We present a policy optimization framework in which the learned policy comes with a machine-checkable certificate of adversarial robustness. Our approach, called CAROL, learns a model of the environment. In each learning iteration, it uses the current version of this model and an external abstract interpreter to construct a differentiable signal for provable robustness. This signal is used to guide policy learning, and the abstract interpretation used to construct it directly leads to the robustness certificate returned at convergence. We give a theoretical analysis that bounds the worst-case accumulative reward of CAROL. We also experimentally evaluate CAROL on four MuJoCo environments. On these tasks, which involve continuous state and action spaces, CAROL learns certified policies that have performance comparable to the (non-certified) policies learned using state-of-the-art robust RL methods.
Inverse Reinforcement Learning (IRL) is a powerful paradigm for inferring a reward function from expert demonstrations. Many IRL algorithms require a known transition model and sometimes even a known expert policy, or they at least require access to a generative model. However, these assumptions are too strong for many real-world applications, where the environment can be accessed only through sequential interaction. We propose a novel IRL algorithm: Active exploration for Inverse Reinforcement Learning (AceIRL), which actively explores an unknown environment and expert policy to quickly learn the expert's reward function and identify a good policy. AceIRL uses previous observations to construct confidence intervals that capture plausible reward functions and find exploration policies that focus on the most informative regions of the environment. AceIRL is the first approach to active IRL with sample-complexity bounds that does not require a generative model of the environment. AceIRL matches the sample complexity of active IRL with a generative model in the worst case. Additionally, we establish a problem-dependent bound that relates the sample complexity of AceIRL to the suboptimality gap of a given IRL problem. We empirically evaluate AceIRL in simulations and find that it significantly outperforms more naive exploration strategies.
The dangers of adversarial attacks on Uncrewed Aerial Vehicle (UAV) agents operating in public are increasing. Adopting AI-based techniques and, more specifically, Deep Learning (DL) approaches to control and guide these UAVs can be beneficial in terms of performance but can add concerns regarding the safety of those techniques and their vulnerability against adversarial attacks. Confusion in the agent's decision-making process caused by these attacks can seriously affect the safety of the UAV. This paper proposes an innovative approach based on the explainability of DL methods to build an efficient detector that will protect these DL schemes and the UAVs adopting them from attacks. The agent adopts a Deep Reinforcement Learning (DRL) scheme for guidance and planning. The agent is trained with a Deep Deterministic Policy Gradient (DDPG) with Prioritised Experience Replay (PER) DRL scheme that utilises Artificial Potential Field (APF) to improve training times and obstacle avoidance performance. A simulated environment for UAV explainable DRL-based planning and guidance, including obstacles and adversarial attacks, is built. The adversarial attacks are generated by the Basic Iterative Method (BIM) algorithm and reduced obstacle course completion rates from 97\% to 35\%. Two adversarial attack detectors are proposed to counter this reduction. The first one is a Convolutional Neural Network Adversarial Detector (CNN-AD), which achieves accuracy in the detection of 80\%. The second detector utilises a Long Short Term Memory (LSTM) network. It achieves an accuracy of 91\% with faster computing times compared to the CNN-AD, allowing for real-time adversarial detection.
Learning precise surrogate models of complex computer simulations and physical machines often require long-lasting or expensive experiments. Furthermore, the modeled physical dependencies exhibit nonlinear and nonstationary behavior. Machine learning methods that are used to produce the surrogate model should therefore address these problems by providing a scheme to keep the number of queries small, e.g. by using active learning and be able to capture the nonlinear and nonstationary properties of the system. One way of modeling the nonstationarity is to induce input-partitioning, a principle that has proven to be advantageous in active learning for Gaussian processes. However, these methods either assume a known partitioning, need to introduce complex sampling schemes or rely on very simple geometries. In this work, we present a simple, yet powerful kernel family that incorporates a partitioning that: i) is learnable via gradient-based methods, ii) uses a geometry that is more flexible than previous ones, while still being applicable in the low data regime. Thus, it provides a good prior for active learning procedures. We empirically demonstrate excellent performance on various active learning tasks.
Many model-based reinforcement learning (RL) algorithms can be viewed as having two phases that are iteratively implemented: a learning phase where the model is approximately learned and a planning phase where the learned model is used to derive a policy. In the case of standard MDPs, the learning problem can be solved using either value iteration or policy iteration. However, in the case of zero-sum Markov games, there is no efficient policy iteration algorithm; e.g., it has been shown in Hansen et al. (2013) that one has to solve Omega(1/(1-alpha)) MDPs, where alpha is the discount factor, to implement the only known convergent version of policy iteration. Another algorithm for Markov zero-sum games, called naive policy iteration, is easy to implement but is only provably convergent under very restrictive assumptions. Prior attempts to fix naive policy iteration algorithm have several limitations. Here, we show that a simple variant of naive policy iteration for games converges, and converges exponentially fast. The only addition we propose to naive policy iteration is the use of lookahead in the policy improvement phase. This is appealing because lookahead is anyway often used in RL for games. We further show that lookahead can be implemented efficiently in linear Markov games, which are the counterpart of the linear MDPs and have been the subject of much attention recently. We then consider multi-agent reinforcement learning which uses our algorithm in the planning phases, and provide sample and time complexity bounds for such an algorithm.
