HRL - 2025-03-02

Multi-Turn Code Generation Through Single-Step Rewards

Authors:Arnav Kumar Jain, Gonzalo Gonzalez-Pumariega, Wayne Chen, Alexander M Rush, Wenting Zhao, Sanjiban Choudhury
Date:2025-02-27 18:55:05

We address the problem of code generation from multi-turn execution feedback. Existing methods either generate code without feedback or use complex, hierarchical reinforcement learning to optimize multi-turn rewards. We propose a simple yet scalable approach, $\mu$Code, that solves multi-turn code generation using only single-step rewards. Our key insight is that code generation is a one-step recoverable MDP, where the correct code can be recovered from any intermediate code state in a single turn. $\mu$Code iteratively trains both a generator to provide code solutions conditioned on multi-turn execution feedback and a verifier to score the newly generated code. Experimental evaluations show that our approach achieves significant improvements over the state-of-the-art baselines. We provide analysis of the design choices of the reward models and policy, and show the efficacy of $\mu$Code at utilizing the execution feedback. Our code is available at https://github.com/portal-cornell/muCode.

TAG: A Decentralized Framework for Multi-Agent Hierarchical Reinforcement Learning

Authors:Giuseppe Paolo, Abdelhakim Benechehab, Hamza Cherkaoui, Albert Thomas, Balázs Kégl
Date:2025-02-21 12:52:16

Hierarchical organization is fundamental to biological systems and human societies, yet artificial intelligence systems often rely on monolithic architectures that limit adaptability and scalability. Current hierarchical reinforcement learning (HRL) approaches typically restrict hierarchies to two levels or require centralized training, which limits their practical applicability. We introduce TAME Agent Framework (TAG), a framework for constructing fully decentralized hierarchical multi-agent systems.TAG enables hierarchies of arbitrary depth through a novel LevelEnv concept, which abstracts each hierarchy level as the environment for the agents above it. This approach standardizes information flow between levels while preserving loose coupling, allowing for seamless integration of diverse agent types. We demonstrate the effectiveness of TAG by implementing hierarchical architectures that combine different RL agents across multiple levels, achieving improved performance over classical multi-agent RL baselines on standard benchmarks. Our results show that decentralized hierarchical organization enhances both learning speed and final performance, positioning TAG as a promising direction for scalable multi-agent systems.

ReasonFlux: Hierarchical LLM Reasoning via Scaling Thought Templates

Authors:Ling Yang, Zhaochen Yu, Bin Cui, Mengdi Wang
Date:2025-02-10 18:51:47

We present that hierarchical LLM reasoning via scaling thought templates can effectively optimize the reasoning search space and outperform the mathematical reasoning capabilities of powerful LLMs like OpenAI o1-preview and DeepSeek V3. We train our ReasonFlux-32B model with only 8 GPUs and introduces three innovations: (i) a structured and generic thought template library, containing around 500 high-level thought templates capable of generalizing to similar or relevant reasoning problems; (ii) performing hierarchical reinforcement learning on a sequence of thought templates instead of long CoTs, optimizing a base LLM to plan out an optimal template trajectory for gradually handling complex problems; (iii) a brand new inference scaling system that enables hierarchical LLM reasoning by adaptively scaling thought templates at inference time. With a template trajectory containing sequential thought templates, our ReasonFlux-32B significantly advances math reasoning capabilities to state-of-the-art levels. Notably, on the MATH benchmark, it achieves an accuracy of 91.2% and surpasses o1-preview by 6.7%. On the USA Math Olympiad (AIME) benchmark, ReasonFlux-32B solves an average of 56.7% of problems, surpassing o1-preview and DeepSeek-V3 by 27% and 45%, respectively. Code: https://github.com/Gen-Verse/ReasonFlux

Sequential Stochastic Combinatorial Optimization Using Hierarchal Reinforcement Learning

Authors:Xinsong Feng, Zihan Yu, Yanhai Xiong, Haipeng Chen
Date:2025-02-08 12:00:30

Reinforcement learning (RL) has emerged as a promising tool for combinatorial optimization (CO) problems due to its ability to learn fast, effective, and generalizable solutions. Nonetheless, existing works mostly focus on one-shot deterministic CO, while sequential stochastic CO (SSCO) has rarely been studied despite its broad applications such as adaptive influence maximization (IM) and infectious disease intervention. In this paper, we study the SSCO problem where we first decide the budget (e.g., number of seed nodes in adaptive IM) allocation for all time steps, and then select a set of nodes for each time step. The few existing studies on SSCO simplify the problems by assuming a uniformly distributed budget allocation over the time horizon, yielding suboptimal solutions. We propose a generic hierarchical RL (HRL) framework called wake-sleep option (WS-option), a two-layer option-based framework that simultaneously decides adaptive budget allocation on the higher layer and node selection on the lower layer. WS-option starts with a coherent formulation of the two-layer Markov decision processes (MDPs), capturing the interdependencies between the two layers of decisions. Building on this, WS-option employs several innovative designs to balance the model's training stability and computational efficiency, preventing the vicious cyclic interference issue between the two layers. Empirical results show that WS-option exhibits significantly improved effectiveness and generalizability compared to traditional methods. Moreover, the learned model can be generalized to larger graphs, which significantly reduces the overhead of computational resources.

Bilevel Multi-Armed Bandit-Based Hierarchical Reinforcement Learning for Interaction-Aware Self-Driving at Unsignalized Intersections

Authors:Zengqi Peng, Yubin Wang, Lei Zheng, Jun Ma
Date:2025-02-06 10:50:59

In this work, we present BiM-ACPPO, a bilevel multi-armed bandit-based hierarchical reinforcement learning framework for interaction-aware decision-making and planning at unsignalized intersections. Essentially, it proactively takes the uncertainties associated with surrounding vehicles (SVs) into consideration, which encompass those stemming from the driver's intention, interactive behaviors, and the varying number of SVs. Intermediate decision variables are introduced to enable the high-level RL policy to provide an interaction-aware reference, for guiding low-level model predictive control (MPC) and further enhancing the generalization ability of the proposed framework. By leveraging the structured nature of self-driving at unsignalized intersections, the training problem of the RL policy is modeled as a bilevel curriculum learning task, which is addressed by the proposed Exp3.S-based BiMAB algorithm. It is noteworthy that the training curricula are dynamically adjusted, thereby facilitating the sample efficiency of the RL training process. Comparative experiments are conducted in the high-fidelity CARLA simulator, and the results indicate that our approach achieves superior performance compared to all baseline methods. Furthermore, experimental results in two new urban driving scenarios clearly demonstrate the commendable generalization performance of the proposed method.

DHP: Discrete Hierarchical Planning for Hierarchical Reinforcement Learning Agents

Authors:Shashank Sharma, Janina Hoffmann, Vinay Namboodiri
Date:2025-02-04 03:05:55

In this paper, we address the challenge of long-horizon visual planning tasks using Hierarchical Reinforcement Learning (HRL). Our key contribution is a Discrete Hierarchical Planning (DHP) method, an alternative to traditional distance-based approaches. We provide theoretical foundations for the method and demonstrate its effectiveness through extensive empirical evaluations. Our agent recursively predicts subgoals in the context of a long-term goal and receives discrete rewards for constructing plans as compositions of abstract actions. The method introduces a novel advantage estimation strategy for tree trajectories, which inherently encourages shorter plans and enables generalization beyond the maximum tree depth. The learned policy function allows the agent to plan efficiently, requiring only $\log N$ computational steps, making re-planning highly efficient. The agent, based on a soft-actor critic (SAC) framework, is trained using on-policy imagination data. Additionally, we propose a novel exploration strategy that enables the agent to generate relevant training examples for the planning modules. We evaluate our method on long-horizon visual planning tasks in a 25-room environment, where it significantly outperforms previous benchmarks at success rate and average episode length. Furthermore, an ablation study highlights the individual contributions of key modules to the overall performance.

Certificated Actor-Critic: Hierarchical Reinforcement Learning with Control Barrier Functions for Safe Navigation

Authors:Junjun Xie, Shuhao Zhao, Liang Hu, Huijun Gao
Date:2025-01-29 05:37:47

Control Barrier Functions (CBFs) have emerged as a prominent approach to designing safe navigation systems of robots. Despite their popularity, current CBF-based methods exhibit some limitations: optimization-based safe control techniques tend to be either myopic or computationally intensive, and they rely on simplified system models; conversely, the learning-based methods suffer from the lack of quantitative indication in terms of navigation performance and safety. In this paper, we present a new model-free reinforcement learning algorithm called Certificated Actor-Critic (CAC), which introduces a hierarchical reinforcement learning framework and well-defined reward functions derived from CBFs. We carry out theoretical analysis and proof of our algorithm, and propose several improvements in algorithm implementation. Our analysis is validated by two simulation experiments, showing the effectiveness of our proposed CAC algorithm.

Extensive Exploration in Complex Traffic Scenarios using Hierarchical Reinforcement Learning

Authors:Zhihao Zhang, Ekim Yurtsever, Keith A. Redmill
Date:2025-01-25 00:00:11

Developing an automated driving system capable of navigating complex traffic environments remains a formidable challenge. Unlike rule-based or supervised learning-based methods, Deep Reinforcement Learning (DRL) based controllers eliminate the need for domain-specific knowledge and datasets, thus providing adaptability to various scenarios. Nonetheless, a common limitation of existing studies on DRL-based controllers is their focus on driving scenarios with simple traffic patterns, which hinders their capability to effectively handle complex driving environments with delayed, long-term rewards, thus compromising the generalizability of their findings. In response to these limitations, our research introduces a pioneering hierarchical framework that efficiently decomposes intricate decision-making problems into manageable and interpretable subtasks. We adopt a two step training process that trains the high-level controller and low-level controller separately. The high-level controller exhibits an enhanced exploration potential with long-term delayed rewards, and the low-level controller provides longitudinal and lateral control ability using short-term instantaneous rewards. Through simulation experiments, we demonstrate the superiority of our hierarchical controller in managing complex highway driving situations.

Attention-Driven Hierarchical Reinforcement Learning with Particle Filtering for Source Localization in Dynamic Fields

Authors:Yiwei Shi, Mengyue Yang, Qi Zhang, Weinan Zhang, Cunjia Liu, Weiru Liu
Date:2025-01-22 18:45:29

In many real-world scenarios, such as gas leak detection or environmental pollutant tracking, solving the Inverse Source Localization and Characterization problem involves navigating complex, dynamic fields with sparse and noisy observations. Traditional methods face significant challenges, including partial observability, temporal and spatial dynamics, out-of-distribution generalization, and reward sparsity. To address these issues, we propose a hierarchical framework that integrates Bayesian inference and reinforcement learning. The framework leverages an attention-enhanced particle filtering mechanism for efficient and accurate belief updates, and incorporates two complementary execution strategies: Attention Particle Filtering Planning and Attention Particle Filtering Reinforcement Learning. These approaches optimize exploration and adaptation under uncertainty. Theoretical analysis proves the convergence of the attention-enhanced particle filter, while extensive experiments across diverse scenarios validate the framework's superior accuracy, adaptability, and computational efficiency. Our results highlight the framework's potential for broad applications in dynamic field estimation tasks.

A Hierarchical Reinforcement Learning Framework for Multi-UAV Combat Using Leader-Follower Strategy

Authors:Jinhui Pang, Jinglin He, Noureldin Mohamed Abdelaal Ahmed Mohamed, Changqing Lin, Zhihui Zhang, Xiaoshuai Hao
Date:2025-01-22 02:41:36

Multi-UAV air combat is a complex task involving multiple autonomous UAVs, an evolving field in both aerospace and artificial intelligence. This paper aims to enhance adversarial performance through collaborative strategies. Previous approaches predominantly discretize the action space into predefined actions, limiting UAV maneuverability and complex strategy implementation. Others simplify the problem to 1v1 combat, neglecting the cooperative dynamics among multiple UAVs. To address the high-dimensional challenges inherent in six-degree-of-freedom space and improve cooperation, we propose a hierarchical framework utilizing the Leader-Follower Multi-Agent Proximal Policy Optimization (LFMAPPO) strategy. Specifically, the framework is structured into three levels. The top level conducts a macro-level assessment of the environment and guides execution policy. The middle level determines the angle of the desired action. The bottom level generates precise action commands for the high-dimensional action space. Moreover, we optimize the state-value functions by assigning distinct roles with the leader-follower strategy to train the top-level policy, followers estimate the leader's utility, promoting effective cooperation among agents. Additionally, the incorporation of a target selector, aligned with the UAVs' posture, assesses the threat level of targets. Finally, simulation experiments validate the effectiveness of our proposed method.

Mining Intraday Risk Factor Collections via Hierarchical Reinforcement Learning based on Transferred Options

Authors:Wenyan Xu, Jiayu Chen, Chen Li, Yonghong Hu, Zhonghua Lu
Date:2025-01-13 12:38:05

Traditional risk factors like beta, size/value, and momentum often lag behind market dynamics in measuring and predicting stock return volatility. Statistical models like PCA and factor analysis fail to capture hidden nonlinear relationships. Genetic programming (GP) can identify nonlinear factors but often lacks mechanisms for evaluating factor quality, and the resulting formulas are complex. To address these challenges, we propose a Hierarchical Proximal Policy Optimization (HPPO) framework for automated factor generation and evaluation. HPPO uses two PPO models: a high-level policy assigns weights to stock features, and a low-level policy identifies latent nonlinear relationships. The Pearson correlation between generated factors and return volatility serves as the reward signal. Transfer learning pre-trains the high-level policy on large-scale historical data, fine-tuning it with the latest data to adapt to new features and shifts. Experiments show the HPPO-TO algorithm achieves a 25\% excess return in HFT markets across China (CSI 300/800), India (Nifty 100), and the US (S\&P 500). Code and data are available at https://github.com/wencyxu/HRL-HF_risk_factor_set.

Hierarchical Reinforcement Learning for Optimal Agent Grouping in Cooperative Systems

Authors:Liyuan Hu
Date:2025-01-11 14:22:10

This paper presents a hierarchical reinforcement learning (RL) approach to address the agent grouping or pairing problem in cooperative multi-agent systems. The goal is to simultaneously learn the optimal grouping and agent policy. By employing a hierarchical RL framework, we distinguish between high-level decisions of grouping and low-level agents' actions. Our approach utilizes the CTDE (Centralized Training with Decentralized Execution) paradigm, ensuring efficient learning and scalable execution. We incorporate permutation-invariant neural networks to handle the homogeneity and cooperation among agents, enabling effective coordination. The option-critic algorithm is adapted to manage the hierarchical decision-making process, allowing for dynamic and optimal policy adjustments.

Enhancing Workplace Productivity and Well-being Using AI Agent

Authors:Ravirajan K, Arvind Sundarajan
Date:2025-01-04 20:11:00

This paper discusses the use of Artificial Intelligence (AI) to enhance workplace productivity and employee well-being. By integrating machine learning (ML) techniques with neurobiological data, the proposed approaches ensure alignment with human ethical standards through value alignment models and Hierarchical Reinforcement Learning (HRL) for autonomous task management. The system utilizes biometric feedback from employees to generate personalized health prompts, fostering a supportive work environment that encourages physical activity. Additionally, we explore decentralized multi-agent systems for improved collaboration and decision-making frameworks that enhance transparency. Various approaches using ML techniques in conjunction with AI implementations are discussed. Together, these innovations aim to create a more productive and health-conscious workplace. These outcomes assist HR management and organizations in launching more rational career progression streams for employees and facilitating organizational transformation.

Scalable Hierarchical Reinforcement Learning for Hyper Scale Multi-Robot Task Planning

Authors:Xuan Zhou, Xiang Shi, Lele Zhang, Chen Chen, Hongbo Li, Lin Ma, Fang Deng, Jie Chen
Date:2024-12-27 09:07:11

To improve the efficiency of warehousing system and meet huge customer orders, we aim to solve the challenges of dimension disaster and dynamic properties in hyper scale multi-robot task planning (MRTP) for robotic mobile fulfillment system (RMFS). Existing research indicates that hierarchical reinforcement learning (HRL) is an effective method to reduce these challenges. Based on that, we construct an efficient multi-stage HRL-based multi-robot task planner for hyper scale MRTP in RMFS, and the planning process is represented with a special temporal graph topology. To ensure optimality, the planner is designed with a centralized architecture, but it also brings the challenges of scaling up and generalization that require policies to maintain performance for various unlearned scales and maps. To tackle these difficulties, we first construct a hierarchical temporal attention network (HTAN) to ensure basic ability of handling inputs with unfixed lengths, and then design multi-stage curricula for hierarchical policy learning to further improve the scaling up and generalization ability while avoiding catastrophic forgetting. Additionally, we notice that policies with hierarchical structure suffer from unfair credit assignment that is similar to that in multi-agent reinforcement learning, inspired of which, we propose a hierarchical reinforcement learning algorithm with counterfactual rollout baseline to improve learning performance. Experimental results demonstrate that our planner outperform other state-of-the-art methods on various MRTP instances in both simulated and real-world RMFS. Also, our planner can successfully scale up to hyper scale MRTP instances in RMFS with up to 200 robots and 1000 retrieval racks on unlearned maps while keeping superior performance over other methods.

Autonomous Option Invention for Continual Hierarchical Reinforcement Learning and Planning

Authors:Rashmeet Kaur Nayyar, Siddharth Srivastava
Date:2024-12-20 23:04:52

Abstraction is key to scaling up reinforcement learning (RL). However, autonomously learning abstract state and action representations to enable transfer and generalization remains a challenging open problem. This paper presents a novel approach for inventing, representing, and utilizing options, which represent temporally extended behaviors, in continual RL settings. Our approach addresses streams of stochastic problems characterized by long horizons, sparse rewards, and unknown transition and reward functions. Our approach continually learns and maintains an interpretable state abstraction, and uses it to invent high-level options with abstract symbolic representations. These options meet three key desiderata: (1) composability for solving tasks effectively with lookahead planning, (2) reusability across problem instances for minimizing the need for relearning, and (3) mutual independence for reducing interference among options. Our main contributions are approaches for continually learning transferable, generalizable options with symbolic representations, and for integrating search techniques with RL to efficiently plan over these learned options to solve new problems. Empirical results demonstrate that the resulting approach effectively learns and transfers abstract knowledge across problem instances, achieving superior sample efficiency compared to state-of-the-art methods.

Active Geospatial Search for Efficient Tenant Eviction Outreach

Authors:Anindya Sarkar, Alex DiChristofano, Sanmay Das, Patrick J. Fowler, Nathan Jacobs, Yevgeniy Vorobeychik
Date:2024-12-19 23:40:36

Tenant evictions threaten housing stability and are a major concern for many cities. An open question concerns whether data-driven methods enhance outreach programs that target at-risk tenants to mitigate their risk of eviction. We propose a novel active geospatial search (AGS) modeling framework for this problem. AGS integrates property-level information in a search policy that identifies a sequence of rental units to canvas to both determine their eviction risk and provide support if needed. We propose a hierarchical reinforcement learning approach to learn a search policy for AGS that scales to large urban areas containing thousands of parcels, balancing exploration and exploitation and accounting for travel costs and a budget constraint. Crucially, the search policy adapts online to newly discovered information about evictions. Evaluation using eviction data for a large urban area demonstrates that the proposed framework and algorithmic approach are considerably more effective at sequentially identifying eviction cases than baseline methods.

Simulation-Free Hierarchical Latent Policy Planning for Proactive Dialogues

Authors:Tao He, Lizi Liao, Yixin Cao, Yuanxing Liu, Yiheng Sun, Zerui Chen, Ming Liu, Bing Qin
Date:2024-12-19 07:06:01

Recent advancements in proactive dialogues have garnered significant attention, particularly for more complex objectives (e.g. emotion support and persuasion). Unlike traditional task-oriented dialogues, proactive dialogues demand advanced policy planning and adaptability, requiring rich scenarios and comprehensive policy repositories to develop such systems. However, existing approaches tend to rely on Large Language Models (LLMs) for user simulation and online learning, leading to biases that diverge from realistic scenarios and result in suboptimal efficiency. Moreover, these methods depend on manually defined, context-independent, coarse-grained policies, which not only incur high expert costs but also raise concerns regarding their completeness. In our work, we highlight the potential for automatically discovering policies directly from raw, real-world dialogue records. To this end, we introduce a novel dialogue policy planning framework, LDPP. It fully automates the process from mining policies in dialogue records to learning policy planning. Specifically, we employ a variant of the Variational Autoencoder to discover fine-grained policies represented as latent vectors. After automatically annotating the data with these latent policy labels, we propose an Offline Hierarchical Reinforcement Learning (RL) algorithm in the latent space to develop effective policy planning capabilities. Our experiments demonstrate that LDPP outperforms existing methods on two proactive scenarios, even surpassing ChatGPT with only a 1.8-billion-parameter LLM.

Accelerating Task Generalisation with Multi-Level Hierarchical Options

Authors:Thomas P Cannon, Özgür Simsek
Date:2024-11-05 11:00:09

Creating reinforcement learning agents that generalise effectively to new tasks is a key challenge in AI research. This paper introduces Fracture Cluster Options (FraCOs), a multi-level hierarchical reinforcement learning method that achieves state-of-the-art performance on difficult generalisation tasks. FraCOs identifies patterns in agent behaviour and forms options based on the expected future usefulness of those patterns, enabling rapid adaptation to new tasks. In tabular settings, FraCOs demonstrates effective transfer and improves performance as it grows in hierarchical depth. We evaluate FraCOs against state-of-the-art deep reinforcement learning algorithms in several complex procedurally generated environments. Our results show that FraCOs achieves higher in-distribution and out-of-distribution performance than competitors.

Guiding Multi-agent Multi-task Reinforcement Learning by a Hierarchical Framework with Logical Reward Shaping

Authors:Chanjuan Liu, Jinmiao Cong, Bingcai Chen, Yaochu Jin, Enqiang Zhu
Date:2024-11-02 09:03:23

Multi-agent hierarchical reinforcement learning (MAHRL) has been studied as an effective means to solve intelligent decision problems in complex and large-scale environments. However, most current MAHRL algorithms follow the traditional way of using reward functions in reinforcement learning, which limits their use to a single task. This study aims to design a multi-agent cooperative algorithm with logic reward shaping (LRS), which uses a more flexible way of setting the rewards, allowing for the effective completion of multi-tasks. LRS uses Linear Temporal Logic (LTL) to express the internal logic relation of subtasks within a complex task. Then, it evaluates whether the subformulae of the LTL expressions are satisfied based on a designed reward structure. This helps agents to learn to effectively complete tasks by adhering to the LTL expressions, thus enhancing the interpretability and credibility of their decisions. To enhance coordination and cooperation among multiple agents, a value iteration technique is designed to evaluate the actions taken by each agent. Based on this evaluation, a reward function is shaped for coordination, which enables each agent to evaluate its status and complete the remaining subtasks through experiential learning. Experiments have been conducted on various types of tasks in the Minecraft-like environment. The results demonstrate that the proposed algorithm can improve the performance of multi-agents when learning to complete multi-tasks.

