Max-value entropy search (MES) is one of the state-of-the-art approaches in Bayesian optimization (BO). In this paper, we propose a novel variant of MES for constrained problems, called Constrained MES via Information lower BOund (CMES-IBO), that is based on a Monte Carlo (MC) estimator of a lower bound of a mutual information (MI). We first define the MI in which the max-value is defined so that it can incorporate uncertainty with respect to feasibility. Then, we derive a lower bound of the MI that guarantees non-negativity, while a constrained counterpart of conventional MES can be negative. We further provide theoretical analysis that assures the low-variability of our estimator which has never been investigated for any existing information-theoretic BO. Moreover, using the conditional MI, we extend CMES-IBO to the parallel setting while maintaining the desirable properties. We demonstrate the effectiveness of CMES-IBO by several benchmark functions and a real-world problem.
Understanding the search dynamics of multiobjective evolutionary algorithms (MOEAs) is still an open problem. This paper extends a recent network-based tool, search trajectory networks (STNs), to model the behavior of MOEAs. Our approach uses the idea of decomposition, where a multiobjective problem is transformed into several single-objective problems. We show that STNs can be used to model and distinguish the search behavior of two popular multiobjective algorithms, MOEA/D and NSGA-II, using 10 continuous benchmark problems with 2 and 3 objectives. Our findings suggest that we can improve our understanding of MOEAs using STNs for algorithm analysis.
Most existing imitation learning approaches assume the demonstrations are drawn from experts who are optimal, but relaxing this assumption enables us to use a wider range of data. Standard imitation learning may learn a suboptimal policy from demonstrations with varying optimality. Prior works use confidence scores or rankings to capture beneficial information from demonstrations with varying optimality, but they suffer from many limitations, e.g., manually annotated confidence scores or high average optimality of demonstrations. In this paper, we propose a general framework to learn from demonstrations with varying optimality that jointly learns the confidence score and a well-performing policy. Our approach, Confidence-Aware Imitation Learning (CAIL) learns a well-performing policy from confidence-reweighted demonstrations, while using an outer loss to track the performance of our model and to learn the confidence. We provide theoretical guarantees on the convergence of CAIL and evaluate its performance in both simulated and real robot experiments. Our results show that CAIL significantly outperforms other imitation learning methods from demonstrations with varying optimality. We further show that even without access to any optimal demonstrations, CAIL can still learn a successful policy, and outperforms prior work.
Reinforcement learning holds tremendous promise in accelerator controls. The primary goal of this paper is to show how this approach can be utilised on an operational level on accelerator physics problems. Despite the success of model-free reinforcement learning in several domains, sample-efficiency still is a bottle-neck, which might be encompassed by model-based methods. We compare well-suited purely model-based to model-free reinforcement learning applied to the intensity optimisation on the FERMI FEL system. We find that the model-based approach demonstrates higher representational power and sample-efficiency, while the asymptotic performance of the model-free method is slightly superior. The model-based algorithm is implemented in a DYNA-style using an uncertainty aware model, and the model-free algorithm is based on tailored deep Q-learning. In both cases, the algorithms were implemented in a way, which presents increased noise robustness as omnipresent in accelerator control problems. Code is released in //github.com/MathPhysSim/FERMI_RL_Paper.
Using information-theoretic principles, we consider the generalization error (gen-error) of iterative semi-supervised learning (SSL) algorithms that iteratively generate pseudo-labels for a large amount of unlabelled data to progressively refine the model parameters. In contrast to most previous works that {\em bound} the gen-error, we provide an {\em exact} expression for the gen-error and particularize it to the binary Gaussian mixture model. Our theoretical results suggest that when the class conditional variances are not too large, the gen-error decreases with the number of iterations, but quickly saturates. On the flip side, if the class conditional variances (and so amount of overlap between the classes) are large, the gen-error increases with the number of iterations. To mitigate this undesirable effect, we show that regularization can reduce the gen-error. The theoretical results are corroborated by extensive experiments on the MNIST and CIFAR datasets in which we notice that for easy-to-distinguish classes, the gen-error improves after several pseudo-labelling iterations, but saturates afterwards, and for more difficult-to-distinguish classes, regularization improves the generalization performance.
