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1,066篇论文匹配“Reinforcement Learning and Planning”
第 39 / 54 页

Robert J. Moss, Arec Jamgochian, Johannes Fischer, Anthony Corso, Mykel J. Kochenderfer

To plan safely in uncertain environments, agents must balance utility with safety constraints. Safe planning problems can be modeled as a chance-constrained partially observable Markov decision process (CC-POMDP) and solutions often use expensive rollouts or heuristics to estimate the optimal value and action-selection policy. This work introduces the ConstrainedZero policy iteration algorithm that solves CC-POMDPs in belief space by learning neural network approximations of the optimal value and policy with an additional network head that estimates the failure probability given a belief. This failure probability guides safe action selection during online Monte Carlo tree search (MCTS). To avoid overemphasizing search based on the failure estimates, we introduce Δ-MCTS, which uses adaptive conformal inference to update the failure threshold during planning. The approach is tested on a safety-critical POMDP benchmark, an aircraft collision avoidance system, and the sustainability problem of safe CO₂ storage. Results show that by separating safety constraints from the objective we can achieve a target level of safety without optimizing the balance between rewards and costs.

Guanghui Zhang, Jing Guo

360° video streaming has seen tremendous growth in past years. However, our measurement reveals a dilemma that severely limits QoE. On the one hand, viewport prediction requires the shortest possible prediction distance for high predicting accuracy; On the other hand, video transmission requires more buffered data to compensate for bandwidth fluctuations otherwise substantial playback rebuffering would be incurred. Since no existing method can break this dilemma, the QoE optimization was naturally bottlenecked. This work tackles this challenge by developing QUTA – a novel learning-based streaming system. Specifically, our measurement shows that three kinds of internal streaming parameters have significant impacts on the prediction distance, namely, download pause, data rate threshold, and playback rate. On top of this, we design a new long-term-planning (LTP) learning method that tunes the parameters dynamically based on the network and streaming context. Evaluations with large-scale streaming trace data show that QUTA not only improves the prediction accuracy and QoE by up to 68.4% but also exhibits strong robustness.

Tianyi Wu, Liwei Shen, Zhen Dong, Xin Peng, Wenyun Zhao

Deep reinforcement learning struggles to generalize across tasks that remain unseen during training. Consider a neural process observed in humans and animals, where they not only learn new solutions but also deduce shared subroutines. These subroutines can be applied to tasks involving similar states to improve efficiency. Inspired by this phenomenon, we consider synthesizing a programmatic policy characterized by a conditional branch structure, which is capable of capturing subroutines and state patterns. This enables the learned policy to generalize to unseen tasks. The architecture of the programmatic policy is synthesized based on a context-free grammar. Such a grammar supports a nested If-Then-Else derivation and the incorporation of Recurrent Neural Network. The programmatic policy is trained across tasks in a domain through a meta-learning algorithm. We evaluate our approach in benchmarks, adapted from PDDLGym for task planning and Pybullet for robotic manipulation. Experimental results showcase the effectiveness of our approach across diverse benchmarks. Moreover, the learned policy demonstrates the ability to generalize to tasks that were not seen during training.

Georgios Tzannetos, Parameswaran Kamalaruban, Adish Singla

Curriculum design for reinforcement learning (RL) can speed up an agent's learning process and help it learn to perform well on complex tasks. However, existing techniques typically require domain-specific hyperparameter tuning, involve expensive optimization procedures for task selection, or are suitable only for specific learning objectives. In this work, we consider curriculum design in contextual multi-task settings where the agent's final performance is measured w.r.t. a target distribution over complex tasks. We base our curriculum design on the Zone of Proximal Development concept, which has proven to be effective in accelerating the learning process of RL agents for uniform distribution over all tasks. We propose a novel curriculum, ProCuRL-Target, that effectively balances the need for selecting tasks that are not too difficult for the agent while progressing the agent's learning toward the target distribution via leveraging task correlations. We theoretically justify the task selection strategy of ProCuRL-Target by analyzing a simple learning setting with REINFORCE learner model. Our experimental results across various domains with challenging target task distributions affirm the effectiveness of our curriculum strategy over state-of-the-art baselines in accelerating the training process of deep RL agents.

