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Many decision-making problems feature multiple objectives. In such problems, it is not always possible to know the preferences of a decision-maker for different objectives. However, it is often possible to observe the behavior of decision-makers. In multi-objective decision-making, preference inference is the process of inferring the preferences of a decision-maker for different objectives. This research proposes a Dynamic Weight-based Preference Inference (DWPI) algorithm that can infer the preferences of agents acting in multi-objective decision-making problems, based on observed behavior trajectories in the environment. The proposed method is evaluated on three multi-objective Markov decision processes: Deep Sea Treasure, Traffic, and Item Gathering. The performance of the proposed DWPI approach is compared to two existing preference inference methods from the literature, and empirical results demonstrate significant improvements compared to the baseline algorithms, in terms of both time requirements and accuracy of the inferred preferences. The Dynamic Weight-based Preference Inference algorithm also maintains its performance when inferring preferences for sub-optimal behavior demonstrations. In addition to its impressive performance, the Dynamic Weight-based Preference Inference algorithm does not require any interactions during training with the agent whose preferences are inferred, all that is required is a trajectory of observed behavior.

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Evidence-based or data-driven dynamic treatment regimes are essential for personalized medicine, which can benefit from offline reinforcement learning (RL). Although massive healthcare data are available across medical institutions, they are prohibited from sharing due to privacy constraints. Besides, heterogeneity exists in different sites. As a result, federated offline RL algorithms are necessary and promising to deal with the problems. In this paper, we propose a multi-site Markov decision process model which allows both homogeneous and heterogeneous effects across sites. The proposed model makes the analysis of the site-level features possible. We design the first federated policy optimization algorithm for offline RL with sample complexity. The proposed algorithm is communication-efficient and privacy-preserving, which requires only a single round of communication interaction by exchanging summary statistics. We give a theoretical guarantee for the proposed algorithm without the assumption of sufficient action coverage, where the suboptimality for the learned policies is comparable to the rate as if data is not distributed. Extensive simulations demonstrate the effectiveness of the proposed algorithm. The method is applied to a sepsis data set in multiple sites to illustrate its use in clinical settings.

We consider the problem of learning to perform a task from demonstrations given by teachers or experts, when some of the experts' demonstrations might be adversarial and demonstrate an incorrect way to perform the task. We propose a novel technique that can identify parts of demonstrated trajectories that have not been significantly modified by the adversary and utilize them for learning, using temporally extended policies or options. We first define a trajectory divergence measure based on the spatial and temporal features of demonstrated trajectories to detect and discard parts of the trajectories that have been significantly modified by an adversarial expert, and, could degrade the learner's performance, if used for learning, We then use an options-based algorithm that partitions trajectories and learns only from the parts of trajectories that have been determined as admissible. We provide theoretical results of our technique to show that repairing partial trajectories improves the sample efficiency of the demonstrations without degrading the learner's performance. We then evaluate the proposed algorithm for learning to play an Atari-like, computer-based game called LunarLander in the presence of different types and degrees of adversarial attacks of demonstrated trajectories. Our experimental results show that our technique can identify adversarially modified parts of the demonstrated trajectories and successfully prevent the learning performance from degrading due to adversarial demonstrations.

Navigating safely and efficiently in dense and heterogeneous traffic scenarios is challenging for autonomous vehicles (AVs) due to their inability to infer the behaviors or intentions of nearby drivers. In this work, we propose a distributed multi-agent reinforcement learning (MARL) algorithm with trajectory and intent prediction in dense and heterogeneous traffic scenarios. Our approach for intent-aware planning, iPLAN, allows agents to infer nearby drivers' intents solely from their local observations. We model two distinct incentives for agents' strategies: Behavioral incentives for agents' long-term planning based on their driving behavior or personality; Instant incentives for agents' short-term planning for collision avoidance based on the current traffic state. We design a two-stream inference module that allows agents to infer their opponents' incentives and incorporate their inferred information into decision-making. We perform experiments on two simulation environments, Non-Cooperative Navigation and Heterogeneous Highway. In Heterogeneous Highway, results show that, compared with centralized MARL baselines such as QMIX and MAPPO, our method yields a 4.0% and 35.7% higher episodic reward in mild and chaotic traffic, with 48.1% higher success rate and 80.6% longer survival time in chaotic traffic. We also compare with a decentralized baseline IPPO and demonstrate a higher episodic reward of 9.2% and 10.3% in mild traffic and chaotic traffic, 25.3% higher success rate, and 13.7% longer survival time.

