论文检索

输入标题、作者或关键词,从 3,752 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
3,752篇论文匹配“Planning”
第 181 / 188 页

Reinforcement Learning/Deep RL

Marco Bagatella, Georg Martius

Curiosity has established itself as a powerful exploration strategy in deep reinforcement learning. Notably, leveraging expected future novelty as intrinsic motivation has been shown to efficiently generate exploratory trajectories, as well as a robust dynamics model. We consider the challenge of extracting goal-conditioned behavior from the products of such unsupervised exploration techniques, without any additional environment interaction. We find that conventional goal-conditioned reinforcement learning approaches for extracting a value function and policy fall short in this difficult offline setting. By analyzing the geometry of optimal goal-conditioned value functions, we relate this issue to a specific class of estimation artifacts in learned values. In order to mitigate their occurrence, we propose to combine model-based planning over learned value landscapes with a graph-based value aggregation scheme. We show how this combination can correct both local and global artifacts, obtaining significant improvements in zero-shot goal-reaching performance across diverse simulated environments.

Optimization/Zero-order and Black-box Optimization

Yunqi Shi, Ke Xue, Song Lei, Chao Qian

The development of very large-scale integration (VLSI) technology has posed new challenges for electronic design automation (EDA) techniques in chip floorplanning. During this process, macro placement is an important subproblem, which tries to determine the positions of all macros with the aim of minimizing half-perimeter wirelength (HPWL) and avoiding overlapping. Previous methods include packing-based, analytical and reinforcement learning methods. In this paper, we propose a new black-box optimization (BBO) framework (called WireMask-BBO) for macro placement, by using a wire-mask-guided greedy procedure for objective evaluation. Equipped with different BBO algorithms, WireMask-BBO empirically achieves significant improvements over previous methods, i.e., achieves significantly shorter HPWL by using much less time. Furthermore, it can fine-tune existing placements by treating them as initial solutions, which can bring up to 50% improvement in HPWL. WireMask-BBO has the potential to significantly improve the quality and efficiency of chip floorplanning, which makes it appealing to researchers and practitioners in EDA and will also promote the application of BBO. Our code is available at https://github.com/lamda-bbo/WireMask-BBO.

Reinforcement Learning/Planning

Leah Chrestien, Stefan Edelkamp, Antonin Komenda, Tomas Pevny

In imitation learning for planning, parameters of heuristic functions are optimized against a set of solved problem instances. This work revisits the necessary and sufficient conditions of strictly optimally efficient heuristics for forward search algorithms, mainly A* and greedy best-first search, which expand only states on the returned optimal path. It then proposes a family of loss functions based on ranking tailored for a given variant of the forward search algorithm. Furthermore, from a learning theory point of view, it discusses why optimizing cost-to-goal h* is unnecessarily difficult. The experimental comparison on a diverse set of problems unequivocally supports the derived theory.

Deep Learning/Graph Neural Networks

Johann Brehmer, Pim de Haan, Sönke Behrends, Taco Cohen

Problems involving geometric data arise in physics, chemistry, robotics, computer vision, and many other fields. Such data can take numerous forms, for instance points, direction vectors, translations, or rotations, but to date there is no single architecture that can be applied to such a wide variety of geometric types while respecting their symmetries. In this paper we introduce the Geometric Algebra Transformer (GATr), a general-purpose architecture for geometric data. GATr represents inputs, outputs, and hidden states in the projective geometric (or Clifford) algebra, which offers an efficient 16-dimensional vector-space representation of common geometric objects as well as operators acting on them. GATr is equivariant with respect to E(3), the symmetry group of 3D Euclidean space. As a Transformer, GATr is versatile, efficient, and scalable. We demonstrate GATr in problems from n-body modeling to wall-shear-stress estimation on large arterial meshes to robotic motion planning. GATr consistently outperforms both non-geometric and equivariant baselines in terms of error, data efficiency, and scalability.

