Quantum reinforcement learning (QRL) is a promising paradigm for near-term quantum devices. While existing QRL methods have shown success in discrete action spaces, extending these techniques to continuous domains is challenging due to the curse of dimensionality introduced by discretization. To overcome this limitation, we introduce a quantum Deep Deterministic Policy Gradient (DDPG) algorithm that efficiently addresses both classical and quantum sequential decision problems in continuous action spaces. Moreover, our approach facilitates single-shot quantum state generation: a one-time optimization produces a model that outputs the control sequence required to drive a fixed initial state to any desired target state. In contrast, conventional quantum control methods demand separate optimization for each target state. We demonstrate the effectiveness of our method through simulations and discuss its potential applications in quantum control.
Training action space selection for reinforcement learning (RL) is conflict-prone due to complex state-action relationships. To address this challenge, this paper proposes a Shapley-inspired methodology for training action space categorization and ranking. To reduce exponential-time shapley computations, the methodology includes a Monte Carlo simulation to avoid unnecessary explorations. The effectiveness of the methodology is illustrated using a cloud infrastructure resource tuning case study. It reduces the search space by 80\% and categorizes the training action sets into dispensable and in…
We show how an action-dependent baseline can be used by the policy gradient theorem using function approximation, originally presented with action-independent baselines by (Sutton et al. 2000).
We derive sublinear regret bounds for undiscounted reinforcement learning in continuous state space. The proposed algorithm combines state aggregation with the use of upper confidence bounds for implementing optimism in the face of uncertainty. Beside the existence of an optimal policy which satisfies the Poisson equation, the only assumptions made are Holder continuity of rewards and transition probabilities.
One problem in the application of reinforcement learning to real-world problems is the curse of dimensionality on the action space. Macro actions, a sequence of primitive actions, have been studied to diminish the dimensionality of the action space with regard to the time axis. However, previous studies relied on humans defining macro actions or assumed macro actions as repetitions of the same primitive actions. We present Factorized Macro Action Reinforcement Learning (FaMARL) which autonomously learns disentangled factor representation of a sequence of actions to generate macro actions that …
Technion, Israel Institute of Technology(以色列理工学院);Nvidia Research(英伟达研究院)
Maximum Entropy (MaxEnt) reinforcement learning is a powerful learning paradigm which seeks to maximize return under entropy regularization. However, action entropy does not necessarily coincide with state entropy, e.g., when multiple actions produce the same transition. Instead, we propose to maximize the transition entropy, i.e., the entropy of next states. We show that transition entropy can be described by two terms; namely, model-dependent transition entropy and action redundancy. Particularly, we explore the latter in both deterministic and stochastic settings and develop tractable appro…
University of Witwatersrand(威特沃特斯兰德大学);Duke University(杜克大学)
We introduce a model-free algorithm for learning in Markov decision processes with parameterized actions-discrete actions with continuous parameters. At each step the agent must select both which action to use and which parameters to use with that action. We introduce the Q-PAMDP algorithm for learning in these domains, show that it converges to a local optimum, and compare it to direct policy search in the goal-scoring and Platform domains.