Hierarchical Preference Optimization: Learning to achieve goals via feasible subgoals prediction

Authors:Utsav Singh, Souradip Chakraborty, Wesley A. Suttle, Brian M. Sadler, Anit Kumar Sahu, Mubarak Shah, Vinay P. Namboodiri, Amrit Singh Bedi
Date:2024-11-01 04:58:40

This work introduces Hierarchical Preference Optimization (HPO), a novel approach to hierarchical reinforcement learning (HRL) that addresses non-stationarity and infeasible subgoal generation issues when solving complex robotic control tasks. HPO leverages maximum entropy reinforcement learning combined with token-level Direct Preference Optimization (DPO), eliminating the need for pre-trained reference policies that are typically unavailable in challenging robotic scenarios. Mathematically, we formulate HRL as a bi-level optimization problem and transform it into a primitive-regularized DPO formulation, ensuring feasible subgoal generation and avoiding degenerate solutions. Extensive experiments on challenging robotic navigation and manipulation tasks demonstrate impressive performance of HPO, where it shows an improvement of up to 35% over the baselines. Furthermore, ablation studies validate our design choices, and quantitative analyses confirm the ability of HPO to mitigate non-stationarity and infeasible subgoal generation issues in HRL.

Demystifying Linear MDPs and Novel Dynamics Aggregation Framework

Authors:Joongkyu Lee, Min-hwan Oh
Date:2024-10-31 16:21:41

In this work, we prove that, in linear MDPs, the feature dimension $d$ is lower bounded by $S/U$ in order to aptly represent transition probabilities, where $S$ is the size of the state space and $U$ is the maximum size of directly reachable states. Hence, $d$ can still scale with $S$ depending on the direct reachability of the environment. To address this limitation of linear MDPs, we propose a novel structural aggregation framework based on dynamics, named as the "dynamics aggregation". For this newly proposed framework, we design a provably efficient hierarchical reinforcement learning algorithm in linear function approximation that leverages aggregated sub-structures. Our proposed algorithm exhibits statistical efficiency, achieving a regret of $ \tilde{O} ( d_{\psi}^{3/2} H^{3/2}\sqrt{ N T} )$, where $d_{\psi}$ represents the feature dimension of aggregated subMDPs and $N$ signifies the number of aggregated subMDPs. We establish that the condition $d_{\psi}^3 N \ll d^{3}$ is readily met in most real-world environments with hierarchical structures, enabling a substantial improvement in the regret bound compared to LSVI-UCB, which enjoys a regret of $ \tilde{O} (d^{3/2} H^{3/2} \sqrt{ T})$. To the best of our knowledge, this work presents the first HRL algorithm with linear function approximation that offers provable guarantees.

VisualPredicator: Learning Abstract World Models with Neuro-Symbolic Predicates for Robot Planning

Authors:Yichao Liang, Nishanth Kumar, Hao Tang, Adrian Weller, Joshua B. Tenenbaum, Tom Silver, João F. Henriques, Kevin Ellis
Date:2024-10-30 16:11:05

Broadly intelligent agents should form task-specific abstractions that selectively expose the essential elements of a task, while abstracting away the complexity of the raw sensorimotor space. In this work, we present Neuro-Symbolic Predicates, a first-order abstraction language that combines the strengths of symbolic and neural knowledge representations. We outline an online algorithm for inventing such predicates and learning abstract world models. We compare our approach to hierarchical reinforcement learning, vision-language model planning, and symbolic predicate invention approaches, on both in- and out-of-distribution tasks across five simulated robotic domains. Results show that our approach offers better sample complexity, stronger out-of-distribution generalization, and improved interpretability.

Copyright-Aware Incentive Scheme for Generative Art Models Using Hierarchical Reinforcement Learning

Authors:Zhuan Shi, Yifei Song, Xiaoli Tang, Lingjuan Lyu, Boi Faltings
Date:2024-10-26 13:29:43

Generative art using Diffusion models has achieved remarkable performance in image generation and text-to-image tasks. However, the increasing demand for training data in generative art raises significant concerns about copyright infringement, as models can produce images highly similar to copyrighted works. Existing solutions attempt to mitigate this by perturbing Diffusion models to reduce the likelihood of generating such images, but this often compromises model performance. Another approach focuses on economically compensating data holders for their contributions, yet it fails to address copyright loss adequately. Our approach begin with the introduction of a novel copyright metric grounded in copyright law and court precedents on infringement. We then employ the TRAK method to estimate the contribution of data holders. To accommodate the continuous data collection process, we divide the training into multiple rounds. Finally, We designed a hierarchical budget allocation method based on reinforcement learning to determine the budget for each round and the remuneration of the data holder based on the data holder's contribution and copyright loss in each round. Extensive experiments across three datasets show that our method outperforms all eight benchmarks, demonstrating its effectiveness in optimizing budget distribution in a copyright-aware manner. To the best of our knowledge, this is the first technical work that introduces to incentive contributors and protect their copyrights by compensating them.

Hierarchical Reinforced Trader (HRT): A Bi-Level Approach for Optimizing Stock Selection and Execution

Authors:Zijie Zhao, Roy E. Welsch
Date:2024-10-19 01:29:38

Leveraging Deep Reinforcement Learning (DRL) in automated stock trading has shown promising results, yet its application faces significant challenges, including the curse of dimensionality, inertia in trading actions, and insufficient portfolio diversification. Addressing these challenges, we introduce the Hierarchical Reinforced Trader (HRT), a novel trading strategy employing a bi-level Hierarchical Reinforcement Learning framework. The HRT integrates a Proximal Policy Optimization (PPO)-based High-Level Controller (HLC) for strategic stock selection with a Deep Deterministic Policy Gradient (DDPG)-based Low-Level Controller (LLC) tasked with optimizing trade executions to enhance portfolio value. In our empirical analysis, comparing the HRT agent with standalone DRL models and the S&P 500 benchmark during both bullish and bearish market conditions, we achieve a positive and higher Sharpe ratio. This advancement not only underscores the efficacy of incorporating hierarchical structures into DRL strategies but also mitigates the aforementioned challenges, paving the way for designing more profitable and robust trading algorithms in complex markets.

RecoveryChaining: Learning Local Recovery Policies for Robust Manipulation

Authors:Shivam Vats, Devesh K. Jha, Maxim Likhachev, Oliver Kroemer, Diego Romeres
Date:2024-10-17 19:14:43

Model-based planners and controllers are commonly used to solve complex manipulation problems as they can efficiently optimize diverse objectives and generalize to long horizon tasks. However, they are limited by the fidelity of their model which oftentimes leads to failures during deployment. To enable a robot to recover from such failures, we propose to use hierarchical reinforcement learning to learn a separate recovery policy. The recovery policy is triggered when a failure is detected based on sensory observations and seeks to take the robot to a state from which it can complete the task using the nominal model-based controllers. Our approach, called RecoveryChaining, uses a hybrid action space, where the model-based controllers are provided as additional \emph{nominal} options which allows the recovery policy to decide how to recover, when to switch to a nominal controller and which controller to switch to even with \emph{sparse rewards}. We evaluate our approach in three multi-step manipulation tasks with sparse rewards, where it learns significantly more robust recovery policies than those learned by baselines. Finally, we successfully transfer recovery policies learned in simulation to a physical robot to demonstrate the feasibility of sim-to-real transfer with our method.

Disentangled Unsupervised Skill Discovery for Efficient Hierarchical Reinforcement Learning

Authors:Jiaheng Hu, Zizhao Wang, Peter Stone, Roberto Martín-Martín
Date:2024-10-15 04:13:20

A hallmark of intelligent agents is the ability to learn reusable skills purely from unsupervised interaction with the environment. However, existing unsupervised skill discovery methods often learn entangled skills where one skill variable simultaneously influences many entities in the environment, making downstream skill chaining extremely challenging. We propose Disentangled Unsupervised Skill Discovery (DUSDi), a method for learning disentangled skills that can be efficiently reused to solve downstream tasks. DUSDi decomposes skills into disentangled components, where each skill component only affects one factor of the state space. Importantly, these skill components can be concurrently composed to generate low-level actions, and efficiently chained to tackle downstream tasks through hierarchical Reinforcement Learning. DUSDi defines a novel mutual-information-based objective to enforce disentanglement between the influences of different skill components, and utilizes value factorization to optimize this objective efficiently. Evaluated in a set of challenging environments, DUSDi successfully learns disentangled skills, and significantly outperforms previous skill discovery methods when it comes to applying the learned skills to solve downstream tasks. Code and skills visualization at jiahenghu.github.io/DUSDi-site/.

HG2P: Hippocampus-inspired High-reward Graph and Model-Free Q-Gradient Penalty for Path Planning and Motion Control

Authors:Haoran Wang, Yaoru Sun, Zeshen Tang
Date:2024-10-12 11:46:31

Goal-conditioned hierarchical reinforcement learning (HRL) decomposes complex reaching tasks into a sequence of simple subgoal-conditioned tasks, showing significant promise for addressing long-horizon planning in large-scale environments. This paper bridges the goal-conditioned HRL based on graph-based planning to brain mechanisms, proposing a hippocampus-striatum-like dual-controller hypothesis. Inspired by the brain mechanisms of organisms (i.e., the high-reward preferences observed in hippocampal replay) and instance-based theory, we propose a high-return sampling strategy for constructing memory graphs, improving sample efficiency. Additionally, we derive a model-free lower-level Q-function gradient penalty to resolve the model dependency issues present in prior work, improving the generalization of Lipschitz constraints in applications. Finally, we integrate these two extensions, High-reward Graph and model-free Gradient Penalty (HG2P), into the state-of-the-art framework ACLG, proposing a novel goal-conditioned HRL framework, HG2P+ACLG. Experimentally, the results demonstrate that our method outperforms state-of-the-art goal-conditioned HRL algorithms on a variety of long-horizon navigation tasks and robotic manipulation tasks.

Hierarchical Universal Value Function Approximators

Authors:Rushiv Arora
Date:2024-10-11 17:09:26

There have been key advancements to building universal approximators for multi-goal collections of reinforcement learning value functions -- key elements in estimating long-term returns of states in a parameterized manner. We extend this to hierarchical reinforcement learning, using the options framework, by introducing hierarchical universal value function approximators (H-UVFAs). This allows us to leverage the added benefits of scaling, planning, and generalization expected in temporal abstraction settings. We develop supervised and reinforcement learning methods for learning embeddings of the states, goals, options, and actions in the two hierarchical value functions: $Q(s, g, o; \theta)$ and $Q(s, g, o, a; \theta)$. Finally we demonstrate generalization of the HUVFAs and show they outperform corresponding UVFAs.

Offline Hierarchical Reinforcement Learning via Inverse Optimization

Authors:Carolin Schmidt, Daniele Gammelli, James Harrison, Marco Pavone, Filipe Rodrigues
Date:2024-10-10 14:00:21

Hierarchical policies enable strong performance in many sequential decision-making problems, such as those with high-dimensional action spaces, those requiring long-horizon planning, and settings with sparse rewards. However, learning hierarchical policies from static offline datasets presents a significant challenge. Crucially, actions taken by higher-level policies may not be directly observable within hierarchical controllers, and the offline dataset might have been generated using a different policy structure, hindering the use of standard offline learning algorithms. In this work, we propose OHIO: a framework for offline reinforcement learning (RL) of hierarchical policies. Our framework leverages knowledge of the policy structure to solve the inverse problem, recovering the unobservable high-level actions that likely generated the observed data under our hierarchical policy. This approach constructs a dataset suitable for off-the-shelf offline training. We demonstrate our framework on robotic and network optimization problems and show that it substantially outperforms end-to-end RL methods and improves robustness. We investigate a variety of instantiations of our framework, both in direct deployment of policies trained offline and when online fine-tuning is performed.

Meta-Learning Integration in Hierarchical Reinforcement Learning for Advanced Task Complexity

Authors:Arash Khajooeinejad, Masoumeh Chapariniya
Date:2024-10-10 13:47:37

Hierarchical Reinforcement Learning (HRL) effectively tackles complex tasks by decomposing them into structured policies. However, HRL agents often face challenges with efficient exploration and rapid adaptation. To address this, we integrate meta-learning into HRL to enhance the agent's ability to learn and adapt hierarchical policies swiftly. Our approach employs meta-learning for rapid task adaptation based on prior experience, while intrinsic motivation mechanisms encourage efficient exploration by rewarding novel state visits. Specifically, our agent uses a high-level policy to select among multiple low-level policies operating within custom grid environments. We utilize gradient-based meta-learning with differentiable inner-loop updates, enabling optimization across a curriculum of increasingly difficult tasks. Experimental results demonstrate that our meta-learned hierarchical agent significantly outperforms traditional HRL agents without meta-learning and intrinsic motivation. The agent exhibits accelerated learning, higher cumulative rewards, and improved success rates in complex grid environments. These findings suggest that integrating meta-learning with HRL, alongside curriculum learning and intrinsic motivation, substantially enhances the agent's capability to handle complex tasks.

Unsupervised Skill Discovery for Robotic Manipulation through Automatic Task Generation

Authors:Paul Jansonnie, Bingbing Wu, Julien Perez, Jan Peters
Date:2024-10-07 09:19:13

Learning skills that interact with objects is of major importance for robotic manipulation. These skills can indeed serve as an efficient prior for solving various manipulation tasks. We propose a novel Skill Learning approach that discovers composable behaviors by solving a large and diverse number of autonomously generated tasks. Our method learns skills allowing the robot to consistently and robustly interact with objects in its environment. The discovered behaviors are embedded in primitives which can be composed with Hierarchical Reinforcement Learning to solve unseen manipulation tasks. In particular, we leverage Asymmetric Self-Play to discover behaviors and Multiplicative Compositional Policies to embed them. We compare our method to Skill Learning baselines and find that our skills are more interactive. Furthermore, the learned skills can be used to solve a set of unseen manipulation tasks, in simulation as well as on a real robotic platform.

Diffusion Meets Options: Hierarchical Generative Skill Composition for Temporally-Extended Tasks

Authors:Zeyu Feng, Hao Luan, Kevin Yuchen Ma, Harold Soh
Date:2024-10-03 11:10:37

Safe and successful deployment of robots requires not only the ability to generate complex plans but also the capacity to frequently replan and correct execution errors. This paper addresses the challenge of long-horizon trajectory planning under temporally extended objectives in a receding horizon manner. To this end, we propose DOPPLER, a data-driven hierarchical framework that generates and updates plans based on instruction specified by linear temporal logic (LTL). Our method decomposes temporal tasks into chain of options with hierarchical reinforcement learning from offline non-expert datasets. It leverages diffusion models to generate options with low-level actions. We devise a determinantal-guided posterior sampling technique during batch generation, which improves the speed and diversity of diffusion generated options, leading to more efficient querying. Experiments on robot navigation and manipulation tasks demonstrate that DOPPLER can generate sequences of trajectories that progressively satisfy the specified formulae for obstacle avoidance and sequential visitation. Demonstration videos are available online at: https://philiptheother.github.io/doppler/.

E2H: A Two-Stage Non-Invasive Neural Signal Driven Humanoid Robotic Whole-Body Control Framework

Authors:Yiqun Duan, Qiang Zhang, Jinzhao Zhou, Jingkai Sun, Xiaowei Jiang, Jiahang Cao, Jiaxu Wang, Yiqian Yang, Wen Zhao, Gang Han, Yijie Guo, Chin-Teng Lin
Date:2024-10-03 01:58:34

Recent advancements in humanoid robotics, including the integration of hierarchical reinforcement learning-based control and the utilization of LLM planning, have significantly enhanced the ability of robots to perform complex tasks. In contrast to the highly developed humanoid robots, the human factors involved remain relatively unexplored. Directly controlling humanoid robots with the brain has already appeared in many science fiction novels, such as Pacific Rim and Gundam. In this work, we present E2H (EEG-to-Humanoid), an innovative framework that pioneers the control of humanoid robots using high-frequency non-invasive neural signals. As the none-invasive signal quality remains low in decoding precise spatial trajectory, we decompose the E2H framework in an innovative two-stage formation: 1) decoding neural signals (EEG) into semantic motion keywords, 2) utilizing LLM facilitated motion generation with a precise motion imitation control policy to realize humanoid robotics control. The method of directly driving robots with brainwave commands offers a novel approach to human-machine collaboration, especially in situations where verbal commands are impractical, such as in cases of speech impairments, space exploration, or underwater exploration, unlocking significant potential. E2H offers an exciting glimpse into the future, holding immense potential for human-computer interaction.

Gaze-informed Signatures of Trust and Collaboration in Human-Autonomy Teams

Authors:Anthony J. Ries, Stéphane Aroca-Ouellette, Alessandro Roncone, Ewart J. de Visser
Date:2024-09-27 21:04:45

In the evolving landscape of human-autonomy teaming (HAT), fostering effective collaboration and trust between human and autonomous agents is increasingly important. To explore this, we used the game Overcooked AI to create dynamic teaming scenarios featuring varying agent behaviors (clumsy, rigid, adaptive) and environmental complexities (low, medium, high). Our objectives were to assess the performance of adaptive AI agents designed with hierarchical reinforcement learning for better teamwork and measure eye tracking signals related to changes in trust and collaboration. The results indicate that the adaptive agent was more effective in managing teaming and creating an equitable task distribution across environments compared to the other agents. Working with the adaptive agent resulted in better coordination, reduced collisions, more balanced task contributions, and higher trust ratings. Reduced gaze allocation, across all agents, was associated with higher trust levels, while blink count, scan path length, agent revisits and trust were predictive of the humans contribution to the team. Notably, fixation revisits on the agent increased with environmental complexity and decreased with agent versatility, offering a unique metric for measuring teammate performance monitoring. These findings underscore the importance of designing autonomous teammates that not only excel in task performance but also enhance teamwork by being more predictable and reducing the cognitive load on human team members. Additionally, this study highlights the potential of eye-tracking as an unobtrusive measure for evaluating and improving human-autonomy teams, suggesting eye gaze could be used by agents to dynamically adapt their behaviors.

Adaptive Task Allocation in Multi-Human Multi-Robot Teams under Team Heterogeneity and Dynamic Information Uncertainty

Authors:Ziqin Yuan, Ruiqi Wang, Taehyeon Kim, Dezhong Zhao, Ike Obi, Byung-Cheol Min
Date:2024-09-20 18:05:42

Task allocation in multi-human multi-robot (MH-MR) teams presents significant challenges due to the inherent heterogeneity of team members, the dynamics of task execution, and the information uncertainty of operational states. Existing approaches often fail to address these challenges simultaneously, resulting in suboptimal performance. To tackle this, we propose ATA-HRL, an adaptive task allocation framework using hierarchical reinforcement learning (HRL), which incorporates initial task allocation (ITA) that leverages team heterogeneity and conditional task reallocation in response to dynamic operational states. Additionally, we introduce an auxiliary state representation learning task to manage information uncertainty and enhance task execution. Through an extensive case study in large-scale environmental monitoring tasks, we demonstrate the benefits of our approach.

Selective Exploration and Information Gathering in Search and Rescue Using Hierarchical Learning Guided by Natural Language Input

Authors:Dimitrios Panagopoulos, Adolfo Perrusquia, Weisi Guo
Date:2024-09-20 12:27:47

In recent years, robots and autonomous systems have become increasingly integral to our daily lives, offering solutions to complex problems across various domains. Their application in search and rescue (SAR) operations, however, presents unique challenges. Comprehensively exploring the disaster-stricken area is often infeasible due to the vastness of the terrain, transformed environment, and the time constraints involved. Traditional robotic systems typically operate on predefined search patterns and lack the ability to incorporate and exploit ground truths provided by human stakeholders, which can be the key to speeding up the learning process and enhancing triage. Addressing this gap, we introduce a system that integrates social interaction via large language models (LLMs) with a hierarchical reinforcement learning (HRL) framework. The proposed system is designed to translate verbal inputs from human stakeholders into actionable RL insights and adjust its search strategy. By leveraging human-provided information through LLMs and structuring task execution through HRL, our approach not only bridges the gap between autonomous capabilities and human intelligence but also significantly improves the agent's learning efficiency and decision-making process in environments characterised by long horizons and sparse rewards.

Hierarchical Reinforcement Learning for Temporal Abstraction of Listwise Recommendation

Authors:Luo Ji, Gao Liu, Mingyang Yin, Hongxia Yang, Jingren Zhou
Date:2024-09-11 17:01:06

Modern listwise recommendation systems need to consider both long-term user perceptions and short-term interest shifts. Reinforcement learning can be applied on recommendation to study such a problem but is also subject to large search space, sparse user feedback and long interactive latency. Motivated by recent progress in hierarchical reinforcement learning, we propose a novel framework called mccHRL to provide different levels of temporal abstraction on listwise recommendation. Within the hierarchical framework, the high-level agent studies the evolution of user perception, while the low-level agent produces the item selection policy by modeling the process as a sequential decision-making problem. We argue that such framework has a well-defined decomposition of the outra-session context and the intra-session context, which are encoded by the high-level and low-level agents, respectively. To verify this argument, we implement both a simulator-based environment and an industrial dataset-based experiment. Results observe significant performance improvement by our method, compared with several well-known baselines. Data and codes have been made public.

Mastering the Digital Art of War: Developing Intelligent Combat Simulation Agents for Wargaming Using Hierarchical Reinforcement Learning

Authors:Scotty Black
Date:2024-08-23 18:50:57

In today's rapidly evolving military landscape, advancing artificial intelligence (AI) in support of wargaming becomes essential. Despite reinforcement learning (RL) showing promise for developing intelligent agents, conventional RL faces limitations in handling the complexity inherent in combat simulations. This dissertation proposes a comprehensive approach, including targeted observation abstractions, multi-model integration, a hybrid AI framework, and an overarching hierarchical reinforcement learning (HRL) framework. Our localized observation abstraction using piecewise linear spatial decay simplifies the RL problem, enhancing computational efficiency and demonstrating superior efficacy over traditional global observation methods. Our multi-model framework combines various AI methodologies, optimizing performance while still enabling the use of diverse, specialized individual behavior models. Our hybrid AI framework synergizes RL with scripted agents, leveraging RL for high-level decisions and scripted agents for lower-level tasks, enhancing adaptability, reliability, and performance. Our HRL architecture and training framework decomposes complex problems into manageable subproblems, aligning with military decision-making structures. Although initial tests did not show improved performance, insights were gained to improve future iterations. This study underscores AI's potential to revolutionize wargaming, emphasizing the need for continued research in this domain.