In structured prediction, the goal is to jointly predict many output variables that together encode a structured object -- a path in a graph, an entity-relation triple, or an ordering of objects. Such a large output space makes learning hard and requires vast amounts of labeled data. Different approaches leverage alternate sources of supervision. One approach -- entropy regularization -- posits that decision boundaries should lie in low-probability regions. It extracts supervision from unlabeled examples, but remains agnostic to the structure of the output space. Conversely, neuro-symbolic approaches exploit the knowledge that not every prediction corresponds to a valid structure in the output space. Yet, they does not further restrict the learned output distribution. This paper introduces a framework that unifies both approaches. We propose a loss, neuro-symbolic entropy regularization, that encourages the model to confidently predict a valid object. It is obtained by restricting entropy regularization to the distribution over only valid structures. This loss is efficiently computed when the output constraint is expressed as a tractable logic circuit. Moreover, it seamlessly integrates with other neuro-symbolic losses that eliminate invalid predictions. We demonstrate the efficacy of our approach on a series of semi-supervised and fully-supervised structured-prediction experiments, where we find that it leads to models whose predictions are more accurate and more likely to be valid.
We study constrained reinforcement learning (CRL) from a novel perspective by setting constraints directly on state density functions, rather than the value functions considered by previous works. State density has a clear physical and mathematical interpretation, and is able to express a wide variety of constraints such as resource limits and safety requirements. Density constraints can also avoid the time-consuming process of designing and tuning cost functions required by value function-based constraints to encode system specifications. We leverage the duality between density functions and Q functions to develop an effective algorithm to solve the density constrained RL problem optimally and the constrains are guaranteed to be satisfied. We prove that the proposed algorithm converges to a near-optimal solution with a bounded error even when the policy update is imperfect. We use a set of comprehensive experiments to demonstrate the advantages of our approach over state-of-the-art CRL methods, with a wide range of density constrained tasks as well as standard CRL benchmarks such as Safety-Gym.
In real world settings, numerous constraints are present which are hard to specify mathematically. However, for the real world deployment of reinforcement learning (RL), it is critical that RL agents are aware of these constraints, so that they can act safely. In this work, we consider the problem of learning constraints from demonstrations of a constraint-abiding agent's behavior. We experimentally validate our approach and show that our framework can successfully learn the most likely constraints that the agent respects. We further show that these learned constraints are \textit{transferable} to new agents that may have different morphologies and/or reward functions. Previous works in this regard have either mainly been restricted to tabular (discrete) settings, specific types of constraints or assume the environment's transition dynamics. In contrast, our framework is able to learn arbitrary \textit{Markovian} constraints in high-dimensions in a completely model-free setting. The code can be found it: \url{//github.com/shehryar-malik/icrl}.
Deep reinforcement learning (RL) algorithms have shown an impressive ability to learn complex control policies in high-dimensional environments. However, despite the ever-increasing performance on popular benchmarks such as the Arcade Learning Environment (ALE), policies learned by deep RL algorithms often struggle to generalize when evaluated in remarkably similar environments. In this paper, we assess the generalization capabilities of DQN, one of the most traditional deep RL algorithms in the field. We provide evidence suggesting that DQN overspecializes to the training environment. We comprehensively evaluate the impact of traditional regularization methods, $\ell_2$-regularization and dropout, and of reusing the learned representations to improve the generalization capabilities of DQN. We perform this study using different game modes of Atari 2600 games, a recently introduced modification for the ALE which supports slight variations of the Atari 2600 games traditionally used for benchmarking. Despite regularization being largely underutilized in deep RL, we show that it can, in fact, help DQN learn more general features. These features can then be reused and fine-tuned on similar tasks, considerably improving the sample efficiency of DQN.
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
We propose a new approach to inverse reinforcement learning (IRL) based on the deep Gaussian process (deep GP) model, which is capable of learning complicated reward structures with few demonstrations. Our model stacks multiple latent GP layers to learn abstract representations of the state feature space, which is linked to the demonstrations through the Maximum Entropy learning framework. Incorporating the IRL engine into the nonlinear latent structure renders existing deep GP inference approaches intractable. To tackle this, we develop a non-standard variational approximation framework which extends previous inference schemes. This allows for approximate Bayesian treatment of the feature space and guards against overfitting. Carrying out representation and inverse reinforcement learning simultaneously within our model outperforms state-of-the-art approaches, as we demonstrate with experiments on standard benchmarks ("object world","highway driving") and a new benchmark ("binary world").