Reinforcement Learning/Online

Lucas N. Alegre, Ana Bazzan, Ann Nowe, Bruno C. da Silva

We introduce a principled method for performing zero-shot transfer in reinforcement learning (RL) by exploiting approximate models of the environment. Zero-shot transfer in RL has been investigated by leveraging methods rooted in generalized policy improvement (GPI) and successor features (SFs). Although computationally efficient, these methods are model-free: they analyze a library of policies---each solving a particular task---and identify which action the agent should take. We investigate the more general setting where, in addition to a library of policies, the agent has access to an approximate environment model. Even though model-based RL algorithms can identify near-optimal policies, they are typically computationally intensive. We introduce $h$-GPI, a multi-step extension of GPI that interpolates between these extremes---standard model-free GPI and fully model-based planning---as a function of a parameter, $h$, regulating the amount of time the agent has to reason. We prove that $h$-GPI's performance lower bound is strictly better than GPI's, and show that $h$-GPI generally outperforms GPI as $h$ increases. Furthermore, we prove that as $h$ increases, $h$-GPI's performance becomes arbitrarily less susceptible to sub-optimality in the agent's policy library. Finally, we introduce novel bounds characterizing the gains achievable by $h$-GPI as a function of approximation errors in both the agent's policy library and its (possibly learned) model. These bounds strictly generalize those known in the literature. We evaluate $h$-GPI on challenging tabular and continuous-state problems under value function approximation and show that it consistently outperforms GPI and state-of-the-art competing methods under various levels of approximation errors.

Theory/Reinforcement Learning and Planning

Minshuo Chen, Yu Bai, H. Vincent Poor, Mengdi Wang

In real-world reinforcement learning (RL) systems, various forms of {\it impaired observability} can complicate matters. These situations arise when an agent is unable to observe the most recent state of the system due to latency or lossy channels, yet the agent must still make real-time decisions. This paper introduces a theoretical investigation into efficient RL in control systems where agents must act with delayed and missing state observations. We establish near-optimal regret bounds, of the form $\tilde{\mathcal{O}}(\sqrt{{\rm poly}(H) SAK})$, for RL in both the delayed and missing observation settings. Despite impaired observability posing significant challenges to the policy class and planning, our results demonstrate that learning remains efficient, with the regret bound optimally depending on the state-action size of the original system. Additionally, we provide a characterization of the performance of the optimal policy under impaired observability, comparing it to the optimal value obtained with full observability.

Theory/Reinforcement Learning and Planning

Zhang-Wei Hong, Aviral Kumar, Sathwik Karnik, Abhishek Bhandwaldar, Akash Srivastava, Joni Pajarinen, Romain Laroche, Abhishek Gupta, Pulkit Agrawal

Offline reinforcement learning (RL) enables learning a decision-making policy without interaction with the environment. This makes it particularly beneficial in situations where such interactions are costly. However, a known challenge for offline RL algorithms is the distributional mismatch between the state-action distributions of the learned policy and the dataset, which can significantly impact performance. State-of-the-art algorithms address it by constraining the policy to align with the state-action pairs in the dataset. However, this strategy struggles on datasets that predominantly consist of trajectories collected by low-performing policies and only a few trajectories from high-performing ones. Indeed, the constraint to align with the data leads the policy to imitate low-performing behaviors predominating the dataset. Our key insight to address this issue is to constrain the policy to the policy that collected the good parts of the dataset rather than all data. To this end, we optimize the importance sampling weights to emulate sampling data from a data distribution generated by a nearly optimal policy. Our method exhibits considerable performance gains (up to five times better) over the existing approaches in state-of-the-art offline RL algorithms over 72 imbalanced datasets with varying types of imbalance.