Subgoal-based Hierarchical Reinforcement Learning for Multi-Agent Collaboration

Authors:Cheng Xu, Changtian Zhang, Yuchen Shi, Ran Wang, Shihong Duan, Yadong Wan, Xiaotong Zhang
Date:2024-08-21 08:22:11

Recent advancements in reinforcement learning have made significant impacts across various domains, yet they often struggle in complex multi-agent environments due to issues like algorithm instability, low sampling efficiency, and the challenges of exploration and dimensionality explosion. Hierarchical reinforcement learning (HRL) offers a structured approach to decompose complex tasks into simpler sub-tasks, which is promising for multi-agent settings. This paper advances the field by introducing a hierarchical architecture that autonomously generates effective subgoals without explicit constraints, enhancing both flexibility and stability in training. We propose a dynamic goal generation strategy that adapts based on environmental changes. This method significantly improves the adaptability and sample efficiency of the learning process. Furthermore, we address the critical issue of credit assignment in multi-agent systems by synergizing our hierarchical architecture with a modified QMIX network, thus improving overall strategy coordination and efficiency. Comparative experiments with mainstream reinforcement learning algorithms demonstrate the superior convergence speed and performance of our approach in both single-agent and multi-agent environments, confirming its effectiveness and flexibility in complex scenarios. Our code is open-sourced at: \url{https://github.com/SICC-Group/GMAH}.

Multilevel Graph Reinforcement Learning for Consistent Cognitive Decision-making in Heterogeneous Mixed Autonomy

Authors:Xin Gao, Zhaoyang Ma, Xueyuan Li, Xiaoqiang Meng, Zirui Li
Date:2024-08-16 04:14:06

In the realm of heterogeneous mixed autonomy, vehicles experience dynamic spatial correlations and nonlinear temporal interactions in a complex, non-Euclidean space. These complexities pose significant challenges to traditional decision-making frameworks. Addressing this, we propose a hierarchical reinforcement learning framework integrated with multilevel graph representations, which effectively comprehends and models the spatiotemporal interactions among vehicles navigating through uncertain traffic conditions with varying decision-making systems. Rooted in multilevel graph representation theory, our approach encapsulates spatiotemporal relationships inherent in non-Euclidean spaces. A weighted graph represents spatiotemporal features between nodes, addressing the degree imbalance inherent in dynamic graphs. We integrate asynchronous parallel hierarchical reinforcement learning with a multilevel graph representation and a multi-head attention mechanism, which enables connected autonomous vehicles (CAVs) to exhibit capabilities akin to human cognition, facilitating consistent decision-making across various critical dimensions. The proposed decision-making strategy is validated in challenging environments characterized by high density, randomness, and dynamism on highway roads. We assess the performance of our framework through ablation studies, comparative analyses, and spatiotemporal trajectory evaluations. This study presents a quantitative analysis of decision-making mechanisms mirroring human cognitive functions in the realm of heterogeneous mixed autonomy, promoting the development of multi-dimensional decision-making strategies and a sophisticated distribution of attentional resources.

Enabling microrobotic chemotaxis via reset-free hierarchical reinforcement learning

Authors:Tongzhao Xiong, Zhaorong Liu, Chong Jin Ong, Lailai Zhu
Date:2024-08-14 07:41:04

Microorganisms have evolved diverse strategies to propel in viscous fluids, navigate complex environments, and exhibit taxis in response to stimuli. This has inspired the development of synthetic microrobots, where machine learning (ML) is playing an increasingly important role. Can ML endow these robots with intelligence resembling that developed by their natural counterparts over evolutionary timelines? Here, we demonstrate chemotactic navigation of a multi-link articulated microrobot using two-level hierarchical reinforcement learning (RL). The lower-level RL allows the robot -- featuring either a chain or ring topology -- to acquire topology-specific swimming gaits: wave propagation characteristic of flagella or body oscillation akin to an ameboid. Such flagellar and ameboid microswimmers, further enabled by the higher-level RL, accomplish chemotactic navigation in prototypical biologically-relevant scenarios that feature conflicting chemoattractants, pursuing a swimming bacterial mimic, steering in vortical flows, and squeezing through tight constrictions. Additionally, we achieve reset-free, partially observable RL, where the robot observes only its joint angles and local scalar quantities. This advancement illuminates solutions for overcoming the persistent challenges of manual resets and partial observability in real-world microrobotic RL.

Retrieval-Augmented Hierarchical in-Context Reinforcement Learning and Hindsight Modular Reflections for Task Planning with LLMs

Authors:Chuanneng Sun, Songjun Huang, Dario Pompili
Date:2024-08-12 22:40:01

Large Language Models (LLMs) have demonstrated remarkable abilities in various language tasks, making them promising candidates for decision-making in robotics. Inspired by Hierarchical Reinforcement Learning (HRL), we propose Retrieval-Augmented in-context reinforcement Learning (RAHL), a novel framework that decomposes complex tasks into sub-tasks using an LLM-based high-level policy, in which a complex task is decomposed into sub-tasks by a high-level policy on-the-fly. The sub-tasks, defined by goals, are assigned to the low-level policy to complete. To improve the agent's performance in multi-episode execution, we propose Hindsight Modular Reflection (HMR), where, instead of reflecting on the full trajectory, we let the agent reflect on shorter sub-trajectories to improve reflection efficiency. We evaluated the decision-making ability of the proposed RAHL in three benchmark environments--ALFWorld, Webshop, and HotpotQA. The results show that RAHL can achieve an improvement in performance in 9%, 42%, and 10% in 5 episodes of execution in strong baselines. Furthermore, we also implemented RAHL on the Boston Dynamics SPOT robot. The experiment shows that the robot can scan the environment, find entrances, and navigate to new rooms controlled by the LLM policy.

Walk Wisely on Graph: Knowledge Graph Reasoning with Dual Agents via Efficient Guidance-Exploration

Authors:Zijian Wang, Bin Wang, Haifeng Jing, Huayu Li, Hongbo Dou
Date:2024-08-03 23:15:57

Recent years, multi-hop reasoning has been widely studied for knowledge graph (KG) reasoning due to its efficacy and interpretability. However, previous multi-hop reasoning approaches are subject to two primary shortcomings. First, agents struggle to learn effective and robust policies at the early phase due to sparse rewards. Second, these approaches often falter on specific datasets like sparse knowledge graphs, where agents are required to traverse lengthy reasoning paths. To address these problems, we propose a multi-hop reasoning model with dual agents based on hierarchical reinforcement learning (HRL), which is named FULORA. FULORA tackles the above reasoning challenges by eFficient GUidance-ExpLORAtion between dual agents. The high-level agent walks on the simplified knowledge graph to provide stage-wise hints for the low-level agent walking on the original knowledge graph. In this framework, the low-level agent optimizes a value function that balances two objectives: (1) maximizing return, and (2) integrating efficient guidance from the high-level agent. Experiments conducted on three real-word knowledge graph datasets demonstrate that FULORA outperforms RL-based baselines, especially in the case of long-distance reasoning.

Temporal Abstraction in Reinforcement Learning with Offline Data

Authors:Ranga Shaarad Ayyagari, Anurita Ghosh, Ambedkar Dukkipati
Date:2024-07-21 18:10:31

Standard reinforcement learning algorithms with a single policy perform poorly on tasks in complex environments involving sparse rewards, diverse behaviors, or long-term planning. This led to the study of algorithms that incorporate temporal abstraction by training a hierarchy of policies that plan over different time scales. The options framework has been introduced to implement such temporal abstraction by learning low-level options that act as extended actions controlled by a high-level policy. The main challenge in applying these algorithms to real-world problems is that they suffer from high sample complexity to train multiple levels of the hierarchy, which is impossible in online settings. Motivated by this, in this paper, we propose an offline hierarchical RL method that can learn options from existing offline datasets collected by other unknown agents. This is a very challenging problem due to the distribution mismatch between the learned options and the policies responsible for the offline dataset and to our knowledge, this is the first work in this direction. In this work, we propose a framework by which an online hierarchical reinforcement learning algorithm can be trained on an offline dataset of transitions collected by an unknown behavior policy. We validate our method on Gym MuJoCo locomotion environments and robotic gripper block-stacking tasks in the standard as well as transfer and goal-conditioned settings.

AI-Driven Physics-Informed Bio-Silicon Intelligence System: Integrating Hybrid Systems, Biocomputing, Neural Networks, and Machine Learning, for Advanced Neurotechnology

Authors:Vincent Jorgsson, Raghav Kumar, Mustaf Ahmed, Maxx Yung, Aryaman Pattnayak, Sri Pradhyumna Sridhar, Vaishnav Varma, Arun Ram Ponnambalam, Georg Weidlich, Dimitris Pinotsis
Date:2024-07-12 20:21:13

We present the Bio-Silicon Intelligence System (BSIS), an innovative hybrid platform that integrates biological neural networks with silicon-based computing. The BSIS, a Physics-Informed Hybrid Hierarchical Reinforcement Learning State Machine, employs carbon nanotube-coated electrodes to interface rat brains with computational systems, enabling high-fidelity neural interfacing and bidirectional communication through self-organizing systems in both biological and silicon forms. Our system leverages both analogue and digital AI theory, incorporating concepts from computational theory, chaos theory, dynamical systems theory, physics, and quantum mechanics. Additionally, the BSIS replicates the neuronal dynamics typical of intelligent brain tissue, employing nonlinear operations underlying learning and information storage. Neural signals are read through the FreeEEG32 board and BrainFlow software, then features are extracted and mapped to game actions by tracking feature changes in continuous data. Metadata is encoded into both analogue and digital brain stimulation signals at the microvolt level using our proprietary software and hardware. The system employs a dual signaling approach for training the rat brain, incorporating a reward solution and sound as well as human-inaudible distress sounds. This paper details the design, theory, functionality, and technical specifications of the BSIS, highlighting its interdisciplinary approach and advanced technological integration.

Hierarchical Average-Reward Linearly-solvable Markov Decision Processes

Authors:Guillermo Infante, Anders Jonsson, Vicenç Gómez
Date:2024-07-09 09:06:44

We introduce a novel approach to hierarchical reinforcement learning for Linearly-solvable Markov Decision Processes (LMDPs) in the infinite-horizon average-reward setting. Unlike previous work, our approach allows learning low-level and high-level tasks simultaneously, without imposing limiting restrictions on the low-level tasks. Our method relies on partitions of the state space that create smaller subtasks that are easier to solve, and the equivalence between such partitions to learn more efficiently. We then exploit the compositionality of low-level tasks to exactly represent the value function of the high-level task. Experiments show that our approach can outperform flat average-reward reinforcement learning by one or several orders of magnitude.

Spatial-temporal Hierarchical Reinforcement Learning for Interpretable Pathology Image Super-Resolution

Authors:Wenting Chen, Jie Liu, Tommy W. S. Chow, Yixuan Yuan
Date:2024-06-26 12:50:10

Pathology image are essential for accurately interpreting lesion cells in cytopathology screening, but acquiring high-resolution digital slides requires specialized equipment and long scanning times. Though super-resolution (SR) techniques can alleviate this problem, existing deep learning models recover pathology image in a black-box manner, which can lead to untruthful biological details and misdiagnosis. Additionally, current methods allocate the same computational resources to recover each pixel of pathology image, leading to the sub-optimal recovery issue due to the large variation of pathology image. In this paper, we propose the first hierarchical reinforcement learning framework named Spatial-Temporal hierARchical Reinforcement Learning (STAR-RL), mainly for addressing the aforementioned issues in pathology image super-resolution problem. We reformulate the SR problem as a Markov decision process of interpretable operations and adopt the hierarchical recovery mechanism in patch level, to avoid sub-optimal recovery. Specifically, the higher-level spatial manager is proposed to pick out the most corrupted patch for the lower-level patch worker. Moreover, the higher-level temporal manager is advanced to evaluate the selected patch and determine whether the optimization should be stopped earlier, thereby avoiding the over-processed problem. Under the guidance of spatial-temporal managers, the lower-level patch worker processes the selected patch with pixel-wise interpretable actions at each time step. Experimental results on medical images degraded by different kernels show the effectiveness of STAR-RL. Furthermore, STAR-RL validates the promotion in tumor diagnosis with a large margin and shows generalizability under various degradations. The source code is available at https://github.com/CUHK-AIM-Group/STAR-RL.

Bidirectional-Reachable Hierarchical Reinforcement Learning with Mutually Responsive Policies

Authors:Yu Luo, Fuchun Sun, Tianying Ji, Xianyuan Zhan
Date:2024-06-26 04:05:04

Hierarchical reinforcement learning (HRL) addresses complex long-horizon tasks by skillfully decomposing them into subgoals. Therefore, the effectiveness of HRL is greatly influenced by subgoal reachability. Typical HRL methods only consider subgoal reachability from the unilateral level, where a dominant level enforces compliance to the subordinate level. However, we observe that when the dominant level becomes trapped in local exploration or generates unattainable subgoals, the subordinate level is negatively affected and cannot follow the dominant level's actions. This can potentially make both levels stuck in local optima, ultimately hindering subsequent subgoal reachability. Allowing real-time bilateral information sharing and error correction would be a natural cure for this issue, which motivates us to propose a mutual response mechanism. Based on this, we propose the Bidirectional-reachable Hierarchical Policy Optimization (BrHPO)--a simple yet effective algorithm that also enjoys computation efficiency. Experiment results on a variety of long-horizon tasks showcase that BrHPO outperforms other state-of-the-art HRL baselines, coupled with a significantly higher exploration efficiency and robustness.

Joint Admission Control and Resource Allocation of Virtual Network Embedding via Hierarchical Deep Reinforcement Learning

Authors:Tianfu Wang, Li Shen, Qilin Fan, Tong Xu, Tongliang Liu, Hui Xiong
Date:2024-06-25 07:42:30

As an essential resource management problem in network virtualization, virtual network embedding (VNE) aims to allocate the finite resources of physical network to sequentially arriving virtual network requests (VNRs) with different resource demands. Since this is an NP-hard combinatorial optimization problem, many efforts have been made to provide viable solutions. However, most existing approaches have either ignored the admission control of VNRs, which has a potential impact on long-term performances, or not fully exploited the temporal and topological features of the physical network and VNRs. In this paper, we propose a deep Hierarchical Reinforcement Learning approach to learn a joint Admission Control and Resource Allocation policy for VNE, named HRL-ACRA. Specifically, the whole VNE process is decomposed into an upper-level policy for deciding whether to admit the arriving VNR or not and a lower-level policy for allocating resources of the physical network to meet the requirement of VNR through the HRL approach. Considering the proximal policy optimization as the basic training algorithm, we also adopt the average reward method to address the infinite horizon problem of the upper-level agent and design a customized multi-objective intrinsic reward to alleviate the sparse reward issue of the lower-level agent. Moreover, we develop a deep feature-aware graph neural network to capture the features of VNR and physical network and exploit a sequence-to-sequence model to generate embedding actions iteratively. Finally, extensive experiments are conducted in various settings, and show that HRL-ACRA outperforms state-of-the-art baselines in terms of both the acceptance ratio and long-term average revenue. Our code is available at \url{https://github.com/GeminiLight/hrl-acra}.

Probabilistic Subgoal Representations for Hierarchical Reinforcement learning

Authors:Vivienne Huiling Wang, Tinghuai Wang, Wenyan Yang, Joni-Kristian Kämäräinen, Joni Pajarinen
Date:2024-06-24 15:09:22

In goal-conditioned hierarchical reinforcement learning (HRL), a high-level policy specifies a subgoal for the low-level policy to reach. Effective HRL hinges on a suitable subgoal represen tation function, abstracting state space into latent subgoal space and inducing varied low-level behaviors. Existing methods adopt a subgoal representation that provides a deterministic mapping from state space to latent subgoal space. Instead, this paper utilizes Gaussian Processes (GPs) for the first probabilistic subgoal representation. Our method employs a GP prior on the latent subgoal space to learn a posterior distribution over the subgoal representation functions while exploiting the long-range correlation in the state space through learnable kernels. This enables an adaptive memory that integrates long-range subgoal information from prior planning steps allowing to cope with stochastic uncertainties. Furthermore, we propose a novel learning objective to facilitate the simultaneous learning of probabilistic subgoal representations and policies within a unified framework. In experiments, our approach outperforms state-of-the-art baselines in standard benchmarks but also in environments with stochastic elements and under diverse reward conditions. Additionally, our model shows promising capabilities in transferring low-level policies across different tasks.

KEHRL: Learning Knowledge-Enhanced Language Representations with Hierarchical Reinforcement Learning

Authors:Dongyang Li, Taolin Zhang, Longtao Huang, Chengyu Wang, Xiaofeng He, Hui Xue
Date:2024-06-24 07:32:35

Knowledge-enhanced pre-trained language models (KEPLMs) leverage relation triples from knowledge graphs (KGs) and integrate these external data sources into language models via self-supervised learning. Previous works treat knowledge enhancement as two independent operations, i.e., knowledge injection and knowledge integration. In this paper, we propose to learn Knowledge-Enhanced language representations with Hierarchical Reinforcement Learning (KEHRL), which jointly addresses the problems of detecting positions for knowledge injection and integrating external knowledge into the model in order to avoid injecting inaccurate or irrelevant knowledge. Specifically, a high-level reinforcement learning (RL) agent utilizes both internal and prior knowledge to iteratively detect essential positions in texts for knowledge injection, which filters out less meaningful entities to avoid diverting the knowledge learning direction. Once the entity positions are selected, a relevant triple filtration module is triggered to perform low-level RL to dynamically refine the triples associated with polysemic entities through binary-valued actions. Experiments validate KEHRL's effectiveness in probing factual knowledge and enhancing the model's performance on various natural language understanding tasks.

A Provably Efficient Option-Based Algorithm for both High-Level and Low-Level Learning

Authors:Gianluca Drappo, Alberto Maria Metelli, Marcello Restelli
Date:2024-06-21 13:17:33

Hierarchical Reinforcement Learning (HRL) approaches have shown successful results in solving a large variety of complex, structured, long-horizon problems. Nevertheless, a full theoretical understanding of this empirical evidence is currently missing. In the context of the \emph{option} framework, prior research has devised efficient algorithms for scenarios where options are fixed, and the high-level policy selecting among options only has to be learned. However, the fully realistic scenario in which both the high-level and the low-level policies are learned is surprisingly disregarded from a theoretical perspective. This work makes a step towards the understanding of this latter scenario. Focusing on the finite-horizon problem, we present a meta-algorithm alternating between regret minimization algorithms instanced at different (high and low) temporal abstractions. At the higher level, we treat the problem as a Semi-Markov Decision Process (SMDP), with fixed low-level policies, while at a lower level, inner option policies are learned with a fixed high-level policy. The bounds derived are compared with the lower bound for non-hierarchical finite-horizon problems, allowing to characterize when a hierarchical approach is provably preferable, even without pre-trained options.

MacroHFT: Memory Augmented Context-aware Reinforcement Learning On High Frequency Trading

Authors:Chuqiao Zong, Chaojie Wang, Molei Qin, Lei Feng, Xinrun Wang, Bo An
Date:2024-06-20 17:48:24

High-frequency trading (HFT) that executes algorithmic trading in short time scales, has recently occupied the majority of cryptocurrency market. Besides traditional quantitative trading methods, reinforcement learning (RL) has become another appealing approach for HFT due to its terrific ability of handling high-dimensional financial data and solving sophisticated sequential decision-making problems, \emph{e.g.,} hierarchical reinforcement learning (HRL) has shown its promising performance on second-level HFT by training a router to select only one sub-agent from the agent pool to execute the current transaction. However, existing RL methods for HFT still have some defects: 1) standard RL-based trading agents suffer from the overfitting issue, preventing them from making effective policy adjustments based on financial context; 2) due to the rapid changes in market conditions, investment decisions made by an individual agent are usually one-sided and highly biased, which might lead to significant loss in extreme markets. To tackle these problems, we propose a novel Memory Augmented Context-aware Reinforcement learning method On HFT, \emph{a.k.a.} MacroHFT, which consists of two training phases: 1) we first train multiple types of sub-agents with the market data decomposed according to various financial indicators, specifically market trend and volatility, where each agent owns a conditional adapter to adjust its trading policy according to market conditions; 2) then we train a hyper-agent to mix the decisions from these sub-agents and output a consistently profitable meta-policy to handle rapid market fluctuations, equipped with a memory mechanism to enhance the capability of decision-making. Extensive experiments on various cryptocurrency markets demonstrate that MacroHFT can achieve state-of-the-art performance on minute-level trading tasks.

DIPPER: Direct Preference Optimization to Accelerate Primitive-Enabled Hierarchical Reinforcement Learning

Authors:Utsav Singh, Souradip Chakraborty, Wesley A. Suttle, Brian M. Sadler, Vinay P Namboodiri, Amrit Singh Bedi
Date:2024-06-16 10:49:41

Learning control policies to perform complex robotics tasks from human preference data presents significant challenges. On the one hand, the complexity of such tasks typically requires learning policies to perform a variety of subtasks, then combining them to achieve the overall goal. At the same time, comprehensive, well-engineered reward functions are typically unavailable in such problems, while limited human preference data often is; making efficient use of such data to guide learning is therefore essential. Methods for learning to perform complex robotics tasks from human preference data must overcome both these challenges simultaneously. In this work, we introduce DIPPER: Direct Preference Optimization to Accelerate Primitive-Enabled Hierarchical Reinforcement Learning, an efficient hierarchical approach that leverages direct preference optimization to learn a higher-level policy and reinforcement learning to learn a lower-level policy. DIPPER enjoys improved computational efficiency due to its use of direct preference optimization instead of standard preference-based approaches such as reinforcement learning from human feedback, while it also mitigates the well-known hierarchical reinforcement learning issues of non-stationarity and infeasible subgoal generation due to our use of primitive-informed regularization inspired by a novel bi-level optimization formulation of the hierarchical reinforcement learning problem. To validate our approach, we perform extensive experimental analysis on a variety of challenging robotics tasks, demonstrating that DIPPER outperforms hierarchical and non-hierarchical baselines, while ameliorating the non-stationarity and infeasible subgoal generation issues of hierarchical reinforcement learning.

Hierarchical Reinforcement Learning for Swarm Confrontation with High Uncertainty

Authors:Qizhen Wu, Kexin Liu, Lei Chen, Jinhu Lü
Date:2024-06-12 05:12:10

In swarm robotics, confrontation including the pursuit-evasion game is a key scenario. High uncertainty caused by unknown opponents' strategies, dynamic obstacles, and insufficient training complicates the action space into a hybrid decision process. Although the deep reinforcement learning method is significant for swarm confrontation since it can handle various sizes, as an end-to-end implementation, it cannot deal with the hybrid process. Here, we propose a novel hierarchical reinforcement learning approach consisting of a target allocation layer, a path planning layer, and the underlying dynamic interaction mechanism between the two layers, which indicates the quantified uncertainty. It decouples the hybrid process into discrete allocation and continuous planning layers, with a probabilistic ensemble model to quantify the uncertainty and regulate the interaction frequency adaptively. Furthermore, to overcome the unstable training process introduced by the two layers, we design an integration training method including pre-training and cross-training, which enhances the training efficiency and stability. Experiment results in both comparison, ablation, and real-robot studies validate the effectiveness and generalization performance of our proposed approach. In our defined experiments with twenty to forty agents, the win rate of the proposed method reaches around ninety percent, outperforming other traditional methods.