Yue Deng, Zirui Wang, Yin Zhang

In multi-agent reinforcement learning (MARL), the epsilon-greedy method plays an important role in balancing exploration and exploitation during the decision-making process in value-based algorithms. However, the epsilon-greedy exploration process will introduce conservativeness when calculating the expected state value when the agents are more in need of exploitation during the approximate policy convergence, which may result in a suboptimal policy convergence. Besides, eliminating the epsilon-greedy algorithm leaves no exploration and may lead to unacceptable local optimal policies. To address this dilemma, we use the previously collected trajectories to construct a Monte-Carlo Trajectory Tree, so that an existing optimal template, a sequence of state prototypes, can be planned out. The agents start by following the planned template and act according to the policy without exploration, Stable Prefix Policy. The agents will adaptively dropout and begin to explore by following the epsilon-greedy method when the policy still needs exploration. We scale our approach to various value-based MARL methods and empirically verify our method in a cooperative MARL task, SMAC benchmarks. Experimental results demonstrate that our method achieves not only better performance but also faster convergence speed than baseline algorithms within early time steps.

Brandon Rozek, Junkyu Lee, Harsha Kokel, Michael Katz, Shirin Sohrabi

Partially observable Markov decision processes (POMDPs) challenge reinforcement learning agents due to incomplete knowledge of the environment. Even assuming monotonicity in uncertainty, it is difficult for an agent to know how and when to stop exploring for a given task. In this abstract, we discuss how to use hierarchical reinforcement learning (HRL) and AI Planning (AIP) to improve exploration when the agent knows possible valuations of unknown predicates and how to discover them. By encoding the uncertainty in an abstract planning model, the agent can derive a high-level plan which is then used to decompose the overall POMDP into a tree of semi-POMDPs for training. We evaluate our agent's performance on the MiniGrid domain and show how guided exploration may improve agent performance.

Fahmid Morshed Fahid, Jonathan Rowe, Yeojin Kim, Shashank Srivastava, James Lester

Pedagogical planners can provide adaptive support to students in narrative-centered learning environments by dynamically scaffolding student learning and tailoring problem scenarios. Reinforcement learning (RL) is frequently used for pedagogical planning in narrative-centered learning environments. However, RL-based pedagogical planning raises significant challenges due to the scarcity of data for training RL policies. Most prior work has relied on limited-size datasets and offline RL techniques for policy learning. Unfortunately, offline RL techniques do not support on-demand exploration and evaluation, which can adversely impact the quality of induced policies. To address the limitation of data scarcity and offline RL, we propose INSIGHT, an online RL framework for training data-driven pedagogical policies that optimize student learning in narrative-centered learning environments. The INSIGHT framework consists of three components: a narrative-centered learning environment simulator, a simulated student agent, and an RL-based pedagogical planner agent, which uses a reward metric that is associated with effective student learning processes. The framework enables the generation of synthetic data for on-demand exploration and evaluation of RL-based pedagogical planning. We have implemented INSIGHT with OpenAI Gym for a narrative-centered learning environment testbed with rule-based simulated student agents and a deep Q-learning-based pedagogical planner. Our results show that online deep RL algorithms can induce near-optimal pedagogical policies in the INSIGHT framework, while offline deep RL algorithms only find suboptimal policies even with large amounts of data.

Richard S. Sutton, Marlos C. Machado, G. Zacharias Holland, David Szepesvari, Finbarr Timbers, Brian Tanner, Adam White

To achieve the ambitious goals of artificial intelligence, reinforcement learning must include planning with a model of the world that is abstract in state and time. Deep learning has made progress with state abstraction, but temporal abstraction has rarely been used, despite extensively developed theory based on the options framework. One reason for this is that the space of possible options is immense, and the methods previously proposed for option discovery do not take into account how the option models will be used in planning. Options are typically discovered by posing subsidiary tasks, such as reaching a bottleneck state or maximizing the cumulative sum of a sensory signal other than reward. Each subtask is solved to produce an option, and then a model of the option is learned and made available to the planning process. In most previous work, the subtasks ignore the reward on the original problem, whereas we propose subtasks that use the original reward plus a bonus based on a feature of the state at the time the option terminates. We show that option models obtained from such reward-respecting subtasks are much more likely to be useful in planning than eigenoptions, shortest path options based on bottleneck states, or reward-respecting options generated by the option-critic. Reward respecting subtasks strongly constrain the space of options and thereby also provide a partial solution to the problem of option discovery. Finally, we show how values, policies, options, and models can all be learned online and off-policy using standard algorithms and general value functions.