Reinforcement Learning/Planning

Ida Momennejad, Hosein Hasanbeig, Felipe Vieira Frujeri, Hiteshi Sharma, Nebojsa Jojic, Hamid Palangi, Robert Ness, Jonathan Larson

Recently an influx of studies claims emergent cognitive abilities in large language models (LLMs). Yet, most rely on anecdotes, overlook contamination of training sets, or lack systematic Evaluation involving multiple tasks, control conditions, multiple iterations, and statistical robustness tests. Here we make two major contributions. First, we propose CogEval, a cognitive science-inspired protocol for the systematic evaluation of cognitive capacities in LLMs. The CogEval protocol can be followed for the evaluation of various abilities. Second, here we follow CogEval to systematically evaluate cognitive maps and planning ability across eight LLMs (OpenAI GPT-4, GPT-3.5-turbo-175B, davinci-003-175B, Google Bard, Cohere-xlarge-52.4B, Anthropic Claude-1-52B, LLaMA-13B, and Alpaca-7B). We base our task prompts on human experiments, which offer both established construct validity for evaluating planning, and are absent from LLM training sets. We find that, while LLMs show apparent competence in a few planning tasks with simpler structures, systematic evaluation reveals striking failure modes in planning tasks, including hallucinations of invalid trajectories and falling in loops. These findings do not support the idea of emergent out-of-the-box planning ability in LLMs. This could be because LLMs do not understand the latent relational structures underlying planning problems, known as cognitive maps, and fail at unrolling goal-directed trajectories based on the underlying structure. Implications for application and future directions are discussed.

Miscellaneous Aspects of Machine Learning/Scalable Algorithms

Guillaume Mahey, Laetitia Chapel, Gilles Gasso, Clément Bonet, Nicolas Courty

Wasserstein distance (WD) and the associated optimal transport plan have been proven useful in many applications where probability measures are at stake. In this paper, we propose a new proxy of the squared WD, coined $\textnormal{min-SWGG}$, that is based on the transport map induced by an optimal one-dimensional projection of the two input distributions. We draw connections between $\textnormal{min-SWGG}$, and Wasserstein generalized geodesics in which the pivot measure is supported on a line. We notably provide a new closed form for the exact Wasserstein distance in the particular case of one of the distributions supported on a line allowing us to derive a fast computational scheme that is amenable to gradient descent optimization. We show that $\textnormal{min-SWGG}$, is an upper bound of WD and that it has a complexity similar to as Sliced-Wasserstein, with the additional feature of providing an associated transport plan. We also investigate some theoretical properties such as metricity, weak convergence, computational and topological properties. Empirical evidences support the benefits of $\textnormal{min-SWGG}$, in various contexts, from gradient flows, shape matching and image colorization, among others.

Applications/Neuroscience, Cognitive Science

Aran Nayebi, Rishi Rajalingham, Mehrdad Jazayeri, Guangyu Robert Yang

Humans and animals have a rich and flexible understanding of the physical world, which enables them to infer the underlying dynamical trajectories of objects and events, plausible future states, and use that to plan and anticipate the consequences of actions.However, the neural mechanisms underlying these computations are unclear.We combine a goal-driven modeling approach with dense neurophysiological data and high-throughput human behavioral readouts that contain thousands of comparisons to directly impinge on this question.Specifically, we construct and evaluate several classes of sensory-cognitive networks to predict the future state of rich, ethologically-relevant environments, ranging from self-supervised end-to-end models with pixel-wise or object-slot objectives, to models that future predict in the latent space of purely static image-pretrained or dynamic video-pretrained foundation models.We find that ``scale is \emph{not} all you need'', and that many state-of-the-art machine learning models fail to perform well on our neural and behavioral benchmarks for future prediction.In fact, only one class of models matches these data well overall.We find that neural responses are currently best predicted by models trained to predict the future state of their environment in the \emph{latent} space of pretrained foundation models optimized for \emph{dynamic} scenes in a self-supervised manner.These models also approach the neurons' ability to predict the environmental state variables that are visually hidden from view, despite not being explicitly trained to do so.Finally, we find that not all foundation model latents are equal.Notably, models that future predict in the latent space of video foundation models that are optimized to support a \emph{diverse} range of egocentric sensorimotor tasks, reasonably match \emph{both} human behavioral error patterns and neural dynamics across all environmental scenarios that we were able to test.Overall, these findings suggest that the neural mechanisms and behaviors of primate mental simulation have strong inductive biases associated with them, and are thus far most consistent with being optimized to future predict on \emph{reusable} visual representations that are useful for Embodied AI more generally.