RACon: Retrieval-Augmented Simulated Character Locomotion Control

Authors:Yuxuan Mu, Shihao Zou, Kangning Yin, Zheng Tian, Li Cheng, Weinan Zhang, Jun Wang
Date:2024-06-11 16:21:28

In computer animation, driving a simulated character with lifelike motion is challenging. Current generative models, though able to generalize to diverse motions, often pose challenges to the responsiveness of end-user control. To address these issues, we introduce RACon: Retrieval-Augmented Simulated Character Locomotion Control. Our end-to-end hierarchical reinforcement learning method utilizes a retriever and a motion controller. The retriever searches motion experts from a user-specified database in a task-oriented fashion, which boosts the responsiveness to the user's control. The selected motion experts and the manipulation signal are then transferred to the controller to drive the simulated character. In addition, a retrieval-augmented discriminator is designed to stabilize the training process. Our method surpasses existing techniques in both quality and quantity in locomotion control, as demonstrated in our empirical study. Moreover, by switching extensive databases for retrieval, it can adapt to distinctive motion types at run time.

LLM-Based Intent Processing and Network Optimization Using Attention-Based Hierarchical Reinforcement Learning

Authors:Md Arafat Habib, Pedro Enrique Iturria Rivera, Yigit Ozcan, Medhat Elsayed, Majid Bavand, Raimundus Gaigalas, Melike Erol-Kantarci
Date:2024-06-10 07:13:54

Intent-based network automation is a promising tool to enable easier network management however certain challenges need to be effectively addressed. These are: 1) processing intents, i.e., identification of logic and necessary parameters to fulfill an intent, 2) validating an intent to align it with current network status, and 3) satisfying intents via network optimizing functions like xApps and rApps in O-RAN. This paper addresses these points via a three-fold strategy to introduce intent-based automation for O-RAN. First, intents are processed via a lightweight Large Language Model (LLM). Secondly, once an intent is processed, it is validated against future incoming traffic volume profiles (high or low). Finally, a series of network optimization applications (rApps and xApps) have been developed. With their machine learning-based functionalities, they can improve certain key performance indicators such as throughput, delay, and energy efficiency. In this final stage, using an attention-based hierarchical reinforcement learning algorithm, these applications are optimally initiated to satisfy the intent of an operator. Our simulations show that the proposed method can achieve at least 12% increase in throughput, 17.1% increase in energy efficiency, and 26.5% decrease in network delay compared to the baseline algorithms.

LGR2: Language Guided Reward Relabeling for Accelerating Hierarchical Reinforcement Learning

Authors:Utsav Singh, Pramit Bhattacharyya, Vinay P. Namboodiri
Date:2024-06-09 18:40:24

Developing interactive systems that leverage natural language instructions to solve complex robotic control tasks has been a long-desired goal in the robotics community. Large Language Models (LLMs) have demonstrated exceptional abilities in handling complex tasks, including logical reasoning, in-context learning, and code generation. However, predicting low-level robotic actions using LLMs poses significant challenges. Additionally, the complexity of such tasks usually demands the acquisition of policies to execute diverse subtasks and combine them to attain the ultimate objective. Hierarchical Reinforcement Learning (HRL) is an elegant approach for solving such tasks, which provides the intuitive benefits of temporal abstraction and improved exploration. However, HRL faces the recurring issue of non-stationarity due to unstable lower primitive behaviour. In this work, we propose LGR2, a novel HRL framework that leverages language instructions to generate a stationary reward function for the higher-level policy. Since the language-guided reward is unaffected by the lower primitive behaviour, LGR2 mitigates non-stationarity and is thus an elegant method for leveraging language instructions to solve robotic control tasks. To analyze the efficacy of our approach, we perform empirical analysis and demonstrate that LGR2 effectively alleviates non-stationarity in HRL. Our approach attains success rates exceeding 70$\%$ in challenging, sparse-reward robotic navigation and manipulation environments where the baselines fail to achieve any significant progress. Additionally, we conduct real-world robotic manipulation experiments and demonstrate that CRISP shows impressive generalization in real-world scenarios.

Exploring the limits of Hierarchical World Models in Reinforcement Learning

Authors:Robin Schiewer, Anand Subramoney, Laurenz Wiskott
Date:2024-06-01 16:29:03

Hierarchical model-based reinforcement learning (HMBRL) aims to combine the benefits of better sample efficiency of model based reinforcement learning (MBRL) with the abstraction capability of hierarchical reinforcement learning (HRL) to solve complex tasks efficiently. While HMBRL has great potential, it still lacks wide adoption. In this work we describe a novel HMBRL framework and evaluate it thoroughly. To complement the multi-layered decision making idiom characteristic for HRL, we construct hierarchical world models that simulate environment dynamics at various levels of temporal abstraction. These models are used to train a stack of agents that communicate in a top-down manner by proposing goals to their subordinate agents. A significant focus of this study is the exploration of a static and environment agnostic temporal abstraction, which allows concurrent training of models and agents throughout the hierarchy. Unlike most goal-conditioned H(MB)RL approaches, it also leads to comparatively low dimensional abstract actions. Although our HMBRL approach did not outperform traditional methods in terms of final episode returns, it successfully facilitated decision making across two levels of abstraction using compact, low dimensional abstract actions. A central challenge in enhancing our method's performance, as uncovered through comprehensive experimentation, is model exploitation on the abstract level of our world model stack. We provide an in depth examination of this issue, discussing its implications for the field and suggesting directions for future research to overcome this challenge. By sharing these findings, we aim to contribute to the broader discourse on refining HMBRL methodologies and to assist in the development of more effective autonomous learning systems for complex decision-making environments.

From Words to Actions: Unveiling the Theoretical Underpinnings of LLM-Driven Autonomous Systems

Authors:Jianliang He, Siyu Chen, Fengzhuo Zhang, Zhuoran Yang
Date:2024-05-30 09:42:54

In this work, from a theoretical lens, we aim to understand why large language model (LLM) empowered agents are able to solve decision-making problems in the physical world. To this end, consider a hierarchical reinforcement learning (RL) model where the LLM Planner and the Actor perform high-level task planning and low-level execution, respectively. Under this model, the LLM Planner navigates a partially observable Markov decision process (POMDP) by iteratively generating language-based subgoals via prompting. Under proper assumptions on the pretraining data, we prove that the pretrained LLM Planner effectively performs Bayesian aggregated imitation learning (BAIL) through in-context learning. Additionally, we highlight the necessity for exploration beyond the subgoals derived from BAIL by proving that naively executing the subgoals returned by LLM leads to a linear regret. As a remedy, we introduce an $\epsilon$-greedy exploration strategy to BAIL, which is proven to incur sublinear regret when the pretraining error is small. Finally, we extend our theoretical framework to include scenarios where the LLM Planner serves as a world model for inferring the transition model of the environment and to multi-agent settings, enabling coordination among multiple Actors.

Hierarchical Reinforcement Learning Empowered Task Offloading in V2I Networks

Authors:Xinyu You, Haojie Yan, Yuedong Xu, Lifeng Wang, Liangui Dai
Date:2024-05-18 17:44:02

Edge computing plays an essential role in the vehicle-to-infrastructure (V2I) networks, where vehicles offload their intensive computation tasks to the road-side units for saving energy and reduce the latency. This paper designs the optimal task offloading policy to address the concerns involving processing delay, energy consumption and edge computing cost. Each computation task consisting of some interdependent sub-tasks is characterized as a directed acyclic graph (DAG). In such dynamic networks, a novel hierarchical Offloading scheme is proposed by leveraging deep reinforcement learning (DRL). The inter-dependencies among the DAGs of the computation tasks are extracted using a graph neural network with attention mechanism. A parameterized DRL algorithm is developed to deal with the hierarchical action space containing both discrete and continuous actions. Simulation results with a real-world car speed dataset demonstrate that the proposed scheme can effectively reduce the system overhead.

An Overview of Machine Learning-Enabled Optimization for Reconfigurable Intelligent Surfaces-Aided 6G Networks: From Reinforcement Learning to Large Language Models

Authors:Hao Zhou, Chengming Hu, Xue Liu
Date:2024-05-09 03:07:59

Reconfigurable intelligent surface (RIS) becomes a promising technique for 6G networks by reshaping signal propagation in smart radio environments. However, it also leads to significant complexity for network management due to the large number of elements and dedicated phase-shift optimization. In this work, we provide an overview of machine learning (ML)-enabled optimization for RIS-aided 6G networks. In particular, we focus on various reinforcement learning (RL) techniques, e.g., deep Q-learning, multi-agent reinforcement learning, transfer reinforcement learning, hierarchical reinforcement learning, and offline reinforcement learning. Different from existing studies, this work further discusses how large language models (LLMs) can be combined with RL to handle network optimization problems. It shows that LLM offers new opportunities to enhance the capabilities of RL algorithms in terms of generalization, reward function design, multi-modal information processing, etc. Finally, we identify the future challenges and directions of ML-enabled optimization for RIS-aided 6G networks.

PIPER: Primitive-Informed Preference-based Hierarchical Reinforcement Learning via Hindsight Relabeling

Authors:Utsav Singh, Wesley A. Suttle, Brian M. Sadler, Vinay P. Namboodiri, Amrit Singh Bedi
Date:2024-04-20 17:06:00

In this work, we introduce PIPER: Primitive-Informed Preference-based Hierarchical reinforcement learning via Hindsight Relabeling, a novel approach that leverages preference-based learning to learn a reward model, and subsequently uses this reward model to relabel higher-level replay buffers. Since this reward is unaffected by lower primitive behavior, our relabeling-based approach is able to mitigate non-stationarity, which is common in existing hierarchical approaches, and demonstrates impressive performance across a range of challenging sparse-reward tasks. Since obtaining human feedback is typically impractical, we propose to replace the human-in-the-loop approach with our primitive-in-the-loop approach, which generates feedback using sparse rewards provided by the environment. Moreover, in order to prevent infeasible subgoal prediction and avoid degenerate solutions, we propose primitive-informed regularization that conditions higher-level policies to generate feasible subgoals for lower-level policies. We perform extensive experiments to show that PIPER mitigates non-stationarity in hierarchical reinforcement learning and achieves greater than 50$\%$ success rates in challenging, sparse-reward robotic environments, where most other baselines fail to achieve any significant progress.

Joint Optimization on Uplink OFDMA and MU-MIMO for IEEE 802.11ax: Deep Hierarchical Reinforcement Learning Approach

Authors:Hyeonho Noh, Harim Lee, Hyun Jong Yang
Date:2024-04-03 05:47:55

This letter tackles a joint user scheduling, frequency resource allocation (USRA), multi-input-multi-output mode selection (MIMO MS) between single-user MIMO and multi-user (MU) MIMO, and MU-MIMO user selection problem, integrating uplink orthogonal frequency division multiple access (OFDMA) in IEEE 802.11ax. Specifically, we focus on \textit{unsaturated traffic conditions} where users' data demands fluctuate. In unsaturated traffic conditions, considering packet volumes per user introduces a combinatorial problem, requiring the simultaneous optimization of MU-MIMO user selection and RA along the time-frequency-space axis. Consequently, dealing with the combinatorial nature of this problem, characterized by a large cardinality of unknown variables, poses a challenge that conventional optimization methods find nearly impossible to address. In response, this letter proposes an approach with deep hierarchical reinforcement learning (DHRL) to solve the joint problem. Rather than simply adopting off-the-shelf DHRL, we \textit{tailor} the DHRL to the joint USRA and MS problem, thereby significantly improving the convergence speed and throughput. Extensive simulation results show that the proposed algorithm achieves significantly improved throughput compared to the existing schemes under various unsaturated traffic conditions.

MQE: Unleashing the Power of Interaction with Multi-agent Quadruped Environment

Authors:Ziyan Xiong, Bo Chen, Shiyu Huang, Wei-Wei Tu, Zhaofeng He, Yang Gao
Date:2024-03-24 05:13:37

The advent of deep reinforcement learning (DRL) has significantly advanced the field of robotics, particularly in the control and coordination of quadruped robots. However, the complexity of real-world tasks often necessitates the deployment of multi-robot systems capable of sophisticated interaction and collaboration. To address this need, we introduce the Multi-agent Quadruped Environment (MQE), a novel platform designed to facilitate the development and evaluation of multi-agent reinforcement learning (MARL) algorithms in realistic and dynamic scenarios. MQE emphasizes complex interactions between robots and objects, hierarchical policy structures, and challenging evaluation scenarios that reflect real-world applications. We present a series of collaborative and competitive tasks within MQE, ranging from simple coordination to complex adversarial interactions, and benchmark state-of-the-art MARL algorithms. Our findings indicate that hierarchical reinforcement learning can simplify task learning, but also highlight the need for advanced algorithms capable of handling the intricate dynamics of multi-agent interactions. MQE serves as a stepping stone towards bridging the gap between simulation and practical deployment, offering a rich environment for future research in multi-agent systems and robot learning. For open-sourced code and more details of MQE, please refer to https://ziyanx02.github.io/multiagent-quadruped-environment/ .

Learning to Change: Choreographing Mixed Traffic Through Lateral Control and Hierarchical Reinforcement Learning

Authors:Dawei Wang, Weizi Li, Lei Zhu, Jia Pan
Date:2024-03-21 23:00:10

The management of mixed traffic that consists of robot vehicles (RVs) and human-driven vehicles (HVs) at complex intersections presents a multifaceted challenge. Traditional signal controls often struggle to adapt to dynamic traffic conditions and heterogeneous vehicle types. Recent advancements have turned to strategies based on reinforcement learning (RL), leveraging its model-free nature, real-time operation, and generalizability over different scenarios. We introduce a hierarchical RL framework to manage mixed traffic through precise longitudinal and lateral control of RVs. Our proposed hierarchical framework combines the state-of-the-art mixed traffic control algorithm as a high level decision maker to improve the performance and robustness of the whole system. Our experiments demonstrate that the framework can reduce the average waiting time by up to 54% compared to the state-of-the-art mixed traffic control method. When the RV penetration rate exceeds 60%, our technique consistently outperforms conventional traffic signal control programs in terms of the average waiting time for all vehicles at the intersection.

Reinforcement Learning with Options and State Representation

Authors:Ayoub Ghriss, Masashi Sugiyama, Alessandro Lazaric
Date:2024-03-16 08:30:55

The current thesis aims to explore the reinforcement learning field and build on existing methods to produce improved ones to tackle the problem of learning in high-dimensional and complex environments. It addresses such goals by decomposing learning tasks in a hierarchical fashion known as Hierarchical Reinforcement Learning. We start in the first chapter by getting familiar with the Markov Decision Process framework and presenting some of its recent techniques that the following chapters use. We then proceed to build our Hierarchical Policy learning as an answer to the limitations of a single primitive policy. The hierarchy is composed of a manager agent at the top and employee agents at the lower level. In the last chapter, which is the core of this thesis, we attempt to learn lower-level elements of the hierarchy independently of the manager level in what is known as the "Eigenoption". Based on the graph structure of the environment, Eigenoptions allow us to build agents that are aware of the geometric and dynamic properties of the environment. Their decision-making has a special property: it is invariant to symmetric transformations of the environment, allowing as a consequence to greatly reduce the complexity of the learning task.

SMAUG: A Sliding Multidimensional Task Window-Based MARL Framework for Adaptive Real-Time Subtask Recognition

Authors:Wenjing Zhang, Wei Zhang
Date:2024-03-04 08:04:41

Instead of making behavioral decisions directly from the exponentially expanding joint observational-action space, subtask-based multi-agent reinforcement learning (MARL) methods enable agents to learn how to tackle different subtasks. Most existing subtask-based MARL methods are based on hierarchical reinforcement learning (HRL). However, these approaches often limit the number of subtasks, perform subtask recognition periodically, and can only identify and execute a specific subtask within the predefined fixed time period, which makes them inflexible and not suitable for diverse and dynamic scenarios with constantly changing subtasks. To break through above restrictions, a \textbf{S}liding \textbf{M}ultidimensional t\textbf{A}sk window based m\textbf{U}ti-agent reinforcement learnin\textbf{G} framework (SMAUG) is proposed for adaptive real-time subtask recognition. It leverages a sliding multidimensional task window to extract essential information of subtasks from trajectory segments concatenated based on observed and predicted trajectories in varying lengths. An inference network is designed to iteratively predict future trajectories with the subtask-oriented policy network. Furthermore, intrinsic motivation rewards are defined to promote subtask exploration and behavior diversity. SMAUG can be integrated with any Q-learning-based approach. Experiments on StarCraft II show that SMAUG not only demonstrates performance superiority in comparison with all baselines but also presents a more prominent and swift rise in rewards during the initial training stage.

Explainable Session-based Recommendation via Path Reasoning

Authors:Yang Cao, Shuo Shang, Jun Wang, Wei Zhang
Date:2024-02-28 12:11:08

This paper explores providing explainability for session-based recommendation (SR) by path reasoning. Current SR models emphasize accuracy but lack explainability, while traditional path reasoning prioritizes knowledge graph exploration, ignoring sequential patterns present in the session history. Therefore, we propose a generalized hierarchical reinforcement learning framework for SR, which improves the explainability of existing SR models via Path Reasoning, namely PR4SR. Considering the different importance of items to the session, we design the session-level agent to select the items in the session as the starting point for path reasoning and the path-level agent to perform path reasoning. In particular, we design a multi-target reward mechanism to adapt to the skip behaviors of sequential patterns in SR, and introduce path midpoint reward to enhance the exploration efficiency in knowledge graphs. To improve the completeness of the knowledge graph and to diversify the paths of explanation, we incorporate extracted feature information from images into the knowledge graph. We instantiate PR4SR in five state-of-the-art SR models (i.e., GRU4REC, NARM, GCSAN, SR-GNN, SASRec) and compare it with other explainable SR frameworks, to demonstrate the effectiveness of PR4SR for recommendation and explanation tasks through extensive experiments with these approaches on four datasets.

MENTOR: Guiding Hierarchical Reinforcement Learning with Human Feedback and Dynamic Distance Constraint

Authors:Xinglin Zhou, Yifu Yuan, Shaofu Yang, Jianye Hao
Date:2024-02-22 03:11:09

Hierarchical reinforcement learning (HRL) provides a promising solution for complex tasks with sparse rewards of intelligent agents, which uses a hierarchical framework that divides tasks into subgoals and completes them sequentially. However, current methods struggle to find suitable subgoals for ensuring a stable learning process. Without additional guidance, it is impractical to rely solely on exploration or heuristics methods to determine subgoals in a large goal space. To address the issue, We propose a general hierarchical reinforcement learning framework incorporating human feedback and dynamic distance constraints (MENTOR). MENTOR acts as a "mentor", incorporating human feedback into high-level policy learning, to find better subgoals. As for low-level policy, MENTOR designs a dual policy for exploration-exploitation decoupling respectively to stabilize the training. Furthermore, although humans can simply break down tasks into subgoals to guide the right learning direction, subgoals that are too difficult or too easy can still hinder downstream learning efficiency. We propose the Dynamic Distance Constraint (DDC) mechanism dynamically adjusting the space of optional subgoals. Thus MENTOR can generate subgoals matching the low-level policy learning process from easy to hard. Extensive experiments demonstrate that MENTOR uses a small amount of human feedback to achieve significant improvement in complex tasks with sparse rewards.

Scaling Intelligent Agents in Combat Simulations for Wargaming

Authors:Scotty Black, Christian Darken
Date:2024-02-08 21:57:10

Remaining competitive in future conflicts with technologically-advanced competitors requires us to accelerate our research and development in artificial intelligence (AI) for wargaming. More importantly, leveraging machine learning for intelligent combat behavior development will be key to one day achieving superhuman performance in this domain--elevating the quality and accelerating the speed of our decisions in future wars. Although deep reinforcement learning (RL) continues to show promising results in intelligent agent behavior development in games, it has yet to perform at or above the human level in the long-horizon, complex tasks typically found in combat modeling and simulation. Capitalizing on the proven potential of RL and recent successes of hierarchical reinforcement learning (HRL), our research is investigating and extending the use of HRL to create intelligent agents capable of performing effectively in these large and complex simulation environments. Our ultimate goal is to develop an agent capable of superhuman performance that could then serve as an AI advisor to military planners and decision-makers. This papers covers our ongoing approach and the first three of our five research areas aimed at managing the exponential growth of computations that have thus far limited the use of AI in combat simulations: (1) developing an HRL training framework and agent architecture for combat units; (2) developing a multi-model framework for agent decision-making; (3) developing dimension-invariant observation abstractions of the state space to manage the exponential growth of computations; (4) developing an intrinsic rewards engine to enable long-term planning; and (5) implementing this framework into a higher-fidelity combat simulation.

Scaling Artificial Intelligence for Digital Wargaming in Support of Decision-Making

Authors:Scotty Black, Christian Darken
Date:2024-02-08 21:51:07

In this unprecedented era of technology-driven transformation, it becomes more critical than ever that we aggressively invest in developing robust artificial intelligence (AI) for wargaming in support of decision-making. By advancing AI-enabled systems and pairing these with human judgment, we will be able to enhance all-domain awareness, improve the speed and quality of our decision cycles, offer recommendations for novel courses of action, and more rapidly counter our adversary's actions. It therefore becomes imperative that we accelerate the development of AI to help us better address the complexity of modern challenges and dilemmas that currently requires human intelligence and, if possible, attempt to surpass human intelligence--not to replace humans, but to augment and better inform human decision-making at machine speed. Although deep reinforcement learning continues to show promising results in intelligent agent behavior development for the long-horizon, complex tasks typically found in combat modeling and simulation, further research is needed to enable the scaling of AI to deal with these intricate and expansive state-spaces characteristic of wargaming for either concept development, education, or analysis. To help address this challenge, in our research, we are developing and implementing a hierarchical reinforcement learning framework that includes a multi-model approach and dimension-invariant observation abstractions.

