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Identifying uncertainty and taking mitigating actions is crucial for safe and trustworthy reinforcement learning agents, especially when deployed in high-risk environments. In this paper, risk sensitivity is promoted in a model-based reinforcement learning algorithm by exploiting the ability of a bootstrap ensemble of dynamics models to estimate environment epistemic uncertainty. We propose uncertainty guided cross-entropy method planning, which penalises action sequences that result in high variance state predictions during model rollouts, guiding the agent to known areas of the state space with low uncertainty. Experiments display the ability for the agent to identify uncertain regions of the state space during planning and to take actions that maintain the agent within high confidence areas, without the requirement of explicit constraints. The result is a reduction in the performance in terms of attaining reward, displaying a trade-off between risk and return.

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This paper addresses a multi-robot planning problem in environments with partially unknown semantics. The environment is assumed to have known geometric structure (e.g., walls) and to be occupied by static labeled landmarks with uncertain positions and classes. This modeling approach gives rise to an uncertain semantic map generated by semantic SLAM algorithms. Our goal is to design control policies for robots equipped with noisy perception systems so that they can accomplish collaborative tasks captured by global temporal logic specifications. To specify missions that account for environmental and perceptual uncertainty, we employ a fragment of Linear Temporal Logic (LTL), called co-safe LTL, defined over perception-based atomic predicates modeling probabilistic satisfaction requirements. The perception-based LTL planning problem gives rise to an optimal control problem, solved by a novel sampling-based algorithm, that generates open-loop control policies that are updated online to adapt to a continuously learned semantic map. We provide extensive experiments to demonstrate the efficiency of the proposed planning architecture.

Freight carriers rely on tactical planning to design their service network to satisfy demand in a cost-effective way. For computational tractability, deterministic and cyclic Service Network Design (SND) formulations are used to solve large-scale problems. A central input is the periodic demand, that is, the demand expected to repeat in every period in the planning horizon. In practice, demand is predicted by a time series forecasting model and the periodic demand is the average of those forecasts. This is, however, only one of many possible mappings. The problem consisting in selecting this mapping has hitherto been overlooked in the literature. We propose to use the structure of the downstream decision-making problem to select a good mapping. For this purpose, we introduce a multilevel mathematical programming formulation that explicitly links the time series forecasts to the SND problem of interest. The solution is a periodic demand estimate that minimizes costs over the tactical planning horizon. We report results in an extensive empirical study of a large-scale application from the Canadian National Railway Company. They clearly show the importance of the periodic demand estimation problem. Indeed, the planning costs exhibit an important variation over different periodic demand estimates and using an estimate different from the mean forecast can lead to substantial cost reductions. Moreover, the costs associated with the periodic demand estimates based on forecasts were comparable to, or even better than those obtained using the mean of actual demand.

Offline reinforcement learning (RL) tasks require the agent to learn from a pre-collected dataset with no further interactions with the environment. Despite the potential to surpass the behavioral policies, RL-based methods are generally impractical due to the training instability and bootstrapping the extrapolation errors, which always require careful hyperparameter tuning via online evaluation. In contrast, offline imitation learning (IL) has no such issues since it learns the policy directly without estimating the value function by bootstrapping. However, IL is usually limited in the capability of the behavioral policy and tends to learn a mediocre behavior from the dataset collected by the mixture of policies. In this paper, we aim to take advantage of IL but mitigate such a drawback. Observing that behavior cloning is able to imitate neighboring policies with less data, we propose \textit{Curriculum Offline Imitation Learning (COIL)}, which utilizes an experience picking strategy for imitating from adaptive neighboring policies with a higher return, and improves the current policy along curriculum stages. On continuous control benchmarks, we compare COIL against both imitation-based and RL-based methods, showing that it not only avoids just learning a mediocre behavior on mixed datasets but is also even competitive with state-of-the-art offline RL methods.

