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Actor-critic deep reinforcement learning (DRL) algorithms have recently achieved prominent success in tackling various challenging reinforcement learning (RL) problems, particularly complex control tasks with high-dimensional continuous state and action spaces. Nevertheless, existing research showed that actor-critic DRL algorithms often failed to explore their learning environments effectively, resulting in limited learning stability and performance. To address this limitation, several ensemble DRL algorithms have been proposed lately to boost exploration and stabilize the learning process. However, most of existing ensemble algorithms do not explicitly train all base learners towards jointly optimizing the performance of the ensemble. In this paper, we propose a new technique to train an ensemble of base learners based on an innovative multi-step integration method. This training technique enables us to develop a new hierarchical learning algorithm for ensemble DRL that effectively promotes inter-learner collaboration through stable inter-learner parameter sharing. The design of our new algorithm is verified theoretically. The algorithm is also shown empirically to outperform several state-of-the-art DRL algorithms on multiple benchmark RL problems.

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What is a useful skill hierarchy for an autonomous agent? We propose an answer based on the graphical structure of an agent's interaction with its environment. Our approach uses hierarchical graph partitioning to expose the structure of the graph at varying timescales, producing a skill hierarchy with multiple levels of abstraction. At each level of the hierarchy, skills move the agent between regions of the state space that are well connected within themselves but weakly connected to each other. We illustrate the utility of the proposed skill hierarchy in a wide variety of domains in the context of reinforcement learning.

Learning to control unknown nonlinear dynamical systems is a fundamental problem in reinforcement learning and control theory. A commonly applied approach is to first explore the environment (exploration), learn an accurate model of it (system identification), and then compute an optimal controller with the minimum cost on this estimated system (policy optimization). While existing work has shown that it is possible to learn a uniformly good model of the system~\citep{mania2020active}, in practice, if we aim to learn a good controller with a low cost on the actual system, certain system parameters may be significantly more critical than others, and we therefore ought to focus our exploration on learning such parameters. In this work, we consider the setting of nonlinear dynamical systems and seek to formally quantify, in such settings, (a) which parameters are most relevant to learning a good controller, and (b) how we can best explore so as to minimize uncertainty in such parameters. Inspired by recent work in linear systems~\citep{wagenmaker2021task}, we show that minimizing the controller loss in nonlinear systems translates to estimating the system parameters in a particular, task-dependent metric. Motivated by this, we develop an algorithm able to efficiently explore the system to reduce uncertainty in this metric, and prove a lower bound showing that our approach learns a controller at a near-instance-optimal rate. Our algorithm relies on a general reduction from policy optimization to optimal experiment design in arbitrary systems, and may be of independent interest. We conclude with experiments demonstrating the effectiveness of our method in realistic nonlinear robotic systems.

Deep Reinforcement Learning (RL) has emerged as a powerful paradigm for training neural policies to solve complex control tasks. However, these policies tend to be overfit to the exact specifications of the task and environment they were trained on, and thus do not perform well when conditions deviate slightly or when composed hierarchically to solve even more complex tasks. Recent work has shown that training a mixture of policies, as opposed to a single one, that are driven to explore different regions of the state-action space can address this shortcoming by generating a diverse set of behaviors, referred to as skills, that can be collectively used to great effect in adaptation tasks or for hierarchical planning. This is typically realized by including a diversity term - often derived from information theory - in the objective function optimized by RL. However these approaches often require careful hyperparameter tuning to be effective. In this work, we demonstrate that less widely-used neuroevolution methods, specifically Quality Diversity (QD), are a competitive alternative to information-theory-augmented RL for skill discovery. Through an extensive empirical evaluation comparing eight state-of-the-art algorithms (four flagship algorithms from each line of work) on the basis of (i) metrics directly evaluating the skills' diversity, (ii) the skills' performance on adaptation tasks, and (iii) the skills' performance when used as primitives for hierarchical planning; QD methods are found to provide equal, and sometimes improved, performance whilst being less sensitive to hyperparameters and more scalable. As no single method is found to provide near-optimal performance across all environments, there is a rich scope for further research which we support by proposing future directions and providing optimized open-source implementations.

In recent years, Deep Reinforcement Learning (DRL) has emerged as a promising method for robot collision avoidance. However, such DRL models often come with limitations, such as adapting effectively to structured environments containing various pedestrians. In order to solve this difficulty, previous research has attempted a few approaches, including training an end-to-end solution by integrating a waypoint planner with DRL and developing a multimodal solution to mitigate the drawbacks of the DRL model. However, these approaches have encountered several issues, including slow training times, scalability challenges, and poor coordination among different models. To address these challenges, this paper introduces a novel approach called evolutionary curriculum training to tackle these challenges. The primary goal of evolutionary curriculum training is to evaluate the collision avoidance model's competency in various scenarios and create curricula to enhance its insufficient skills. The paper introduces an innovative evaluation technique to assess the DRL model's performance in navigating structured maps and avoiding dynamic obstacles. Additionally, an evolutionary training environment generates all the curriculum to improve the DRL model's inadequate skills tested in the previous evaluation. We benchmark the performance of our model across five structured environments to validate the hypothesis that this evolutionary training environment leads to a higher success rate and a lower average number of collisions. Further details and results at our project website.