TopoNav: Topological Navigation for Efficient Exploration in Sparse Reward Environments

Authors:Jumman Hossain, Abu-Zaher Faridee, Nirmalya Roy, Jade Freeman, Timothy Gregory, Theron T. Trout
Date:2024-02-06 15:05:25

Autonomous robots exploring unknown environments face a significant challenge: navigating effectively without prior maps and with limited external feedback. This challenge intensifies in sparse reward environments, where traditional exploration techniques often fail. In this paper, we present TopoNav, a novel topological navigation framework that integrates active mapping, hierarchical reinforcement learning, and intrinsic motivation to enable efficient goal-oriented exploration and navigation in sparse-reward settings. TopoNav dynamically constructs a topological map of the environment, capturing key locations and pathways. A two-level hierarchical policy architecture, comprising a high-level graph traversal policy and low-level motion control policies, enables effective navigation and obstacle avoidance while maintaining focus on the overall goal. Additionally, TopoNav incorporates intrinsic motivation to guide exploration toward relevant regions and frontier nodes in the topological map, addressing the challenges of sparse extrinsic rewards. We evaluate TopoNav both in the simulated and real-world off-road environments using a Clearpath Jackal robot, across three challenging navigation scenarios: goal-reaching, feature-based navigation, and navigation in complex terrains. We observe an increase in exploration coverage by 7- 20%, in success rates by 9-19%, and reductions in navigation times by 15-36% across various scenarios, compared to state-of-the-art methods

Emergency Computing: An Adaptive Collaborative Inference Method Based on Hierarchical Reinforcement Learning

Authors:Weiqi Fu, Lianming Xu, Xin Wu, Li Wang, Aiguo Fei
Date:2024-02-03 13:28:35

In achieving effective emergency response, the timely acquisition of environmental information, seamless command data transmission, and prompt decision-making are crucial. This necessitates the establishment of a resilient emergency communication dedicated network, capable of providing communication and sensing services even in the absence of basic infrastructure. In this paper, we propose an Emergency Network with Sensing, Communication, Computation, Caching, and Intelligence (E-SC3I). The framework incorporates mechanisms for emergency computing, caching, integrated communication and sensing, and intelligence empowerment. E-SC3I ensures rapid access to a large user base, reliable data transmission over unstable links, and dynamic network deployment in a changing environment. However, these advantages come at the cost of significant computation overhead. Therefore, we specifically concentrate on emergency computing and propose an adaptive collaborative inference method (ACIM) based on hierarchical reinforcement learning. Experimental results demonstrate our method's ability to achieve rapid inference of AI models with constrained computational and communication resources.

SLIM: Skill Learning with Multiple Critics

Authors:David Emukpere, Bingbing Wu, Julien Perez, Jean-Michel Renders
Date:2024-02-01 18:07:33

Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful and safe manipulation behaviors. Furthermore, tackling this by augmenting skill discovery rewards with additional rewards through a naive combination might fail to produce desired behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, significantly surpassing baseline approaches for skill discovery.

HRL-TSCH: A Hierarchical Reinforcement Learning-based TSCH Scheduler for IIoT

Authors:F. Fernando Jurado-Lasso, Charalampos Orfanidis, J. F. Jurado, Xenofon Fafoutis
Date:2024-01-18 20:25:27

The Industrial Internet of Things (IIoT) demands adaptable Networked Embedded Systems (NES) for optimal performance. Combined with recent advances in Artificial Intelligence (AI), tailored solutions can be developed to meet specific application requirements. This study introduces HRL-TSCH, an approach rooted in Hierarchical Reinforcement Learning (HRL), to devise Time Slotted Channel Hopping (TSCH) schedules provisioning IIoT demand. HRL-TSCH employs dual policies: one at a higher level for TSCH schedule link management, and another at a lower level for timeslot and channel assignments. The proposed RL agents address a multi-objective problem, optimizing throughput, power efficiency, and network delay based on predefined application requirements. Simulation experiments demonstrate HRL-TSCH superiority over existing state-of-art approaches, effectively achieving an optimal balance between throughput, power consumption, and delay, thereby enhancing IIoT network performance.

Reconciling Spatial and Temporal Abstractions for Goal Representation

Authors:Mehdi Zadem, Sergio Mover, Sao Mai Nguyen
Date:2024-01-18 10:33:30

Goal representation affects the performance of Hierarchical Reinforcement Learning (HRL) algorithms by decomposing the complex learning problem into easier subtasks. Recent studies show that representations that preserve temporally abstract environment dynamics are successful in solving difficult problems and provide theoretical guarantees for optimality. These methods however cannot scale to tasks where environment dynamics increase in complexity i.e. the temporally abstract transition relations depend on larger number of variables. On the other hand, other efforts have tried to use spatial abstraction to mitigate the previous issues. Their limitations include scalability to high dimensional environments and dependency on prior knowledge. In this paper, we propose a novel three-layer HRL algorithm that introduces, at different levels of the hierarchy, both a spatial and a temporal goal abstraction. We provide a theoretical study of the regret bounds of the learned policies. We evaluate the approach on complex continuous control tasks, demonstrating the effectiveness of spatial and temporal abstractions learned by this approach. Find open-source code at https://github.com/cosynus-lix/STAR.

Spatial-Temporal Interplay in Human Mobility: A Hierarchical Reinforcement Learning Approach with Hypergraph Representation

Authors:Zhaofan Zhang, Yanan Xiao, Lu Jiang, Dingqi Yang, Minghao Yin, Pengyang Wang
Date:2023-12-25 13:00:05

In the realm of human mobility, the decision-making process for selecting the next-visit location is intricately influenced by a trade-off between spatial and temporal constraints, which are reflective of individual needs and preferences. This trade-off, however, varies across individuals, making the modeling of these spatial-temporal dynamics a formidable challenge. To address the problem, in this work, we introduce the "Spatial-temporal Induced Hierarchical Reinforcement Learning" (STI-HRL) framework, for capturing the interplay between spatial and temporal factors in human mobility decision-making. Specifically, STI-HRL employs a two-tiered decision-making process: the low-level focuses on disentangling spatial and temporal preferences using dedicated agents, while the high-level integrates these considerations to finalize the decision. To complement the hierarchical decision setting, we construct a hypergraph to organize historical data, encapsulating the multi-aspect semantics of human mobility. We propose a cross-channel hypergraph embedding module to learn the representations as the states to facilitate the decision-making cycle. Our extensive experiments on two real-world datasets validate the superiority of STI-HRL over state-of-the-art methods in predicting users' next visits across various performance metrics.

Snake Robot with Tactile Perception Navigates on Large-scale Challenging Terrain

Authors:Shuo Jiang, Adarsh Salagame, Alireza Ramezani, Lawson Wong
Date:2023-12-06 01:50:47

Along with the advancement of robot skin technology, there has been notable progress in the development of snake robots featuring body-surface tactile perception. In this study, we proposed a locomotion control framework for snake robots that integrates tactile perception to augment their adaptability to various terrains. Our approach embraces a hierarchical reinforcement learning (HRL) architecture, wherein the high-level orchestrates global navigation strategies while the low-level uses curriculum learning for local navigation maneuvers. Due to the significant computational demands of collision detection in whole-body tactile sensing, the efficiency of the simulator is severely compromised. Thus a distributed training pattern to mitigate the efficiency reduction was adopted. We evaluated the navigation performance of the snake robot in complex large-scale cave exploration with challenging terrains to exhibit improvements in motion efficiency, evidencing the efficacy of tactile perception in terrain-adaptive locomotion of snake robots.

Hierarchical Visual Policy Learning for Long-Horizon Robot Manipulation in Densely Cluttered Scenes

Authors:Hecheng Wang, Lizhe Qi, Bin Fang, Yunquan Sun
Date:2023-12-05 11:57:39

In this work, we focus on addressing the long-horizon manipulation tasks in densely cluttered scenes. Such tasks require policies to effectively manage severe occlusions among objects and continually produce actions based on visual observations. We propose a vision-based Hierarchical policy for Cluttered-scene Long-horizon Manipulation (HCLM). It employs a high-level policy and three options to select and instantiate three parameterized action primitives: push, pick, and place. We first train the pick and place options by behavior cloning (BC). Subsequently, we use hierarchical reinforcement learning (HRL) to train the high-level policy and push option. During HRL, we propose a Spatially Extended Q-update (SEQ) to augment the updates for the push option and a Two-Stage Update Scheme (TSUS) to alleviate the non-stationary transition problem in updating the high-level policy. We demonstrate that HCLM significantly outperforms baseline methods in terms of success rate and efficiency in diverse tasks. We also highlight our method's ability to generalize to more cluttered environments with more additional blocks.

Hybrid Hierarchical DRL Enabled Resource Allocation for Secure Transmission in Multi-IRS-Assisted Sensing-Enhanced Spectrum Sharing Networks

Authors:Lingyi Wang, Wei Wu, Fuhui Zhou, Qihui Wu, Octavia A. Dobre, Tony Q. S. Quek
Date:2023-12-02 08:49:31

Secure communications are of paramount importance in spectrum sharing networks due to the allocation and sharing characteristics of spectrum resources. To further explore the potential of intelligent reflective surfaces (IRSs) in enhancing spectrum sharing and secure transmission performance, a multiple intelligent reflection surface (multi-IRS)-assisted sensing-enhanced wideband spectrum sharing network is investigated by considering physical layer security techniques. An intelligent resource allocation scheme based on double deep Q networks (D3QN) algorithm and soft Actor-Critic (SAC) algorithm is proposed to maximize the secure transmission rate of the secondary network by jointly optimizing IRS pairings, subchannel assignment, transmit beamforming of the secondary base station, reflection coefficients of IRSs and the sensing time. To tackle the sparse reward problem caused by a significant amount of reflection elements of multiple IRSs, the method of hierarchical reinforcement learning is exploited. An alternative optimization (AO)-based conventional mathematical scheme is introduced to verify the computational complexity advantage of our proposed intelligent scheme. Simulation results demonstrate the efficiency of our proposed intelligent scheme as well as the superiority of multi-IRS design in enhancing secrecy rate and spectrum utilization. It is shown that inappropriate deployment of IRSs can reduce the security performance with the presence of multiple eavesdroppers (Eves), and the arrangement of IRSs deserves further consideration.

Multi-Session Budget Optimization for Forward Auction-based Federated Learning

Authors:Xiaoli Tang, Han Yu
Date:2023-11-21 11:57:41

Auction-based Federated Learning (AFL) has emerged as an important research field in recent years. The prevailing strategies for FL model users (MUs) assume that the entire team of the required data owners (DOs) for an FL task must be assembled before training can commence. In practice, an MU can trigger the FL training process multiple times. DOs can thus be gradually recruited over multiple FL model training sessions. Existing bidding strategies for AFL MUs are not designed to handle such scenarios. Therefore, the problem of multi-session AFL remains open. To address this problem, we propose the Multi-session Budget Optimization Strategy for forward Auction-based Federated Learning (MultiBOS-AFL). Based on hierarchical reinforcement learning, MultiBOS-AFL jointly optimizes inter-session budget pacing and intra-session bidding for AFL MUs, with the objective of maximizing the total utility. Extensive experiments on six benchmark datasets show that it significantly outperforms seven state-of-the-art approaches. On average, MultiBOS-AFL achieves 12.28% higher utility, 14.52% more data acquired through auctions for a given budget, and 1.23% higher test accuracy achieved by the resulting FL model compared to the best baseline. To the best of our knowledge, it is the first budget optimization decision support method with budget pacing capability designed for MUs in multi-session forward auction-based federated learning

Imagination-Augmented Hierarchical Reinforcement Learning for Safe and Interactive Autonomous Driving in Urban Environments

Authors:Sang-Hyun Lee, Yoonjae Jung, Seung-Woo Seo
Date:2023-11-17 03:41:22

Hierarchical reinforcement learning (HRL) incorporates temporal abstraction into reinforcement learning (RL) by explicitly taking advantage of hierarchical structure. Modern HRL typically designs a hierarchical agent composed of a high-level policy and low-level policies. The high-level policy selects which low-level policy to activate at a lower frequency and the activated low-level policy selects an action at each time step. Recent HRL algorithms have achieved performance gains over standard RL algorithms in synthetic navigation tasks. However, we cannot apply these HRL algorithms to real-world navigation tasks. One of the main challenges is that real-world navigation tasks require an agent to perform safe and interactive behaviors in dynamic environments. In this paper, we propose imagination-augmented HRL (IAHRL) that efficiently integrates imagination into HRL to enable an agent to learn safe and interactive behaviors in real-world navigation tasks. Imagination is to predict the consequences of actions without interactions with actual environments. The key idea behind IAHRL is that the low-level policies imagine safe and structured behaviors, and then the high-level policy infers interactions with surrounding objects by interpreting the imagined behaviors. We also introduce a new attention mechanism that allows our high-level policy to be permutation-invariant to the order of surrounding objects and to prioritize our agent over them. To evaluate IAHRL, we introduce five complex urban driving tasks, which are among the most challenging real-world navigation tasks. The experimental results indicate that IAHRL enables an agent to perform safe and interactive behaviors, achieving higher success rates and lower average episode steps than baselines.

Hierarchical Reinforcement Learning for Power Network Topology Control

Authors:Blazej Manczak, Jan Viebahn, Herke van Hoof
Date:2023-11-03 12:33:00

Learning in high-dimensional action spaces is a key challenge in applying reinforcement learning (RL) to real-world systems. In this paper, we study the possibility of controlling power networks using RL methods. Power networks are critical infrastructures that are complex to control. In particular, the combinatorial nature of the action space poses a challenge to both conventional optimizers and learned controllers. Hierarchical reinforcement learning (HRL) represents one approach to address this challenge. More precisely, a HRL framework for power network topology control is proposed. The HRL framework consists of three levels of action abstraction. At the highest level, there is the overall long-term task of power network operation, namely, keeping the power grid state within security constraints at all times, which is decomposed into two temporally extended actions: 'do nothing' versus 'propose a topology change'. At the intermediate level, the action space consists of all controllable substations. Finally, at the lowest level, the action space consists of all configurations of the chosen substation. By employing this HRL framework, several hierarchical power network agents are trained for the IEEE 14-bus network. Whereas at the highest level a purely rule-based policy is still chosen for all agents in this study, at the intermediate level the policy is trained using different state-of-the-art RL algorithms. At the lowest level, either an RL algorithm or a greedy algorithm is used. The performance of the different 3-level agents is compared with standard baseline (RL or greedy) approaches. A key finding is that the 3-level agent that employs RL both at the intermediate and the lowest level outperforms all other agents on the most difficult task. Our code is publicly available.

MTAC: Hierarchical Reinforcement Learning-based Multi-gait Terrain-adaptive Quadruped Controller

Authors:Nishaant Shah, Kshitij Tiwari, Aniket Bera
Date:2023-11-01 18:17:47

Urban search and rescue missions require rapid first response to minimize loss of life and damage. Often, such efforts are assisted by humanitarian robots which need to handle dynamic operational conditions such as uneven and rough terrains, especially during mass casualty incidents like an earthquake. Quadruped robots, owing to their versatile design, have the potential to assist in such scenarios. However, control of quadruped robots in dynamic and rough terrain environments is a challenging problem due to the many degrees of freedom of these robots. Current locomotion controllers for quadrupeds are limited in their ability to produce multiple adaptive gaits, solve tasks in a time and resource-efficient manner, and require tedious training and manual tuning procedures. To address these challenges, we propose MTAC: a multi-gait terrain-adaptive controller, which utilizes a Hierarchical reinforcement learning (HRL) approach while being time and memory-efficient. We show that our proposed method scales well to a diverse range of environments with similar compute times as state-of-the-art methods. Our method showed greater than 75% on most tasks, outperforming previous work on the majority of test cases.

Rethinking Decision Transformer via Hierarchical Reinforcement Learning

Authors:Yi Ma, Chenjun Xiao, Hebin Liang, Jianye Hao
Date:2023-11-01 03:32:13

Decision Transformer (DT) is an innovative algorithm leveraging recent advances of the transformer architecture in reinforcement learning (RL). However, a notable limitation of DT is its reliance on recalling trajectories from datasets, losing the capability to seamlessly stitch sub-optimal trajectories together. In this work we introduce a general sequence modeling framework for studying sequential decision making through the lens of Hierarchical RL. At the time of making decisions, a high-level policy first proposes an ideal prompt for the current state, a low-level policy subsequently generates an action conditioned on the given prompt. We show DT emerges as a special case of this framework with certain choices of high-level and low-level policies, and discuss the potential failure of these choices. Inspired by these observations, we study how to jointly optimize the high-level and low-level policies to enable the stitching ability, which further leads to the development of new offline RL algorithms. Our empirical results clearly show that the proposed algorithms significantly surpass DT on several control and navigation benchmarks. We hope our contributions can inspire the integration of transformer architectures within the field of RL.

Chain-of-Choice Hierarchical Policy Learning for Conversational Recommendation

Authors:Wei Fan, Weijia Zhang, Weiqi Wang, Yangqiu Song, Hao Liu
Date:2023-10-27 06:36:31

Conversational Recommender Systems (CRS) illuminate user preferences via multi-round interactive dialogues, ultimately navigating towards precise and satisfactory recommendations. However, contemporary CRS are limited to inquiring binary or multi-choice questions based on a single attribute type (e.g., color) per round, which causes excessive rounds of interaction and diminishes the user's experience. To address this, we propose a more realistic and efficient conversational recommendation problem setting, called Multi-Type-Attribute Multi-round Conversational Recommendation (MTAMCR), which enables CRS to inquire about multi-choice questions covering multiple types of attributes in each round, thereby improving interactive efficiency. Moreover, by formulating MTAMCR as a hierarchical reinforcement learning task, we propose a Chain-of-Choice Hierarchical Policy Learning (CoCHPL) framework to enhance both the questioning efficiency and recommendation effectiveness in MTAMCR. Specifically, a long-term policy over options (i.e., ask or recommend) determines the action type, while two short-term intra-option policies sequentially generate the chain of attributes or items through multi-step reasoning and selection, optimizing the diversity and interdependence of questioning attributes. Finally, extensive experiments on four benchmarks demonstrate the superior performance of CoCHPL over prevailing state-of-the-art methods.

Learning Extrinsic Dexterity with Parameterized Manipulation Primitives

Authors:Shih-Min Yang, Martin Magnusson, Johannes A. Stork, Todor Stoyanov
Date:2023-10-26 21:28:23

Many practically relevant robot grasping problems feature a target object for which all grasps are occluded, e.g., by the environment. Single-shot grasp planning invariably fails in such scenarios. Instead, it is necessary to first manipulate the object into a configuration that affords a grasp. We solve this problem by learning a sequence of actions that utilize the environment to change the object's pose. Concretely, we employ hierarchical reinforcement learning to combine a sequence of learned parameterized manipulation primitives. By learning the low-level manipulation policies, our approach can control the object's state through exploiting interactions between the object, the gripper, and the environment. Designing such a complex behavior analytically would be infeasible under uncontrolled conditions, as an analytic approach requires accurate physical modeling of the interaction and contact dynamics. In contrast, we learn a hierarchical policy model that operates directly on depth perception data, without the need for object detection, pose estimation, or manual design of controllers. We evaluate our approach on picking box-shaped objects of various weight, shape, and friction properties from a constrained table-top workspace. Our method transfers to a real robot and is able to successfully complete the object picking task in 98\% of experimental trials. Supplementary information and videos can be found at https://shihminyang.github.io/ED-PMP/.

Forecaster: Towards Temporally Abstract Tree-Search Planning from Pixels

Authors:Thomas Jiralerspong, Flemming Kondrup, Doina Precup, Khimya Khetarpal
Date:2023-10-16 01:13:26

The ability to plan at many different levels of abstraction enables agents to envision the long-term repercussions of their decisions and thus enables sample-efficient learning. This becomes particularly beneficial in complex environments from high-dimensional state space such as pixels, where the goal is distant and the reward sparse. We introduce Forecaster, a deep hierarchical reinforcement learning approach which plans over high-level goals leveraging a temporally abstract world model. Forecaster learns an abstract model of its environment by modelling the transitions dynamics at an abstract level and training a world model on such transition. It then uses this world model to choose optimal high-level goals through a tree-search planning procedure. It additionally trains a low-level policy that learns to reach those goals. Our method not only captures building world models with longer horizons, but also, planning with such models in downstream tasks. We empirically demonstrate Forecaster's potential in both single-task learning and generalization to new tasks in the AntMaze domain.

Hierarchical Reinforcement Learning for Temporal Pattern Prediction

Authors:Faith Johnson, Kristin Dana
Date:2023-10-09 13:15:57

In this work, we explore the use of hierarchical reinforcement learning (HRL) for the task of temporal sequence prediction. Using a combination of deep learning and HRL, we develop a stock agent to predict temporal price sequences from historical stock price data and a vehicle agent to predict steering angles from first person, dash cam images. Our results in both domains indicate that a type of HRL, called feudal reinforcement learning, provides significant improvements to training speed and stability and prediction accuracy over standard RL. A key component to this success is the multi-resolution structure that introduces both temporal and spatial abstraction into the network hierarchy.

Initial Task Assignment in Multi-Human Multi-Robot Teams: An Attention-enhanced Hierarchical Reinforcement Learning Approach

Authors:Ruiqi Wang, Dezhong Zhao, Arjun Gupte, Byung-Cheol Min
Date:2023-10-08 03:03:59

Multi-human multi-robot teams (MH-MR) obtain tremendous potential in tackling intricate and massive missions by merging distinct strengths and expertise of individual members. The inherent heterogeneity of these teams necessitates advanced initial task assignment (ITA) methods that align tasks with the intrinsic capabilities of team members from the outset. While existing reinforcement learning approaches show encouraging results, they might fall short in addressing the nuances of long-horizon ITA problems, particularly in settings with large-scale MH-MR teams or multifaceted tasks. To bridge this gap, we propose an attention-enhanced hierarchical reinforcement learning approach that decomposes the complex ITA problem into structured sub-problems, facilitating more efficient allocations. To bolster sub-policy learning, we introduce a hierarchical cross-attribute attention (HCA) mechanism, encouraging each sub-policy within the hierarchy to discern and leverage the specific nuances in the state space that are crucial for its respective decision-making phase. Through an extensive environmental surveillance case study, we demonstrate the benefits of our model and the HCA inside.

Feature Interaction Aware Automated Data Representation Transformation

Authors:Ehtesamul Azim, Dongjie Wang, Kunpeng Liu, Wei Zhang, Yanjie Fu
Date:2023-09-29 06:48:16

Creating an effective representation space is crucial for mitigating the curse of dimensionality, enhancing model generalization, addressing data sparsity, and leveraging classical models more effectively. Recent advancements in automated feature engineering (AutoFE) have made significant progress in addressing various challenges associated with representation learning, issues such as heavy reliance on intensive labor and empirical experiences, lack of explainable explicitness, and inflexible feature space reconstruction embedded into downstream tasks. However, these approaches are constrained by: 1) generation of potentially unintelligible and illogical reconstructed feature spaces, stemming from the neglect of expert-level cognitive processes; 2) lack of systematic exploration, which subsequently results in slower model convergence for identification of optimal feature space. To address these, we introduce an interaction-aware reinforced generation perspective. We redefine feature space reconstruction as a nested process of creating meaningful features and controlling feature set size through selection. We develop a hierarchical reinforcement learning structure with cascading Markov Decision Processes to automate feature and operation selection, as well as feature crossing. By incorporating statistical measures, we reward agents based on the interaction strength between selected features, resulting in intelligent and efficient exploration of the feature space that emulates human decision-making. Extensive experiments are conducted to validate our proposed approach.

