The reinforcement learning (RL) framework formalizes the notion of learning with interactions. Many real-world problems have large state-spaces and/or action-spaces such as in Go, StarCraft, protein folding, and robotics or are non-Markovian, which cause significant challenges to RL algorithms. In this work we address the large action-space problem by sequentializing actions, which can reduce the action-space size significantly, even down to two actions at the expense of an increased planning horizon. We provide explicit and exact constructions and equivalence proofs for all quantities of interest for arbitrary history-based processes. In the case of MDPs, this could help RL algorithms that bootstrap. In this work we show how action-binarization in the non-MDP case can significantly improve Extreme State Aggregation (ESA) bounds. ESA allows casting any (non-MDP, non-ergodic, history-based) RL problem into a fixed-sized non-Markovian state-space with the help of a surrogate Markovian process. On the upside, ESA enjoys similar optimality guarantees as Markovian models do. But a downside is that the size of the aggregated state-space becomes exponential in the size of the action-space. In this work, we patch this issue by binarizing the action-space. We provide an upper bound on the number of states of this binarized ESA that is logarithmic in the original action-space size, a double-exponential improvement.
Severe infectious diseases such as the novel coronavirus (COVID-19) pose a huge threat to public health. Stringent control measures, such as school closures and stay-at-home orders, while having significant effects, also bring huge economic losses. In the face of an emerging infectious disease, a crucial question for policymakers is how to make the trade-off and implement the appropriate interventions timely given the huge uncertainty. In this work, we propose a Multi-Objective Model-based Reinforcement Learning framework to facilitate data-driven decision-making and minimize the overall long-…
National University of Ireland, Galway(爱尔兰国立大学戈尔韦分校)
In recent years, a specific machine learning method called deep learning has gained huge attraction, as it has obtained astonishing results in broad applications such as pattern recognition, speech recognition, computer vision, and natural language processing. Recent research has also been shown that deep learning techniques can be combined with reinforcement learning methods to learn useful representations for the problems with high dimensional raw data input. This chapter reviews the recent advances in deep reinforcement learning with a focus on the most used deep architectures such as autoe…
ETH Zürich(苏黎世联邦理工学院);The Hong Kong University of Science and Technology(香港科技大学);City University of Hong Kong(香港城市大学)
In this paper we focus on developing a control algorithm for multi-terrain tracked robots with flippers using a reinforcement learning (RL) approach. The work is based on the deep deterministic policy gradient (DDPG) algorithm, proven to be very successful in simple simulation environments. The algorithm works in an end-to-end fashion in order to control the continuous position of the flippers. This end-to-end approach makes it easy to apply the controller to a wide array of circumstances, but the huge flexibility comes to the cost of an increased difficulty of solution. The complexity of the …
Instability and variability of Deep Reinforcement Learning (DRL) algorithms tend to adversely affect their performance. Averaged-DQN is a simple extension to the DQN algorithm, based on averaging previously learned Q-values estimates, which leads to a more stable training procedure and improved performance by reducing approximation error variance in the target values. To understand the effect of the algorithm, we examine the source of value function estimation errors and provide an analytical comparison within a simplified model. We further present experiments on the Arcade Learning Environmen…
Aristotle University of Thessaloniki(塞萨洛尼基亚里士多德大学)
Recent developments in deep reinforcement learning have enabled the creation of agents for solving a large variety of games given a visual input. These methods have been proven successful for 2D games, like the Atari games, or for simple tasks, like navigating in mazes. It is still an open question, how to address more complex environments, in which the reward is sparse and the state space is huge. In this paper we propose a divide and conquer deep reinforcement learning solution and we test our agent in the first person shooter (FPS) game of Doom. Our work is based on previous works in deep r…
Approximation of the value functions in value-based deep reinforcement learning induces overestimation bias, resulting in suboptimal policies. We show that when the reinforcement signals received by the agents have a high variance, deep actor-critic approaches that overcome the overestimation bias lead to a substantial underestimation bias. We first address the detrimental issues in the existing approaches that aim to overcome such underestimation error. Then, through extensive statistical analysis, we introduce a novel, parameter-free Deep Q-learning variant to reduce this underestimation bia…
UC Santa Barbara(加州大学圣巴巴拉分校);Salesforce Research(Salesforce研究院)
We consider the problem of offline reinforcement learning (RL) -- a well-motivated setting of RL that aims at policy optimization using only historical data. Despite its wide applicability, theoretical understandings of offline RL, such as its optimal sample complexity, remain largely open even in basic settings such as \emph{tabular} Markov Decision Processes (MDPs). In this paper, we propose Off-Policy Double Variance Reduction (OPDVR), a new variance reduction based algorithm for offline RL. Our main result shows that OPDVR provably identifies an $ε$-optimal policy with $\widetilde{O}(H^2/d…
Approximating Martingale Process (AMP) is proven to be effective for variance reduction in reinforcement learning (RL) in specific cases such as Multiclass Queueing Networks. However, in the already proven cases, the state space is relatively small and all possible state transitions can be iterated through. In this paper, we consider systems in which state space is large and have uncertainties when considering state transitions, thus making AMP a generalized variance-reduction method in RL. Specifically, we will investigate the application of AMP in ride-hailing systems like Uber, where Proxim…