Reinforcement Learning/Deep RL

Stephen Chung, Ivan Anokhin, David Krueger

We propose the Thinker algorithm, a novel approach that enables reinforcement learning agents to autonomously interact with and utilize a learned world model. The Thinker algorithm wraps the environment with a world model and introduces new actions designed for interacting with the world model. These model-interaction actions enable agents to perform planning by proposing alternative plans to the world model before selecting a final action to execute in the environment. This approach eliminates the need for handcrafted planning algorithms by enabling the agent to learn how to plan autonomously and allows for easy interpretation of the agent's plan with visualization. We demonstrate the algorithm's effectiveness through experimental results in the game of Sokoban and the Atari 2600 benchmark, where the Thinker algorithm achieves state-of-the-art performance and competitive results, respectively. Visualizations of agents trained with the Thinker algorithm demonstrate that they have learned to plan effectively with the world model to select better actions. Thinker is the first work showing that an RL agent can learn to plan with a learned world model in complex environments.

Theory/Reinforcement Learning and Planning

Chanwoo Park, Kaiqing Zhang, Asuman Ozdaglar

We study a new class of Markov games, \textit{(multi-player) zero-sum Markov Games} with {\it Networked separable interactions} (zero-sum NMGs), to model the local interaction structure in non-cooperative multi-agent sequential decision-making. We define a zero-sum NMG as a model where {the payoffs of the auxiliary games associated with each state are zero-sum and} have some separable (i.e., polymatrix) structure across the neighbors over some interaction network. We first identify the necessary and sufficient conditions under which an MG can be presented as a zero-sum NMG, and show that the set of Markov coarse correlated equilibrium (CCE) collapses to the set of Markov Nash equilibrium (NE) in these games, in that the {product of} per-state marginalization of the former for all players yields the latter. Furthermore, we show that finding approximate Markov \emph{stationary} CCE in infinite-horizon discounted zero-sum NMGs is \texttt{PPAD}-hard, unless the underlying network has a ``star topology''. Then, we propose fictitious-play-type dynamics, the classical learning dynamics in normal-form games, for zero-sum NMGs, and establish convergence guarantees to Markov stationary NE under a star-shaped network structure. Finally, in light of the hardness result, we focus on computing a Markov \emph{non-stationary} NE and provide finite-iteration guarantees for a series of value-iteration-based algorithms. We also provide numerical experiments to corroborate our theoretical results.

Theory/Reinforcement Learning and Planning

Zhihan Liu, Miao Lu, WEI XIONG, Han Zhong, Hao Hu, Shenao Zhang, Sirui Zheng, Zhuoran Yang, Zhaoran Wang

In reinforcement learning (RL), balancing exploration and exploitation is crucial for achieving an optimal policy in a sample-efficient way. To this end, existing sample- efficient algorithms typically consist of three components: estimation, planning, and exploration. However, to cope with general function approximators, most of them involve impractical algorithmic components to incentivize exploration, such as data-dependent level-set constraints or complicated sampling procedures. To address this challenge, we propose an easy-to-implement RL framework called Maximize to Explore (MEX), which only needs to optimize unconstrainedly a single objective that integrates the estimation and planning components while balancing exploration and exploitation automatically. Theoretically, we prove that the MEX achieves a sublinear regret with general function approximators and is extendable to the zero-sum Markov game setting. Meanwhile, we adapt deep RL baselines to design practical versions of MEX in both the model-based and model-free settings, which outperform baselines in various MuJoCo environments with sparse reward by a stable margin. Compared with existing sample-efficient algorithms with general function approximators, MEX achieves similar sample efficiency while also enjoying a lower computational cost and is more compatible with modern deep RL methods.