Hierarchical Reinforcement Learning Based on Planning Operators

Authors:Jing Zhang, Emmanuel Dean, Karinne Ramirez-Amaro
Date:2023-09-25 15:54:32

Long-horizon manipulation tasks such as stacking represent a longstanding challenge in the field of robotic manipulation, particularly when using reinforcement learning (RL) methods which often struggle to learn the correct sequence of actions for achieving these complex goals. To learn this sequence, symbolic planning methods offer a good solution based on high-level reasoning, however, planners often fall short in addressing the low-level control specificity needed for precise execution. This paper introduces a novel framework that integrates symbolic planning with hierarchical RL through the cooperation of high-level operators and low-level policies. Our contribution integrates planning operators (e.g. preconditions and effects) as part of the hierarchical RL algorithm based on the Scheduled Auxiliary Control (SAC-X) method. We developed a dual-purpose high-level operator, which can be used both in holistic planning and as independent, reusable policies. Our approach offers a flexible solution for long-horizon tasks, e.g., stacking a cube. The experimental results show that our proposed method obtained an average of 97.2% success rate for learning and executing the whole stack sequence, and the success rate for learning independent policies, e.g. reach (98.9%), lift (99.7%), stack (85%), etc. The training time is also reduced by 68% when using our proposed approach.

Guided Cooperation in Hierarchical Reinforcement Learning via Model-based Rollout

Authors:Haoran Wang, Zeshen Tang, Leya Yang, Yaoru Sun, Fang Wang, Siyu Zhang, Yeming Chen
Date:2023-09-24 00:13:16

Goal-conditioned hierarchical reinforcement learning (HRL) presents a promising approach for enabling effective exploration in complex, long-horizon reinforcement learning (RL) tasks through temporal abstraction. Empirically, heightened inter-level communication and coordination can induce more stable and robust policy improvement in hierarchical systems. Yet, most existing goal-conditioned HRL algorithms have primarily focused on the subgoal discovery, neglecting inter-level cooperation. Here, we propose a goal-conditioned HRL framework named Guided Cooperation via Model-based Rollout (GCMR), aiming to bridge inter-layer information synchronization and cooperation by exploiting forward dynamics. Firstly, the GCMR mitigates the state-transition error within off-policy correction via model-based rollout, thereby enhancing sample efficiency. Secondly, to prevent disruption by the unseen subgoals and states, lower-level Q-function gradients are constrained using a gradient penalty with a model-inferred upper bound, leading to a more stable behavioral policy conducive to effective exploration. Thirdly, we propose a one-step rollout-based planning, using higher-level critics to guide the lower-level policy. Specifically, we estimate the value of future states of the lower-level policy using the higher-level critic function, thereby transmitting global task information downwards to avoid local pitfalls. These three critical components in GCMR are expected to facilitate inter-level cooperation significantly. Experimental results demonstrate that incorporating the proposed GCMR framework with a disentangled variant of HIGL, namely ACLG, yields more stable and robust policy improvement compared to various baselines and significantly outperforms previous state-of-the-art algorithms.

EarnHFT: Efficient Hierarchical Reinforcement Learning for High Frequency Trading

Authors:Molei Qin, Shuo Sun, Wentao Zhang, Haochong Xia, Xinrun Wang, Bo An
Date:2023-09-22 14:25:03

High-frequency trading (HFT) uses computer algorithms to make trading decisions in short time scales (e.g., second-level), which is widely used in the Cryptocurrency (Crypto) market (e.g., Bitcoin). Reinforcement learning (RL) in financial research has shown stellar performance on many quantitative trading tasks. However, most methods focus on low-frequency trading, e.g., day-level, which cannot be directly applied to HFT because of two challenges. First, RL for HFT involves dealing with extremely long trajectories (e.g., 2.4 million steps per month), which is hard to optimize and evaluate. Second, the dramatic price fluctuations and market trend changes of Crypto make existing algorithms fail to maintain satisfactory performance. To tackle these challenges, we propose an Efficient hieArchical Reinforcement learNing method for High Frequency Trading (EarnHFT), a novel three-stage hierarchical RL framework for HFT. In stage I, we compute a Q-teacher, i.e., the optimal action value based on dynamic programming, for enhancing the performance and training efficiency of second-level RL agents. In stage II, we construct a pool of diverse RL agents for different market trends, distinguished by return rates, where hundreds of RL agents are trained with different preferences of return rates and only a tiny fraction of them will be selected into the pool based on their profitability. In stage III, we train a minute-level router which dynamically picks a second-level agent from the pool to achieve stable performance across different markets. Through extensive experiments in various market trends on Crypto markets in a high-fidelity simulation trading environment, we demonstrate that EarnHFT significantly outperforms 6 state-of-art baselines in 6 popular financial criteria, exceeding the runner-up by 30% in profitability.

Safe Hierarchical Reinforcement Learning for CubeSat Task Scheduling Based on Energy Consumption

Authors:Mahya Ramezani, M. Amin Alandihallaj, Jose Luis Sanchez-Lopez, Andreas Hein
Date:2023-09-21 12:22:11

This paper presents a Hierarchical Reinforcement Learning methodology tailored for optimizing CubeSat task scheduling in Low Earth Orbits (LEO). Incorporating a high-level policy for global task distribution and a low-level policy for real-time adaptations as a safety mechanism, our approach integrates the Similarity Attention-based Encoder (SABE) for task prioritization and an MLP estimator for energy consumption forecasting. Integrating this mechanism creates a safe and fault-tolerant system for CubeSat task scheduling. Simulation results validate the Hierarchical Reinforcement Learning superior convergence and task success rate, outperforming both the MADDPG model and traditional random scheduling across multiple CubeSat configurations.

Hierarchical reinforcement learning with natural language subgoals

Authors:Arun Ahuja, Kavya Kopparapu, Rob Fergus, Ishita Dasgupta
Date:2023-09-20 18:03:04

Hierarchical reinforcement learning has been a compelling approach for achieving goal directed behavior over long sequences of actions. However, it has been challenging to implement in realistic or open-ended environments. A main challenge has been to find the right space of sub-goals over which to instantiate a hierarchy. We present a novel approach where we use data from humans solving these tasks to softly supervise the goal space for a set of long range tasks in a 3D embodied environment. In particular, we use unconstrained natural language to parameterize this space. This has two advantages: first, it is easy to generate this data from naive human participants; second, it is flexible enough to represent a vast range of sub-goals in human-relevant tasks. Our approach outperforms agents that clone expert behavior on these tasks, as well as HRL from scratch without this supervised sub-goal space. Our work presents a novel approach to combining human expert supervision with the benefits and flexibility of reinforcement learning.

Goal Space Abstraction in Hierarchical Reinforcement Learning via Set-Based Reachability Analysis

Authors:Mehdi Zadem, Sergio Mover, Sao Mai Nguyen
Date:2023-09-14 12:39:26

Open-ended learning benefits immensely from the use of symbolic methods for goal representation as they offer ways to structure knowledge for efficient and transferable learning. However, the existing Hierarchical Reinforcement Learning (HRL) approaches relying on symbolic reasoning are often limited as they require a manual goal representation. The challenge in autonomously discovering a symbolic goal representation is that it must preserve critical information, such as the environment dynamics. In this paper, we propose a developmental mechanism for goal discovery via an emergent representation that abstracts (i.e., groups together) sets of environment states that have similar roles in the task. We introduce a Feudal HRL algorithm that concurrently learns both the goal representation and a hierarchical policy. The algorithm uses symbolic reachability analysis for neural networks to approximate the transition relation among sets of states and to refine the goal representation. We evaluate our approach on complex navigation tasks, showing the learned representation is interpretable, transferrable and results in data efficient learning.

Goal Space Abstraction in Hierarchical Reinforcement Learning via Reachability Analysis

Authors:Mehdi Zadem, Sergio Mover, Sao Mai Nguyen
Date:2023-09-12 06:53:11

Open-ended learning benefits immensely from the use of symbolic methods for goal representation as they offer ways to structure knowledge for efficient and transferable learning. However, the existing Hierarchical Reinforcement Learning (HRL) approaches relying on symbolic reasoning are often limited as they require a manual goal representation. The challenge in autonomously discovering a symbolic goal representation is that it must preserve critical information, such as the environment dynamics. In this work, we propose a developmental mechanism for subgoal discovery via an emergent representation that abstracts (i.e., groups together) sets of environment states that have similar roles in the task. We create a HRL algorithm that gradually learns this representation along with the policies and evaluate it on navigation tasks to show the learned representation is interpretable and results in data efficiency.

Enhancing Infrared Small Target Detection Robustness with Bi-Level Adversarial Framework

Authors:Zhu Liu, Zihang Chen, Jinyuan Liu, Long Ma, Xin Fan, Risheng Liu
Date:2023-09-03 06:35:07

The detection of small infrared targets against blurred and cluttered backgrounds has remained an enduring challenge. In recent years, learning-based schemes have become the mainstream methodology to establish the mapping directly. However, these methods are susceptible to the inherent complexities of changing backgrounds and real-world disturbances, leading to unreliable and compromised target estimations. In this work, we propose a bi-level adversarial framework to promote the robustness of detection in the presence of distinct corruptions. We first propose a bi-level optimization formulation to introduce dynamic adversarial learning. Specifically, it is composited by the learnable generation of corruptions to maximize the losses as the lower-level objective and the robustness promotion of detectors as the upper-level one. We also provide a hierarchical reinforced learning strategy to discover the most detrimental corruptions and balance the performance between robustness and accuracy. To better disentangle the corruptions from salient features, we also propose a spatial-frequency interaction network for target detection. Extensive experiments demonstrate our scheme remarkably improves 21.96% IOU across a wide array of corruptions and notably promotes 4.97% IOU on the general benchmark. The source codes are available at https://github.com/LiuZhu-CV/BALISTD.

Spread Control Method on Unknown Networks Based on Hierarchical Reinforcement Learning

Authors:Wenxiang Dong, Zhanjiang Chen, H. Vicky Zhao
Date:2023-08-28 05:29:49

Epidemics such as COVID-19 pose serious threats to public health and our society, and it is critical to investigate effective methods to control the spread of epidemics over networks. Prior works on epidemic control often assume complete knowledge of network structures, a presumption seldom valid in real-world situations. In this paper, we study epidemic control on networks with unknown structures, and propose a hierarchical reinforcement learning framework for joint network structure exploration and epidemic control. To reduce the action space and achieve computation tractability, our proposed framework contains three modules: the Policy Selection Module, which determines whether to explore the structure or remove nodes to control the epidemic; the Explore Module, responsible for selecting nodes to explore; and the Remove Module, which decides which nodes to remove to stop the epidemic spread. Simulation results show that our proposed method outperforms baseline methods.

Joint Band Assignment and Beam Management using Hierarchical Reinforcement Learning for Multi-Band Communication

Authors:Dohyun Kim, Miguel R. Castellanos, Robert W. Heath Jr
Date:2023-08-25 06:53:32

Multi-band operation in wireless networks can improve data rates by leveraging the benefits of propagation in different frequency ranges. Distinctive beam management procedures in different bands complicate band assignment because they require considering not only the channel quality but also the associated beam management overhead. Reinforcement learning (RL) is a promising approach for multi-band operation as it enables the system to learn and adjust its behavior through environmental feedback. In this paper, we formulate a sequential decision problem to jointly perform band assignment and beam management. We propose a method based on hierarchical RL (HRL) to handle the complexity of the problem by separating the policies for band selection and beam management. We evaluate the proposed HRL-based algorithm on a realistic channel generated based on ray-tracing simulators. Our results show that the proposed approach outperforms traditional RL approaches in terms of reduced beam training overhead and increased data rates under a realistic vehicular channel.

Wasserstein Diversity-Enriched Regularizer for Hierarchical Reinforcement Learning

Authors:Haorui Li, Jiaqi Liang, Linjing Li, Daniel Zeng
Date:2023-08-02 07:45:24

Hierarchical reinforcement learning composites subpolicies in different hierarchies to accomplish complex tasks.Automated subpolicies discovery, which does not depend on domain knowledge, is a promising approach to generating subpolicies.However, the degradation problem is a challenge that existing methods can hardly deal with due to the lack of consideration of diversity or the employment of weak regularizers. In this paper, we propose a novel task-agnostic regularizer called the Wasserstein Diversity-Enriched Regularizer (WDER), which enlarges the diversity of subpolicies by maximizing the Wasserstein distances among action distributions. The proposed WDER can be easily incorporated into the loss function of existing methods to boost their performance further.Experimental results demonstrate that our WDER improves performance and sample efficiency in comparison with prior work without modifying hyperparameters, which indicates the applicability and robustness of the WDER.

Communication-Efficient Orchestrations for URLLC Service via Hierarchical Reinforcement Learning

Authors:Wei Shi, Milad Ganjalizadeh, Hossein Shokri Ghadikolaei, Marina Petrova
Date:2023-07-25 11:23:38

Ultra-reliable low latency communications (URLLC) service is envisioned to enable use cases with strict reliability and latency requirements in 5G. One approach for enabling URLLC services is to leverage Reinforcement Learning (RL) to efficiently allocate wireless resources. However, with conventional RL methods, the decision variables (though being deployed at various network layers) are typically optimized in the same control loop, leading to significant practical limitations on the control loop's delay as well as excessive signaling and energy consumption. In this paper, we propose a multi-agent Hierarchical RL (HRL) framework that enables the implementation of multi-level policies with different control loop timescales. Agents with faster control loops are deployed closer to the base station, while the ones with slower control loops are at the edge or closer to the core network providing high-level guidelines for low-level actions. On a use case from the prior art, with our HRL framework, we optimized the maximum number of retransmissions and transmission power of industrial devices. Our extensive simulation results on the factory automation scenario show that the HRL framework achieves better performance as the baseline single-agent RL method, with significantly less overhead of signal transmissions and delay compared to the one-agent RL methods.

Balancing Exploration and Exploitation in Hierarchical Reinforcement Learning via Latent Landmark Graphs

Authors:Qingyang Zhang, Yiming Yang, Jingqing Ruan, Xuantang Xiong, Dengpeng Xing, Bo Xu
Date:2023-07-22 12:10:23

Goal-Conditioned Hierarchical Reinforcement Learning (GCHRL) is a promising paradigm to address the exploration-exploitation dilemma in reinforcement learning. It decomposes the source task into subgoal conditional subtasks and conducts exploration and exploitation in the subgoal space. The effectiveness of GCHRL heavily relies on subgoal representation functions and subgoal selection strategy. However, existing works often overlook the temporal coherence in GCHRL when learning latent subgoal representations and lack an efficient subgoal selection strategy that balances exploration and exploitation. This paper proposes HIerarchical reinforcement learning via dynamically building Latent Landmark graphs (HILL) to overcome these limitations. HILL learns latent subgoal representations that satisfy temporal coherence using a contrastive representation learning objective. Based on these representations, HILL dynamically builds latent landmark graphs and employs a novelty measure on nodes and a utility measure on edges. Finally, HILL develops a subgoal selection strategy that balances exploration and exploitation by jointly considering both measures. Experimental results demonstrate that HILL outperforms state-of-the-art baselines on continuous control tasks with sparse rewards in sample efficiency and asymptotic performance. Our code is available at https://github.com/papercode2022/HILL.

Vehicle Dispatching and Routing of On-Demand Intercity Ride-Pooling Services: A Multi-Agent Hierarchical Reinforcement Learning Approach

Authors:Jinhua Si, Fang He, Xi Lin, Xindi Tang
Date:2023-07-13 13:31:01

The integrated development of city clusters has given rise to an increasing demand for intercity travel. Intercity ride-pooling service exhibits considerable potential in upgrading traditional intercity bus services by implementing demand-responsive enhancements. Nevertheless, its online operations suffer the inherent complexities due to the coupling of vehicle resource allocation among cities and pooled-ride vehicle routing. To tackle these challenges, this study proposes a two-level framework designed to facilitate online fleet management. Specifically, a novel multi-agent feudal reinforcement learning model is proposed at the upper level of the framework to cooperatively assign idle vehicles to different intercity lines, while the lower level updates the routes of vehicles using an adaptive large neighborhood search heuristic. Numerical studies based on the realistic dataset of Xiamen and its surrounding cities in China show that the proposed framework effectively mitigates the supply and demand imbalances, and achieves significant improvement in both the average daily system profit and order fulfillment ratio.

Learning Hierarchical Interactive Multi-Object Search for Mobile Manipulation

Authors:Fabian Schmalstieg, Daniel Honerkamp, Tim Welschehold, Abhinav Valada
Date:2023-07-12 12:25:33

Existing object-search approaches enable robots to search through free pathways, however, robots operating in unstructured human-centered environments frequently also have to manipulate the environment to their needs. In this work, we introduce a novel interactive multi-object search task in which a robot has to open doors to navigate rooms and search inside cabinets and drawers to find target objects. These new challenges require combining manipulation and navigation skills in unexplored environments. We present HIMOS, a hierarchical reinforcement learning approach that learns to compose exploration, navigation, and manipulation skills. To achieve this, we design an abstract high-level action space around a semantic map memory and leverage the explored environment as instance navigation points. We perform extensive experiments in simulation and the real world that demonstrate that, with accurate perception, the decision making of HIMOS effectively transfers to new environments in a zero-shot manner. It shows robustness to unseen subpolicies, failures in their execution, and different robot kinematics. These capabilities open the door to a wide range of downstream tasks across embodied AI and real-world use cases.

Intent-driven Intelligent Control and Orchestration in O-RAN Via Hierarchical Reinforcement Learning

Authors:Md Arafat Habib, Hao Zhou, Pedro Enrique Iturria-Rivera, Medhat Elsayed, Majid Bavand, Raimundas Gaigalas, Yigit Ozcan, Melike Erol-Kantarci
Date:2023-07-06 03:26:11

rApps and xApps need to be controlled and orchestrated well in the open radio access network (O-RAN) so that they can deliver a guaranteed network performance in a complex multi-vendor environment. This paper proposes a novel intent-driven intelligent control and orchestration scheme based on hierarchical reinforcement learning (HRL). The proposed scheme can orchestrate multiple rApps or xApps according to the operator's intent of optimizing certain key performance indicators (KPIs), such as throughput, energy efficiency, and latency. Specifically, we propose a bi-level architecture with a meta-controller and a controller. The meta-controller provides the target performance in terms of KPIs, while the controller performs xApp orchestration at the lower level. Our simulation results show that the proposed HRL-based intent-driven xApp orchestration mechanism achieves 7.5% and 21.4% increase in average system throughput with respect to two baselines, i.e., a single xApp baseline and a non-machine learning-based algorithm, respectively. Similarly, 17.3% and 37.9% increase in energy efficiency are observed in comparison to the same baselines.

Hierarchical Empowerment: Towards Tractable Empowerment-Based Skill Learning

Authors:Andrew Levy, Sreehari Rammohan, Alessandro Allievi, Scott Niekum, George Konidaris
Date:2023-07-06 02:27:05

General purpose agents will require large repertoires of skills. Empowerment -- the maximum mutual information between skills and states -- provides a pathway for learning large collections of distinct skills, but mutual information is difficult to optimize. We introduce a new framework, Hierarchical Empowerment, that makes computing empowerment more tractable by integrating concepts from Goal-Conditioned Hierarchical Reinforcement Learning. Our framework makes two specific contributions. First, we introduce a new variational lower bound on mutual information that can be used to compute empowerment over short horizons. Second, we introduce a hierarchical architecture for computing empowerment over exponentially longer time scales. We verify the contributions of the framework in a series of simulated robotics tasks. In a popular ant navigation domain, our four level agents are able to learn skills that cover a surface area over two orders of magnitude larger than prior work.

Landmark Guided Active Exploration with State-specific Balance Coefficient

Authors:Fei Cui, Jiaojiao Fang, Mengke Yang, Guizhong Liu
Date:2023-06-30 08:54:47

Goal-conditioned hierarchical reinforcement learning (GCHRL) decomposes long-horizon tasks into sub-tasks through a hierarchical framework and it has demonstrated promising results across a variety of domains. However, the high-level policy's action space is often excessively large, presenting a significant challenge to effective exploration and resulting in potentially inefficient training. In this paper, we design a measure of prospect for sub-goals by planning in the goal space based on the goal-conditioned value function. Building upon the measure of prospect, we propose a landmark-guided exploration strategy by integrating the measures of prospect and novelty which aims to guide the agent to explore efficiently and improve sample efficiency. In order to dynamically consider the impact of prospect and novelty on exploration, we introduce a state-specific balance coefficient to balance the significance of prospect and novelty. The experimental results demonstrate that our proposed exploration strategy significantly outperforms the baseline methods across multiple tasks.

Action and Trajectory Planning for Urban Autonomous Driving with Hierarchical Reinforcement Learning

Authors:Xinyang Lu, Flint Xiaofeng Fan, Tianying Wang
Date:2023-06-28 07:11:02

Reinforcement Learning (RL) has made promising progress in planning and decision-making for Autonomous Vehicles (AVs) in simple driving scenarios. However, existing RL algorithms for AVs fail to learn critical driving skills in complex urban scenarios. First, urban driving scenarios require AVs to handle multiple driving tasks of which conventional RL algorithms are incapable. Second, the presence of other vehicles in urban scenarios results in a dynamically changing environment, which challenges RL algorithms to plan the action and trajectory of the AV. In this work, we propose an action and trajectory planner using Hierarchical Reinforcement Learning (atHRL) method, which models the agent behavior in a hierarchical model by using the perception of the lidar and birdeye view. The proposed atHRL method learns to make decisions about the agent's future trajectory and computes target waypoints under continuous settings based on a hierarchical DDPG algorithm. The waypoints planned by the atHRL model are then sent to a low-level controller to generate the steering and throttle commands required for the vehicle maneuver. We empirically verify the efficacy of atHRL through extensive experiments in complex urban driving scenarios that compose multiple tasks with the presence of other vehicles in the CARLA simulator. The experimental results suggest a significant performance improvement compared to the state-of-the-art RL methods.

