Recent years have seen a rise in interest in terms of using machine learning, particularly reinforcement learning (RL), for production scheduling problems of varying degrees of complexity. The general approach is to break down the scheduling problem into a Markov Decision Process (MDP), whereupon a simulation implementing the MDP is used to train an RL agent. Since existing studies rely on (sometimes) complex simulations for which the code is unavailable, the experiments presented are hard, or, in the case of stochastic environments, impossible to reproduce accurately. Furthermore, there is a vast array of RL designs to choose from. To make RL methods widely applicable in production scheduling and work out their strength for the industry, the standardisation of model descriptions - both production setup and RL design - and validation scheme are a prerequisite. Our contribution is threefold: First, we standardize the description of production setups used in RL studies based on established nomenclature. Secondly, we classify RL design choices from existing publications. Lastly, we propose recommendations for a validation scheme focusing on reproducibility and sufficient benchmarking.
There are many algorithms for regret minimisation in episodic reinforcement learning. This problem is well-understood from a theoretical perspective, providing that the sequences of states, actions and rewards associated with each episode are available to the algorithm updating the policy immediately after every interaction with the environment. However, feedback is almost always delayed in practice. In this paper, we study the impact of delayed feedback in episodic reinforcement learning from a theoretical perspective and propose two general-purpose approaches to handling the delays. The first involves updating as soon as new information becomes available, whereas the second waits before using newly observed information to update the policy. For the class of optimistic algorithms and either approach, we show that the regret increases by an additive term involving the number of states, actions, episode length, the expected delay and an algorithm-dependent constant. We empirically investigate the impact of various delay distributions on the regret of optimistic algorithms to validate our theoretical results.
Offline reinforcement learning (RL) methods can generally be categorized into two types: RL-based and Imitation-based. RL-based methods could in principle enjoy out-of-distribution generalization but suffer from erroneous off-policy evaluation. Imitation-based methods avoid off-policy evaluation but are too conservative to surpass the dataset. In this study, we propose an alternative approach, inheriting the training stability of imitation-style methods while still allowing logical out-of-distribution generalization. We decompose the conventional reward-maximizing policy in offline RL into a guide-policy and an execute-policy. During training, the guide-poicy and execute-policy are learned using only data from the dataset, in a supervised and decoupled manner. During evaluation, the guide-policy guides the execute-policy by telling where it should go so that the reward can be maximized, serving as the \textit{Prophet}. By doing so, our algorithm allows \textit{state-compositionality} from the dataset, rather than \textit{action-compositionality} conducted in prior imitation-style methods. We dumb this new approach Policy-guided Offline RL (\texttt{POR}). \texttt{POR} demonstrates the state-of-the-art performance on D4RL, a standard benchmark for offline RL. We also highlight the benefits of \texttt{POR} in terms of improving with supplementary suboptimal data and easily adapting to new tasks by only changing the guide-poicy.
We introduce a model for multi-agent interaction problems to understand how a heterogeneous team of agents should organize its resources to tackle a heterogeneous team of attackers. This model is inspired by how the human immune system tackles a diverse set of pathogens. The key property of this model is "cross-reactivity" which enables a particular defender type to respond strongly to some attackers but weakly to a few different types of attackers. Due to this, the optimal defender distribution that minimizes the harm incurred by attackers is supported on a discrete set. This allows the defender team to allocate resources to a few types and yet tackle a large number of attacker types. We study this model in different settings to characterize a set of guiding principles for control problems with heterogeneous teams of agents, e.g., sensitivity of the harm to sub-optimal defender distributions, teams consisting of a small number of attackers and defenders, estimating and tackling an evolving attacker distribution, and competition between defenders that gives near-optimal behavior using decentralized computation of the control. We also compare this model with reinforcement-learned policies for the defender team.
Pre-training with offline data and online fine-tuning using reinforcement learning is a promising strategy for learning control policies by leveraging the best of both worlds in terms of sample efficiency and performance. One natural approach is to initialize the policy for online learning with the one trained offline. In this work, we introduce a policy expansion scheme for this task. After learning the offline policy, we use it as one candidate policy in a policy set. We then expand the policy set with another policy which will be responsible for further learning. The two policies will be composed in an adaptive manner for interacting with the environment. With this approach, the policy previously learned offline is fully retained during online learning, thus mitigating the potential issues such as destroying the useful behaviors of the offline policy in the initial stage of online learning while allowing the offline policy participate in the exploration naturally in an adaptive manner. Moreover, new useful behaviors can potentially be captured by the newly added policy through learning. Experiments are conducted on a number of tasks and the results demonstrate the effectiveness of the proposed approach.
