Safe reinforcement learning (RL) with assured satisfaction of hard state constraints during training has recently received a lot of attention. Safety filters, e.g., based on control barrier functions (CBFs), provide a promising way for safe RL via modifying the unsafe actions of an RL agent on the fly. Existing safety filter-based approaches typically involve learning of uncertain dynamics and quantifying the learned model error, which leads to conservative filters before a large amount of data is collected to learn a good model, thereby preventing efficient exploration. This paper presents a method for safe and efficient model-free RL using disturbance observers (DOBs) and control barrier functions (CBFs). Unlike most existing safe RL methods that deal with hard state constraints, our method does not involve model learning, and leverages DOBs to accurately estimate the pointwise value of the uncertainty, which is then incorporated into a robust CBF condition to generate safe actions. The DOB-based CBF can be used as a safety filter with any model-free RL algorithms by minimally modifying the actions of an RL agent whenever necessary to ensure safety throughout the learning process. Simulation results on a unicycle and a 2D quadrotor demonstrate that the proposed method outperforms a state-of-the-art safe RL algorithm using CBFs and Gaussian processes-based model learning, in terms of safety violation rate, and sample and computational efficiency.
Various methods for Multi-Agent Reinforcement Learning (MARL) have been developed with the assumption that agents' policies are based on accurate state information. However, policies learned through Deep Reinforcement Learning (DRL) are susceptible to adversarial state perturbation attacks. In this work, we propose a State-Adversarial Markov Game (SAMG) and make the first attempt to investigate the fundamental properties of MARL under state uncertainties. Our analysis shows that the commonly used solution concepts of optimal agent policy and robust Nash equilibrium do not always exist in SAMGs. To circumvent this difficulty, we consider a new solution concept called robust agent policy, where agents aim to maximize the worst-case expected state value. We prove the existence of robust agent policy for finite state and finite action SAMGs. Additionally, we propose a Robust Multi-Agent Adversarial Actor-Critic (RMA3C) algorithm to learn robust policies for MARL agents under state uncertainties. Our experiments demonstrate that our algorithm outperforms existing methods when faced with state perturbations and greatly improves the robustness of MARL policies. Our code is public on //songyanghan.github.io/what_is_solution/.
This paper studies the control synthesis of motion planning subject to uncertainties. The uncertainties are considered in robot motions and environment properties, giving rise to the probabilistic labeled Markov decision process (PL-MDP). A Model-Free Reinforcement The learning (RL) method is developed to generate a finite-memory control policy to satisfy high-level tasks expressed in linear temporal logic (LTL) formulas. Due to uncertainties and potentially conflicting tasks, this work focuses on infeasible LTL specifications, where a relaxed LTL constraint is developed to allow the agent to revise its motion plan and take violations of original tasks into account for partial satisfaction. And a novel automaton is developed to improve the density of accepting rewards and enable deterministic policies. We proposed an RL framework with rigorous analysis that is guaranteed to achieve multiple objectives in decreasing order: 1) satisfying the acceptance condition of relaxed product MDP and 2) reducing the violation cost over long-term behaviors. We provide simulation and experimental results to validate the performance.
The focus of this work is sample-efficient deep reinforcement learning (RL) with a simulator. One useful property of simulators is that it is typically easy to reset the environment to a previously observed state. We propose an algorithmic framework, named uncertainty-first local planning (UFLP), that takes advantage of this property. Concretely, in each data collection iteration, with some probability, our meta-algorithm resets the environment to an observed state which has high uncertainty, instead of sampling according to the initial-state distribution. The agent-environment interaction then proceeds as in the standard online RL setting. We demonstrate that this simple procedure can dramatically improve the sample cost of several baseline RL algorithms on difficult exploration tasks. Notably, with our framework, we can achieve super-human performance on the notoriously hard Atari game, Montezuma's Revenge, with a simple (distributional) double DQN. Our work can be seen as an efficient approximate implementation of an existing algorithm with theoretical guarantees, which offers an interpretation of the positive empirical results.
Directed Exploration is a crucial challenge in reinforcement learning (RL), especially when rewards are sparse. Information-directed sampling (IDS), which optimizes the information ratio, seeks to do so by augmenting regret with information gain. However, estimating information gain is computationally intractable or relies on restrictive assumptions which prohibit its use in many practical instances. In this work, we posit an alternative exploration incentive in terms of the integral probability metric (IPM) between a current estimate of the transition model and the unknown optimal, which under suitable conditions, can be computed in closed form with the kernelized Stein discrepancy (KSD). Based on KSD, we develop a novel algorithm STEERING: \textbf{STE}in information dir\textbf{E}cted exploration for model-based \textbf{R}einforcement Learn\textbf{ING}. To enable its derivation, we develop fundamentally new variants of KSD for discrete conditional distributions. We further establish that STEERING archives sublinear Bayesian regret, improving upon prior learning rates of information-augmented MBRL, IDS included. Experimentally, we show that the proposed algorithm is computationally affordable and outperforms several prior approaches.