Int-HRL: Towards Intention-based Hierarchical Reinforcement Learning

Authors:Anna Penzkofer, Simon Schaefer, Florian Strohm, Mihai Bâce, Stefan Leutenegger, Andreas Bulling
Date:2023-06-20 12:12:16

While deep reinforcement learning (RL) agents outperform humans on an increasing number of tasks, training them requires data equivalent to decades of human gameplay. Recent hierarchical RL methods have increased sample efficiency by incorporating information inherent to the structure of the decision problem but at the cost of having to discover or use human-annotated sub-goals that guide the learning process. We show that intentions of human players, i.e. the precursor of goal-oriented decisions, can be robustly predicted from eye gaze even for the long-horizon sparse rewards task of Montezuma's Revenge - one of the most challenging RL tasks in the Atari2600 game suite. We propose Int-HRL: Hierarchical RL with intention-based sub-goals that are inferred from human eye gaze. Our novel sub-goal extraction pipeline is fully automatic and replaces the need for manual sub-goal annotation by human experts. Our evaluations show that replacing hand-crafted sub-goals with automatically extracted intentions leads to a HRL agent that is significantly more sample efficient than previous methods.

Automatic Deduction Path Learning via Reinforcement Learning with Environmental Correction

Authors:Shuai Xiao, Chen Pan, Min Wang, Xinxin Zhu, Siqiao Xue, Jing Wang, Yunhua Hu, James Zhang, Jinghua Feng
Date:2023-06-16 11:43:49

Automatic bill payment is an important part of business operations in fintech companies. The practice of deduction was mainly based on the total amount or heuristic search by dividing the bill into smaller parts to deduct as much as possible. This article proposes an end-to-end approach of automatically learning the optimal deduction paths (deduction amount in order), which reduces the cost of manual path design and maximizes the amount of successful deduction. Specifically, in view of the large search space of the paths and the extreme sparsity of historical successful deduction records, we propose a deep hierarchical reinforcement learning approach which abstracts the action into a two-level hierarchical space: an upper agent that determines the number of steps of deductions each day and a lower agent that decides the amount of deduction at each step. In such a way, the action space is structured via prior knowledge and the exploration space is reduced. Moreover, the inherited information incompleteness of the business makes the environment just partially observable. To be precise, the deducted amounts indicate merely the lower bounds of the available account balance. To this end, we formulate the problem as a partially observable Markov decision problem (POMDP) and employ an environment correction algorithm based on the characteristics of the business. In the world's largest electronic payment business, we have verified the effectiveness of this scheme offline and deployed it online to serve millions of users.

Skill-Critic: Refining Learned Skills for Hierarchical Reinforcement Learning

Authors:Ce Hao, Catherine Weaver, Chen Tang, Kenta Kawamoto, Masayoshi Tomizuka, Wei Zhan
Date:2023-06-14 09:24:32

Hierarchical reinforcement learning (RL) can accelerate long-horizon decision-making by temporally abstracting a policy into multiple levels. Promising results in sparse reward environments have been seen with skills, i.e. sequences of primitive actions. Typically, a skill latent space and policy are discovered from offline data. However, the resulting low-level policy can be unreliable due to low-coverage demonstrations or distribution shifts. As a solution, we propose the Skill-Critic algorithm to fine-tune the low-level policy in conjunction with high-level skill selection. Our Skill-Critic algorithm optimizes both the low-level and high-level policies; these policies are initialized and regularized by the latent space learned from offline demonstrations to guide the parallel policy optimization. We validate Skill-Critic in multiple sparse-reward RL environments, including a new sparse-reward autonomous racing task in Gran Turismo Sport. The experiments show that Skill-Critic's low-level policy fine-tuning and demonstration-guided regularization are essential for good performance. Code and videos are available at our website: https://sites.google.com/view/skill-critic.

PEAR: Primitive Enabled Adaptive Relabeling for Boosting Hierarchical Reinforcement Learning

Authors:Utsav Singh, Vinay P. Namboodiri
Date:2023-06-10 09:41:30

Hierarchical reinforcement learning (HRL) has the potential to solve complex long horizon tasks using temporal abstraction and increased exploration. However, hierarchical agents are difficult to train due to inherent non-stationarity. We present primitive enabled adaptive relabeling (PEAR), a two-phase approach where we first perform adaptive relabeling on a few expert demonstrations to generate efficient subgoal supervision, and then jointly optimize HRL agents by employing reinforcement learning (RL) and imitation learning (IL). We perform theoretical analysis to bound the sub-optimality of our approach and derive a joint optimization framework using RL and IL. Since PEAR utilizes only a few expert demonstrations and considers minimal limiting assumptions on the task structure, it can be easily integrated with typical off-policy RL algorithms to produce a practical HRL approach. We perform extensive experiments on challenging environments and show that PEAR is able to outperform various hierarchical and non-hierarchical baselines and achieve upto $80\%$ success rates in complex sparse robotic control tasks where other baselines typically fail to show significant progress. We also perform ablations to thoroughly analyse the importance of our various design choices. Finally, we perform real world robotic experiments on complex tasks and demonstrate that PEAR consistently outperforms the baselines.

Hierarchical Reinforcement Learning for Modeling User Novelty-Seeking Intent in Recommender Systems

Authors:Pan Li, Yuyan Wang, Ed H. Chi, Minmin Chen
Date:2023-06-02 12:02:23

Recommending novel content, which expands user horizons by introducing them to new interests, has been shown to improve users' long-term experience on recommendation platforms \cite{chen2021values}. Users however are not constantly looking to explore novel content. It is therefore crucial to understand their novelty-seeking intent and adjust the recommendation policy accordingly. Most existing literature models a user's propensity to choose novel content or to prefer a more diverse set of recommendations at individual interactions. Hierarchical structure, on the other hand, exists in a user's novelty-seeking intent, which is manifested as a static and intrinsic user preference for seeking novelty along with a dynamic session-based propensity. To this end, we propose a novel hierarchical reinforcement learning-based method to model the hierarchical user novelty-seeking intent, and to adapt the recommendation policy accordingly based on the extracted user novelty-seeking propensity. We further incorporate diversity and novelty-related measurement in the reward function of the hierarchical RL (HRL) agent to encourage user exploration \cite{chen2021values}. We demonstrate the benefits of explicitly modeling hierarchical user novelty-seeking intent in recommendations through extensive experiments on simulated and real-world datasets. In particular, we demonstrate that the effectiveness of our proposed hierarchical RL-based method lies in its ability to capture such hierarchically-structured intent. As a result, the proposed HRL model achieves superior performance on several public datasets, compared with state-of-art baselines.

Interactive Character Control with Auto-Regressive Motion Diffusion Models

Authors:Yi Shi, Jingbo Wang, Xuekun Jiang, Bingkun Lin, Bo Dai, Xue Bin Peng
Date:2023-06-01 07:48:34

Real-time character control is an essential component for interactive experiences, with a broad range of applications, including physics simulations, video games, and virtual reality. The success of diffusion models for image synthesis has led to the use of these models for motion synthesis. However, the majority of these motion diffusion models are primarily designed for offline applications, where space-time models are used to synthesize an entire sequence of frames simultaneously with a pre-specified length. To enable real-time motion synthesis with diffusion model that allows time-varying controls, we propose A-MDM (Auto-regressive Motion Diffusion Model). Our conditional diffusion model takes an initial pose as input, and auto-regressively generates successive motion frames conditioned on the previous frame. Despite its streamlined network architecture, which uses simple MLPs, our framework is capable of generating diverse, long-horizon, and high-fidelity motion sequences. Furthermore, we introduce a suite of techniques for incorporating interactive controls into A-MDM, such as task-oriented sampling, in-painting, and hierarchical reinforcement learning. These techniques enable a pre-trained A-MDM to be efficiently adapted for a variety of new downstream tasks. We conduct a comprehensive suite of experiments to demonstrate the effectiveness of A-MDM, and compare its performance against state-of-the-art auto-regressive methods.

DHRL-FNMR: An Intelligent Multicast Routing Approach Based on Deep Hierarchical Reinforcement Learning in SDN

Authors:Miao Ye, Chenwei Zhao, Xingsi Xue, Jinqiang Li, Hongwen Hu, Yejin Yang, Qiuxiang Jiang
Date:2023-05-30 14:40:40

The optimal multicast tree problem in the Software-Defined Networking (SDN) multicast routing is an NP-hard combinatorial optimization problem. Although existing SDN intelligent solution methods, which are based on deep reinforcement learning, can dynamically adapt to complex network link state changes, these methods are plagued by problems such as redundant branches, large action space, and slow agent convergence. In this paper, an SDN intelligent multicast routing algorithm based on deep hierarchical reinforcement learning is proposed to circumvent the aforementioned problems. First, the multicast tree construction problem is decomposed into two sub-problems: the fork node selection problem and the construction of the optimal path from the fork node to the destination node. Second, based on the information characteristics of SDN global network perception, the multicast tree state matrix, link bandwidth matrix, link delay matrix, link packet loss rate matrix, and sub-goal matrix are designed as the state space of intrinsic and meta controllers. Then, in order to mitigate the excessive action space, our approach constructs different action spaces at the upper and lower levels. The meta-controller generates an action space using network nodes to select the fork node, and the intrinsic controller uses the adjacent edges of the current node as its action space, thus implementing four different action selection strategies in the construction of the multicast tree. To facilitate the intelligent agent in constructing the optimal multicast tree with greater speed, we developed alternative reward strategies that distinguish between single-step node actions and multi-step actions towards multiple destination nodes.

A Hierarchical Approach to Population Training for Human-AI Collaboration

Authors:Yi Loo, Chen Gong, Malika Meghjani
Date:2023-05-26 07:53:12

A major challenge for deep reinforcement learning (DRL) agents is to collaborate with novel partners that were not encountered by them during the training phase. This is specifically worsened by an increased variance in action responses when the DRL agents collaborate with human partners due to the lack of consistency in human behaviors. Recent work have shown that training a single agent as the best response to a diverse population of training partners significantly increases an agent's robustness to novel partners. We further enhance the population-based training approach by introducing a Hierarchical Reinforcement Learning (HRL) based method for Human-AI Collaboration. Our agent is able to learn multiple best-response policies as its low-level policy while at the same time, it learns a high-level policy that acts as a manager which allows the agent to dynamically switch between the low-level best-response policies based on its current partner. We demonstrate that our method is able to dynamically adapt to novel partners of different play styles and skill levels in the 2-player collaborative Overcooked game environment. We also conducted a human study in the same environment to test the effectiveness of our method when partnering with real human subjects.

An Option-Dependent Analysis of Regret Minimization Algorithms in Finite-Horizon Semi-Markov Decision Processes

Authors:Gianluca Drappo, Alberto Maria Metelli, Marcello Restelli
Date:2023-05-10 15:00:05

A large variety of real-world Reinforcement Learning (RL) tasks is characterized by a complex and heterogeneous structure that makes end-to-end (or flat) approaches hardly applicable or even infeasible. Hierarchical Reinforcement Learning (HRL) provides general solutions to address these problems thanks to a convenient multi-level decomposition of the tasks, making their solution accessible. Although often used in practice, few works provide theoretical guarantees to justify this outcome effectively. Thus, it is not yet clear when to prefer such approaches compared to standard flat ones. In this work, we provide an option-dependent upper bound to the regret suffered by regret minimization algorithms in finite-horizon problems. We illustrate that the performance improvement derives from the planning horizon reduction induced by the temporal abstraction enforced by the hierarchical structure. Then, focusing on a sub-setting of HRL approaches, the options framework, we highlight how the average duration of the available options affects the planning horizon and, consequently, the regret itself. Finally, we relax the assumption of having pre-trained options to show how in particular situations, learning hierarchically from scratch could be preferable to using a standard approach.

H-TSP: Hierarchically Solving the Large-Scale Travelling Salesman Problem

Authors:Xuanhao Pan, Yan Jin, Yuandong Ding, Mingxiao Feng, Li Zhao, Lei Song, Jiang Bian
Date:2023-04-19 03:10:30

We propose an end-to-end learning framework based on hierarchical reinforcement learning, called H-TSP, for addressing the large-scale Travelling Salesman Problem (TSP). The proposed H-TSP constructs a solution of a TSP instance starting from the scratch relying on two components: the upper-level policy chooses a small subset of nodes (up to 200 in our experiment) from all nodes that are to be traversed, while the lower-level policy takes the chosen nodes as input and outputs a tour connecting them to the existing partial route (initially only containing the depot). After jointly training the upper-level and lower-level policies, our approach can directly generate solutions for the given TSP instances without relying on any time-consuming search procedures. To demonstrate effectiveness of the proposed approach, we have conducted extensive experiments on randomly generated TSP instances with different numbers of nodes. We show that H-TSP can achieve comparable results (gap 3.42% vs. 7.32%) as SOTA search-based approaches, and more importantly, we reduce the time consumption up to two orders of magnitude (3.32s vs. 395.85s). To the best of our knowledge, H-TSP is the first end-to-end deep reinforcement learning approach that can scale to TSP instances of up to 10000 nodes. Although there are still gaps to SOTA results with respect to solution quality, we believe that H-TSP will be useful for practical applications, particularly those that are time-sensitive e.g., on-call routing and ride hailing service.

Learning to Learn Group Alignment: A Self-Tuning Credo Framework with Multiagent Teams

Authors:David Radke, Kyle Tilbury
Date:2023-04-14 18:16:19

Mixed incentives among a population with multiagent teams has been shown to have advantages over a fully cooperative system; however, discovering the best mixture of incentives or team structure is a difficult and dynamic problem. We propose a framework where individual learning agents self-regulate their configuration of incentives through various parts of their reward function. This work extends previous work by giving agents the ability to dynamically update their group alignment during learning and by allowing teammates to have different group alignment. Our model builds on ideas from hierarchical reinforcement learning and meta-learning to learn the configuration of a reward function that supports the development of a behavioral policy. We provide preliminary results in a commonly studied multiagent environment and find that agents can achieve better global outcomes by self-tuning their respective group alignment parameters.

CRISP: Curriculum Inducing Primitive Informed Subgoal Prediction for Hierarchical Reinforcement Learning

Authors:Utsav Singh, Vinay P. Namboodiri
Date:2023-04-07 08:22:50

Hierarchical reinforcement learning (HRL) is a promising approach that uses temporal abstraction to solve complex long horizon problems. However, simultaneously learning a hierarchy of policies is unstable as it is challenging to train higher-level policy when the lower-level primitive is non-stationary. In this paper, we present CRISP, a novel HRL algorithm that effectively generates a curriculum of achievable subgoals for evolving lower-level primitives using reinforcement learning and imitation learning. CRISP uses the lower level primitive to periodically perform data relabeling on a handful of expert demonstrations, using a novel primitive informed parsing (PIP) approach, thereby mitigating non-stationarity. Since our approach only assumes access to a handful of expert demonstrations, it is suitable for most robotic control tasks. Experimental evaluations on complex robotic maze navigation and robotic manipulation tasks demonstrate that inducing hierarchical curriculum learning significantly improves sample efficiency, and results in efficient goal conditioned policies for solving temporally extended tasks. Additionally, we perform real world robotic experiments on complex manipulation tasks and demonstrate that CRISP demonstrates impressive generalization in real world scenarios.

Hierarchical Reinforcement Learning in Complex 3D Environments

Authors:Bernardo Avila Pires, Feryal Behbahani, Hubert Soyer, Kyriacos Nikiforou, Thomas Keck, Satinder Singh
Date:2023-02-28 09:56:36

Hierarchical Reinforcement Learning (HRL) agents have the potential to demonstrate appealing capabilities such as planning and exploration with abstraction, transfer, and skill reuse. Recent successes with HRL across different domains provide evidence that practical, effective HRL agents are possible, even if existing agents do not yet fully realize the potential of HRL. Despite these successes, visually complex partially observable 3D environments remained a challenge for HRL agents. We address this issue with Hierarchical Hybrid Offline-Online (H2O2), a hierarchical deep reinforcement learning agent that discovers and learns to use options from scratch using its own experience. We show that H2O2 is competitive with a strong non-hierarchical Muesli baseline in the DeepMind Hard Eight tasks and we shed new light on the problem of learning hierarchical agents in complex environments. Our empirical study of H2O2 reveals previously unnoticed practical challenges and brings new perspective to the current understanding of hierarchical agents in complex domains.

Handling Long and Richly Constrained Tasks through Constrained Hierarchical Reinforcement Learning

Authors:Yuxiao Lu, Arunesh Sinha, Pradeep Varakantham
Date:2023-02-21 12:57:12

Safety in goal directed Reinforcement Learning (RL) settings has typically been handled through constraints over trajectories and have demonstrated good performance in primarily short horizon tasks. In this paper, we are specifically interested in the problem of solving temporally extended decision making problems such as robots cleaning different areas in a house while avoiding slippery and unsafe areas (e.g., stairs) and retaining enough charge to move to a charging dock; in the presence of complex safety constraints. Our key contribution is a (safety) Constrained Search with Hierarchical Reinforcement Learning (CoSHRL) mechanism that combines an upper level constrained search agent (which computes a reward maximizing policy from a given start to a far away goal state while satisfying cost constraints) with a low-level goal conditioned RL agent (which estimates cost and reward values to move between nearby states). A major advantage of CoSHRL is that it can handle constraints on the cost value distribution (e.g., on Conditional Value at Risk, CVaR) and can adjust to flexible constraint thresholds without retraining. We perform extensive experiments with different types of safety constraints to demonstrate the utility of our approach over leading approaches in constrained and hierarchical RL.

Learning Graph-Enhanced Commander-Executor for Multi-Agent Navigation

Authors:Xinyi Yang, Shiyu Huang, Yiwen Sun, Yuxiang Yang, Chao Yu, Wei-Wei Tu, Huazhong Yang, Yu Wang
Date:2023-02-08 14:44:21

This paper investigates the multi-agent navigation problem, which requires multiple agents to reach the target goals in a limited time. Multi-agent reinforcement learning (MARL) has shown promising results for solving this issue. However, it is inefficient for MARL to directly explore the (nearly) optimal policy in the large search space, which is exacerbated as the agent number increases (e.g., 10+ agents) or the environment is more complex (e.g., 3D simulator). Goal-conditioned hierarchical reinforcement learning (HRL) provides a promising direction to tackle this challenge by introducing a hierarchical structure to decompose the search space, where the low-level policy predicts primitive actions in the guidance of the goals derived from the high-level policy. In this paper, we propose Multi-Agent Graph-Enhanced Commander-Executor (MAGE-X), a graph-based goal-conditioned hierarchical method for multi-agent navigation tasks. MAGE-X comprises a high-level Goal Commander and a low-level Action Executor. The Goal Commander predicts the probability distribution of goals and leverages them to assign each agent the most appropriate final target. The Action Executor utilizes graph neural networks (GNN) to construct a subgraph for each agent that only contains crucial partners to improve cooperation. Additionally, the Goal Encoder in the Action Executor captures the relationship between the agent and the designated goal to encourage the agent to reach the final target. The results show that MAGE-X outperforms the state-of-the-art MARL baselines with a 100% success rate with only 3 million training steps in multi-agent particle environments (MPE) with 50 agents, and at least a 12% higher success rate and 2x higher data efficiency in a more complicated quadrotor 3D navigation task.

Developing Driving Strategies Efficiently: A Skill-Based Hierarchical Reinforcement Learning Approach

Authors:Yigit Gurses, Kaan Buyukdemirci, Yildiray Yildiz
Date:2023-02-04 15:09:51

Driving in dense traffic with human and autonomous drivers is a challenging task that requires high-level planning and reasoning. Human drivers can achieve this task comfortably, and there has been many efforts to model human driver strategies. These strategies can be used as inspirations for developing autonomous driving algorithms or to create high-fidelity simulators. Reinforcement learning is a common tool to model driver policies, but conventional training of these models can be computationally expensive and time-consuming. To address this issue, in this paper, we propose ``skill-based" hierarchical driving strategies, where motion primitives, i.e. skills, are designed and used as high-level actions. This reduces the training time for applications that require multiple models with varying behavior. Simulation results in a merging scenario demonstrate that the proposed approach yields driver models that achieve higher performance with less training compared to baseline reinforcement learning methods.

Select and Trade: Towards Unified Pair Trading with Hierarchical Reinforcement Learning

Authors:Weiguang Han, Boyi Zhang, Qianqian Xie, Min Peng, Yanzhao Lai, Jimin Huang
Date:2023-01-25 17:32:21

Pair trading is one of the most effective statistical arbitrage strategies which seeks a neutral profit by hedging a pair of selected assets. Existing methods generally decompose the task into two separate steps: pair selection and trading. However, the decoupling of two closely related subtasks can block information propagation and lead to limited overall performance. For pair selection, ignoring the trading performance results in the wrong assets being selected with irrelevant price movements, while the agent trained for trading can overfit to the selected assets without any historical information of other assets. To address it, in this paper, we propose a paradigm for automatic pair trading as a unified task rather than a two-step pipeline. We design a hierarchical reinforcement learning framework to jointly learn and optimize two subtasks. A high-level policy would select two assets from all possible combinations and a low-level policy would then perform a series of trading actions. Experimental results on real-world stock data demonstrate the effectiveness of our method on pair trading compared with both existing pair selection and trading methods.

Hierarchical Reinforcement Learning Based Traffic Steering in Multi-RAT 5G Deployments

Authors:Md Arafat Habib, Hao Zhou, Pedro Enrique Iturria-Rivera, Medhat Elsayed, Majid Bavand, Raimundas Gaigalas, Yigit Ozcan, Melike Erol-Kantarci
Date:2023-01-18 23:05:58

In 5G non-standalone mode, an intelligent traffic steering mechanism can vastly aid in ensuring smooth user experience by selecting the best radio access technology (RAT) from a multi-RAT environment for a specific traffic flow. In this paper, we propose a novel load-aware traffic steering algorithm based on hierarchical reinforcement learning (HRL) while satisfying diverse QoS requirements of different traffic types. HRL can significantly increase system performance using a bi-level architecture having a meta-controller and a controller. In our proposed method, the meta-controller provides an appropriate threshold for load balancing, while the controller performs traffic admission to an appropriate RAT in the lower level. Simulation results show that HRL outperforms a Deep Q-Learning (DQN) and a threshold-based heuristic baseline with 8.49%, 12.52% higher average system throughput and 27.74%, 39.13% lower network delay, respectively.

Hierarchical Reinforcement Learning for RIS-Assisted Energy-Efficient RAN

Authors:Hao Zhou, Long Kong, Medhat Elsayed, Majid Bavand, Raimundas Gaigalas, Steve Furr, Melike Erol-Kantarci
Date:2023-01-07 03:00:23

Reconfigurable intelligent surface (RIS) is emerging as a promising technology to boost the energy efficiency (EE) of 5G beyond and 6G networks. Inspired by this potential, in this paper, we investigate the RIS-assisted energy-efficient radio access networks (RAN). In particular, we combine RIS with sleep control techniques, and develop a hierarchical reinforcement learning (HRL) algorithm for network management. In HRL, the meta-controller decides the on/off status of the small base stations (SBSs) in heterogeneous networks, while the sub-controller can change the transmission power levels of SBSs to save energy. The simulations show that the RIS-assisted sleep control can achieve significantly lower energy consumption, higher throughput, and more than doubled energy efficiency than no-RIS conditions.

