No Arabic abstract
Deep Reinforcement Learning (DRL) methods have performed well in an increasing numbering of high-dimensional visual decision making domains. Among all such visual decision making problems, those with discrete action spaces often tend to have underlying compositional structure in the said action space. Such action spaces often contain actions such as go left, go up as well as go diagonally up and left (which is a composition of the former two actions). The representations of control policies in such domains have traditionally been modeled without exploiting this inherent compositional structure in the action spaces. We propose a new learning paradigm, Factored Action space Representations (FAR) wherein we decompose a control policy learned using a Deep Reinforcement Learning Algorithm into independent components, analogous to decomposing a vector in terms of some orthogonal basis vectors. This architectural modification of the control policy representation allows the agent to learn about multiple actions simultaneously, while executing only one of them. We demonstrate that FAR yields considerable improvements on top of two DRL algorithms in Atari 2600: FARA3C outperforms A3C (Asynchronous Advantage Actor Critic) in 9 out of 14 tasks and FARAQL outperforms AQL (Asynchronous n-step Q-Learning) in 9 out of 13 tasks.
Advances in computing resources have resulted in the increasing complexity of cyber-physical systems (CPS). As the complexity of CPS evolved, the focus has shifted from traditional control methods to deep reinforcement learning-based (DRL) methods for control of these systems. This is due to the difficulty of obtaining accurate models of complex CPS for traditional control. However, to securely deploy DRL in production, it is essential to examine the weaknesses of DRL-based controllers (policies) towards malicious attacks from all angles. In this work, we investigate targeted attacks in the action-space domain, also commonly known as actuation attacks in CPS literature, which perturbs the outputs of a controller. We show that a query-based black-box attack model that generates optimal perturbations with respect to an adversarial goal can be formulated as another reinforcement learning problem. Thus, such an adversarial policy can be trained using conventional DRL methods. Experimental results showed that adversarial policies that only observe the nominal policys output generate stronger attacks than adversarial policies that observe the nominal policys input and output. Further analysis reveals that nominal policies whose outputs are frequently at the boundaries of the action space are naturally more robust towards adversarial policies. Lastly, we propose the use of adversarial training with transfer learning to induce robust behaviors into the nominal policy, which decreases the rate of successful targeted attacks by 50%.
Maximum Entropy (MaxEnt) reinforcement learning is a powerful learning paradigm which seeks to maximize return under entropy regularization. However, action entropy does not necessarily coincide with state entropy, e.g., when multiple actions produce the same transition. Instead, we propose to maximize the transition entropy, i.e., the entropy of next states. We show that transition entropy can be described by two terms; namely, model-dependent transition entropy and action redundancy. Particularly, we explore the latter in both deterministic and stochastic settings and develop tractable approximation methods in a near model-free setup. We construct algorithms to minimize action redundancy and demonstrate their effectiveness on a synthetic environment with multiple redundant actions as well as contemporary benchmarks in Atari and Mujoco. Our results suggest that action redundancy is a fundamental problem in reinforcement learning.
In this work, we study auxiliary prediction tasks defined by temporal-difference networks (TD networks); these networks are a language for expressing a rich space of general value function (GVF) prediction targets that may be learned efficiently with TD. Through analysis in an illustrative domain we show the benefits to learning state representations of exploiting the full richness of TD networks, including both action-conditional predictions and temporally deep predictions. Our main (and perhaps surprising) result is that deep action-conditional TD networks with random structures that create random prediction-questions about random features yield state representations that are competitive with state-of-the-art hand-crafted value prediction and pixel control auxiliary tasks in both Atari games and DeepMind Lab tasks. We also show through stop-gradient experiments that learning the state representations solely via these unsupervised random TD network prediction tasks yield agents that outperform the end-to-end-trained actor-critic baseline.
We address the problem of learning hierarchical deep neural network policies for reinforcement learning. In contrast to methods that explicitly restrict or cripple lower layers of a hierarchy to force them to use higher-level modulating signals, each layer in our framework is trained to directly solve the task, but acquires a range of diverse strategies via a maximum entropy reinforcement learning objective. Each layer is also augmented with latent random variables, which are sampled from a prior distribution during the training of that layer. The maximum entropy objective causes these latent variables to be incorporated into the layers policy, and the higher level layer can directly control the behavior of the lower layer through this latent space. Furthermore, by constraining the mapping from latent variables to actions to be invertible, higher layers retain full expressivity: neither the higher layers nor the lower layers are constrained in their behavior. Our experimental evaluation demonstrates that we can improve on the performance of single-layer policies on standard benchmark tasks simply by adding additional layers, and that our method can solve more complex sparse-reward tasks by learning higher-level policies on top of high-entropy skills optimized for simple low-level objectives.
Multi-action restless multi-armed bandits (RMABs) are a powerful framework for constrained resource allocation in which $N$ independent processes are managed. However, previous work only study the offline setting where problem dynamics are known. We address this restrictive assumption, designing the first algorithms for learning good policies for Multi-action RMABs online using combinations of Lagrangian relaxation and Q-learning. Our first approach, MAIQL, extends a method for Q-learning the Whittle index in binary-action RMABs to the multi-action setting. We derive a generalized update rule and convergence proof and establish that, under standard assumptions, MAIQL converges to the asymptotically optimal multi-action RMAB policy as $trightarrow{}infty$. However, MAIQL relies on learning Q-functions and indexes on two timescales which leads to slow convergence and requires problem structure to perform well. Thus, we design a second algorithm, LPQL, which learns the well-performing and more general Lagrange policy for multi-action RMABs by learning to minimize the Lagrange bound through a variant of Q-learning. To ensure fast convergence, we take an approximation strategy that enables learning on a single timescale, then give a guarantee relating the approximations precision to an upper bound of LPQLs return as $trightarrow{}infty$. Finally, we show that our approaches always outperform baselines across multiple settings, including one derived from real-world medication adherence data.