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We consider the problem of multi-agent navigation and collision avoidance when observations are limited to the local neighborhood of each agent. We propose InforMARL, a novel architecture for multi-agent reinforcement learning (MARL) which uses local information intelligently to compute paths for all the agents in a decentralized manner. Specifically, InforMARL aggregates information about the local neighborhood of agents for both the actor and the critic using a graph neural network and can be used in conjunction with any standard MARL algorithm. We show that (1) in training, InforMARL has better sample efficiency and performance than baseline approaches, despite using less information, and (2) in testing, it scales well to environments with arbitrary numbers of agents and obstacles. We illustrate these results using four task environments, including one with predetermined goals for each agent, and one in which the agents collectively try to cover all goals. Code available at //github.com/nsidn98/InforMARL.

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2023 年 7 月 2 日

In recent years, by leveraging more data, computation, and diverse tasks, learned optimizers have achieved remarkable success in supervised learning, outperforming classical hand-designed optimizers. Reinforcement learning (RL) is essentially different from supervised learning and in practice these learned optimizers do not work well even in simple RL tasks. We investigate this phenomenon and identity three issues. First, the gradients of an RL agent vary across a wide range in logarithms while their absolute values are in a small range, making neural networks hard to obtain accurate parameter updates. Second, the agent-gradient distribution is non-independent and identically distributed, leading to inefficient meta-training. Finally, due to highly stochastic agent-environment interactions, the agent-gradients have high bias and variance, which increase the difficulty of learning an optimizer for RL. We propose gradient processing, pipeline training, and a novel optimizer structure with good inductive bias to address these issues. By applying these techniques, for the first time, we show that learning an optimizer for RL from scratch is possible. Although only trained in toy tasks, our learned optimizer can generalize to unseen complex tasks in Brax.

In this paper, we consider the problem of learning safe policies for probabilistic-constrained reinforcement learning (RL). Specifically, a safe policy or controller is one that, with high probability, maintains the trajectory of the agent in a given safe set. We establish a connection between this probabilistic-constrained setting and the cumulative-constrained formulation that is frequently explored in the existing literature. We provide theoretical bounds elucidating that the probabilistic-constrained setting offers a better trade-off in terms of optimality and safety (constraint satisfaction). The challenge encountered when dealing with the probabilistic constraints, as explored in this work, arises from the absence of explicit expressions for their gradients. Our prior work provides such an explicit gradient expression for probabilistic constraints which we term Safe Policy Gradient-REINFORCE (SPG-REINFORCE). In this work, we provide an improved gradient SPG-Actor-Critic that leads to a lower variance than SPG-REINFORCE, which is substantiated by our theoretical results. A noteworthy aspect of both SPGs is their inherent algorithm independence, rendering them versatile for application across a range of policy-based algorithms. Furthermore, we propose a Safe Primal-Dual algorithm that can leverage both SPGs to learn safe policies. It is subsequently followed by theoretical analyses that encompass the convergence of the algorithm, as well as the near-optimality and feasibility on average. In addition, we test the proposed approaches by a series of empirical experiments. These experiments aim to examine and analyze the inherent trade-offs between the optimality and safety, and serve to substantiate the efficacy of two SPGs, as well as our theoretical contributions.

Transfer learning in Reinforcement Learning (RL) has been widely studied to overcome training issues of Deep-RL, i.e., exploration cost, data availability and convergence time, by introducing a way to enhance training phase with external knowledge. Generally, knowledge is transferred from expert-agents to novices. While this fixes the issue for a novice agent, a good understanding of the task on expert agent is required for such transfer to be effective. As an alternative, in this paper we propose Expert-Free Online Transfer Learning (EF-OnTL), an algorithm that enables expert-free real-time dynamic transfer learning in multi-agent system. No dedicated expert exists, and transfer source agent and knowledge to be transferred are dynamically selected at each transfer step based on agents' performance and uncertainty. To improve uncertainty estimation, we also propose State Action Reward Next-State Random Network Distillation (sars-RND), an extension of RND that estimates uncertainty from RL agent-environment interaction. We demonstrate EF-OnTL effectiveness against a no-transfer scenario and advice-based baselines, with and without expert agents, in three benchmark tasks: Cart-Pole, a grid-based Multi-Team Predator-Prey (mt-pp) and Half Field Offense (HFO). Our results show that EF-OnTL achieve overall comparable performance when compared against advice-based baselines while not requiring any external input nor threshold tuning. EF-OnTL outperforms no-transfer with an improvement related to the complexity of the task addressed.

While deep reinforcement learning (RL) has fueled multiple high-profile successes in machine learning, it is held back from more widespread adoption by its often poor data efficiency and the limited generality of the policies it produces. A promising approach for alleviating these limitations is to cast the development of better RL algorithms as a machine learning problem itself in a process called meta-RL. Meta-RL is most commonly studied in a problem setting where, given a distribution of tasks, the goal is to learn a policy that is capable of adapting to any new task from the task distribution with as little data as possible. In this survey, we describe the meta-RL problem setting in detail as well as its major variations. We discuss how, at a high level, meta-RL research can be clustered based on the presence of a task distribution and the learning budget available for each individual task. Using these clusters, we then survey meta-RL algorithms and applications. We conclude by presenting the open problems on the path to making meta-RL part of the standard toolbox for a deep RL practitioner.

With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.

Unsupervised domain adaptation has recently emerged as an effective paradigm for generalizing deep neural networks to new target domains. However, there is still enormous potential to be tapped to reach the fully supervised performance. In this paper, we present a novel active learning strategy to assist knowledge transfer in the target domain, dubbed active domain adaptation. We start from an observation that energy-based models exhibit free energy biases when training (source) and test (target) data come from different distributions. Inspired by this inherent mechanism, we empirically reveal that a simple yet efficient energy-based sampling strategy sheds light on selecting the most valuable target samples than existing approaches requiring particular architectures or computation of the distances. Our algorithm, Energy-based Active Domain Adaptation (EADA), queries groups of targe data that incorporate both domain characteristic and instance uncertainty into every selection round. Meanwhile, by aligning the free energy of target data compact around the source domain via a regularization term, domain gap can be implicitly diminished. Through extensive experiments, we show that EADA surpasses state-of-the-art methods on well-known challenging benchmarks with substantial improvements, making it a useful option in the open world. Code is available at //github.com/BIT-DA/EADA.

Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.

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.

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.

The quest of `can machines think' and `can machines do what human do' are quests that drive the development of artificial intelligence. Although recent artificial intelligence succeeds in many data intensive applications, it still lacks the ability of learning from limited exemplars and fast generalizing to new tasks. To tackle this problem, one has to turn to machine learning, which supports the scientific study of artificial intelligence. Particularly, a machine learning problem called Few-Shot Learning (FSL) targets at this case. It can rapidly generalize to new tasks of limited supervised experience by turning to prior knowledge, which mimics human's ability to acquire knowledge from few examples through generalization and analogy. It has been seen as a test-bed for real artificial intelligence, a way to reduce laborious data gathering and computationally costly training, and antidote for rare cases learning. With extensive works on FSL emerging, we give a comprehensive survey for it. We first give the formal definition for FSL. Then we point out the core issues of FSL, which turns the problem from "how to solve FSL" to "how to deal with the core issues". Accordingly, existing works from the birth of FSL to the most recent published ones are categorized in a unified taxonomy, with thorough discussion of the pros and cons for different categories. Finally, we envision possible future directions for FSL in terms of problem setup, techniques, applications and theory, hoping to provide insights to both beginners and experienced researchers.

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