The surge in Reinforcement Learning (RL) applications in Intelligent Transportation Systems (ITS) has contributed to its growth as well as highlighted key challenges. However, defining objectives of RL agents in traffic control and management tasks, as well as aligning policies with these goals through an effective formulation of Markov Decision Process (MDP), can be challenging and often require domain experts in both RL and ITS. Recent advancements in Large Language Models (LLMs) such as GPT-4 highlight their broad general knowledge, reasoning capabilities, and commonsense priors across various domains. In this work, we conduct a large-scale user study involving 70 participants to investigate whether novices can leverage ChatGPT to solve complex mixed traffic control problems. Three environments are tested, including ring road, bottleneck, and intersection. We find ChatGPT has mixed results. For intersection and bottleneck, ChatGPT increases number of successful policies by 150% and 136% compared to solely beginner capabilities, with some of them even outperforming experts. However, ChatGPT does not provide consistent improvements across all scenarios.

Deep reinforcement learning algorithms typically act on the same set of actions. However, this is not sufficient for a wide range of real-world applications where different subsets are available at each step. In this thesis, we consider the problem of interval restrictions as they occur in pathfinding with dynamic obstacles. When actions that lead to collisions are avoided, the continuous action space is split into variable parts. Recent research learns with strong assumptions on the number of intervals, is limited to convex subsets, and the available actions are learned from the observations. Therefore, we propose two approaches that are independent of the state of the environment by extending parameterized reinforcement learning and ConstraintNet to handle an arbitrary number of intervals. We demonstrate their performance in an obstacle avoidance task and compare the methods to penalties, projection, replacement, as well as discrete and continuous masking from the literature. The results suggest that discrete masking of action-values is the only effective method when constraints did not emerge during training. When restrictions are learned, the decision between projection, masking, and our ConstraintNet modification seems to depend on the task at hand. We compare the results with varying complexity and give directions for future work.

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.

The transformer architecture and variants presented remarkable success across many machine learning tasks in recent years. This success is intrinsically related to the capability of handling long sequences and the presence of context-dependent weights from the attention mechanism. We argue that these capabilities suit the central role of a Meta-Reinforcement Learning algorithm. Indeed, a meta-RL agent needs to infer the task from a sequence of trajectories. Furthermore, it requires a fast adaptation strategy to adapt its policy for a new task -- which can be achieved using the self-attention mechanism. In this work, we present TrMRL (Transformers for Meta-Reinforcement Learning), a meta-RL agent that mimics the memory reinstatement mechanism using the transformer architecture. It associates the recent past of working memories to build an episodic memory recursively through the transformer layers. We show that the self-attention computes a consensus representation that minimizes the Bayes Risk at each layer and provides meaningful features to compute the best actions. We conducted experiments in high-dimensional continuous control environments for locomotion and dexterous manipulation. Results show that TrMRL presents comparable or superior asymptotic performance, sample efficiency, and out-of-distribution generalization compared to the baselines in these environments.

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.

Meta-reinforcement learning algorithms can enable robots to acquire new skills much more quickly, by leveraging prior experience to learn how to learn. However, much of the current research on meta-reinforcement learning focuses on task distributions that are very narrow. For example, a commonly used meta-reinforcement learning benchmark uses different running velocities for a simulated robot as different tasks. When policies are meta-trained on such narrow task distributions, they cannot possibly generalize to more quickly acquire entirely new tasks. Therefore, if the aim of these methods is to enable faster acquisition of entirely new behaviors, we must evaluate them on task distributions that are sufficiently broad to enable generalization to new behaviors. In this paper, we propose an open-source simulated benchmark for meta-reinforcement learning and multi-task learning consisting of 50 distinct robotic manipulation tasks. Our aim is to make it possible to develop algorithms that generalize to accelerate the acquisition of entirely new, held-out tasks. We evaluate 6 state-of-the-art meta-reinforcement learning and multi-task learning algorithms on these tasks. Surprisingly, while each task and its variations (e.g., with different object positions) can be learned with reasonable success, these algorithms struggle to learn with multiple tasks at the same time, even with as few as ten distinct training tasks. Our analysis and open-source environments pave the way for future research in multi-task learning and meta-learning that can enable meaningful generalization, thereby unlocking the full potential of these methods.

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