Reinforcement Learning (RL) has opened up new opportunities to solve a wide range of complex decision-making tasks. However, modern RL algorithms, e.g., Deep Q-Learning, are based on deep neural networks, putting high computational costs when running on edge devices. In this paper, we propose QHD, a Hyperdimensional Reinforcement Learning, that mimics brain properties toward robust and real-time learning. QHD relies on a lightweight brain-inspired model to learn an optimal policy in an unknown environment. We first develop a novel mathematical foundation and encoding module that maps state-action space into high-dimensional space. We accordingly develop a hyperdimensional regression model to approximate the Q-value function. The QHD-powered agent makes decisions by comparing Q-values of each possible action. We evaluate the effect of the different RL training batch sizes and local memory capacity on the QHD quality of learning. Our QHD is also capable of online learning with tiny local memory capacity, which can be as small as the training batch size. QHD provides real-time learning by further decreasing the memory capacity and the batch size. This makes QHD suitable for highly-efficient reinforcement learning in the edge environment, where it is crucial to support online and real-time learning. Our solution also supports a small experience replay batch size that provides 12.3 times speedup compared to DQN while ensuring minimal quality loss. Our evaluation shows QHD capability for real-time learning, providing 34.6 times speedup and significantly better quality of learning than state-of-the-art deep RL algorithms.
In this article, we propose a backpropagation-free approach to robotic control through the neuro-cognitive computational framework of neural generative coding (NGC), designing an agent built completely from powerful predictive coding/processing circuits that facilitate dynamic, online learning from sparse rewards, embodying the principles of planning-as-inference. Concretely, we craft an adaptive agent system, which we call active predictive coding (ActPC), that balances an internally-generated epistemic signal (meant to encourage intelligent exploration) with an internally-generated instrumental signal (meant to encourage goal-seeking behavior) to ultimately learn how to control various simulated robotic systems as well as a complex robotic arm using a realistic robotics simulator, i.e., the Surreal Robotics Suite, for the block lifting task and can pick-and-place problems. Notably, our experimental results demonstrate that our proposed ActPC agent performs well in the face of sparse (extrinsic) reward signals and is competitive with or outperforms several powerful backprop-based RL approaches.
Reinforcement learning (RL) and trajectory optimization (TO) present strong complementary advantages. On one hand, RL approaches are able to learn global control policies directly from data, but generally require large sample sizes to properly converge towards feasible policies. On the other hand, TO methods are able to exploit gradient-based information extracted from simulators to quickly converge towards a locally optimal control trajectory which is only valid within the vicinity of the solution. Over the past decade, several approaches have aimed to adequately combine the two classes of methods in order to obtain the best of both worlds. Following on from this line of research, we propose several improvements on top of these approaches to learn global control policies quicker, notably by leveraging sensitivity information stemming from TO methods via Sobolev learning, and augmented Lagrangian techniques to enforce the consensus between TO and policy learning. We evaluate the benefits of these improvements on various classical tasks in robotics through comparison with existing approaches in the literature.
In recent years, deep learning has been a topic of interest in almost all disciplines due to its impressive empirical success in analyzing complex data sets, such as imaging, genetics, climate, and medical data. While most of the developments are treated as black-box machines, there is an increasing interest in interpretable, reliable, and robust deep learning models applicable to a broad class of applications. Feature-selected deep learning is proven to be promising in this regard. However, the recent developments do not address the situations of ultra-high dimensional and highly correlated feature selection in addition to the high noise level. In this article, we propose a novel screening and cleaning strategy with the aid of deep learning for the cluster-level discovery of highly correlated predictors with a controlled error rate. A thorough empirical evaluation over a wide range of simulated scenarios demonstrates the effectiveness of the proposed method by achieving high power while having a minimal number of false discoveries. Furthermore, we implemented the algorithm in the riboflavin (vitamin $B_2$) production dataset in the context of understanding the possible genetic association with riboflavin production. The gain of the proposed methodology is illustrated by achieving lower prediction error compared to other state-of-the-art methods.
While many multi-robot coordination problems can be solved optimally by exact algorithms, solutions are often not scalable in the number of robots. Multi-Agent Reinforcement Learning (MARL) is gaining increasing attention in the robotics community as a promising solution to tackle such problems. Nevertheless, we still lack the tools that allow us to quickly and efficiently find solutions to large-scale collective learning tasks. In this work, we introduce the Vectorized Multi-Agent Simulator (VMAS). VMAS is an open-source framework designed for efficient MARL benchmarking. It is comprised of a vectorized 2D physics engine written in PyTorch and a set of twelve challenging multi-robot scenarios. Additional scenarios can be implemented through a simple and modular interface. We demonstrate how vectorization enables parallel simulation on accelerated hardware without added complexity. When comparing VMAS to OpenAI MPE, we show how MPE's execution time increases linearly in the number of simulations while VMAS is able to execute 30,000 parallel simulations in under 10s, proving more than 100x faster. Using VMAS's RLlib interface, we benchmark our multi-robot scenarios using various Proximal Policy Optimization (PPO)-based MARL algorithms. VMAS's scenarios prove challenging in orthogonal ways for state-of-the-art MARL algorithms. The VMAS framework is available at //github.com/proroklab/VectorizedMultiAgentSimulator. A video of VMAS scenarios and experiments is available at //youtu.be/aaDRYfiesAY.