Mingyu Guo, Jialiang Li, Aneta Neumann, Frank Neumann, Hung Nguyen

We propose a combinatorial optimisation model called Limited Query Graph Connectivity Test. We consider a graph whose edges have two possible states (On/Off). The edges' states are hidden initially. We could query an edge to reveal its state. Given a source s and a destination t, we aim to test s−t connectivity by identifying either a path (consisting of only On edges) or a cut (consisting of only Off edges). We are limited to B queries, after which we stop regardless of whether graph connectivity is established. We aim to design a query policy that minimizes the expected number of queries. Our model is mainly motivated by a cyber security use case where we need to establish whether attack paths exist in a given network, between a source (i.e., a compromised user node) and a destination (i.e., a high-privilege admin node). Edge query is resolved by manual effort from the IT admin, which is the motivation behind query minimization. Our model is highly related to Stochastic Boolean Function Evaluation (SBFE). There are two existing exact algorithms for SBFE that are prohibitively expensive. We propose a signifcantly more scalable exact algorithm. While previous exact algorithms only scale for trivial graphs (i.e., past works experimented on at most 20 edges), we empirically demonstrate that our algorithm is scalable for a wide range of much larger practical graphs (i.e., graphs representing Windows domain networks with tens of thousands of edges). We also propose three heuristics. Our best-performing heuristic is via limiting the planning horizon of the exact algorithm. The other two are via reinforcement learning (RL) and Monte Carlo tree search (MCTS). We also derive an algorithm for computing the performance lower bound. Experimentally, we show that all our heuristics are near optimal. The heuristic building on the exact algorithm outperforms all other heuristics, surpassing RL, MCTS and eight existing heuristics ported from SBFE and related literature.

Matthew Budd, Bruno Lacerda, Nick Hawes

The metareasoning framework aims to enable autonomous agents to factor in planning costs when making decisions. In this work, we develop the first non-myopic metareasoning algorithm for planning with Markov decision processes. Our method learns the behaviour of anytime probabilistic planning algorithms from performance data. Specifically, we propose a novel model for metareasoning, based on contextual performance profiles that predict the value of the planner's current solution given the time spent planning, the state of the planning algorithm's internal parameters, and the difficulty of the planning problem being solved. This model removes the need to assume that the current solution quality is always known, broadening the class of metareasoning problems that can be addressed. We then employ deep reinforcement learning to learn a policy that decides, at each timestep, whether to continue planning or start executing the current plan, and how to set hyperparameters of the planner to enhance its performance. We demonstrate our algorithm's ability to perform effective metareasoning in two domains.

Alexey Skrynnik, Anton Andreychuk, Maria Nesterova, Konstantin Yakovlev, Aleksandr Panov

Multi-agent Pathfinding (MAPF) problem generally asks to find a set of conflict-free paths for a set of agents confined to a graph and is typically solved in a centralized fashion. Conversely, in this work, we investigate the decentralized MAPF setting, when the central controller that possesses all the information on the agents' locations and goals is absent and the agents have to sequentially decide the actions on their own without having access to the full state of the environment. We focus on the practically important lifelong variant of MAPF, which involves continuously assigning new goals to the agents upon arrival to the previous ones. To address this complex problem, we propose a method that integrates two complementary approaches: planning with heuristic search and reinforcement learning through policy optimization. Planning is utilized to construct and re-plan individual paths. We enhance our planning algorithm with a dedicated technique tailored to avoid congestion and increase the throughput of the system. We employ reinforcement learning to discover the collision avoidance policies that effectively guide the agents along the paths. The policy is implemented as a neural network and is effectively trained without any reward-shaping or external guidance. We evaluate our method on a wide range of setups comparing it to the state-of-the-art solvers. The results show that our method consistently outperforms the learnable competitors, showing higher throughput and better ability to generalize to the maps that were unseen at the training stage. Moreover our solver outperforms a rule-based one in terms of throughput and is an order of magnitude faster than a state-of-the-art search-based solver. The code is available at https://github.com/AIRI-Institute/learn-to-follow.