Gradient-based learning in multi-layer neural networks displays a number of striking features. In particular, the decrease rate of empirical risk is non-monotone even after averaging over large batches. Long plateaus in which one observes barely any progress alternate with intervals of rapid decrease. These successive phases of learning often take place on very different time scales. Finally, models learnt in an early phase are typically `simpler' or `easier to learn' although in a way that is difficult to formalize. Although theoretical explanations of these phenomena have been put forward, each of them captures at best certain specific regimes. In this paper, we study the gradient flow dynamics of a wide two-layer neural network in high-dimension, when data are distributed according to a single-index model (i.e., the target function depends on a one-dimensional projection of the covariates). Based on a mixture of new rigorous results, non-rigorous mathematical derivations, and numerical simulations, we propose a scenario for the learning dynamics in this setting. In particular, the proposed evolution exhibits separation of timescales and intermittency. These behaviors arise naturally because the population gradient flow can be recast as a singularly perturbed dynamical system.
With the increasing complexity of software permeating critical domains such as autonomous driving, new challenges are emerging in the ways the engineering of these systems needs to be rethought. Autonomous driving is expected to continue gradually overtaking all critical driving functions, which is adding to the complexity of the certification of autonomous driving systems. As a response, certification authorities have already started introducing strategies for the certification of autonomous vehicles and their software. But even with these new approaches, the certification procedures are not fully catching up with the dynamism and unpredictability of future autonomous systems, and thus may not necessarily guarantee compliance with all requirements imposed on these systems. In this paper, we identified a number of issues with the proposed certification strategies, which may impact the systems substantially. For instance, we emphasize the lack of adequate reflection on software changes occurring in constantly changing systems, or low support for systems' cooperation needed for the management of coordinated moves. Other shortcomings concern the narrow focus of the awarded certification by neglecting aspects such as the ethical behavior of autonomous software systems. The contribution of this paper is threefold. First, we discuss the motivation for the need to modify the current certification processes for autonomous driving systems. Second, we analyze current international standards used in the certification processes towards requirements derived from the requirements laid on dynamic software ecosystems and autonomous systems themselves. Third, we outline a concept for incorporating the missing parts into the certification procedure.
Sequential decision making in the real world often requires finding a good balance of conflicting objectives. In general, there exist a plethora of Pareto-optimal policies that embody different patterns of compromises between objectives, and it is technically challenging to obtain them exhaustively using deep neural networks. In this work, we propose a novel multi-objective reinforcement learning (MORL) algorithm that trains a single neural network via policy gradient to approximately obtain the entire Pareto set in a single run of training, without relying on linear scalarization of objectives. The proposed method works in both continuous and discrete action spaces with no design change of the policy network. Numerical experiments in benchmark environments demonstrate the practicality and efficacy of our approach in comparison to standard MORL baselines.
Causal Machine Learning (CausalML) is an umbrella term for machine learning methods that formalize the data-generation process as a structural causal model (SCM). This allows one to reason about the effects of changes to this process (i.e., interventions) and what would have happened in hindsight (i.e., counterfactuals). We categorize work in \causalml into five groups according to the problems they tackle: (1) causal supervised learning, (2) causal generative modeling, (3) causal explanations, (4) causal fairness, (5) causal reinforcement learning. For each category, we systematically compare its methods and point out open problems. Further, we review modality-specific applications in computer vision, natural language processing, and graph representation learning. Finally, we provide an overview of causal benchmarks and a critical discussion of the state of this nascent field, including recommendations for future work.
It has been shown that deep neural networks are prone to overfitting on biased training data. Towards addressing this issue, meta-learning employs a meta model for correcting the training bias. Despite the promising performances, super slow training is currently the bottleneck in the meta learning approaches. In this paper, we introduce a novel Faster Meta Update Strategy (FaMUS) to replace the most expensive step in the meta gradient computation with a faster layer-wise approximation. We empirically find that FaMUS yields not only a reasonably accurate but also a low-variance approximation of the meta gradient. We conduct extensive experiments to verify the proposed method on two tasks. We show our method is able to save two-thirds of the training time while still maintaining the comparable or achieving even better generalization performance. In particular, our method achieves the state-of-the-art performance on both synthetic and realistic noisy labels, and obtains promising performance on long-tailed recognition on standard benchmarks.
Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.