The ability to leverage shared behaviors between tasks is critical for sample-efficient multi-task reinforcement learning (MTRL). While prior methods have primarily explored parameter and data sharing, direct behavior-sharing has been limited to task families requiring similar behaviors. Our goal is to extend the efficacy of behavior-sharing to more general task families that could require a mix of shareable and conflicting behaviors. Our key insight is an agent's behavior across tasks can be used for mutually beneficial exploration. To this end, we propose a simple MTRL framework for identifying shareable behaviors over tasks and incorporating them to guide exploration. We empirically demonstrate how behavior sharing improves sample efficiency and final performance on manipulation and navigation MTRL tasks and is even complementary to parameter sharing. Result videos are available at //sites.google.com/view/qmp-mtrl.
Multi-objective reinforcement learning (MORL) algorithms tackle sequential decision problems where agents may have different preferences over (possibly conflicting) reward functions. Such algorithms often learn a set of policies (each optimized for a particular agent preference) that can later be used to solve problems with novel preferences. We introduce a novel algorithm that uses Generalized Policy Improvement (GPI) to define principled, formally-derived prioritization schemes that improve sample-efficient learning. They implement active-learning strategies by which the agent can (i) identify the most promising preferences/objectives to train on at each moment, to more rapidly solve a given MORL problem; and (ii) identify which previous experiences are most relevant when learning a policy for a particular agent preference, via a novel Dyna-style MORL method. We prove our algorithm is guaranteed to always converge to an optimal solution in a finite number of steps, or an $\epsilon$-optimal solution (for a bounded $\epsilon$) if the agent is limited and can only identify possibly sub-optimal policies. We also prove that our method monotonically improves the quality of its partial solutions while learning. Finally, we introduce a bound that characterizes the maximum utility loss (with respect to the optimal solution) incurred by the partial solutions computed by our method throughout learning. We empirically show that our method outperforms state-of-the-art MORL algorithms in challenging multi-objective tasks, both with discrete and continuous state and action spaces.
As robots become more prevalent, optimizing their design for better performance and efficiency is becoming increasingly important. However, current robot design practices overlook the impact of perception and design choices on a robot's learning capabilities. To address this gap, we propose a comprehensive methodology that accounts for the interplay between the robot's perception, hardware characteristics, and task requirements. Our approach optimizes the robot's morphology holistically, leading to improved learning and task execution proficiency. To achieve this, we introduce a Morphology-AGnostIc Controller (MAGIC), which helps with the rapid assessment of different robot designs. The MAGIC policy is efficiently trained through a novel PRIvileged Single-stage learning via latent alignMent (PRISM) framework, which also encourages behaviors that are typical of robot onboard observation. Our simulation-based results demonstrate that morphologies optimized holistically improve the robot performance by 15-20% on various manipulation tasks, and require 25x less data to match human-expert made morphology performance. In summary, our work contributes to the growing trend of learning-based approaches in robotics and emphasizes the potential in designing robots that facilitate better learning.
Most of the literature on learning in games has focused on the restrictive setting where the underlying repeated game does not change over time. Much less is known about the convergence of no-regret learning algorithms in dynamic multiagent settings. In this paper, we characterize the convergence of optimistic gradient descent (OGD) in time-varying games. Our framework yields sharp convergence bounds for the equilibrium gap of OGD in zero-sum games parameterized on natural variation measures of the sequence of games, subsuming known results for static games. Furthermore, we establish improved second-order variation bounds under strong convexity-concavity, as long as each game is repeated multiple times. Our results also apply to time-varying general-sum multi-player games via a bilinear formulation of correlated equilibria, which has novel implications for meta-learning and for obtaining refined variation-dependent regret bounds, addressing questions left open in prior papers. Finally, we leverage our framework to also provide new insights on dynamic regret guarantees in static games.
The superior performance of modern deep networks usually comes with a costly training procedure. This paper presents a new curriculum learning approach for the efficient training of visual backbones (e.g., vision Transformers). Our work is inspired by the inherent learning dynamics of deep networks: we experimentally show that at an earlier training stage, the model mainly learns to recognize some 'easier-to-learn' discriminative patterns within each example, e.g., the lower-frequency components of images and the original information before data augmentation. Driven by this phenomenon, we propose a curriculum where the model always leverages all the training data at each epoch, while the curriculum starts with only exposing the 'easier-to-learn' patterns of each example, and introduces gradually more difficult patterns. To implement this idea, we 1) introduce a cropping operation in the Fourier spectrum of the inputs, which enables the model to learn from only the lower-frequency components efficiently, 2) demonstrate that exposing the features of original images amounts to adopting weaker data augmentation, and 3) integrate 1) and 2) and design a curriculum learning schedule with a greedy-search algorithm. The resulting approach, EfficientTrain, is simple, general, yet surprisingly effective. In the absence of hyper-parameter tuning, it reduces the training wall-time of a wide variety of popular models (e.g., ResNet, ConvNeXt, DeiT, PVT, Swin, and CSWin) by >1.5x on ImageNet-1K/22K without sacrificing the accuracy. It is also effective for self-supervised learning (e.g., MAE). Code is available at //github.com/LeapLabTHU/EfficientTrain.
Partial Automation (PA) with intelligent support systems has been introduced in industrial machinery and advanced automobiles to reduce the burden of long hours of human operation. Under PA, operators perform manual operations (providing actions) and operations that switch to automatic/manual mode (mode-switching). Since PA reduces the total duration of manual operation, these two action and mode-switching operations can be replicated by imitation learning with high sample efficiency. To this end, this paper proposes Disturbance Injection under Partial Automation (DIPA) as a novel imitation learning framework. In DIPA, mode and actions (in the manual mode) are assumed to be observables in each state and are used to learn both action and mode-switching policies. The above learning is robustified by injecting disturbances into the operator's actions to optimize the disturbance's level for minimizing the covariate shift under PA. We experimentally validated the effectiveness of our method for long-horizon tasks in two simulations and a real robot environment and confirmed that our method outperformed the previous methods and reduced the demonstration burden.
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.
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.
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.
In this paper, we propose a novel multi-task learning architecture, which incorporates recent advances in attention mechanisms. Our approach, the Multi-Task Attention Network (MTAN), consists of a single shared network containing a global feature pool, together with task-specific soft-attention modules, which are trainable in an end-to-end manner. These attention modules allow for learning of task-specific features from the global pool, whilst simultaneously allowing for features to be shared across different tasks. The architecture can be built upon any feed-forward neural network, is simple to implement, and is parameter efficient. Experiments on the CityScapes dataset show that our method outperforms several baselines in both single-task and multi-task learning, and is also more robust to the various weighting schemes in the multi-task loss function. We further explore the effectiveness of our method through experiments over a range of task complexities, and show how our method scales well with task complexity compared to baselines.