Many sequential decision-making problems that are currently automated, such as those in manufacturing or recommender systems, operate in an environment where there is either little uncertainty, or zero risk of catastrophe. As companies and researchers attempt to deploy autonomous systems in less constrained environments, it is increasingly important that we endow sequential decision-making algorithms with the ability to reason about uncertainty and risk. In this thesis, we will address both planning and reinforcement learning (RL) approaches to sequential decision-making. In the planning setting, it is assumed that a model of the environment is provided, and a policy is optimised within that model. Reinforcement learning relies upon extensive random exploration, and therefore usually requires a simulator in which to perform training. In many real-world domains, it is impossible to construct a perfectly accurate model or simulator. Therefore, the performance of any policy is inevitably uncertain due to the incomplete knowledge about the environment. Furthermore, in stochastic domains, the outcome of any given run is also uncertain due to the inherent randomness of the environment. These two sources of uncertainty are usually classified as epistemic, and aleatoric uncertainty, respectively. The over-arching goal of this thesis is to contribute to developing algorithms that mitigate both sources of uncertainty in sequential decision-making problems. We make a number of contributions towards this goal, with a focus on model-based algorithms...
While Reinforcement Learning (RL) achieves tremendous success in sequential decision-making problems of many domains, it still faces key challenges of data inefficiency and the lack of interpretability. Interestingly, many researchers have leveraged insights from the causality literature recently, bringing forth flourishing works to unify the merits of causality and address well the challenges from RL. As such, it is of great necessity and significance to collate these Causal Reinforcement Learning (CRL) works, offer a review of CRL methods, and investigate the potential functionality from causality toward RL. In particular, we divide existing CRL approaches into two categories according to whether their causality-based information is given in advance or not. We further analyze each category in terms of the formalization of different models, ranging from the Markov Decision Process (MDP), Partially Observed Markov Decision Process (POMDP), Multi-Arm Bandits (MAB), and Dynamic Treatment Regime (DTR). Moreover, we summarize the evaluation matrices and open sources while we discuss emerging applications, along with promising prospects for the future development of CRL.
While deep reinforcement learning (RL) has fueled multiple high-profile successes in machine learning, it is held back from more widespread adoption by its often poor data efficiency and the limited generality of the policies it produces. A promising approach for alleviating these limitations is to cast the development of better RL algorithms as a machine learning problem itself in a process called meta-RL. Meta-RL is most commonly studied in a problem setting where, given a distribution of tasks, the goal is to learn a policy that is capable of adapting to any new task from the task distribution with as little data as possible. In this survey, we describe the meta-RL problem setting in detail as well as its major variations. We discuss how, at a high level, meta-RL research can be clustered based on the presence of a task distribution and the learning budget available for each individual task. Using these clusters, we then survey meta-RL algorithms and applications. We conclude by presenting the open problems on the path to making meta-RL part of the standard toolbox for a deep RL practitioner.
When is heterogeneity in the composition of an autonomous robotic team beneficial and when is it detrimental? We investigate and answer this question in the context of a minimally viable model that examines the role of heterogeneous speeds in perimeter defense problems, where defenders share a total allocated speed budget. We consider two distinct problem settings and develop strategies based on dynamic programming and on local interaction rules. We present a theoretical analysis of both approaches and our results are extensively validated using simulations. Interestingly, our results demonstrate that the viability of heterogeneous teams depends on the amount of information available to the defenders. Moreover, our results suggest a universality property: across a wide range of problem parameters the optimal ratio of the speeds of the defenders remains nearly constant.
The combination of Reinforcement Learning (RL) with deep learning has led to a series of impressive feats, with many believing (deep) RL provides a path towards generally capable agents. However, the success of RL agents is often highly sensitive to design choices in the training process, which may require tedious and error-prone manual tuning. This makes it challenging to use RL for new problems, while also limits its full potential. In many other areas of machine learning, AutoML has shown it is possible to automate such design choices and has also yielded promising initial results when applied to RL. However, Automated Reinforcement Learning (AutoRL) involves not only standard applications of AutoML but also includes additional challenges unique to RL, that naturally produce a different set of methods. As such, AutoRL has been emerging as an important area of research in RL, providing promise in a variety of applications from RNA design to playing games such as Go. Given the diversity of methods and environments considered in RL, much of the research has been conducted in distinct subfields, ranging from meta-learning to evolution. In this survey we seek to unify the field of AutoRL, we provide a common taxonomy, discuss each area in detail and pose open problems which would be of interest to researchers going forward.
Recommender systems play a crucial role in mitigating the problem of information overload by suggesting users' personalized items or services. The vast majority of traditional recommender systems consider the recommendation procedure as a static process and make recommendations following a fixed strategy. In this paper, we propose a novel recommender system with the capability of continuously improving its strategies during the interactions with users. We model the sequential interactions between users and a recommender system as a Markov Decision Process (MDP) and leverage Reinforcement Learning (RL) to automatically learn the optimal strategies via recommending trial-and-error items and receiving reinforcements of these items from users' feedbacks. In particular, we introduce an online user-agent interacting environment simulator, which can pre-train and evaluate model parameters offline before applying the model online. Moreover, we validate the importance of list-wise recommendations during the interactions between users and agent, and develop a novel approach to incorporate them into the proposed framework LIRD for list-wide recommendations. The experimental results based on a real-world e-commerce dataset demonstrate the effectiveness of the proposed framework.