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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.

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Learning from Demonstration (LfD) approaches empower end-users to teach robots novel tasks via demonstrations of the desired behaviors, democratizing access to robotics. However, current LfD frameworks are not capable of fast adaptation to heterogeneous human demonstrations nor the large-scale deployment in ubiquitous robotics applications. In this paper, we propose a novel LfD framework, Fast Lifelong Adaptive Inverse Reinforcement learning (FLAIR). Our approach (1) leverages learned strategies to construct policy mixtures for fast adaptation to new demonstrations, allowing for quick end-user personalization, (2) distills common knowledge across demonstrations, achieving accurate task inference; and (3) expands its model only when needed in lifelong deployments, maintaining a concise set of prototypical strategies that can approximate all behaviors via policy mixtures. We empirically validate that FLAIR achieves adaptability (i.e., the robot adapts to heterogeneous, user-specific task preferences), efficiency (i.e., the robot achieves sample-efficient adaptation), and scalability (i.e., the model grows sublinearly with the number of demonstrations while maintaining high performance). FLAIR surpasses benchmarks across three control tasks with an average 57% improvement in policy returns and an average 78% fewer episodes required for demonstration modeling using policy mixtures. Finally, we demonstrate the success of FLAIR in a table tennis task and find users rate FLAIR as having higher task (p<.05) and personalization (p<.05) performance.

Online reinforcement learning is concerned with training an agent on-the-fly via dynamic interaction with the environment. Here, due to the specifics of the application, it is not generally possible to perform long pre-training, as it is commonly done in off-line, model-free approaches, which are akin to dynamic programming. Such applications may be found more frequently in industry, rather than in pure digital fields, such as cloud services, video games, database management, etc., where reinforcement learning has been demonstrating success. Online reinforcement learning, in contrast, is more akin to classical control, which utilizes some model knowledge about the environment. Stability of the closed-loop (agent plus the environment) is a major challenge for such online approaches. In this paper, we tackle this problem by a special fusion of online reinforcement learning with elements of classical control, namely, based on the Lyapunov theory of stability. The idea is to start the agent at once, without pre-training, and learn approximately optimal policy under specially designed constraints, which guarantee stability. The resulting approach was tested in an extensive experimental study with a mobile robot. A nominal parking controller was used as a baseline. It was observed that the suggested agent could always successfully park the robot, while significantly improving the cost. While many approaches may be exploited for mobile robot control, we suggest that the experiments showed the promising potential of online reinforcement learning agents based on Lyapunov-like constraints. The presented methodology may be utilized in safety-critical, industrial applications where stability is necessary.

Multi-objective reinforcement learning (MORL) is a relatively new field which builds on conventional Reinforcement Learning (RL) to solve multi-objective problems. One of common algorithm is to extend scalar value Q-learning by using vector Q values in combination with a utility function, which captures the user's preference for action selection. This study follows on prior works, and focuses on what factors influence the frequency with which value-based MORL Q-learning algorithms learn the optimal policy for an environment with stochastic state transitions in scenarios where the goal is to maximise the Scalarised Expected Return (SER) - that is, to maximise the average outcome over multiple runs rather than the outcome within each individual episode. The analysis of the interaction between stochastic environment and MORL Q-learning algorithms run on a simple Multi-objective Markov decision process (MOMDP) Space Traders problem with different variant versions. The empirical evaluations show that well designed reward signal can improve the performance of the original baseline algorithm, however it is still not enough to address more general environment. A variant of MORL Q-Learning incorporating global statistics is shown to outperform the baseline method in original Space Traders problem, but remains below 100 percent effectiveness in finding the find desired SER-optimal policy at the end of training. On the other hand, Option learning is guarantied to converge to desired SER-optimal policy but it is not able to scale up to solve more complex problem in real-life. The main contribution of this thesis is to identify the extent to which the issue of noisy Q-value estimates impacts on the ability to learn optimal policies under the combination of stochastic environments, non-linear utility and a constant learning rate.

In this paper, we investigate the fundamental question: To what extent are gradient-based neural architecture search (NAS) techniques applicable to RL? Using the original DARTS as a convenient baseline, we discover that the discrete architectures found can achieve up to 250% performance compared to manual architecture designs on both discrete and continuous action space environments across off-policy and on-policy RL algorithms, at only 3x more computation time. Furthermore, through numerous ablation studies, we systematically verify that not only does DARTS correctly upweight operations during its supernet phrase, but also gradually improves resulting discrete cells up to 30x more efficiently than random search, suggesting DARTS is surprisingly an effective tool for improving architectures in RL.

We are at the cusp of a transition from "learning from data" to "learning what data to learn from" as a central focus of artificial intelligence (AI) research. While the first-order learning problem is not completely solved, large models under unified architectures, such as transformers, have shifted the learning bottleneck from how to effectively train our models to how to effectively acquire and use task-relevant data. This problem, which we frame as exploration, is a universal aspect of learning in open-ended domains, such as the real world. Although the study of exploration in AI is largely limited to the field of reinforcement learning, we argue that exploration is essential to all learning systems, including supervised learning. We propose the problem of generalized exploration to conceptually unify exploration-driven learning between supervised learning and reinforcement learning, allowing us to highlight key similarities across learning settings and open research challenges. Importantly, generalized exploration serves as a necessary objective for maintaining open-ended learning processes, which in continually learning to discover and solve new problems, provides a promising path to more general intelligence.

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.

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.

Reinforcement learning (RL) is a popular paradigm for addressing sequential decision tasks in which the agent has only limited environmental feedback. Despite many advances over the past three decades, learning in many domains still requires a large amount of interaction with the environment, which can be prohibitively expensive in realistic scenarios. To address this problem, transfer learning has been applied to reinforcement learning such that experience gained in one task can be leveraged when starting to learn the next, harder task. More recently, several lines of research have explored how tasks, or data samples themselves, can be sequenced into a curriculum for the purpose of learning a problem that may otherwise be too difficult to learn from scratch. In this article, we present a framework for curriculum learning (CL) in reinforcement learning, and use it to survey and classify existing CL methods in terms of their assumptions, capabilities, and goals. Finally, we use our framework to find open problems and suggest directions for future RL curriculum learning research.

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.

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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