The COVID-19 pandemic has emphasized the need for a robust understanding of epidemic models. Current models of epidemics are classified as either mechanistic or non-mechanistic: mechanistic models make explicit assumptions on the dynamics of disease, whereas non-mechanistic models make assumptions on the form of observed time series. Here, we introduce a simple mixture-based model which bridges the two approaches while retaining benefits of both. The model represents time series of cases and fatalities as a mixture of Gaussian curves, providing a flexible function class to learn from data compared to traditional mechanistic models. Although the model is non-mechanistic, we show that it arises as the natural outcome of a stochastic process based on a networked SIR framework. This allows learned parameters to take on a more meaningful interpretation compared to similar non-mechanistic models, and we validate the interpretations using auxiliary mobility data collected during the COVID-19 pandemic. We provide a simple learning algorithm to identify model parameters and establish theoretical results which show the model can be efficiently learned from data. Empirically, we find the model to have low prediction error. The model is available live at covidpredictions.mit.edu. Ultimately, this allows us to systematically understand the impacts of interventions on COVID-19, which is critical in developing data-driven solutions to controlling epidemics.

We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10'000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.

In this paper, we investigate the challenges of using reinforcement learning agents for question-answering over knowledge graphs for real-world applications. We examine the performance metrics used by state-of-the-art systems and determine that they are inadequate for such settings. More specifically, they do not evaluate the systems correctly for situations when there is no answer available and thus agents optimized for these metrics are poor at modeling confidence. We introduce a simple new performance metric for evaluating question-answering agents that is more representative of practical usage conditions, and optimize for this metric by extending the binary reward structure used in prior work to a ternary reward structure which also rewards an agent for not answering a question rather than giving an incorrect answer. We show that this can drastically improve the precision of answered questions while only not answering a limited number of previously correctly answered questions. Employing a supervised learning strategy using depth-first-search paths to bootstrap the reinforcement learning algorithm further improves performance.

Data augmentation has been widely used for training deep learning systems for medical image segmentation and plays an important role in obtaining robust and transformation-invariant predictions. However, it has seldom been used at test time for segmentation and not been formulated in a consistent mathematical framework. In this paper, we first propose a theoretical formulation of test-time augmentation for deep learning in image recognition, where the prediction is obtained through estimating its expectation by Monte Carlo simulation with prior distributions of parameters in an image acquisition model that involves image transformations and noise. We then propose a novel uncertainty estimation method based on the formulated test-time augmentation. Experiments with segmentation of fetal brains and brain tumors from 2D and 3D Magnetic Resonance Images (MRI) showed that 1) our test-time augmentation outperforms a single-prediction baseline and dropout-based multiple predictions, and 2) it provides a better uncertainty estimation than calculating the model-based uncertainty alone and helps to reduce overconfident incorrect predictions.

We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL.

Reinforcement learning and symbolic planning have both been used to build intelligent autonomous agents. Reinforcement learning relies on learning from interactions with real world, which often requires an unfeasibly large amount of experience. Symbolic planning relies on manually crafted symbolic knowledge, which may not be robust to domain uncertainties and changes. In this paper we present a unified framework {\em PEORL} that integrates symbolic planning with hierarchical reinforcement learning (HRL) to cope with decision-making in a dynamic environment with uncertainties. Symbolic plans are used to guide the agent's task execution and learning, and the learned experience is fed back to symbolic knowledge to improve planning. This method leads to rapid policy search and robust symbolic plans in complex domains. The framework is tested on benchmark domains of HRL.

Multiagent systems appear in most social, economical, and political situations. In the present work we extend the Deep Q-Learning Network architecture proposed by Google DeepMind to multiagent environments and investigate how two agents controlled by independent Deep Q-Networks interact in the classic videogame Pong. By manipulating the classical rewarding scheme of Pong we demonstrate how competitive and collaborative behaviors emerge. Competitive agents learn to play and score efficiently. Agents trained under collaborative rewarding schemes find an optimal strategy to keep the ball in the game as long as possible. We also describe the progression from competitive to collaborative behavior. The present work demonstrates that Deep Q-Networks can become a practical tool for studying the decentralized learning of multiagent systems living in highly complex environments.

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