Jeremy McMahan, Young Wu, Xiaojin Zhu, Qiaomin Xie

To ensure the usefulness of Reinforcement Learning (RL) in real systems, it is crucial to ensure they are robust to noise and adversarial attacks. In adversarial RL, an external attacker has the power to manipulate the victim agent's interaction with the environment. We study the full class of online manipulation attacks, which include (i) state attacks, (ii) observation attacks (which are a generalization of perceived-state attacks), (iii) action attacks, and (iv) reward attacks. We show the attacker's problem of designing a stealthy attack that maximizes its own expected reward, which often corresponds to minimizing the victim's value, is captured by a Markov Decision Process (MDP) that we call a meta-MDP since it is not the true environment but a higher level environment induced by the attacked interaction. We show that the attacker can derive optimal attacks by planning in polynomial time or learning with polynomial sample complexity using standard RL techniques. We argue that the optimal defense policy for the victim can be computed as the solution to a stochastic Stackelberg game, which can be further simplified into a partially-observable turn-based stochastic game (POTBSG). Neither the attacker nor the victim would benefit from deviating from their respective optimal policies, thus such solutions are truly robust. Although the defense problem is NP-hard, we show that optimal Markovian defenses can be computed (learned) in polynomial time (sample complexity) in many scenarios.

Sungyoon Kim, Yunseon Choi, Daiki E. Matsunaga, Kee-Eung Kim

Offline Goal-Conditioned Reinforcement Learning (Offline GCRL) is an important problem in RL that focuses on acquiring diverse goal-oriented skills solely from pre-collected behavior datasets. In this setting, the reward feedback is typically absent except when the goal is achieved, which makes it difficult to learn policies especially from a finite dataset of suboptimal behaviors. In addition, realistic scenarios involve long-horizon planning, which necessitates the extraction of useful skills within sub-trajectories. Recently, the conditional diffusion model has been shown to be a promising approach to generate high-quality long-horizon plans for RL. However, their practicality for the goal-conditioned setting is still limited due to a number of technical assumptions made by the methods. In this paper, we propose SSD (Sub-trajectory Stitching with Diffusion), a model-based offline GCRL method that leverages the conditional diffusion model to address these limitations. In summary, we use the diffusion model that generates future plans conditioned on the target goal and value, with the target value estimated from the goal-relabeled offline dataset. We report state-of-the-art performance in the standard benchmark set of GCRL tasks, and demonstrate the capability to successfully stitch the segments of suboptimal trajectories in the offline data to generate high-quality plans.

Jayabrata Chowdhury, Venkataramanan Shivaraman, Suresh Sundaram, PB Sujit

Recent advancements in motion planning for Autonomous Vehicles (AVs) show great promise in using expert driver behaviors in non-stationary driving environments. However, learning only through expert drivers needs more generalizability to recover from domain shifts and near-failure scenarios due to the dynamic behavior of traffic participants and weather conditions. A deep Graph-based Prediction and Planning Policy Network (GP3Net) framework is proposed for non-stationary environments that encodes the interactions between traffic participants with contextual information and provides a decision for safe maneuver for AV. A spatio-temporal graph models the interactions between traffic participants for predicting the future trajectories of those participants. The predicted trajectories are utilized to generate a future occupancy map around the AV with uncertainties embedded to anticipate the evolving non-stationary driving environments. Then the contextual information and future occupancy maps are input to the policy network of the GP3Net framework and trained using Proximal Policy Optimization (PPO) algorithm. The proposed GP3Net performance is evaluated on standard CARLA benchmarking scenarios with domain shifts of traffic patterns (urban, highway, and mixed). The results show that the GP3Net outperforms previous state-of-the-art imitation learning-based planning models for different towns. Further, in unseen new weather conditions, GP3Net completes the desired route with fewer traffic infractions. Finally, the results emphasize the advantage of including the prediction module to enhance safety measures in non-stationary environments.

Guy Azran, Mohamad H. Danesh, Stefano V. Albrecht, Sarah Keren

Recent studies show that deep reinforcement learning (DRL) agents tend to overfit to the task on which they were trained and fail to adapt to minor environment changes. To expedite learning when transferring to unseen tasks, we propose a novel approach to representing the current task using reward machines (RMs), state machine abstractions that induce subtasks based on the current task’s rewards and dynamics. Our method provides agents with symbolic representations of optimal transitions from their current abstract state and rewards them for achieving these transitions. These representations are shared across tasks, allowing agents to exploit knowledge of previously encountered symbols and transitions, thus enhancing transfer. Empirical results show that our representations improve sample efficiency and few-shot transfer in a variety of domains.

