This paper is concerned with the sample efficiency of reinforcement learning, assuming access to a generative model (or simulator). We first consider $\gamma$-discounted infinite-horizon Markov decision processes (MDPs) with state space $\mathcal{S}$ and action space $\mathcal{A}$. Despite a number of prior works tackling this problem, a complete picture of the trade-offs between sample complexity and statistical accuracy is yet to be determined. In particular, all prior results suffer from a severe sample size barrier, in the sense that their claimed statistical guarantees hold only when the sample size exceeds at least $\frac{|\mathcal{S}||\mathcal{A}|}{(1-\gamma)^2}$. The current paper overcomes this barrier by certifying the minimax optimality of two algorithms -- a perturbed model-based algorithm and a conservative model-based algorithm -- as soon as the sample size exceeds the order of $\frac{|\mathcal{S}||\mathcal{A}|}{1-\gamma}$ (modulo some log factor). Moving beyond infinite-horizon MDPs, we further study time-inhomogeneous finite-horizon MDPs, and prove that a plain model-based planning algorithm suffices to achieve minimax-optimal sample complexity given any target accuracy level. To the best of our knowledge, this work delivers the first minimax-optimal guarantees that accommodate the entire range of sample sizes (beyond which finding a meaningful policy is information theoretically infeasible).
Spinal fusion surgery requires highly accurate implantation of pedicle screw implants, which must be conducted in critical proximity to vital structures with a limited view of anatomy. Robotic surgery systems have been proposed to improve placement accuracy, however, state-of-the-art systems suffer from the limitations of open-loop approaches, as they follow traditional concepts of preoperative planning and intraoperative registration, without real-time recalculation of the surgical plan. In this paper, we propose an intraoperative planning approach for robotic spine surgery that leverages real-time observation for drill path planning based on Safe Deep Reinforcement Learning (DRL). The main contributions of our method are (1) the capability to guarantee safe actions by introducing an uncertainty-aware distance-based safety filter; and (2) the ability to compensate for incomplete intraoperative anatomical information, by encoding a-priori knowledge about anatomical structures with a network pre-trained on high-fidelity anatomical models. Planning quality was assessed by quantitative comparison with the gold standard (GS) drill planning. In experiments with 5 models derived from real magnetic resonance imaging (MRI) data, our approach was capable of achieving 90% bone penetration with respect to the GS while satisfying safety requirements, even under observation and motion uncertainty. To the best of our knowledge, our approach is the first safe DRL approach focusing on orthopedic surgeries.
Macro-AUC is the arithmetic mean of the class-wise AUCs in multi-label learning and is commonly used in practice. However, its theoretical understanding is far lacking. Toward solving it, we characterize the generalization properties of various learning algorithms based on the corresponding surrogate losses w.r.t. Macro-AUC. We theoretically identify a critical factor of the dataset affecting the generalization bounds: \emph{the label-wise class imbalance}. Our results on the imbalance-aware error bounds show that the widely-used univariate loss-based algorithm is more sensitive to the label-wise class imbalance than the proposed pairwise and reweighted loss-based ones, which probably implies its worse performance. Moreover, empirical results on various datasets corroborate our theory findings. To establish it, technically, we propose a new (and more general) McDiarmid-type concentration inequality, which may be of independent interest.
We apply reinforcement learning techniques to topic modeling by replacing the variational autoencoder in ProdLDA with a continuous action space reinforcement learning policy. We train the system with a policy gradient algorithm REINFORCE. Additionally, we introduced several modifications: modernize the neural network architecture, weight the ELBO loss, use contextual embeddings, and monitor the learning process via computing topic diversity and coherence for each training step. Experiments are performed on 11 data sets. Our unsupervised model outperforms all other unsupervised models and performs on par with or better than most models using supervised labeling. Our model is outperformed on certain data sets by a model using supervised labeling and contrastive learning. We have also conducted an ablation study to provide empirical evidence of performance improvements from changes we made to ProdLDA and found that the reinforcement learning formulation boosts performance.
Assigning labels to instances is crucial for supervised machine learning. In this paper, we proposed a novel annotation method called Q&A labeling, which involves a question generator that asks questions about the labels of the instances to be assigned, and an annotator who answers the questions and assigns the corresponding labels to the instances. We derived a generative model of labels assigned according to two different Q&A labeling procedures that differ in the way questions are asked and answered. We showed that, in both procedures, the derived model is partially consistent with that assumed in previous studies. The main distinction of this study from previous studies lies in the fact that the label generative model was not assumed, but rather derived based on the definition of a specific annotation method, Q&A labeling. We also derived a loss function to evaluate the classification risk of ordinary supervised machine learning using instances assigned Q&A labels and evaluated the upper bound of the classification error. The results indicate statistical consistency in learning with Q&A labels.