Covering option discovery has been developed to improve the exploration of reinforcement learning in single-agent scenarios with sparse reward signals, through connecting the most distant states in the embedding space provided by the Fiedler vector of the state transition graph. However, these option discovery methods cannot be directly extended to multi-agent scenarios, since the joint state space grows exponentially with the number of agents in the system. Thus, existing researches on adopting options in multi-agent scenarios still rely on single-agent option discovery and fail to directly discover the joint options that can improve the connectivity of the joint state space of agents. In this paper, we show that it is indeed possible to directly compute multi-agent options with collaborative exploratory behaviors among the agents, while still enjoying the ease of decomposition. Our key idea is to approximate the joint state space as a Kronecker graph -- the Kronecker product of individual agents' state transition graphs, based on which we can directly estimate the Fiedler vector of the joint state space using the Laplacian spectrum of individual agents' transition graphs. This decomposition enables us to efficiently construct multi-agent joint options by encouraging agents to connect the sub-goal joint states which are corresponding to the minimum or maximum values of the estimated joint Fiedler vector. The evaluation based on multi-agent collaborative tasks shows that the proposed algorithm can successfully identify multi-agent options, and significantly outperforms prior works using single-agent options or no options, in terms of both faster exploration and higher cumulative rewards.
This paper provides a theoretical study of deep neural function approximation in reinforcement learning (RL) with the $\epsilon$-greedy exploration under the online setting. This problem setting is motivated by the successful deep Q-networks (DQN) framework that falls in this regime. In this work, we provide an initial attempt on theoretical understanding deep RL from the perspective of function class and neural networks architectures (e.g., width and depth) beyond the "linear" regime. To be specific, we focus on the value based algorithm with the $\epsilon$-greedy exploration via deep (and two-layer) neural networks endowed by Besov (and Barron) function spaces, respectively, which aims at approximating an $\alpha$-smooth Q-function in a $d$-dimensional feature space. We prove that, with $T$ episodes, scaling the width $m = \widetilde{\mathcal{O}}(T^{\frac{d}{2\alpha + d}})$ and the depth $L=\mathcal{O}(\log T)$ of the neural network for deep RL is sufficient for learning with sublinear regret in Besov spaces. Moreover, for a two layer neural network endowed by the Barron space, scaling the width $\Omega(\sqrt{T})$ is sufficient. To achieve this, the key issue in our analysis is how to estimate the temporal difference error under deep neural function approximation as the $\epsilon$-greedy exploration is not enough to ensure "optimism". Our analysis reformulates the temporal difference error in an $L^2(\mathrm{d}\mu)$-integrable space over a certain averaged measure $\mu$, and transforms it to a generalization problem under the non-iid setting. This might have its own interest in RL theory for better understanding $\epsilon$-greedy exploration in deep RL.
Iterative linear quadratic regulator (iLQR) has gained wide popularity in addressing trajectory optimization problems with nonlinear system models. However, as a model-based shooting method, it relies heavily on an accurate system model to update the optimal control actions and the trajectory determined with forward integration, thus becoming vulnerable to inevitable model inaccuracies. Recently, substantial research efforts in learning-based methods for optimal control problems have been progressing significantly in addressing unknown system models, particularly when the system has complex interactions with the environment. Yet a deep neural network is normally required to fit substantial scale of sampling data. In this work, we present Neural-iLQR, a learning-aided shooting method over the unconstrained control space, in which a neural network with a simple structure is used to represent the local system model. In this framework, the trajectory optimization task is achieved with simultaneous refinement of the optimal policy and the neural network iteratively, without relying on the prior knowledge of the system model. Through comprehensive evaluations on two illustrative control tasks, the proposed method is shown to outperform the conventional iLQR significantly in the presence of inaccuracies in system models.
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.
The rapid changes in the finance industry due to the increasing amount of data have revolutionized the techniques on data processing and data analysis and brought new theoretical and computational challenges. In contrast to classical stochastic control theory and other analytical approaches for solving financial decision-making problems that heavily reply on model assumptions, new developments from reinforcement learning (RL) are able to make full use of the large amount of financial data with fewer model assumptions and to improve decisions in complex financial environments. This survey paper aims to review the recent developments and use of RL approaches in finance. We give an introduction to Markov decision processes, which is the setting for many of the commonly used RL approaches. Various algorithms are then introduced with a focus on value and policy based methods that do not require any model assumptions. Connections are made with neural networks to extend the framework to encompass deep RL algorithms. Our survey concludes by discussing the application of these RL algorithms in a variety of decision-making problems in finance, including optimal execution, portfolio optimization, option pricing and hedging, market making, smart order routing, and robo-advising.
In this paper, we propose a deep reinforcement learning framework called GCOMB to learn algorithms that can solve combinatorial problems over large graphs. GCOMB mimics the greedy algorithm in the original problem and incrementally constructs a solution. The proposed framework utilizes Graph Convolutional Network (GCN) to generate node embeddings that predicts the potential nodes in the solution set from the entire node set. These embeddings enable an efficient training process to learn the greedy policy via Q-learning. Through extensive evaluation on several real and synthetic datasets containing up to a million nodes, we establish that GCOMB is up to 41% better than the state of the art, up to seven times faster than the greedy algorithm, robust and scalable to large dynamic networks.