Image reconstruction based on indirect, noisy, or incomplete data remains an important yet challenging task. While methods such as compressive sensing have demonstrated high-resolution image recovery in various settings, there remain issues of robustness due to parameter tuning. Moreover, since the recovery is limited to a point estimate, it is impossible to quantify the uncertainty, which is often desirable. Due to these inherent limitations, a sparse Bayesian learning approach is sometimes adopted to recover a posterior distribution of the unknown. Sparse Bayesian learning assumes that some linear transformation of the unknown is sparse. However, most of the methods developed are tailored to specific problems, with particular forward models and priors. Here, we present a generalized approach to sparse Bayesian learning. It has the advantage that it can be used for various types of data acquisitions and prior information. Some preliminary results on image reconstruction/recovery indicate its potential use for denoising, deblurring, and magnetic resonance imaging.
The complexity of designing reward functions has been a major obstacle to the wide application of deep reinforcement learning (RL) techniques. Describing an agent's desired behaviors and properties can be difficult, even for experts. A new paradigm called reinforcement learning from human preferences (or preference-based RL) has emerged as a promising solution, in which reward functions are learned from human preference labels among behavior trajectories. However, existing methods for preference-based RL are limited by the need for accurate oracle preference labels. This paper addresses this limitation by developing a method for crowd-sourcing preference labels and learning from diverse human preferences. The key idea is to stabilize reward learning through regularization and correction in a latent space. To ensure temporal consistency, a strong constraint is imposed on the reward model that forces its latent space to be close to the prior distribution. Additionally, a confidence-based reward model ensembling method is designed to generate more stable and reliable predictions. The proposed method is tested on a variety of tasks in DMcontrol and Meta-world and has shown consistent and significant improvements over existing preference-based RL algorithms when learning from diverse feedback, paving the way for real-world applications of RL methods.
Lifelong learning aims to create AI systems that continuously and incrementally learn during a lifetime, similar to biological learning. Attempts so far have met problems, including catastrophic forgetting, interference among tasks, and the inability to exploit previous knowledge. While considerable research has focused on learning multiple input distributions, typically in classification, lifelong reinforcement learning (LRL) must also deal with variations in the state and transition distributions, and in the reward functions. Modulating masks, recently developed for classification, are particularly suitable to deal with such a large spectrum of task variations. In this paper, we adapted modulating masks to work with deep LRL, specifically PPO and IMPALA agents. The comparison with LRL baselines in both discrete and continuous RL tasks shows superior performance. We further investigated the use of a linear combination of previously learned masks to exploit previous knowledge when learning new tasks: not only is learning faster, the algorithm solves tasks that we could not otherwise solve from scratch due to extremely sparse rewards. The results suggest that RL with modulating masks is a promising approach to lifelong learning, to the composition of knowledge to learn increasingly complex tasks, and to knowledge reuse for efficient and faster learning.
Learning a predictive model of the mean return, or value function, plays a critical role in many reinforcement learning algorithms. Distributional reinforcement learning (DRL) methods instead model the value distribution, which has been shown to improve performance in many settings. In this paper, we model the value distribution as approximately normal using the Markov Chain central limit theorem. We analytically compute quantile bars to provide a new DRL target that is informed by the decrease in standard deviation that occurs over the course of an episode. In addition, we propose a policy update strategy based on uncertainty as measured by structural characteristics of the value distribution not present in the standard value function. The approach we outline is compatible with many DRL structures. We use two representative on-policy algorithms, PPO and TRPO, as testbeds and show that our methods produce performance improvements in continuous control tasks.
This paper aims to mitigate straggler effects in synchronous distributed learning for multi-agent reinforcement learning (MARL) problems. Stragglers arise frequently in a distributed learning system, due to the existence of various system disturbances such as slow-downs or failures of compute nodes and communication bottlenecks. To resolve this issue, we propose a coded distributed learning framework, which speeds up the training of MARL algorithms in the presence of stragglers, while maintaining the same accuracy as the centralized approach. As an illustration, a coded distributed version of the multi-agent deep deterministic policy gradient(MADDPG) algorithm is developed and evaluated. Different coding schemes, including maximum distance separable (MDS)code, random sparse code, replication-based code, and regular low density parity check (LDPC) code are also investigated. Simulations in several multi-robot problems demonstrate the promising performance of the proposed framework.
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.