In Reinforcement Learning (RL), an agent acts in an unknown environment to maximize the expected cumulative discounted sum of an external reward signal, i.e., the expected return. In practice, in many tasks of interest, such as policy optimization, the agent usually spends its interaction budget by collecting episodes of fixed length within a simulator (i.e., Monte Carlo simulation). However, given the discounted nature of the RL objective, this data collection strategy might not be the best option. Indeed, the rewards taken in early simulation steps weigh exponentially more than future rewards. Taking a cue from this intuition, in this paper, we design an a-priori budget allocation strategy that leads to the collection of trajectories of different lengths, i.e., truncated. The proposed approach provably minimizes the width of the confidence intervals around the empirical estimates of the expected return of a policy. After discussing the theoretical properties of our method, we make use of our trajectory truncation mechanism to extend Policy Optimization via Importance Sampling (POIS, Metelli et al., 2018) algorithm. Finally, we conduct a numerical comparison between our algorithm and POIS: the results are consistent with our theory and show that an appropriate truncation of the trajectories can succeed in improving performance.
Model-based approaches are becoming increasingly popular in the field of offline reinforcement learning, with high potential in real-world applications due to the model's capability of thoroughly utilizing the large historical datasets available with supervised learning techniques. This paper presents a literature review of recent work in offline model-based reinforcement learning, a field that utilizes model-based approaches in offline reinforcement learning. The survey provides a brief overview of the concepts and recent developments in both offline reinforcement learning and model-based reinforcement learning, and discuss the intersection of the two fields. We then presents key relevant papers in the field of offline model-based reinforcement learning and discuss their methods, particularly their approaches in solving the issue of distributional shift, the main problem faced by all current offline model-based reinforcement learning methods. We further discuss key challenges faced by the field, and suggest possible directions for future work.
While Reinforcement Learning (RL) achieves tremendous success in sequential decision-making problems of many domains, it still faces key challenges of data inefficiency and the lack of interpretability. Interestingly, many researchers have leveraged insights from the causality literature recently, bringing forth flourishing works to unify the merits of causality and address well the challenges from RL. As such, it is of great necessity and significance to collate these Causal Reinforcement Learning (CRL) works, offer a review of CRL methods, and investigate the potential functionality from causality toward RL. In particular, we divide existing CRL approaches into two categories according to whether their causality-based information is given in advance or not. We further analyze each category in terms of the formalization of different models, ranging from the Markov Decision Process (MDP), Partially Observed Markov Decision Process (POMDP), Multi-Arm Bandits (MAB), and Dynamic Treatment Regime (DTR). Moreover, we summarize the evaluation matrices and open sources while we discuss emerging applications, along with promising prospects for the future development of CRL.
Transformer has been considered the dominating neural architecture in NLP and CV, mostly under a supervised setting. Recently, a similar surge of using Transformers has appeared in the domain of reinforcement learning (RL), but it is faced with unique design choices and challenges brought by the nature of RL. However, the evolution of Transformers in RL has not yet been well unraveled. Hence, in this paper, we seek to systematically review motivations and progress on using Transformers in RL, provide a taxonomy on existing works, discuss each sub-field, and summarize future prospects.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
The advent of artificial intelligence technology paved the way of many researches to be made within air combat sector. Academicians and many other researchers did a research on a prominent research direction called autonomous maneuver decision of UAV. Elaborative researches produced some outcomes, but decisions that include Reinforcement Learning(RL) came out to be more efficient. There have been many researches and experiments done to make an agent reach its target in an optimal way, most prominent are Genetic Algorithm(GA) , A star, RRT and other various optimization techniques have been used. But Reinforcement Learning is the well known one for its success. In DARPHA Alpha Dogfight Trials, reinforcement learning prevailed against a real veteran F16 human pilot who was trained by Boeing. This successor model was developed by Heron Systems. After this accomplishment, reinforcement learning bring tremendous attention on itself. In this research we aimed our UAV which has a dubin vehicle dynamic property to move to the target in two dimensional space in an optimal path using Twin Delayed Deep Deterministic Policy Gradients (TD3) and used in experience replay Hindsight Experience Replay(HER).We did tests on two different environments and used simulations.