Theory/Reinforcement Learning and Planning

Jongmin Lee, Ernest Ryu

Value Iteration (VI) is foundational to the theory and practice of modern reinforcement learning, and it is known to converge at a $\mathcal{O}(\gamma^k)$-rate. Surprisingly, however, the optimal rate for the VI setup was not known, and finding a general acceleration mechanism has been an open problem. In this paper, we present the first accelerated VI for both the Bellman consistency and optimality operators. Our method, called Anc-VI, is based on an \emph{anchoring} mechanism (distinct from Nesterov's acceleration), and it reduces the Bellman error faster than standard VI. In particular, Anc-VI exhibits a $\mathcal{O}(1/k)$-rate for $\gamma\approx 1$ or even $\gamma=1$, while standard VI has rate $\mathcal{O}(1)$ for $\gamma\ge 1-1/k$, where $k$ is the iteration count. We also provide a complexity lower bound matching the upper bound up to a constant factor of $4$, thereby establishing optimality of the accelerated rate of Anc-VI. Finally, we show that the anchoring mechanism provides the same benefit in the approximate VI and Gauss--Seidel VI setups as well.

Theory/Reinforcement Learning and Planning

Donghao Ying, Yunkai Zhang, Yuhao Ding, Alec Koppel, Javad Lavaei

We investigate safe multi-agent reinforcement learning, where agents seek to collectively maximize an aggregate sum of local objectives while satisfying their own safety constraints. The objective and constraints are described by general utilities, i.e., nonlinear functions of the long-term state-action occupancy measure, which encompass broader decision-making goals such as risk, exploration, or imitations. The exponential growth of the state-action space size with the number of agents presents challenges for global observability, further exacerbated by the global coupling arising from agents' safety constraints. To tackle this issue, we propose a primal-dual method utilizing shadow reward and $\kappa$-hop neighbor truncation under a form of correlation decay property, where $\kappa$ is the communication radius. In the exact setting, our algorithm converges to a first-order stationary point (FOSP) at the rate of $\mathcal{O}\left(T^{-2/3}\right)$. In the sample-based setting, we demonstrate that, with high probability, our algorithm requires $\widetilde{\mathcal{O}}\left(\epsilon^{-3.5}\right)$ samples to achieve an $\epsilon$-FOSP with an approximation error of $\mathcal{O}(\phi_0^{2\kappa})$, where $\phi_0\in (0,1)$. Finally, we demonstrate the effectiveness of our model through extensive numerical experiments.

Applications/Everything Else

Xingbo Du, Chonghua Wang, Ruizhe Zhong, Junchi Yan

Global Routing (GR) is a core yet time-consuming task in VLSI systems. It recently attracted efforts from the machine learning community, especially generative models, but they suffer from the non-connectivity of generated routes. We argue that the inherent non-connectivity can harm the advantage of its one-shot generation and has to be post-processed by traditional approaches. Thus, we propose a novel definition, called hub, which represents the key point in the route. Equipped with hubs, global routing is transferred from a pin-pin connection problem to a hub-pin connection problem. Specifically, to generate definitely-connected routes, this paper proposes a two-phase learning scheme named HubRouter, which includes 1) hub-generation phase: A condition-guided hub generator using deep generative models; 2) pin-hub-connection phase: An RSMT construction module that connects the hubs and pins using an actor-critic model. In the first phase, we incorporate typical generative models into a multi-task learning framework to perform hub generation and address the impact of sensitive noise points with stripe mask learning. During the second phase, HubRouter employs an actor-critic model to finish the routing, which is efficient and has very slight errors. Experiments on simulated and real-world global routing benchmarks are performed to show our approach's efficiency, particularly HubRouter outperforms the state-of-the-art generative global routing methods in wirelength, overflow, and running time. Moreover, HubRouter also shows strength in other applications, such as RSMT construction and interactive path replanning.

Theory/Reinforcement Learning and Planning

Xiang Ji, Gen Li

A crucial problem in reinforcement learning is learning the optimal policy. We study this in tabular infinite-horizon discounted Markov decision processes under the online setting. The existing algorithms either fail to achieve regret optimality or have to incur a high memory and computational cost. In addition, existing optimal algorithms all require a long burn-in time in order to achieve optimal sample efficiency, i.e., their optimality is not guaranteed unless sample size surpasses a high threshold. We address both open problems by introducing a model-free algorithm that employs variance reduction and a novel technique that switches the execution policy in a slow-yet-adaptive manner. This is the first regret-optimal model-free algorithm in the discounted setting, with the additional benefit of a low burn-in time.