Mobile network that millions of people use every day is one of the most complex systems in the world. Optimization of mobile network to meet exploding customer demand and reduce capital/operation expenditures poses great challenges. Despite recent progress, application of deep reinforcement learning (DRL) to complex real world problem still remains unsolved, given data scarcity, partial observability, risk and complex rules/dynamics in real world, as well as the huge reality gap between simulation and real world. To bridge the reality gap, we introduce a Sim-to-Real framework to directly trans…
Institute for Interdisciplinary Information Sciences, Tsinghua University(清华大学交叉信息研究院);Shanghai Qi Zhi Institute(上海期智研究院);UC Berkeley(加州大学伯克利分校);UCSD(加州大学圣迭戈分校)
We propose a novel learning paradigm, Self-Imitation via Reduction (SIR), for solving compositional reinforcement learning problems. SIR is based on two core ideas: task reduction and self-imitation. Task reduction tackles a hard-to-solve task by actively reducing it to an easier task whose solution is known by the RL agent. Once the original hard task is successfully solved by task reduction, the agent naturally obtains a self-generated solution trajectory to imitate. By continuously collecting and imitating such demonstrations, the agent is able to progressively expand the solved subspace in…
Tsinghua University(清华大学);University of California, Berkeley(加州大学伯克利分校);Stanford University(斯坦福大学);Shanghai Qi Zhi Institute(上海期智研究院)
It has been a recent trend to leverage the power of supervised learning (SL) towards more effective reinforcement learning (RL) methods. We propose a novel phasic approach by alternating online RL and offline SL for tackling sparse-reward goal-conditioned problems. In the online phase, we perform RL training and collect rollout data while in the offline phase, we perform SL on those successful trajectories from the dataset. To further improve sample efficiency, we adopt additional techniques in the online phase including task reduction to generate more feasible trajectories and a value-differe…
Peking University(北京大学);University of California, Berkeley(加州大学伯克利分校);Facebook AI Research(脸书人工智能研究院);University of Washington(华盛顿大学)
In this paper, we present a reduction-based framework for conservative bandits and RL, in which our core technique is to calculate the necessary and sufficient budget obtained from running the baseline policy. For lower bounds, we improve the existing lower bound for conservative multi-armed bandits and obtain new lower bounds for conservative linear bandits, tabular RL and low-rank MDP, through a black-box reduction that turns a certain lower bound in the nonconservative setting into a new lower bound in the conservative setting. For upper bounds, in multi-armed bandits, linear bandits and ta…
A key question in Reinforcement Learning is which representation an agent can learn to efficiently reuse knowledge between different tasks. Recently the Successor Representation was shown to have empirical benefits for transferring knowledge between tasks with shared transition dynamics. This paper presents Model Features: a feature representation that clusters behaviourally equivalent states and that is equivalent to a Model-Reduction. Further, we present a Successor Feature model which shows that learning Successor Features is equivalent to learning a Model-Reduction. A novel optimization ob…
LevelupAI;Beijing University of Posts and Telecommunications(北京邮电大学);Beijing Normal University(北京师范大学)
In this paper, we propose a novel meta-learning method in a reinforcement learning setting, based on evolution strategies (ES), exploration in parameter space and deterministic policy gradients. ES methods are easy to parallelize, which is desirable for modern training architectures; however, such methods typically require a huge number of samples for effective training. We use deterministic policy gradients during adaptation and other techniques to compensate for the sample-efficiency problem while maintaining the inherent scalability of ES methods. We demonstrate that our method achieves goo…
Green Security Games with real-time information (GSG-I) add the real-time information about the agents' movement to the typical GSG formulation. Prior works on GSG-I have used deep reinforcement learning (DRL) to learn the best policy for the agent in such an environment without any need to store the huge number of state representations for GSG-I. However, the decision-making process of DRL methods is largely opaque, which results in a lack of trust in their predictions. To tackle this issue, we present an interpretable DRL method for GSG-I that generates visualization to explain the decisions…
Georgia Tech(佐治亚理工学院);Microsoft Research Montreal(蒙特利尔微软研究院)
We present a reduction from reinforcement learning (RL) to no-regret online learning based on the saddle-point formulation of RL, by which "any" online algorithm with sublinear regret can generate policies with provable performance guarantees. This new perspective decouples the RL problem into two parts: regret minimization and function approximation. The first part admits a standard online-learning analysis, and the second part can be quantified independently of the learning algorithm. Therefore, the proposed reduction can be used as a tool to systematically design new RL algorithms. We demon…
Imitation learning algorithms learn a policy from demonstrations of expert behavior. We show that, for deterministic experts, imitation learning can be done by reduction to reinforcement learning with a stationary reward. Our theoretical analysis both certifies the recovery of expert reward and bounds the total variation distance between the expert and the imitation learner, showing a link to adversarial imitation learning. We conduct experiments which confirm that our reduction works well in practice for continuous control tasks.
MILA(蒙特利尔学习算法研究所);McGill University(麦吉尔大学);Facebook AI Research(脸书人工智能研究院);Université de Montréal(蒙特利尔大学)
Reinforcement Learning (RL) agents require the specification of a reward signal for learning behaviours. However, introduction of corrupt or stochastic rewards can yield high variance in learning. Such corruption may be a direct result of goal misspecification, randomness in the reward signal, or correlation of the reward with external factors that are not known to the agent. Corruption or stochasticity of the reward signal can be especially problematic in robotics, where goal specification can be particularly difficult for complex tasks. While many variance reduction techniques have been stud…
It is well known that quantifying uncertainty in the action-value estimates is crucial for efficient exploration in reinforcement learning. Ensemble sampling offers a relatively computationally tractable way of doing this using randomized value functions. However, it still requires a huge amount of computational resources for complex problems. In this paper, we present an alternative, computationally efficient way to induce exploration using index sampling. We use an indexed value function to represent uncertainty in our action-value estimates. We first present an algorithm to learn parameteri…
Model-free reinforcement learning based methods such as Proximal Policy Optimization, or Q-learning typically require thousands of interactions with the environment to approximate the optimum controller which may not always be feasible in robotics due to safety and time consumption. Model-based methods such as PILCO or BlackDrops, while data-efficient, provide solutions with limited robustness and complexity. To address this tradeoff, we introduce active uncertainty reduction-based virtual environments, which are formed through limited trials conducted in the original environment. We provide a…
Full-sampling (e.g., Q-learning) and pure-expectation (e.g., Expected Sarsa) algorithms are efficient and frequently used techniques in reinforcement learning. Q$(σ,λ)$ is the first approach unifies them with eligibility trace through the sampling degree $σ$. However, it is limited to the tabular case, for large-scale learning, the Q$(σ,λ)$ is too expensive to require a huge volume of tables to accurately storage value functions. To address above problem, we propose a GQ$(σ,λ)$ that extends tabular Q$(σ,λ)$ with linear function approximation. We prove the convergence of GQ$(σ,λ)$. Empirical re…
MIT Computer Science and Artificial Intelligence Laboratory(麻省理工学院计算机科学与人工智能实验室)
We consider reinforcement learning in input-driven environments, where an exogenous, stochastic input process affects the dynamics of the system. Input processes arise in many applications, including queuing systems, robotics control with disturbances, and object tracking. Since the state dynamics and rewards depend on the input process, the state alone provides limited information for the expected future returns. Therefore, policy gradient methods with standard state-dependent baselines suffer high variance during training. We derive a bias-free, input-dependent baseline to reduce this varian…
Learning Nonlinear Causal Reductions to Explain Reinforcement Learning Policies
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);University of Alberta(阿尔伯塔大学);Tübingen AI Center(图宾根人工智能中心);ELLIS Institute(ELLIS研究所);Technische Universität Braunschweig(不伦瑞克工业大学)
Reinforcement learning has seen great advancements in the past five years. The successful introduction of deep learning in place of more traditional methods allowed reinforcement learning to scale to very complex domains achieving super-human performance in environments like the game of Go or numerous video games. Despite great successes in multiple domains, these new methods suffer from their own issues that make them often inapplicable to the real world problems. Extreme lack of data efficiency, together with huge variance and difficulty in enforcing safety constraints, is one of the three m…
False Correlation Reduction for Offline Reinforcement Learning
University of Technology Sydney(悉尼科技大学);Northwestern University(西北大学);Yale University(耶鲁大学);Shanghai Artificial Intelligence Laboratory(上海人工智能实验室);University of Maryland(马里兰大学)
Soochow University(苏州大学);National Taiwan University(台湾大学);Brookhaven National Laboratory(布鲁克海文国家实验室)
Recent advances in artificial intelligence (AI) for quantitative trading have led to its general superhuman performance in significant trading performance. However, the potential risk of AI trading is a "black box" decision. Some AI computing mechanisms are complex and challenging to understand. If we use AI without proper supervision, AI may lead to wrong choices and make huge losses. Hence, we need to ask about the AI "black box", including why did AI decide to do this or not? Why can people trust AI or not? How can people fix their mistakes? These problems also highlight the challenges that…