Learning a control policy capable of adapting to time-varying and potentially evolving system dynamics has been a great challenge to the mainstream reinforcement learning (RL). Mainly, the ever-changing system properties would continuously affect how the RL agent interacts with the state space through its actions, which effectively (re-)introduces concept drifts to the underlying policy learning process. We postulated that higher adaptability for the control policy can be achieved by characterizing and representing actions with extra "degrees of freedom" and thereby, with greater flexibility, …
University of Washington(华盛顿大学);Microsoft Research(微软研究院)
This paper introduces a novel architecture for reinforcement learning with deep neural networks designed to handle state and action spaces characterized by natural language, as found in text-based games. Termed a deep reinforcement relevance network (DRRN), the architecture represents action and state spaces with separate embedding vectors, which are combined with an interaction function to approximate the Q-function in reinforcement learning. We evaluate the DRRN on two popular text games, showing superior performance over other deep Q-learning architectures. Experiments with paraphrased acti…
Massachusetts Institute of Technology(麻省理工学院);Amazon(亚马逊)
We study the problem of Reinforcement Learning (RL) with linear function approximation, i.e. assuming the optimal action-value function is linear in a known $d$-dimensional feature mapping. Unfortunately, however, based on only this assumption, the worst case sample complexity has been shown to be exponential, even under a generative model. Instead of making further assumptions on the MDP or value functions, we assume that our action space is such that there always exist playable actions to explore any direction of the feature space. We formalize this assumption as a ``ball structure'' action …
The performance of reinforcement learning depends upon designing an appropriate action space, where the effect of each action is measurable, yet, granular enough to permit flexible behavior. So far, this process involved non-trivial user choices in terms of the available actions and their execution frequency. We propose a novel framework for reinforcement learning that effectively lifts such constraints. Within our framework, agents learn effective behavior over a routine space: a new, higher-level action space, where each routine represents a set of 'equivalent' sequences of granular actions …
While reinforcement learning has achieved considerable successes in recent years, state-of-the-art models are often still limited by the size of state and action spaces. Model-free reinforcement learning approaches use some form of state representations and the latest work has explored embedding techniques for actions, both with the aim of achieving better generalization and applicability. However, these approaches consider only states or actions, ignoring the interaction between them when generating embedded representations. In this work, we establish the theoretical foundations for the valid…
University of Massachusetts, Amherst(马萨诸塞大学阿默斯特分校);Adobe Research(奥多比研究院)
Most model-free reinforcement learning methods leverage state representations (embeddings) for generalization, but either ignore structure in the space of actions or assume the structure is provided a priori. We show how a policy can be decomposed into a component that acts in a low-dimensional space of action representations and a component that transforms these representations into actual actions. These representations improve generalization over large, finite action sets by allowing the agent to infer the outcomes of actions similar to actions already taken. We provide an algorithm to both …
Effective reinforcement learning requires a proper balance of exploration and exploitation defined by the dispersion of action distribution. However, this balance depends on the task, the current stage of the learning process, and the current environment state. Existing methods that designate the action distribution dispersion require problem-dependent hyperparameters. In this paper, we propose to automatically designate the action distribution dispersion using the following principle: This distribution should have sufficient dispersion to enable the evaluation of future policies. To that end,…
Google research(谷歌研究);Deepmind(深度思维);The Technion - Israel Institute of Technology(以色列理工学院)
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulatio…
In this paper we propose a hybrid architecture of actor-critic algorithms for reinforcement learning in parameterized action space, which consists of multiple parallel sub-actor networks to decompose the structured action space into simpler action spaces along with a critic network to guide the training of all sub-actor networks. While this paper is mainly focused on parameterized action space, the proposed architecture, which we call hybrid actor-critic, can be extended for more general action spaces which has a hierarchical structure. We present an instance of the hybrid actor-critic archite…
King Abdullah University of Science and Technology(阿卜杜拉国王科技大学);The Swiss AI Lab IDSIA/USI/SUPSI(瑞士人工智能实验室 IDSIA/USI/SUPSI);NNAISENSE
