Reinforcement learning (RL) requires skillful definition and remarkable computational efforts to solve optimization and control problems, which could impair its prospect. Introducing human guidance into reinforcement learning is a promising way to improve learning performance. In this paper, a comprehensive human guidance-based reinforcement learning framework is established. A novel prioritized experience replay mechanism that adapts to human guidance in the reinforcement learning process is proposed to boost the efficiency and performance of the reinforcement learning algorithm. To relieve the heavy workload on human participants, a behavior model is established based on an incremental online learning method to mimic human actions. We design two challenging autonomous driving tasks for evaluating the proposed algorithm. Experiments are conducted to access the training and testing performance and learning mechanism of the proposed algorithm. Comparative results against the state-of-the-art methods suggest the advantages of our algorithm in terms of learning efficiency, performance, and robustness.
Being able to harness the power of large, static datasets for developing autonomous multi-agent systems could unlock enormous value for real-world applications. Many important industrial systems are multi-agent in nature and are difficult to model using bespoke simulators. However, in industry, distributed system processes can often be recorded during operation, and large quantities of demonstrative data can be stored. Offline multi-agent reinforcement learning (MARL) provides a promising paradigm for building effective online controllers from static datasets. However, offline MARL is still in its infancy, and, therefore, lacks standardised benchmarks, baselines and evaluation protocols typically found in more mature subfields of RL. This deficiency makes it difficult for the community to sensibly measure progress. In this work, we aim to fill this gap by releasing \emph{off-the-grid MARL (OG-MARL)}: a framework for generating offline MARL datasets and algorithms. We release an initial set of datasets and baselines for cooperative offline MARL, created using the framework, along with a standardised evaluation protocol. Our datasets provide settings that are characteristic of real-world systems, including complex dynamics, non-stationarity, partial observability, suboptimality and sparse rewards, and are generated from popular online MARL benchmarks. We hope that OG-MARL will serve the community and help steer progress in offline MARL, while also providing an easy entry point for researchers new to the field.
The fifth generation (5G) of wireless networks is set out to meet the stringent requirements of vehicular use cases. Edge computing resources can aid in this direction by moving processing closer to end-users, reducing latency. However, given the stochastic nature of traffic loads and availability of physical resources, appropriate auto-scaling mechanisms need to be employed to support cost-efficient and performant services. To this end, we employ Deep Reinforcement Learning (DRL) for vertical scaling in Edge computing to support vehicular-to-network communications. We address the problem using Deep Deterministic Policy Gradient (DDPG). As DDPG is a model-free off-policy algorithm for learning continuous actions, we introduce a discretization approach to support discrete scaling actions. Thus we address scalability problems inherent to high-dimensional discrete action spaces. Employing a real-world vehicular trace data set, we show that DDPG outperforms existing solutions, reducing (at minimum) the average number of active CPUs by 23% while increasing the long-term reward by 24%.
Batch reinforcement learning (RL) aims at finding an optimal policy in a dynamic environment in order to maximize the expected total rewards by leveraging pre-collected data. A fundamental challenge behind this task is the distributional mismatch between the batch data generating process and the distribution induced by target policies. Nearly all existing algorithms rely on the absolutely continuous assumption on the distribution induced by target policies with respect to the data distribution so that the batch data can be used to calibrate target policies via the change of measure. However, the absolute continuity assumption could be violated in practice, especially when the state-action space is large or continuous. In this paper, we propose a new batch RL algorithm without requiring absolute continuity in the setting of an infinite-horizon Markov decision process with continuous states and actions. We call our algorithm STEEL: SingulariTy-awarE rEinforcement Learning. Our algorithm is motivated by a new error analysis on off-policy evaluation, where we use maximum mean discrepancy, together with distributionally robust optimization, to characterize the error of off-policy evaluation caused by the possible singularity and to enable the power of model extrapolation. By leveraging the idea of pessimism and under some mild conditions, we derive a finite-sample regret guarantee for our proposed algorithm without imposing absolute continuity. Compared with existing algorithms, STEEL only requires some minimal data-coverage assumption and thus greatly enhances the applicability and robustness of batch RL. Extensive simulation studies and one real experiment on personalized pricing demonstrate the superior performance of our method when facing possible singularity in batch RL.