Nanyang Technological University(南洋理工大学);University of North Texas(北德克萨斯大学)
Metaverse is expected to create a virtual world closely connected with reality to provide users with immersive experience with the support of 5G high data rate communication technique. A huge amount of data in physical world needs to be synchronized to the virtual world to provide immersive experience for users, and there will be higher requirements on coverage to include more users into Metaverse. However, 5G signal suffers severe attenuation, which makes it more expensive to maintain the same coverage. Unmanned aerial vehicle (UAV) is a promising candidate technique for future implementation…
This paper studies a distributed policy gradient in collaborative multi-agent reinforcement learning (MARL), where agents over a communication network aim to find the optimal policy to maximize the average of all agents' local returns. Due to the non-concave performance function of policy gradient, the existing distributed stochastic optimization methods for convex problems cannot be directly used for policy gradient in MARL. This paper proposes a distributed policy gradient with variance reduction and gradient tracking to address the high variances of policy gradient, and utilizes importance …
The size and quality of chemical libraries to the drug discovery pipeline are crucial for developing new drugs or repurposing existing drugs. Existing techniques such as combinatorial organic synthesis and High-Throughput Screening usually make the process extraordinarily tough and complicated since the search space of synthetically feasible drugs is exorbitantly huge. While reinforcement learning has been mostly exploited in the literature for generating novel compounds, the requirement of designing a reward function that succinctly represents the learning objective could prove daunting in ce…
Nowadays, human resource is an important part of various resources of enterprises. For enterprises, high-loyalty and high-quality talented persons are often the core competitiveness of enterprises. Therefore, it is of great practical significance to predict whether employees leave and reduce the turnover rate of employees. First, this paper established a multi-layer perceptron predictive model of employee turnover rate. A model based on Sarsa which is a kind of reinforcement learning algorithm is proposed to automatically generate a set of strategies to reduce the employee turnover rate. These…
Naloxone, an opioid antagonist, has been widely used to save lives from opioid overdose, a leading cause for death in the opioid epidemic. However, naloxone has short brain retention ability, which limits its therapeutic efficacy. Developing better opioid antagonists is critical in combating the opioid epidemic.Instead of exhaustively searching in a huge chemical space for better opioid antagonists, we adopt reinforcement learning which allows efficient gradient-based search towards molecules with desired physicochemical and/or biological properties. Specifically, we implement a deep reinforce…
StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for StarCraft II. The hierarchy involves two levels of abstraction. One is the macro-action automatically extracted from expert's trajectories, which reduces the action space in an order of magnitude yet remains effective. The other is a two-layer hierarchical architecture which is modular and easy to scale, enabling a curriculum transferring from simpler tasks to mo…
Despite the empirical success of meta reinforcement learning (meta-RL), there are still a number poorly-understood discrepancies between theory and practice. Critically, biased gradient estimates are almost always implemented in practice, whereas prior theory on meta-RL only establishes convergence under unbiased gradient estimates. In this work, we investigate such a discrepancy. In particular, (1) We show that unbiased gradient estimates have variance $Θ(N)$ which linearly depends on the sample size $N$ of the inner loop updates; (2) We propose linearized score function (LSF) gradient estima…
Yonsei University(延世大学);Deakin University(迪肯大学);Samsung Electronics Co., Ltd.(三星电子株式会社);University of Oulu(奥卢大学)
Traditional distributed deep reinforcement learning (RL) commonly relies on exchanging the experience replay memory (RM) of each agent. Since the RM contains all state observations and action policy history, it may incur huge communication overhead while violating the privacy of each agent. Alternatively, this article presents a communication-efficient and privacy-preserving distributed RL framework, coined federated reinforcement distillation (FRD). In FRD, each agent exchanges its proxy experience replay memory (ProxRM), in which policies are locally averaged with respect to proxy states clu…
UC Berkeley, Department of Electrical Engineering and Computer Science(加州大学伯克利分校电气工程与计算机科学系);OpenAI