Offline RL methods have been shown to reduce the need for environment interaction by training agents using offline collected episodes. However, these methods typically require action information to be logged during data collection, which can be difficult or even impossible in some practical cases. In this paper, we investigate the potential of using action-free offline datasets to improve online reinforcement learning, name this problem Reinforcement Learning with Action-Free Offline Pretraining (AFP-RL). We introduce Action-Free Guide (AF-Guide), a method that guides online training by extrac…
University of the Witwatersrand(金山大学);Brown University(布朗大学)
Parameterised actions in reinforcement learning are composed of discrete actions with continuous action-parameters. This provides a framework for solving complex domains that require combining high-level actions with flexible control. The recent P-DQN algorithm extends deep Q-networks to learn over such action spaces. However, it treats all action-parameters as a single joint input to the Q-network, invalidating its theoretical foundations. We analyse the issues with this approach and propose a novel method, multi-pass deep Q-networks, or MP-DQN, to address them. We empirically demonstrate tha…
University of Washington(华盛顿大学);Microsoft Research(微软研究院)
We introduce an online popularity prediction and tracking task as a benchmark task for reinforcement learning with a combinatorial, natural language action space. A specified number of discussion threads predicted to be popular are recommended, chosen from a fixed window of recent comments to track. Novel deep reinforcement learning architectures are studied for effective modeling of the value function associated with actions comprised of interdependent sub-actions. The proposed model, which represents dependence between sub-actions through a bi-directional LSTM, gives the best performance acr…
Reinforcement learning is an appropriate and successful method to robustly perform low-level robot control under noisy conditions. Symbolic action planning is useful to resolve causal dependencies and to break a causally complex problem down into a sequence of simpler high-level actions. A problem with the integration of both approaches is that action planning is based on discrete high-level action- and state spaces, whereas reinforcement learning is usually driven by a continuous reward function. However, recent advances in reinforcement learning, specifically, universal value function approx…
Tsinghua Shenzhen International Graduate School(清华大学深圳国际研究生院)
Offline Reinforcement Learning has attracted much interest in solving the application challenge for traditional reinforcement learning. Offline reinforcement learning uses previously-collected datasets to train agents without any interaction. For addressing the overestimation of OOD (out-of-distribution) actions, conservative estimates give a low value for all inputs. Previous conservative estimation methods are usually difficult to avoid the impact of OOD actions on Q-value estimates. In addition, these algorithms usually need to lose some computational efficiency to achieve the purpose of co…
University of Oxford(牛津大学);UCL(伦敦大学学院);NVIDIA(英伟达)
We present an extended abstract for the previously published work TESSERACT [Mahajan et al., 2021], which proposes a novel solution for Reinforcement Learning (RL) in large, factored action spaces using tensor decompositions. The goal of this abstract is twofold: (1) To garner greater interest amongst the tensor research community for creating methods and analysis for approximate RL, (2) To elucidate the generalised setting of factored action spaces where tensor decompositions can be used. We use cooperative multi-agent reinforcement learning scenario as the exemplary setting where the action …
Continuous reinforcement learning such as DDPG and A3C are widely used in robot control and autonomous driving. However, both methods have theoretical weaknesses. While DDPG cannot control noises in the control process, A3C does not satisfy the continuity conditions under the Gaussian policy. To address these concerns, we propose a new continues reinforcement learning method based on stochastic differential equations and we call it Incremental Reinforcement Learning (IRL). This method not only guarantees the continuity of actions within any time interval, but controls the variance of actions i…
Institute for Data Science Foundations(数据科学基础研究所);Hamburg University of Technology(汉堡工业大学)
Human-to-human conversation is not just talking and listening. It is an incremental process where participants continually establish a common understanding to rule out misunderstandings. Current language understanding methods for intelligent robots do not consider this. There exist numerous approaches considering non-understandings, but they ignore the incremental process of resolving misunderstandings. In this article, we present a first formalization and experimental validation of incremental action-repair for robotic instruction-following based on reinforcement learning. To evaluate our app…
Nanjing University(南京大学);East China Normal University(华东师范大学)
This paper addresses policy learning in non-stationary environments and games with continuous actions. Rather than the classical reward maximization mechanism, inspired by the ideas of follow-the-regularized-leader (FTRL) and mirror descent (MD) update, we propose a no-regret style reinforcement learning algorithm PORL for continuous action tasks. We prove that PORL has a last-iterate convergence guarantee, which is important for adversarial and cooperative games. Empirical studies show that, in stationary environments such as MuJoCo locomotion controlling tasks, PORL performs equally well as,…
Reinforcement Learning and the Evolutionary Strategy are two major approaches in addressing complicated control problems. Both are strong contenders and have their own devotee communities. Both groups have been very active in developing new advances in their own domain and devising, in recent years, leading-edge techniques to address complex continuous control tasks. Here, in the context of Deep Reinforcement Learning, we formulate a parallelized version of the Proximal Policy Optimization method and a Deep Deterministic Policy Gradient method. Moreover, we conduct a thorough comparison betwee…
Action-Graph Policies: Learning Action Co-dependencies in Multi-Agent Reinforcement Learning
University of Southern California, Los Angeles, CA, USA(美国南加州大学);DEVCOM Army Research Laboratory, Adelphi, MD, USA(美国陆军研究实验室);DEVCOM ARL Army Research Office, Los Angeles, CA, USA(美国陆军研究办公室)
Indian Institute of Technology, Madras(印度马德拉斯理工学院)
Deep Reinforcement Learning (DRL) methods have performed well in an increasing numbering of high-dimensional visual decision making domains. Among all such visual decision making problems, those with discrete action spaces often tend to have underlying compositional structure in the said action space. Such action spaces often contain actions such as go left, go up as well as go diagonally up and left (which is a composition of the former two actions). The representations of control policies in such domains have traditionally been modeled without exploiting this inherent compositional structure…
In this paper, we propose surrogate agent-environment interface (SAEI) in reinforcement learning. We also state that learning based on probability surrogate agent-environment interface provides optimal policy of task agent-environment interface. We introduce surrogate probability action and develop the probability surrogate action deterministic policy gradient (PSADPG) algorithm based on SAEI. This algorithm enables continuous control of discrete action. The experiments show PSADPG achieves the performance of DQN in certain tasks with the stochastic optimal policy nature in the initial trainin…
We explore Deep Reinforcement Learning in a parameterized action space. Specifically, we investigate how to achieve sample-efficient end-to-end training in these tasks. We propose a new compact architecture for the tasks where the parameter policy is conditioned on the output of the discrete action policy. We also propose two new methods based on the state-of-the-art algorithms Trust Region Policy Optimization (TRPO) and Stochastic Value Gradient (SVG) to train such an architecture. We demonstrate that these methods outperform the state of the art method, Parameterized Action DDPG, on test dom…
Multi-agent deep reinforcement learning has been applied to address a variety of complex problems with either discrete or continuous action spaces and achieved great success. However, most real-world environments cannot be described by only discrete action spaces or only continuous action spaces. And there are few works having ever utilized deep reinforcement learning (drl) to multi-agent problems with hybrid action spaces. Therefore, we propose a novel algorithm: Deep Multi-Agent Hybrid Soft Actor-Critic (MAHSAC) to fill this gap. This algorithm follows the centralized training but decentrali…
Khoury College of Computer Sciences(科里计算机科学学院);Northeastern University(东北大学)
In real-world multi-robot systems, performing high-quality, collaborative behaviors requires robots to asynchronously reason about high-level action selection at varying time durations. Macro-Action Decentralized Partially Observable Markov Decision Processes (MacDec-POMDPs) provide a general framework for asynchronous decision making under uncertainty in fully cooperative multi-agent tasks. However, multi-agent deep reinforcement learning methods have only been developed for (synchronous) primitive-action problems. This paper proposes two Deep Q-Network (DQN) based methods for learning decent…
Deep reinforcement learning has been shown to be a powerful framework for learning policies from complex high-dimensional sensory inputs to actions in complex tasks, such as the Atari domain. In this paper, we explore output representation modeling in the form of temporal abstraction to improve convergence and reliability of deep reinforcement learning approaches. We concentrate on macro-actions, and evaluate these on different Atari 2600 games, where we show that they yield significant improvements in learning speed. Additionally, we show that they can even achieve better scores than DQN. We …
Reinforcement Learning formalises an embodied agent's interaction with the environment through observations, rewards and actions. But where do the actions come from? Actions are often considered to represent something external, such as the movement of a limb, a chess piece, or more generally, the output of an actuator. In this work we explore and formalize a contrasting view, namely that actions are best thought of as the output of a sequence of internal choices with respect to an action model. This view is particularly well-suited for leveraging the recent advances in large sequence models as…