Connected automated driving has the potential to significantly improve urban traffic efficiency, e.g., by alleviating issues due to occlusion. Cooperative behavior planning can be employed to jointly optimize the motion of multiple vehicles. Most existing approaches to automatic intersection management, however, only consider fully automated traffic. In practice, mixed traffic, i.e., the simultaneous road usage by automated and human-driven vehicles, will be prevalent. The present work proposes to leverage reinforcement learning and a graph-based scene representation for cooperative multi-agent planning. We build upon our previous works that showed the applicability of such machine learning methods to fully automated traffic. The scene representation is extended for mixed traffic and considers uncertainty in the human drivers' intentions. In the simulation-based evaluation, we model measurement uncertainties through noise processes that are tuned using real-world data. The paper evaluates the proposed method against an enhanced first in - first out scheme, our baseline for mixed traffic management. With increasing share of automated vehicles, the learned planner significantly increases the vehicle throughput and reduces the delay due to interaction. Non-automated vehicles benefit virtually alike.
The complexity of designing reward functions has been a major obstacle to the wide application of deep reinforcement learning (RL) techniques. Describing an agent's desired behaviors and properties can be difficult, even for experts. A new paradigm called reinforcement learning from human preferences (or preference-based RL) has emerged as a promising solution, in which reward functions are learned from human preference labels among behavior trajectories. However, existing methods for preference-based RL are limited by the need for accurate oracle preference labels. This paper addresses this limitation by developing a method for crowd-sourcing preference labels and learning from diverse human preferences. The key idea is to stabilize reward learning through regularization and correction in a latent space. To ensure temporal consistency, a strong constraint is imposed on the reward model that forces its latent space to be close to the prior distribution. Additionally, a confidence-based reward model ensembling method is designed to generate more stable and reliable predictions. The proposed method is tested on a variety of tasks in DMcontrol and Meta-world and has shown consistent and significant improvements over existing preference-based RL algorithms when learning from diverse feedback, paving the way for real-world applications of RL methods.
Lifelong learning aims to create AI systems that continuously and incrementally learn during a lifetime, similar to biological learning. Attempts so far have met problems, including catastrophic forgetting, interference among tasks, and the inability to exploit previous knowledge. While considerable research has focused on learning multiple input distributions, typically in classification, lifelong reinforcement learning (LRL) must also deal with variations in the state and transition distributions, and in the reward functions. Modulating masks, recently developed for classification, are particularly suitable to deal with such a large spectrum of task variations. In this paper, we adapted modulating masks to work with deep LRL, specifically PPO and IMPALA agents. The comparison with LRL baselines in both discrete and continuous RL tasks shows superior performance. We further investigated the use of a linear combination of previously learned masks to exploit previous knowledge when learning new tasks: not only is learning faster, the algorithm solves tasks that we could not otherwise solve from scratch due to extremely sparse rewards. The results suggest that RL with modulating masks is a promising approach to lifelong learning, to the composition of knowledge to learn increasingly complex tasks, and to knowledge reuse for efficient and faster learning.
Learning a predictive model of the mean return, or value function, plays a critical role in many reinforcement learning algorithms. Distributional reinforcement learning (DRL) methods instead model the value distribution, which has been shown to improve performance in many settings. In this paper, we model the value distribution as approximately normal using the Markov Chain central limit theorem. We analytically compute quantile bars to provide a new DRL target that is informed by the decrease in standard deviation that occurs over the course of an episode. In addition, we propose a policy update strategy based on uncertainty as measured by structural characteristics of the value distribution not present in the standard value function. The approach we outline is compatible with many DRL structures. We use two representative on-policy algorithms, PPO and TRPO, as testbeds and show that our methods produce performance improvements in continuous control tasks.
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.
This paper surveys the field of transfer learning in the problem setting of Reinforcement Learning (RL). RL has been the key solution to sequential decision-making problems. Along with the fast advance of RL in various domains. including robotics and game-playing, transfer learning arises as an important technique to assist RL by leveraging and transferring external expertise to boost the learning process. In this survey, we review the central issues of transfer learning in the RL domain, providing a systematic categorization of its state-of-the-art techniques. We analyze their goals, methodologies, applications, and the RL frameworks under which these transfer learning techniques would be approachable. We discuss the relationship between transfer learning and other relevant topics from an RL perspective and also explore the potential challenges as well as future development directions for transfer learning in RL.
This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.