Multi-stage ranking pipelines have become widely used strategies in modern recommender systems, where the final stage aims to return a ranked list of items that balances a number of requirements such as user preference, diversity, novelty etc. Linear scalarization is arguably the most widely used technique to merge multiple requirements into one optimization objective, by summing up the requirements with certain preference weights. Existing final-stage ranking methods often adopt a static model where the preference weights are determined during offline training and kept unchanged during online serving. Whenever a modification of the preference weights is needed, the model has to be re-trained, which is time and resources inefficient. Meanwhile, the most appropriate weights may vary greatly for different groups of targeting users or at different time periods (e.g., during holiday promotions). In this paper, we propose a framework called controllable multi-objective re-ranking (CMR) which incorporates a hypernetwork to generate parameters for a re-ranking model according to different preference weights. In this way, CMR is enabled to adapt the preference weights according to the environment changes in an online manner, without retraining the models. Moreover, we classify practical business-oriented tasks into four main categories and seamlessly incorporate them in a new proposed re-ranking model based on an Actor-Evaluator framework, which serves as a reliable real-world testbed for CMR. Offline experiments based on the dataset collected from Taobao App showed that CMR improved several popular re-ranking models by using them as underlying models. Online A/B tests also demonstrated the effectiveness and trustworthiness of CMR.

Ranking model plays an essential role in e-commerce search and recommendation. An effective ranking model should give a personalized ranking list for each user according to the user preference. Existing algorithms usually extract a user representation vector from the user behavior sequence, then feed the vector into a feed-forward network (FFN) together with other features for feature interactions, and finally produce a personalized ranking score. Despite tremendous progress in the past, there is still room for improvement. Firstly, the personalized patterns of feature interactions for different users are not explicitly modeled. Secondly, most of existing algorithms have poor personalized ranking results for long-tail users with few historical behaviors due to the data sparsity. To overcome the two challenges, we propose Attention Weighted Mixture of Experts (AW-MoE) with contrastive learning for personalized ranking. Firstly, AW-MoE leverages the MoE framework to capture personalized feature interactions for different users. To model the user preference, the user behavior sequence is simultaneously fed into expert networks and the gate network. Within the gate network, one gate unit and one activation unit are designed to adaptively learn the fine-grained activation vector for experts using an attention mechanism. Secondly, a random masking strategy is applied to the user behavior sequence to simulate long-tail users, and an auxiliary contrastive loss is imposed to the output of the gate network to improve the model generalization for these users. This is validated by a higher performance gain on the long-tail user test set. Experiment results on a JD real production dataset and a public dataset demonstrate the effectiveness of AW-MoE, which significantly outperforms state-of-art methods. Notably, AW-MoE has been successfully deployed in the JD e-commerce search engine, ...

Large language models (LLMs) encode a vast amount of world knowledge acquired from massive text datasets. Recent studies have demonstrated that LLMs can assist an agent in solving complex sequential decision making tasks in embodied environments by providing high-level instructions. However, interacting with LLMs can be time-consuming, as in many practical scenarios, they require a significant amount of storage space that can only be deployed on remote cloud server nodes. Additionally, using commercial LLMs can be costly since they may charge based on usage frequency. In this paper, we explore how to enable intelligent cost-effective interactions between the agent and an LLM. We propose a reinforcement learning based mediator model that determines when it is necessary to consult LLMs for high-level instructions to accomplish a target task. Experiments on 4 MiniGrid environments that entail planning sub-goals demonstrate that our method can learn to solve target tasks with only a few necessary interactions with an LLM, significantly reducing interaction costs in testing environments, compared with baseline methods. Experimental results also suggest that by learning a mediator model to interact with the LLM, the agent's performance becomes more robust against partial observability of the environment. Our Code is available at //github.com/ZJLAB-AMMI/LLM4RL.

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.

The past few years have seen rapid progress in combining reinforcement learning (RL) with deep learning. Various breakthroughs ranging from games to robotics have spurred the interest in designing sophisticated RL algorithms and systems. However, the prevailing workflow in RL is to learn tabula rasa, which may incur computational inefficiency. This precludes continuous deployment of RL algorithms and potentially excludes researchers without large-scale computing resources. In many other areas of machine learning, the pretraining paradigm has shown to be effective in acquiring transferable knowledge, which can be utilized for a variety of downstream tasks. Recently, we saw a surge of interest in Pretraining for Deep RL with promising results. However, much of the research has been based on different experimental settings. Due to the nature of RL, pretraining in this field is faced with unique challenges and hence requires new design principles. In this survey, we seek to systematically review existing works in pretraining for deep reinforcement learning, provide a taxonomy of these methods, discuss each sub-field, and bring attention to open problems and future directions.

With the rapid increase of large-scale, real-world datasets, it becomes critical to address the problem of long-tailed data distribution (i.e., a few classes account for most of the data, while most classes are under-represented). Existing solutions typically adopt class re-balancing strategies such as re-sampling and re-weighting based on the number of observations for each class. In this work, we argue that as the number of samples increases, the additional benefit of a newly added data point will diminish. We introduce a novel theoretical framework to measure data overlap by associating with each sample a small neighboring region rather than a single point. The effective number of samples is defined as the volume of samples and can be calculated by a simple formula $(1-\beta^{n})/(1-\beta)$, where $n$ is the number of samples and $\beta \in [0,1)$ is a hyperparameter. We design a re-weighting scheme that uses the effective number of samples for each class to re-balance the loss, thereby yielding a class-balanced loss. Comprehensive experiments are conducted on artificially induced long-tailed CIFAR datasets and large-scale datasets including ImageNet and iNaturalist. Our results show that when trained with the proposed class-balanced loss, the network is able to achieve significant performance gains on long-tailed datasets.

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.

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