Playing an important role in Model-Based Reinforcement Learning (MBRL), environment models aim to predict future states based on the past. Existing works usually ignore instantaneous dependence in the state, that is, assuming that the future state variables are conditionally independent given the past states. However, instantaneous dependence is prevalent in many RL environments. For instance, in the stock market, instantaneous dependence can exist between two stocks because the fluctuation of one stock can quickly affect the other and the resolution of price change is lower than that of the effect. In this paper, we prove that with few exceptions, ignoring instantaneous dependence can result in suboptimal policy learning in MBRL. To address the suboptimality problem, we propose a simple plug-and-play method to enable existing MBRL algorithms to take instantaneous dependence into account. Through experiments on two benchmarks, we (1) confirm the existence of instantaneous dependence with visualization; (2) validate our theoretical findings that ignoring instantaneous dependence leads to suboptimal policy; (3) verify that our method effectively enables reinforcement learning with instantaneous dependence and improves policy performance.
Linear Temporal Logic (LTL) is widely used to specify high-level objectives for system policies, and it is highly desirable for autonomous systems to learn the optimal policy with respect to such specifications. However, learning the optimal policy from LTL specifications is not trivial. We present a model-free Reinforcement Learning (RL) approach that efficiently learns an optimal policy for an unknown stochastic system, modelled using Markov Decision Processes (MDPs). We propose a novel and more general product MDP, reward structure and discounting mechanism that, when applied in conjunction with off-the-shelf model-free RL algorithms, efficiently learn the optimal policy that maximizes the probability of satisfying a given LTL specification with optimality guarantees. We also provide improved theoretical results on choosing the key parameters in RL to ensure optimality. To directly evaluate the learned policy, we adopt probabilistic model checker PRISM to compute the probability of the policy satisfying such specifications. Several experiments on various tabular MDP environments across different LTL tasks demonstrate the improved sample efficiency and optimal policy convergence.
Next-generation Wi-Fi networks are looking forward to introducing new features like multi-link operation (MLO) to both achieve higher throughput and lower latency. However, given the limited number of available channels, the use of multiple links by a group of contending Basic Service Sets (BSSs) can result in higher interference and channel contention, thus potentially leading to lower performance and reliability. In such a situation, it could be better for all contending BSSs to use less links if that contributes to reduce channel access contention. Recently, reinforcement learning (RL) has proven its potential for optimizing resource allocation in wireless networks. However, the independent operation of each wireless network makes difficult -- if not almost impossible -- for each individual network to learn a good configuration. To solve this issue, in this paper, we propose the use of a Federated Reinforcement Learning (FRL) framework, i.e., a collaborative machine learning approach to train models across multiple distributed agents without exchanging data, to collaboratively learn the the best MLO-Link Allocation (LA) strategy by a group of neighboring BSSs. The simulation results show that the FRL-based decentralized MLO-LA strategy achieves a better throughput fairness, and so a higher reliability -- because it allows the different BSSs to find a link allocation strategy which maximizes the minimum achieved data rate -- compared to fixed, random and RL-based MLO-LA schemes.
The policy represented by the deep neural network can overfit the spurious features in observations, which hamper a reinforcement learning agent from learning effective policy. This issue becomes severe in high-dimensional state, where the agent struggles to learn a useful policy. Data augmentation can provide a performance boost to RL agents by mitigating the effect of overfitting. However, such data augmentation is a form of prior knowledge, and naively applying them in environments might worsen an agent's performance. In this paper, we propose a novel RL algorithm to mitigate the above issue and improve the efficiency of the learned policy. Our approach consists of a max-min game theoretic objective where a perturber network modifies the state to maximize the agent's probability of taking a different action while minimizing the distortion in the state. In contrast, the policy network updates its parameters to minimize the effect of perturbation while maximizing the expected future reward. Based on this objective, we propose a practical deep reinforcement learning algorithm, Adversarial Policy Optimization (APO). Our method is agnostic to the type of policy optimization, and thus data augmentation can be incorporated to harness the benefit. We evaluated our approaches on several DeepMind Control robotic environments with high-dimensional and noisy state settings. Empirical results demonstrate that our method APO consistently outperforms the state-of-the-art on-policy PPO agent. We further compare our method with state-of-the-art data augmentation, RAD, and regularization-based approach DRAC. Our agent APO shows better performance compared to these baselines.
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.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
The transformer architecture and variants presented remarkable success across many machine learning tasks in recent years. This success is intrinsically related to the capability of handling long sequences and the presence of context-dependent weights from the attention mechanism. We argue that these capabilities suit the central role of a Meta-Reinforcement Learning algorithm. Indeed, a meta-RL agent needs to infer the task from a sequence of trajectories. Furthermore, it requires a fast adaptation strategy to adapt its policy for a new task -- which can be achieved using the self-attention mechanism. In this work, we present TrMRL (Transformers for Meta-Reinforcement Learning), a meta-RL agent that mimics the memory reinstatement mechanism using the transformer architecture. It associates the recent past of working memories to build an episodic memory recursively through the transformer layers. We show that the self-attention computes a consensus representation that minimizes the Bayes Risk at each layer and provides meaningful features to compute the best actions. We conducted experiments in high-dimensional continuous control environments for locomotion and dexterous manipulation. Results show that TrMRL presents comparable or superior asymptotic performance, sample efficiency, and out-of-distribution generalization compared to the baselines in these environments.
Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.
We hypothesize that due to the greedy nature of learning in multi-modal deep neural networks, these models tend to rely on just one modality while under-fitting the other modalities. Such behavior is counter-intuitive and hurts the models' generalization, as we observe empirically. To estimate the model's dependence on each modality, we compute the gain on the accuracy when the model has access to it in addition to another modality. We refer to this gain as the conditional utilization rate. In the experiments, we consistently observe an imbalance in conditional utilization rates between modalities, across multiple tasks and architectures. Since conditional utilization rate cannot be computed efficiently during training, we introduce a proxy for it based on the pace at which the model learns from each modality, which we refer to as the conditional learning speed. We propose an algorithm to balance the conditional learning speeds between modalities during training and demonstrate that it indeed addresses the issue of greedy learning. The proposed algorithm improves the model's generalization on three datasets: Colored MNIST, Princeton ModelNet40, and NVIDIA Dynamic Hand Gesture.
Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.
Many natural language processing tasks solely rely on sparse dependencies between a few tokens in a sentence. Soft attention mechanisms show promising performance in modeling local/global dependencies by soft probabilities between every two tokens, but they are not effective and efficient when applied to long sentences. By contrast, hard attention mechanisms directly select a subset of tokens but are difficult and inefficient to train due to their combinatorial nature. In this paper, we integrate both soft and hard attention into one context fusion model, "reinforced self-attention (ReSA)", for the mutual benefit of each other. In ReSA, a hard attention trims a sequence for a soft self-attention to process, while the soft attention feeds reward signals back to facilitate the training of the hard one. For this purpose, we develop a novel hard attention called "reinforced sequence sampling (RSS)", selecting tokens in parallel and trained via policy gradient. Using two RSS modules, ReSA efficiently extracts the sparse dependencies between each pair of selected tokens. We finally propose an RNN/CNN-free sentence-encoding model, "reinforced self-attention network (ReSAN)", solely based on ReSA. It achieves state-of-the-art performance on both Stanford Natural Language Inference (SNLI) and Sentences Involving Compositional Knowledge (SICK) datasets.