Karan Mirakhor, Sourav Ghosh, Dipanjan Das, Brojeshwar Bhowmick

Object rearrangement in a multi-room setup should produce a reasonable plan that reduces the agent's overall travel and the number of steps. Recent state-of-the-art methods fail to produce such plans because they rely on explicit exploration for discovering unseen objects due to partial observability and a heuristic planner to sequence the actions for rearrangement. This paper proposes a novel task planner to efficiently plan a sequence of actions to discover unseen objects and rearrange misplaced objects within an untidy house to achieve a desired tidy state. The proposed method introduces several innovative techniques, including (i) a method for discovering unseen objects using commonsense knowledge from large language models, (ii) a collision resolution and buffer prediction method based on Cross-Entropy Method to handle blocked goal and swap cases, (iii) a directed spatial graph-based state space for scalability, and (iv) deep reinforcement learning (RL) for producing an efficient plan to simultaneously discover unseen objects and rearrange the visible misplaced ones to minimize the overall traversal. The paper also presents new metrics and a benchmark dataset called MoPOR to evaluate the effectiveness of the rearrangement planning in a multi-room setting. The experimental results demonstrate that the proposed method effectively addresses the multi-room rearrangement problem.

Xiaohan Wang, Yuehu Liu, Xinhang Song, Yuyi Liu, Sixian Zhang, Shuqiang Jiang

Visual navigation is to let the agent reach the target according to the continuous visual input. In most previous works visual navigation is usually assumed to be done in a static and ideal environment: the target is always reachable with no need to alter the environment. However the "messy" environments are more general and practical in our daily lives where the agent may get blocked by obstacles. Thus Interactive Navigation (InterNav) is introduced to navigate to the objects in more realistic "messy" environments according to the object interaction. Prior work on InterNav learns short-term interaction through extensive trials with reinforcement learning. However interaction does not guarantee efficient navigation that is planning obstacle interactions that make shorter paths and consume less effort is also crucial. In this paper we introduce an effect-oriented affordance map to enable long-term interactive navigation extending the existing map-based navigation framework to the domain of dynamic environment. We train a set of affordance functions predicting available interactions and the time cost of removing obstacles which informatively support an interactive modular system to address interaction and long-term planning. Experiments on the ProcTHOR simulator demonstrate the capability of our affordance-driven system in long-term navigation in complex dynamic environments.

Xueyang Feng, Zhi-Yuan Chen, Yujia Qin, Yankai Lin, Xu Chen, Zhiyuan Liu, Ji-Rong Wen

In recent developments within the research community, the integration of Large Language Models (LLMs) in creating fully autonomous agents has garnered significant interest. Despite this, LLM-based agents frequently demonstrate notable shortcomings in adjusting to dynamic environments and fully grasping human needs. In this work, we introduce the problem of LLM-based human-agent collaboration for complex task-solving, exploring their synergistic potential. To tackle the problem, we propose a Reinforcement Learning-based Human-Agent Collaboration method, ReHAC, which trains a policy model designed to determine the most opportune stages for human intervention within the task-solving process. We conduct experiments under real and simulated human-agent collaboration scenarios. Experimental results demonstrate that the synergistic efforts of humans and LLM-based agents significantly improve performance in complex tasks, primarily through well-planned, limited human intervention. Datasets and code are available at: https://github.com/XueyangFeng/ReHAC/.

Qinzhuo Wu, Wei Liu, Jian Luan, Bin Wang

Recently, tool-augmented LLMs have gained increasing attention. Given an instruction, tool-augmented LLMs can interact with various external tools in multiple rounds and provide a final answer. However, previous LLMs were trained on overly detailed instructions, which included API names or parameters, while real users would not explicitly mention these API details. This leads to a gap between trained LLMs and real-world scenarios. In addition, most works ignore whether the interaction process follows the instruction. To address these issues, we constructed a training dataset called MGToolBench, which contains statement and category-level instructions to better reflect real-world scenarios. In addition, we propose ToolPlanner, a two-stage reinforcement learning framework that utilizes path planning and two feedback mechanisms to enhance the LLM’s task completion and instruction-following capabilities. Experimental results show that ToolPlanner significantly improves the Match Rate, Pass Rate and Win Rate by 26.8%, 20.2%, and 5.6% compared to the SOTA model. Human evaluation verifies that the multi-granularity instructions can better align with users’ usage habits. Our data and code will be released upon acceptance.