circuits (VQC). However, training QRL algorithms with VQCs requires significant amount of computational resources. This iss…
Korea Advanced Institute of Science and Technology (KAIST)(韩国科学技术院)
Deep reinforcement learning (DRL) algorithms and evolution strategies (ES) have been applied to various tasks, showing excellent performances. These have the opposite properties, with DRL having good sample efficiency and poor stability, while ES being vice versa. Recently, there have been attempts to combine these algorithms, but these methods fully rely on synchronous update scheme, making it not ideal to maximize the benefits of the parallelism in ES. To solve this challenge, asynchronous update scheme was introduced, which is capable of good time-efficiency and diverse policy exploration. …
The relationship between a reinforcement learning (RL) agent and an asynchronous environment is often ignored. Frequently used models of the interaction between an agent and its environment, such as Markov Decision Processes (MDP) or Semi-Markov Decision Processes (SMDP), do not capture the fact that, in an asynchronous environment, the state of the environment may change during computation performed by the agent. In an asynchronous environment, minimizing reaction time---the time it takes for an agent to react to an observation---also minimizes the time in which the state of the environment m…
University of Science and Technology of China(中国科学技术大学)
Deep Deterministic Policy Gradient (DDPG) has been proved to be a successful reinforcement learning (RL) algorithm for continuous control tasks. However, DDPG still suffers from data insufficiency and training inefficiency, especially in computationally complex environments. In this paper, we propose Asynchronous Episodic DDPG (AE-DDPG), as an expansion of DDPG, which can achieve more effective learning with less training time required. First, we design a modified scheme for data collection in an asynchronous fashion. Generally, for asynchronous RL algorithms, sample efficiency or/and training…
University of Southern California(南加州大学);Intel Labs(英特尔实验室)
Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput…
Asynchronous RLHF: Faster and More Efficient Off-Policy RL for Language Models
Mila Quebec AI Institute(魁北克AI研究所);Université de Montréal(蒙特利尔大学);Allen Institute for AI(人工智能研究院);Google Deepmind(谷歌DeepMind);Canada CIFAR AI Chair(加拿大CIFAR人工智能主席)
University of Cambridge(剑桥大学);Google DeepMind(谷歌DeepMind);UC Berkeley(加州大学伯克利分校)
Reinforcement learning holds the promise of enabling autonomous robots to learn large repertoires of behavioral skills with minimal human intervention. However, robotic applications of reinforcement learning often compromise the autonomy of the learning process in favor of achieving training times that are practical for real physical systems. This typically involves introducing hand-engineered policy representations and human-supplied demonstrations. Deep reinforcement learning alleviates this limitation by training general-purpose neural network policies, but applications of direct deep reinf…
The practical usage of reinforcement learning agents is often bottlenecked by the duration of training time. To accelerate training, practitioners often turn to distributed reinforcement learning architectures to parallelize and accelerate the training process. However, modern methods for scalable reinforcement learning (RL) often tradeoff between the throughput of samples that an RL agent can learn from (sample throughput) and the quality of learning from each sample (sample efficiency). In these scalable RL architectures, as one increases sample throughput (i.e. increasing parallelization in…
Most reinforcement learning (RL) recommendation systems designed for edge computing must either synchronize during recommendation selection or depend on an unprincipled patchwork collection of algorithms. In this work, we build on asynchronous coagent policy gradient algorithms \citep{kostas2020asynchronous} to propose a principled solution to this problem. The class of algorithms that we propose can be distributed over the internet and run asynchronously and in real-time. When a given edge fails to respond to a request for data with sufficient speed, this is not a problem; the algorithm is de…
BRACE: Anchored Bellman-Residual Correction for Stale Critics in Asynchronous RL
Beijing University of Posts and Telecommunications(北京邮电大学);Baidu Inc.(百度公司);Peking University(北京大学);University of Science and Technology of China(中国科学技术大学)
Technology advancements in wireless communications and high-performance Extended Reality (XR) have empowered the developments of the Metaverse. The demand for the Metaverse applications and hence, real-time digital twinning of real-world scenes is increasing. Nevertheless, the replication of 2D physical world images into 3D virtual objects is computationally intensive and requires computation offloading. The disparity in transmitted object dimension (2D as opposed to 3D) leads to asymmetric data sizes in uplink (UL) and downlink (DL). To ensure the reliability and low latency of the system, we…
Flappy Bird, which has a very high popularity, has been trained in many algorithms. Some of these studies were trained from raw pixel values of game and some from specific attributes. In this study, the model was trained with raw game images, which had not been seen before. The trained model has learned as reinforcement when to make which decision. As an input to the model, the reward or penalty at the end of each step was returned and the training was completed. Flappy Bird game was trained with the Reinforcement Learning algorithm Deep Q-Network and Asynchronous Advantage Actor Critic (A3C) …
Facebook AI Research(Facebook人工智能研究院);McGill University(麦吉尔大学)
Multi-simulator training has contributed to the recent success of Deep Reinforcement Learning by stabilizing learning and allowing for higher training throughputs. We propose Gossip-based Actor-Learner Architectures (GALA) where several actor-learners (such as A2C agents) are organized in a peer-to-peer communication topology, and exchange information through asynchronous gossip in order to take advantage of a large number of distributed simulators. We prove that GALA agents remain within an epsilon-ball of one-another during training when using loosely coupled asynchronous communication. By r…
We present a hardware design for the learning datapath of the Tsetlin machine algorithm, along with a latency analysis of the inference datapath. In order to generate a low energy hardware which is suitable for pervasive artificial intelligence applications, we use a mixture of asynchronous design techniques - including Petri nets, signal transition graphs, dual-rail and bundled-data. The work builds on previous design of the inference hardware, and includes an in-depth breakdown of the automaton feedback, probability generation and Tsetlin automata. Results illustrate the advantages of asynch…
The asynchronous nature of the state-of-the-art reinforcement learning algorithms such as the Asynchronous Advantage Actor-Critic algorithm, makes them exceptionally suitable for CPU computations. However, given the fact that deep reinforcement learning often deals with interpreting visual information, a large part of the train and inference time is spent performing convolutions. In this work we present our results on learning strategies in Atari games using a Convolutional Neural Network, the Math Kernel Library and TensorFlow 0.11rc0 machine learning framework. We also analyze effects of asy…
Asynchronous Distributed Reinforcement Learning for LQR Control via Zeroth-Order Block Coordinate Descent
Chongqing University(重庆大学);North Carolina State University(北卡罗来纳州立大学);Oklahoma State University(俄克拉荷马州立大学);DEVCOM Army Research Laboratory(DEVCOM陆军研究实验室)
Ant Financial Services Group(蚂蚁金融服务集团);Shanghai Jiao Tong University(上海交通大学);College of Computing, Georgia Institute of Technology(佐治亚理工学院计算学院)
We propose a \emph{collaborative} multi-agent reinforcement learning algorithm named variational policy propagation (VPP) to learn a \emph{joint} policy through the interactions over agents. We prove that the joint policy is a Markov Random Field under some mild conditions, which in turn reduces the policy space effectively. We integrate the variational inference as special differentiable layers in policy such that the actions can be efficiently sampled from the Markov Random Field and the overall policy is differentiable. We evaluate our algorithm on several large scale challenging tasks and …
Traditional policy gradient methods are fundamentally flawed. Natural gradients converge quicker and better, forming the foundation of contemporary Reinforcement Learning such as Trust Region Policy Optimization (TRPO) and Proximal Policy Optimization (PPO). This lecture note aims to clarify the intuition behind natural policy gradients, focusing on the thought process and the key mathematical constructs.
Department of Mechanical Engineering and Materials Science, Duke University(杜克大学机械工程与材料科学系);Duke University(杜克大学)
In this paper, we propose a distributed off-policy actor critic method to solve multi-agent reinforcement learning problems. Specifically, we assume that all agents keep local estimates of the global optimal policy parameter and update their local value function estimates independently. Then, we introduce an additional consensus step to let all the agents asymptotically achieve agreement on the global optimal policy function. The convergence analysis of the proposed algorithm is provided and the effectiveness of the proposed algorithm is validated using a distributed resource allocation exampl…
We introduce SLM Lab, a software framework for reproducible reinforcement learning (RL) research. SLM Lab implements a number of popular RL algorithms, provides synchronous and asynchronous parallel experiment execution, hyperparameter search, and result analysis. RL algorithms in SLM Lab are implemented in a modular way such that differences in algorithm performance can be confidently ascribed to differences between algorithms, not between implementations. In this work we present the design choices behind SLM Lab and use it to produce a comprehensive single-codebase RL algorithm benchmark. In…
We introduce Implicit Policy, a general class of expressive policies that can flexibly represent complex action distributions in reinforcement learning, with efficient algorithms to compute entropy regularized policy gradients. We empirically show that, despite its simplicity in implementation, entropy regularization combined with a rich policy class can attain desirable properties displayed under maximum entropy reinforcement learning framework, such as robustness and multi-modality.
Jiangnan University(江南大学);State Key Laboratory of Integrated Services Networks (Xidian University)(综合业务网理论及关键技术国家重点实验室(西安电子科技大学));Qualcomm(高通公司);Tsinghua University(清华大学);University of Kent(肯特大学);Banma Network Technology Co., Ltd.(斑马网络技术有限公司)
The vehicular edge computing (VEC) can cache contents in different RSUs at the network edge to support the real-time vehicular applications. In VEC, owing to the high-mobility characteristics of vehicles, it is necessary to cache the user data in advance and learn the most popular and interesting contents for vehicular users. Since user data usually contains privacy information, users are reluctant to share their data with others. To solve this problem, traditional federated learning (FL) needs to update the global model synchronously through aggregating all users' local models to protect user…
University of Wisconsin–Madison(威斯康星大学麦迪逊分校);Microsoft Research New York(微软纽约研究院)
We study a security threat to batch reinforcement learning and control where the attacker aims to poison the learned policy. The victim is a reinforcement learner / controller which first estimates the dynamics and the rewards from a batch data set, and then solves for the optimal policy with respect to the estimates. The attacker can modify the data set slightly before learning happens, and wants to force the learner into learning a target policy chosen by the attacker. We present a unified framework for solving batch policy poisoning attacks, and instantiate the attack on two standard victim…