Deep reinforcement learning (deep RL) has been successful in learning sophisticated behaviors automatically; however, the learning process requires a huge number of trials. In contrast, animals can learn new tasks in just a few trials, benefiting from their prior knowledge about the world. This paper seeks to bridge this gap. Rather than designing a "fast" reinforcement learning algorithm, we propose to represent it as a recurrent neural network (RNN) and learn it from data. In our proposed method, RL$^2$, the algorithm is encoded in the weights of the RNN, which are learned slowly through a g…
Clemson University(克莱姆森大学);University of Michigan(密歇根大学);University of California, Berkeley(加州大学伯克利分校)
Reinforcement Learning (RL) is widely utilized in the field of robotics, and as such, it is gradually being implemented in the Hybrid Electric Vehicle (HEV) supervisory control. Even though RL exhibits excellent performance in terms of fuel consumption minimization in simulation, the large learning iteration number needs a long learning time, making it hardly applicable in real-world vehicles. In addition, the fuel consumption of initial learning phases is much worse than baseline controls. This study aims to reduce the learning iterations of Q-learning in HEV application and improve fuel cons…
The Hong Kong University of Science and Technology(香港科技大学)
Autonomous car racing is a challenging task in the robotic control area. Traditional modular methods require accurate mapping, localization and planning, which makes them computationally inefficient and sensitive to environmental changes. Recently, deep-learning-based end-to-end systems have shown promising results for autonomous driving/racing. However, they are commonly implemented by supervised imitation learning (IL), which suffers from the distribution mismatch problem, or by reinforcement learning (RL), which requires a huge amount of risky interaction data. In this work, we present a ge…
Quantum Computing (QC) stands to revolutionize computing, but is currently still limited. To develop and test quantum algorithms today, quantum circuits are often simulated on classical computers. Simulating a complex quantum circuit requires computing the contraction of a large network of tensors. The order (path) of contraction can have a drastic effect on the computing cost, but finding an efficient order is a challenging combinatorial optimization problem. We propose a Reinforcement Learning (RL) approach combined with Graph Neural Networks (GNN) to address the contraction ordering problem…
Nanjing University of Aeronautics and Astronautics(南京航空航天大学)
Reinforcement learning has achieved great success in various applications. To learn an effective policy for the agent, it usually requires a huge amount of data by interacting with the environment, which could be computational costly and time consuming. To overcome this challenge, the framework called Reinforcement Learning with Expert Demonstrations (RLED) was proposed to exploit the supervision from expert demonstrations. Although the RLED methods can reduce the number of learning iterations, they usually assume the demonstrations are perfect, and thus may be seriously misled by the noisy de…
Texas Tech University(德克萨斯理工大学);George Washington University(乔治华盛顿大学)
A crucial and time-sensitive task when any disaster occurs is to rescue victims and distribute resources to the right groups and locations. This task is challenging in populated urban areas, due to the huge burst of help requests generated in a very short period. To improve the efficiency of the emergency response in the immediate aftermath of a disaster, we propose a heuristic multi-agent reinforcement learning scheduling algorithm, named as ResQ, which can effectively schedule the rapid deployment of volunteers to rescue victims in dynamic settings. The core concept is to quickly identify vi…
Alleviating Community Fear in Disasters via Multi-Agent Actor-Critic Reinforcement Learning
Bradley Department of Electrical and Computer Engineering, Virginia Tech(弗吉尼亚理工大学布拉德利电气与计算机工程系);Department of Mechanical Engineering, Virginia Tech(弗吉尼亚理工大学机械工程系);Department of Computer Science, Virginia Tech(弗吉尼亚理工大学计算机科学系)
Institute of Condensed Matter Physics, Technische Universität Darmstadt(达姆施塔特工业大学凝聚态物理研究所)
The development of self-propelled particles at the micro- and the nanoscale has sparked a huge potential for future applications in active matter physics, microsurgery, and targeted drug delivery. However, while the latter applications provoke the quest on how to optimally navigate towards a target, such as e.g. a cancer cell, there is still no simple way known to determine the optimal route in sufficiently complex environments. Here we develop a machine learning-based approach that allows us, for the first time, to determine the asymptotically optimal path of a self-propelled agent which can …