Reinforcement Learning

Aoyang Qin, Feng Gao, Qing Li, Song-Chun Zhu, Sirui Xie

Conventional imitation learning assumes access to the actions of demonstrators, but these motor signals are often non-observable in naturalistic settings. Additionally, sequential decision-making behaviors in these settings can deviate from the assumptions of a standard Markov Decision Process (MDP). To address these challenges, we explore deep generative modeling of state-only sequences with non-Markov Decision Process (nMDP), where the policy is an energy-based prior in the latent space of the state transition generator. We develop maximum likelihood estimation to achieve model-based imitation, which involves short-run MCMC sampling from the prior and importance sampling for the posterior. The learned model enables $\textit{decision-making as inference}$: model-free policy execution is equivalent to prior sampling, model-based planning is posterior sampling initialized from the policy. We demonstrate the efficacy of the proposed method in a prototypical path planning task with non-Markovian constraints and show that the learned model exhibits strong performances in challenging domains from the MuJoCo suite.

Deep Learning/Graph Neural Networks

Yejiang Wang, Yuhai Zhao, Daniel Zhengkui Wang, Ling Li

Self-supervised learning on graph aims to learn graph representations in an unsupervised manner. While graph contrastive learning (GCL - relying on graph augmentation for creating perturbation views of anchor graphs and maximizing/minimizing similarity for positive/negative pairs) is a popular self-supervised method, it faces challenges in finding label-invariant augmented graphs and determining the exact extent of similarity between sample pairs to be achieved. In this work, we propose an alternative self-supervised solution that (i) goes beyond the label invariance assumption without distinguishing between positive/negative samples, (ii) can calibrate the encoder for preserving not only the structural information inside the graph, but the matching information between different graphs, (iii) learns isometric embeddings that preserve the distance between graphs, a by-product of our objective. Motivated by optimal transport theory, this scheme relays on an observation that the optimal transport plans between node representations at the output space, which measure the matching probability between two distributions, should be consistent to the plans between the corresponding graphs at the input space. The experimental findings include: (i) The plan alignment strategy significantly outperforms the counterpart using the transport distance; (ii) The proposed model shows superior performance using only node attributes as calibration signals, without relying on edge information; (iii) Our model maintains robust results even under high perturbation rates; (iv) Extensive experiments on various benchmarks validate the effectiveness of the proposed method.

Theory/Reinforcement Learning and Planning

Cassidy Laidlaw, Stuart J Russell, Anca Dragan

Deep reinforcement learning (RL) works impressively in some environments and fails catastrophically in others. Ideally, RL theory should be able to provide an understanding of why this is, i.e. bounds predictive of practical performance. Unfortunately, current theory does not quite have this ability. We compare standard deep RL algorithms to prior sample complexity bounds by introducing a new dataset, BRIDGE. It consists of 155 MDPs from common deep RL benchmarks, along with their corresponding tabular representations, which enables us to exactly compute instance-dependent bounds. We find that prior bounds do not correlate well with when deep RL succeeds vs. fails, but discover a surprising property that does. When actions with the highest Q-values under the *random* policy also have the highest Q-values under the *optimal* policy—i.e., when it is optimal to act greedily with respect to the random's policy Q function—deep RL tends to succeed; when they don't, deep RL tends to fail. We generalize this property into a new complexity measure of an MDP that we call the *effective horizon*, which roughly corresponds to how many steps of lookahead search would be needed in that MDP in order to identify the next optimal action, when leaf nodes are evaluated with random rollouts. Using BRIDGE, we show that the effective horizon-based bounds are more closely reflective of the empirical performance of PPO and DQN than prior sample complexity bounds across four metrics. We also show that, unlike existing bounds, the effective horizon can predict the effects of using reward shaping or a pre-trained exploration policy. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon.