Reinforcement Learning for Classical Planning: Viewing Heuristics as Dense Reward Generators
MIT(麻省理工学院);MIT-IBM Watson AI Lab(麻省理工学院-IBM沃森人工智能实验室);IBM Research(IBM研究院)
Clement Gehring, Masataro Asai, Rohan Chitnis, Tom Silver, Leslie Pack Kaelbling, Shirin Sohrabi, Michael Katz
备注:
Equal contributions by the first two authors. This manuscript is a camera-ready version accepted in ICAPS-2022. It is significantly updated from past versions (e.g., in the ICAPS PRL (Planning and RL) workshop) with additional experiments comparing existing work (STRIPS-HGN (Shen, Trevizan, and Thiebaux 2020) and GBFS-GNN (Rivlin, Hazan, and Karpas 2019))
Recent advances in reinforcement learning (RL) have led to a growing interest in applying RL to classical planning domains or applying classical planning methods to some complex RL domains. However, the long-horizon goal-based problems found in classical planning lead to sparse rewards for RL, making direct application inefficient. In this paper, we propose to leverage domain-independent heuristic functions commonly used in the classical planning literature to improve the sample efficiency of RL. These classical heuristics act as dense reward generators to alleviate the sparse-rewards issue and enable our RL agent to learn domain-specific value functions as residuals on these heuristics, making learning easier. Correct application of this technique requires consolidating the discounted metric used in RL and the non-discounted metric used in heuristics. We implement the value functions using Neural Logic Machines, a neural network architecture designed for grounded first-order logic inputs. We demonstrate on several classical planning domains that using classical heuristics for RL allows for good sample efficiency compared to sparse-reward RL. We further show that our learned value functions generalize to novel problem instances in the same domain.
University of Central Florida(中佛罗里达大学);Microsoft(微软);Intel Labs(英特尔实验室)
Learning effective policies for sparse objectives is a key challenge in Deep Reinforcement Learning (RL). A common approach is to design task-related dense rewards to improve task learnability. While such rewards are easily interpreted, they rely on heuristics and domain expertise. Alternate approaches that train neural networks to discover dense surrogate rewards avoid heuristics, but are high-dimensional, black-box solutions offering little interpretability. In this paper, we present a method that discovers dense rewards in the form of low-dimensional symbolic trees - thus making them more t…
Montreal Institute for Learning Algorithms(蒙特利尔学习算法研究所);University of Montreal(蒙特利尔大学);Future of Humanity Institute(人类未来研究所);University of Oxford(牛津大学);AI Impacts
Active reinforcement learning (ARL) is a variant on reinforcement learning where the agent does not observe the reward unless it chooses to pay a query cost c > 0. The central question of ARL is how to quantify the long-term value of reward information. Even in multi-armed bandits, computing the value of this information is intractable and we have to rely on heuristics. We propose and evaluate several heuristic approaches for ARL in multi-armed bandits and (tabular) Markov decision processes, and discuss and illustrate some challenging aspects of the ARL problem.
Potential-based reward shaping (PBRS) is an effective and popular technique to speed up reinforcement learning by leveraging domain knowledge. While PBRS is proven to always preserve optimal policies, its effect on learning speed is determined by the quality of its potential function, which, in turn, depends on both the underlying heuristic and the scale. Knowing which heuristic will prove effective requires testing the options beforehand, and determining the appropriate scale requires tuning, both of which introduce additional sample complexity. We formulate a PBRS framework that reduces lear…
Recently, reinforcement learning (RL) has been used as a tool for finding failures in autonomous systems. During execution, the RL agents often rely on some domain-specific heuristic reward to guide them towards finding failures, but constructing such a heuristic may be difficult or infeasible. Without a heuristic, the agent may only receive rewards at the time of failure, or even rewards that guide it away from failures. For example, some approaches give rewards for taking more-likely actions, because we want to find more-likely failures. However, the agent may then learn to only take likely …
A Heuristic Approach for Performance Tuning in RL-based Quadrotor Control via Reward Design and Termination Conditions
Robotics and AI group, in the Department of Computer Science, Electrical and Space Engineering at Luleå University of Technology(鲁德尼大学机器人与人工智能小组,计算机科学、电气与空间工程系)
University of Bristol(布里斯托大学);CortAIx, Thales(泰雷兹公司 CortAIx)
The potential of reinforcement learning (RL) to deliver aligned and performant agents is partially bottlenecked by the reward engineering problem. One alternative to heuristic trial-and-error is preference-based RL (PbRL), where a reward function is inferred from sparse human feedback. However, prior PbRL methods lack interpretability of the learned reward structure, which hampers the ability to assess robustness and alignment. We propose an online, active preference learning algorithm that constructs reward functions with the intrinsically interpretable, compositional structure of a tree. Usi…
Boston University(波士顿大学);Massachusetts Institute of Technology(麻省理工学院)
Reinforcement learning (RL) depends critically on the choice of reward functions used to capture the de- sired behavior and constraints of a robot. Usually, these are handcrafted by a expert designer and represent heuristics for relatively simple tasks. Real world applications typically involve more complex tasks with rich temporal and logical structure. In this paper we take advantage of the expressive power of temporal logic (TL) to specify complex rules the robot should follow, and incorporate domain knowledge into learning. We propose Truncated Linear Temporal Logic (TLTL) as specification…
University of Michigan(密歇根大学);University of Oxford(牛津大学)
How much credit (or blame) should an action taken in a state get for a future reward? This is the fundamental temporal credit assignment problem in Reinforcement Learning (RL). One of the earliest and still most widely used heuristics is to assign this credit based on a scalar coefficient, $λ$ (treated as a hyperparameter), raised to the power of the time interval between the state-action and the reward. In this empirical paper, we explore heuristics based on more general pairwise weightings that are functions of the state in which the action was taken, the state at the time of the reward, as …
Exploration in complex domains is a key challenge in reinforcement learning, especially for tasks with very sparse rewards. Recent successes in deep reinforcement learning have been achieved mostly using simple heuristic exploration strategies such as $ε$-greedy action selection or Gaussian control noise, but there are many tasks where these methods are insufficient to make any learning progress. Here, we consider more complex heuristics: efficient and scalable exploration strategies that maximize a notion of an agent's surprise about its experiences via intrinsic motivation. We propose to lea…
Massachusetts Institute of Technology(麻省理工学院);Norwegian University of Science and Technology(挪威科技大学)
We introduce an exploration bonus for deep reinforcement learning methods calculated using self-organising feature maps. Our method uses adaptive resonance theory (ART) providing online, unsupervised clustering to quantify the novelty of a state. This heuristic is used to add an intrinsic reward to the extrinsic reward signal for then to optimize the agent to maximize the sum of these two rewards. We find that this method was able to play the game Ordeal at a human level after a comparable number of training epochs to ICM arXiv:1705.05464. Agents augmented with RND arXiv:1810.12894 were unable…
We investigate how effective an attacker can be when it only learns from its victim's actions, without access to the victim's reward. In this work, we are motivated by the scenario where the attacker wants to behave strategically when the victim's motivations are unknown. We argue that one heuristic approach an attacker can use is to maximize the entropy of the victim's policy. The policy is generally not obfuscated, which implies it may be extracted simply by passively observing the victim. We provide such a strategy in the form of a reward-free exploration algorithm that maximizes the attack…
KU Leuven(鲁汶大学);Université Libre de Bruxelles(布鲁塞尔自由大学)
There are situations in which an agent should receive rewards only after having accomplished a series of previous tasks. In other words, the reward that the agent receives is non-Markovian. One natural and quite general way to represent history-dependent rewards is via a Mealy machine; a finite state automaton that produces output sequences (rewards in our case) from input sequences (state/action observations in our case). In our formal setting, we consider a Markov decision process (MDP) that models the dynamic of the environment in which the agent evolves and a Mealy machine synchronised wit…
Adversarial self-play in two-player games has delivered impressive results when used with reinforcement learning algorithms that combine deep neural networks and tree search. Algorithms like AlphaZero and Expert Iteration learn tabula-rasa, producing highly informative training data on the fly. However, the self-play training strategy is not directly applicable to single-player games. Recently, several practically important combinatorial optimisation problems, such as the travelling salesman problem and the bin packing problem, have been reformulated as reinforcement learning problems, increas…
While reinforcement learning (RL) has become a more popular approach for robotics, designing sufficiently informative reward functions for complex tasks has proven to be extremely difficult due their inability to capture human intent and policy exploitation. Preference based RL algorithms seek to overcome these challenges by directly learning reward functions from human feedback. Unfortunately, prior work either requires an unreasonable number of queries implausible for any human to answer or overly restricts the class of reward functions to guarantee the elicitation of the most informative qu…
There is a strong link between the general concept of intelligence and the ability to collect and use information. The theory of Bayes-adaptive exploration offers an attractive optimality framework for training machines to perform complex information gathering tasks. However, the computational complexity of the resulting optimal control problem has limited the diffusion of the theory to mainstream deep AI research. In this paper we exploit the inherent mathematical structure of Bayes-adaptive problems in order to dramatically simplify the problem by making the reward structure denser while sim…
We present the Battlesnake Challenge, a framework for multi-agent reinforcement learning with Human-In-the-Loop Learning (HILL). It is developed upon Battlesnake, a multiplayer extension of the traditional Snake game in which 2 or more snakes compete for the final survival. The Battlesnake Challenge consists of an offline module for model training and an online module for live competitions. We develop a simulated game environment for the offline multi-agent model training and identify a set of baseline heuristics that can be instilled to improve learning. Our framework is agent-agnostic and he…
The Australian National University(澳大利亚国立大学);Data61(Data61研究所);Microsoft Research Cambridge(微软剑桥研究院)
Entropic regularization of policies in Reinforcement Learning (RL) is a commonly used heuristic to ensure that the learned policy explores the state-space sufficiently before overfitting to a local optimal policy. The primary motivation for using entropy is for exploration and disambiguating optimal policies; however, the theoretical effects are not entirely understood. In this work, we study the more general regularized RL objective and using Fenchel duality; we derive the dual problem which takes the form of an adversarial reward problem. In particular, we find that the optimal policy found …
MTRec: Learning to Align with User Preferences via Mental Reward Models
School of Software Engineering, South China University of Technology(华南理工大学软件学院);School of Computer Science and Technology, Dalian University of Technology(大连理工大学计算机科学与技术学院);Huawei Noah’s Ark Lab(华为诺亚实验室);Nanyang Technological University(南洋理工大学)
Modern policy gradient algorithms such as Proximal Policy Optimization (PPO) rely on an arsenal of heuristics, including loss clipping and gradient clipping, to ensure successful learning. These heuristics are reminiscent of techniques from robust statistics, commonly used for estimation in outlier-rich (``heavy-tailed'') regimes. In this paper, we present a detailed empirical study to characterize the heavy-tailed nature of the gradients of the PPO surrogate reward function. We demonstrate that the gradients, especially for the actor network, exhibit pronounced heavy-tailedness and that it in…