Combinatorial optimization problem (COP) over graphs is a fundamental challenge in optimization. Reinforcement learning (RL) has recently emerged as a new framework to tackle these problems and has demonstrated promising results. However, most RL solutions employ a greedy manner to construct the solution incrementally, thus inevitably pose unnecessary dependency on action sequences and need a lot of problem-specific designs. We propose a general RL framework that not only exhibits state-of-the-art empirical performance but also generalizes to a variety class of COPs. Specifically, we define st…
Training a game-playing reinforcement learning agent requires multiple interactions with the environment. Ignorant random exploration may cause a waste of time and resources. It's essential to alleviate such waste. As discussed in this paper, under the settings of the off-policy actor critic algorithms, we demonstrate that the critic can bring more expected discounted rewards than or at least equal to the actor. Thus, the Q value predicted by the critic is a better signal to redistribute the action originally sampled from the policy distribution predicted by the actor. This paper introduces th…
Soccer is a sparse rewarding game: any smart or careless action in critical situations can change the result of the match. Therefore players, coaches, and scouts are all curious about the best action to be performed in critical situations, such as the times with a high probability of losing ball possession or scoring a goal. This work proposes a new state representation for the soccer game and a batch reinforcement learning to train a smart policy network. This network gets the contextual information of the situation and proposes the optimal action to maximize the expected goal for the team. W…
Maluuba, A Microsoft Company(Maluuba,微软旗下公司);McGill University(麦吉尔大学)
Policy gradient methods in reinforcement learning have become increasingly prevalent for state-of-the-art performance in continuous control tasks. Novel methods typically benchmark against a few key algorithms such as deep deterministic policy gradients and trust region policy optimization. As such, it is important to present and use consistent baselines experiments. However, this can be difficult due to general variance in the algorithms, hyper-parameter tuning, and environment stochasticity. We investigate and discuss: the significance of hyper-parameters in policy gradients for continuous c…
MIT Operations Research Center(麻省理工学院运筹学中心);Google Research(谷歌研究院)
Value-function-based methods have long played an important role in reinforcement learning. However, finding the best next action given a value function of arbitrary complexity is nontrivial when the action space is too large for enumeration. We develop a framework for value-function-based deep reinforcement learning with a combinatorial action space, in which the action selection problem is explicitly formulated as a mixed-integer optimization problem. As a motivating example, we present an application of this framework to the capacitated vehicle routing problem (CVRP), a combinatorial optimiz…
University of Science and Technology of China(中国科学技术大学);Cyberspace Institute of Advanced Technology, Guangzhou University(广州大学网络空间先进技术研究院)
Traditionally, reinforcement learning methods predict the next action based on the current state. However, in many situations, directly applying actions to control systems or robots is dangerous and may lead to unexpected behaviors because action is rather low-level. In this paper, we propose a novel hierarchical reinforcement learning framework without explicit action. Our meta policy tries to manipulate the next optimal state and actual action is produced by the inverse dynamics model. To stabilize the training process, we integrate adversarial learning and information bottleneck into our fr…
In this paper, we consider the important problem of safe exploration in reinforcement learning. While reinforcement learning is well-suited to domains with complex transition dynamics and high-dimensional state-action spaces, an additional challenge is posed by the need for safe and efficient exploration. Traditional exploration techniques are not particularly useful for solving dangerous tasks, where the trial and error process may lead to the selection of actions whose execution in some states may result in damage to the learning system (or any other system). Consequently, when an agent begi…
National Tsing Hua University(国立清华大学);Harvard University(哈佛大学)
Conventional reinforcement learning (RL) typically determines an appropriate primitive action at each timestep. However, by using a proper macro action, defined as a sequence of primitive actions, an agent is able to bypass intermediate states to a farther state and facilitate its learning procedure. The problem we would like to investigate is what associated beneficial properties that macro actions may possess. In this paper, we unveil the properties of reusability and transferability of macro actions. The first property, reusability, means that a macro action generated along with one RL meth…
Model-based reinforcement learning (MBRL) approaches rely on discrete-time state transition models whereas physical systems and the vast majority of control tasks operate in continuous-time. To avoid time-discretization approximation of the underlying process, we propose a continuous-time MBRL framework based on a novel actor-critic method. Our approach also infers the unknown state evolution differentials with Bayesian neural ordinary differential equations (ODE) to account for epistemic uncertainty. We implement and test our method on a new ODE-RL suite that explicitly solves continuous-time…