SHIRO: Soft Hierarchical Reinforcement Learning

Authors:Kandai Watanabe, Mathew Strong, Omer Eldar
Date:2022-12-24 17:21:58

Hierarchical Reinforcement Learning (HRL) algorithms have been demonstrated to perform well on high-dimensional decision making and robotic control tasks. However, because they solely optimize for rewards, the agent tends to search the same space redundantly. This problem reduces the speed of learning and achieved reward. In this work, we present an Off-Policy HRL algorithm that maximizes entropy for efficient exploration. The algorithm learns a temporally abstracted low-level policy and is able to explore broadly through the addition of entropy to the high-level. The novelty of this work is the theoretical motivation of adding entropy to the RL objective in the HRL setting. We empirically show that the entropy can be added to both levels if the Kullback-Leibler (KL) divergence between consecutive updates of the low-level policy is sufficiently small. We performed an ablative study to analyze the effects of entropy on hierarchy, in which adding entropy to high-level emerged as the most desirable configuration. Furthermore, a higher temperature in the low-level leads to Q-value overestimation and increases the stochasticity of the environment that the high-level operates on, making learning more challenging. Our method, SHIRO, surpasses state-of-the-art performance on a range of simulated robotic control benchmark tasks and requires minimal tuning.

METEOR Guided Divergence for Video Captioning

Authors:Daniel Lukas Rothenpieler, Shahin Amiriparian
Date:2022-12-20 23:30:47

Automatic video captioning aims for a holistic visual scene understanding. It requires a mechanism for capturing temporal context in video frames and the ability to comprehend the actions and associations of objects in a given timeframe. Such a system should additionally learn to abstract video sequences into sensible representations as well as to generate natural written language. While the majority of captioning models focus solely on the visual inputs, little attention has been paid to the audiovisual modality. To tackle this issue, we propose a novel two-fold approach. First, we implement a reward-guided KL Divergence to train a video captioning model which is resilient towards token permutations. Second, we utilise a Bi-Modal Hierarchical Reinforcement Learning (BMHRL) Transformer architecture to capture long-term temporal dependencies of the input data as a foundation for our hierarchical captioning module. Using our BMHRL, we show the suitability of the HRL agent in the generation of content-complete and grammatically sound sentences by achieving $4.91$, $2.23$, and $10.80$ in BLEU3, BLEU4, and METEOR scores, respectively on the ActivityNet Captions dataset. Finally, we make our BMHRL framework and trained models publicly available for users and developers at https://github.com/d-rothen/bmhrl.

Explaining Agent's Decision-making in a Hierarchical Reinforcement Learning Scenario

Authors:Hugo Muñoz, Ernesto Portugal, Angel Ayala, Bruno Fernandes, Francisco Cruz
Date:2022-12-14 01:18:45

Reinforcement learning is a machine learning approach based on behavioral psychology. It is focused on learning agents that can acquire knowledge and learn to carry out new tasks by interacting with the environment. However, a problem occurs when reinforcement learning is used in critical contexts where the users of the system need to have more information and reliability for the actions executed by an agent. In this regard, explainable reinforcement learning seeks to provide to an agent in training with methods in order to explain its behavior in such a way that users with no experience in machine learning could understand the agent's behavior. One of these is the memory-based explainable reinforcement learning method that is used to compute probabilities of success for each state-action pair using an episodic memory. In this work, we propose to make use of the memory-based explainable reinforcement learning method in a hierarchical environment composed of sub-tasks that need to be first addressed to solve a more complex task. The end goal is to verify if it is possible to provide to the agent the ability to explain its actions in the global task as well as in the sub-tasks. The results obtained showed that it is possible to use the memory-based method in hierarchical environments with high-level tasks and compute the probabilities of success to be used as a basis for explaining the agent's behavior.

Hierarchical Deep Reinforcement Learning for VWAP Strategy Optimization

Authors:Xiaodong Li, Pangjing Wu, Chenxin Zou, Qing Li
Date:2022-12-11 07:35:26

Designing an intelligent volume-weighted average price (VWAP) strategy is a critical concern for brokers, since traditional rule-based strategies are relatively static that cannot achieve a lower transaction cost in a dynamic market. Many studies have tried to minimize the cost via reinforcement learning, but there are bottlenecks in improvement, especially for long-duration strategies such as the VWAP strategy. To address this issue, we propose a deep learning and hierarchical reinforcement learning jointed architecture termed Macro-Meta-Micro Trader (M3T) to capture market patterns and execute orders from different temporal scales. The Macro Trader first allocates a parent order into tranches based on volume profiles as the traditional VWAP strategy does, but a long short-term memory neural network is used to improve the forecasting accuracy. Then the Meta Trader selects a short-term subgoal appropriate to instant liquidity within each tranche to form a mini-tranche. The Micro Trader consequently extracts the instant market state and fulfils the subgoal with the lowest transaction cost. Our experiments over stocks listed on the Shanghai stock exchange demonstrate that our approach outperforms baselines in terms of VWAP slippage, with an average cost saving of 1.16 base points compared to the optimal baseline.

Learning Bifunctional Push-grasping Synergistic Strategy for Goal-agnostic and Goal-oriented Tasks

Authors:Dafa Ren, Shuang Wu, Xiaofan Wang, Yan Peng, Xiaoqiang Ren
Date:2022-12-04 08:16:04

Both goal-agnostic and goal-oriented tasks have practical value for robotic grasping: goal-agnostic tasks target all objects in the workspace, while goal-oriented tasks aim at grasping pre-assigned goal objects. However, most current grasping methods are only better at coping with one task. In this work, we propose a bifunctional push-grasping synergistic strategy for goal-agnostic and goal-oriented grasping tasks. Our method integrates pushing along with grasping to pick up all objects or pre-assigned goal objects with high action efficiency depending on the task requirement. We introduce a bifunctional network, which takes in visual observations and outputs dense pixel-wise maps of Q values for pushing and grasping primitive actions, to increase the available samples in the action space. Then we propose a hierarchical reinforcement learning framework to coordinate the two tasks by considering the goal-agnostic task as a combination of multiple goal-oriented tasks. To reduce the training difficulty of the hierarchical framework, we design a two-stage training method to train the two types of tasks separately. We perform pre-training of the model in simulation, and then transfer the learned model to the real world without any additional real-world fine-tuning. Experimental results show that the proposed approach outperforms existing methods in task completion rate and grasp success rate with less motion number. Supplementary material is available at https: //github.com/DafaRen/Learning_Bifunctional_Push-grasping_Synergistic_Strategy_for_Goal-agnostic_and_Goal-oriented_Tasks

Planning Irregular Object Packing via Hierarchical Reinforcement Learning

Authors:Sichao Huang, Ziwei Wang, Jie Zhou, Jiwen Lu
Date:2022-11-17 07:16:37

Object packing by autonomous robots is an im-portant challenge in warehouses and logistics industry. Most conventional data-driven packing planning approaches focus on regular cuboid packing, which are usually heuristic and limit the practical use in realistic applications with everyday objects. In this paper, we propose a deep hierarchical reinforcement learning approach to simultaneously plan packing sequence and placement for irregular object packing. Specifically, the top manager network infers packing sequence from six principal view heightmaps of all objects, and then the bottom worker network receives heightmaps of the next object to predict the placement position and orientation. The two networks are trained hierarchically in a self-supervised Q-Learning framework, where the rewards are provided by the packing results based on the top height , object volume and placement stability in the box. The framework repeats sequence and placement planning iteratively until all objects have been packed into the box or no space is remained for unpacked items. We compare our approach with existing robotic packing methods for irregular objects in a physics simulator. Experiments show that our approach can pack more objects with less time cost than the state-of-the-art packing methods of irregular objects. We also implement our packing plan with a robotic manipulator to show the generalization ability in the real world.

Emergency action termination for immediate reaction in hierarchical reinforcement learning

Authors:Michał Bortkiewicz, Jakub Łyskawa, Paweł Wawrzyński, Mateusz Ostaszewski, Artur Grudkowski, Tomasz Trzciński
Date:2022-11-11 16:56:02

Hierarchical decomposition of control is unavoidable in large dynamical systems. In reinforcement learning (RL), it is usually solved with subgoals defined at higher policy levels and achieved at lower policy levels. Reaching these goals can take a substantial amount of time, during which it is not verified whether they are still worth pursuing. However, due to the randomness of the environment, these goals may become obsolete. In this paper, we address this gap in the state-of-the-art approaches and propose a method in which the validity of higher-level actions (thus lower-level goals) is constantly verified at the higher level. If the actions, i.e. lower level goals, become inadequate, they are replaced by more appropriate ones. This way we combine the advantages of hierarchical RL, which is fast training, and flat RL, which is immediate reactivity. We study our approach experimentally on seven benchmark environments.

Hierarchical Reinforcement Learning for Furniture Layout in Virtual Indoor Scenes

Authors:Xinhan Di, Pengqian Yu
Date:2022-10-19 09:58:10

In real life, the decoration of 3D indoor scenes through designing furniture layout provides a rich experience for people. In this paper, we explore the furniture layout task as a Markov decision process (MDP) in virtual reality, which is solved by hierarchical reinforcement learning (HRL). The goal is to produce a proper two-furniture layout in the virtual reality of the indoor scenes. In particular, we first design a simulation environment and introduce the HRL formulation for a two-furniture layout. We then apply a hierarchical actor-critic algorithm with curriculum learning to solve the MDP. We conduct our experiments on a large-scale real-world interior layout dataset that contains industrial designs from professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts as compared with the state-of-art models.

AVLEN: Audio-Visual-Language Embodied Navigation in 3D Environments

Authors:Sudipta Paul, Amit K. Roy-Chowdhury, Anoop Cherian
Date:2022-10-14 16:35:06

Recent years have seen embodied visual navigation advance in two distinct directions: (i) in equipping the AI agent to follow natural language instructions, and (ii) in making the navigable world multimodal, e.g., audio-visual navigation. However, the real world is not only multimodal, but also often complex, and thus in spite of these advances, agents still need to understand the uncertainty in their actions and seek instructions to navigate. To this end, we present AVLEN~ -- an interactive agent for Audio-Visual-Language Embodied Navigation. Similar to audio-visual navigation tasks, the goal of our embodied agent is to localize an audio event via navigating the 3D visual world; however, the agent may also seek help from a human (oracle), where the assistance is provided in free-form natural language. To realize these abilities, AVLEN uses a multimodal hierarchical reinforcement learning backbone that learns: (a) high-level policies to choose either audio-cues for navigation or to query the oracle, and (b) lower-level policies to select navigation actions based on its audio-visual and language inputs. The policies are trained via rewarding for the success on the navigation task while minimizing the number of queries to the oracle. To empirically evaluate AVLEN, we present experiments on the SoundSpaces framework for semantic audio-visual navigation tasks. Our results show that equipping the agent to ask for help leads to a clear improvement in performance, especially in challenging cases, e.g., when the sound is unheard during training or in the presence of distractor sounds.

Causality-driven Hierarchical Structure Discovery for Reinforcement Learning

Authors:Shaohui Peng, Xing Hu, Rui Zhang, Ke Tang, Jiaming Guo, Qi Yi, Ruizhi Chen, Xishan Zhang, Zidong Du, Ling Li, Qi Guo, Yunji Chen
Date:2022-10-13 12:42:48

Hierarchical reinforcement learning (HRL) effectively improves agents' exploration efficiency on tasks with sparse reward, with the guide of high-quality hierarchical structures (e.g., subgoals or options). However, how to automatically discover high-quality hierarchical structures is still a great challenge. Previous HRL methods can hardly discover the hierarchical structures in complex environments due to the low exploration efficiency by exploiting the randomness-driven exploration paradigm. To address this issue, we propose CDHRL, a causality-driven hierarchical reinforcement learning framework, leveraging a causality-driven discovery instead of a randomness-driven exploration to effectively build high-quality hierarchical structures in complicated environments. The key insight is that the causalities among environment variables are naturally fit for modeling reachable subgoals and their dependencies and can perfectly guide to build high-quality hierarchical structures. The results in two complex environments, 2D-Minecraft and Eden, show that CDHRL significantly boosts exploration efficiency with the causality-driven paradigm.

DHRL: A Graph-Based Approach for Long-Horizon and Sparse Hierarchical Reinforcement Learning

Authors:Seungjae Lee, Jigang Kim, Inkyu Jang, H. Jin Kim
Date:2022-10-11 05:09:34

Hierarchical Reinforcement Learning (HRL) has made notable progress in complex control tasks by leveraging temporal abstraction. However, previous HRL algorithms often suffer from serious data inefficiency as environments get large. The extended components, $i.e.$, goal space and length of episodes, impose a burden on either one or both high-level and low-level policies since both levels share the total horizon of the episode. In this paper, we present a method of Decoupling Horizons Using a Graph in Hierarchical Reinforcement Learning (DHRL) which can alleviate this problem by decoupling the horizons of high-level and low-level policies and bridging the gap between the length of both horizons using a graph. DHRL provides a freely stretchable high-level action interval, which facilitates longer temporal abstraction and faster training in complex tasks. Our method outperforms state-of-the-art HRL algorithms in typical HRL environments. Moreover, DHRL achieves long and complex locomotion and manipulation tasks.

Hierarchical reinforcement learning for in-hand robotic manipulation using Davenport chained rotations

Authors:Francisco Roldan Sanchez, Qiang Wang, David Cordova Bulens, Kevin McGuinness, Stephen Redmond, Noel O'Connor
Date:2022-10-03 10:05:07

End-to-end reinforcement learning techniques are among the most successful methods for robotic manipulation tasks. However, the training time required to find a good policy capable of solving complex tasks is prohibitively large. Therefore, depending on the computing resources available, it might not be feasible to use such techniques. The use of domain knowledge to decompose manipulation tasks into primitive skills, to be performed in sequence, could reduce the overall complexity of the learning problem, and hence reduce the amount of training required to achieve dexterity. In this paper, we propose the use of Davenport chained rotations to decompose complex 3D rotation goals into a concatenation of a smaller set of more simple rotation skills. State-of-the-art reinforcement-learning-based methods can then be trained using less overall simulated experience. We compare its performance with the popular Hindsight Experience Replay method, trained in an end-to-end fashion using the same amount of experience in a simulated robotic hand environment. Despite a general decrease in performance of the primitive skills when being sequentially executed, we find that decomposing arbitrary 3D rotations into elementary rotations is beneficial when computing resources are limited, obtaining increases of success rates of approximately 10% on the most complex 3D rotations with respect to the success rates obtained by HER trained in an end-to-end fashion, and increases of success rates between 20% and 40% on the most simple rotations.

Optimizing Industrial HVAC Systems with Hierarchical Reinforcement Learning

Authors:William Wong, Praneet Dutta, Octavian Voicu, Yuri Chervonyi, Cosmin Paduraru, Jerry Luo
Date:2022-09-16 18:00:46

Reinforcement learning (RL) techniques have been developed to optimize industrial cooling systems, offering substantial energy savings compared to traditional heuristic policies. A major challenge in industrial control involves learning behaviors that are feasible in the real world due to machinery constraints. For example, certain actions can only be executed every few hours while other actions can be taken more frequently. Without extensive reward engineering and experimentation, an RL agent may not learn realistic operation of machinery. To address this, we use hierarchical reinforcement learning with multiple agents that control subsets of actions according to their operation time scales. Our hierarchical approach achieves energy savings over existing baselines while maintaining constraints such as operating chillers within safe bounds in a simulated HVAC control environment.

Causal Coupled Mechanisms: A Control Method with Cooperation and Competition for Complex System

Authors:Xuehui Yu, Jingchi Jiang, Xinmiao Yu, Yi Guan, Xue Li
Date:2022-09-15 15:32:16

Complex systems are ubiquitous in the real world and tend to have complicated and poorly understood dynamics. For their control issues, the challenge is to guarantee accuracy, robustness, and generalization in such bloated and troubled environments. Fortunately, a complex system can be divided into multiple modular structures that human cognition appears to exploit. Inspired by this cognition, a novel control method, Causal Coupled Mechanisms (CCMs), is proposed that explores the cooperation in division and competition in combination. Our method employs the theory of hierarchical reinforcement learning (HRL), in which 1) the high-level policy with competitive awareness divides the whole complex system into multiple functional mechanisms, and 2) the low-level policy finishes the control task of each mechanism. Specifically for cooperation, a cascade control module helps the series operation of CCMs, and a forward coupled reasoning module is used to recover the coupling information lost in the division process. On both synthetic systems and a real-world biological regulatory system, the CCM method achieves robust and state-of-the-art control results even with unpredictable random noise. Moreover, generalization results show that reusing prepared specialized CCMs helps to perform well in environments with different confounders and dynamics.

Towards Automated Imbalanced Learning with Deep Hierarchical Reinforcement Learning

Authors:Daochen Zha, Kwei-Herng Lai, Qiaoyu Tan, Sirui Ding, Na Zou, Xia Hu
Date:2022-08-26 04:28:01

Imbalanced learning is a fundamental challenge in data mining, where there is a disproportionate ratio of training samples in each class. Over-sampling is an effective technique to tackle imbalanced learning through generating synthetic samples for the minority class. While numerous over-sampling algorithms have been proposed, they heavily rely on heuristics, which could be sub-optimal since we may need different sampling strategies for different datasets and base classifiers, and they cannot directly optimize the performance metric. Motivated by this, we investigate developing a learning-based over-sampling algorithm to optimize the classification performance, which is a challenging task because of the huge and hierarchical decision space. At the high level, we need to decide how many synthetic samples to generate. At the low level, we need to determine where the synthetic samples should be located, which depends on the high-level decision since the optimal locations of the samples may differ for different numbers of samples. To address the challenges, we propose AutoSMOTE, an automated over-sampling algorithm that can jointly optimize different levels of decisions. Motivated by the success of SMOTE~\cite{chawla2002smote} and its extensions, we formulate the generation process as a Markov decision process (MDP) consisting of three levels of policies to generate synthetic samples within the SMOTE search space. Then we leverage deep hierarchical reinforcement learning to optimize the performance metric on the validation data. Extensive experiments on six real-world datasets demonstrate that AutoSMOTE significantly outperforms the state-of-the-art resampling algorithms. The code is at https://github.com/daochenzha/autosmote

Hierarchical Reinforcement Learning Based Video Semantic Coding for Segmentation

Authors:Guangqi Xie, Xin Li, Shiqi Lin, Li Zhang, Kai Zhang, Yue Li, Zhibo Chen
Date:2022-08-24 13:22:22

The rapid development of intelligent tasks, e.g., segmentation, detection, classification, etc, has brought an urgent need for semantic compression, which aims to reduce the compression cost while maintaining the original semantic information. However, it is impractical to directly integrate the semantic metric into the traditional codecs since they cannot be optimized in an end-to-end manner. To solve this problem, some pioneering works have applied reinforcement learning to implement image-wise semantic compression. Nevertheless, video semantic compression has not been explored since its complex reference architectures and compression modes. In this paper, we take a step forward to video semantic compression and propose the Hierarchical Reinforcement Learning based task-driven Video Semantic Coding, named as HRLVSC. Specifically, to simplify the complex mode decision of video semantic coding, we divided the action space into frame-level and CTU-level spaces in a hierarchical manner, and then explore the best mode selection for them progressively with the cooperation of frame-level and CTU-level agents. Moreover, since the modes of video semantic coding will exponentially increase with the number of frames in a Group of Pictures (GOP), we carefully investigate the effects of different mode selections for video semantic coding and design a simple but effective mode simplification strategy for it. We have validated our HRLVSC on the video segmentation task with HEVC reference software HM16.19. Extensive experimental results demonstrated that our HRLVSC can achieve over 39% BD-rate saving for video semantic coding under the Low Delay P configuration.

Intelligent problem-solving as integrated hierarchical reinforcement learning

Authors:Manfred Eppe, Christian Gumbsch, Matthias Kerzel, Phuong D. H. Nguyen, Martin V. Butz, Stefan Wermter
Date:2022-08-18 09:28:03

According to cognitive psychology and related disciplines, the development of complex problem-solving behaviour in biological agents depends on hierarchical cognitive mechanisms. Hierarchical reinforcement learning is a promising computational approach that may eventually yield comparable problem-solving behaviour in artificial agents and robots. However, to date the problem-solving abilities of many human and non-human animals are clearly superior to those of artificial systems. Here, we propose steps to integrate biologically inspired hierarchical mechanisms to enable advanced problem-solving skills in artificial agents. Therefore, we first review the literature in cognitive psychology to highlight the importance of compositional abstraction and predictive processing. Then we relate the gained insights with contemporary hierarchical reinforcement learning methods. Interestingly, our results suggest that all identified cognitive mechanisms have been implemented individually in isolated computational architectures, raising the question of why there exists no single unifying architecture that integrates them. As our final contribution, we address this question by providing an integrative perspective on the computational challenges to develop such a unifying architecture. We expect our results to guide the development of more sophisticated cognitively inspired hierarchical machine learning architectures.

From Scratch to Sketch: Deep Decoupled Hierarchical Reinforcement Learning for Robotic Sketching Agent

Authors:Ganghun Lee, Minji Kim, Minsu Lee, Byoung-Tak Zhang
Date:2022-08-09 15:18:55

We present an automated learning framework for a robotic sketching agent that is capable of learning stroke-based rendering and motor control simultaneously. We formulate the robotic sketching problem as a deep decoupled hierarchical reinforcement learning; two policies for stroke-based rendering and motor control are learned independently to achieve sub-tasks for drawing, and form a hierarchy when cooperating for real-world drawing. Without hand-crafted features, drawing sequences or trajectories, and inverse kinematics, the proposed method trains the robotic sketching agent from scratch. We performed experiments with a 6-DoF robot arm with 2F gripper to sketch doodles. Our experimental results show that the two policies successfully learned the sub-tasks and collaborated to sketch the target images. Also, the robustness and flexibility were examined by varying drawing tools and surfaces.

Hierarchical Reinforcement Learning for Precise Soccer Shooting Skills using a Quadrupedal Robot

Authors:Yandong Ji, Zhongyu Li, Yinan Sun, Xue Bin Peng, Sergey Levine, Glen Berseth, Koushil Sreenath
Date:2022-08-01 22:34:51

We address the problem of enabling quadrupedal robots to perform precise shooting skills in the real world using reinforcement learning. Developing algorithms to enable a legged robot to shoot a soccer ball to a given target is a challenging problem that combines robot motion control and planning into one task. To solve this problem, we need to consider the dynamics limitation and motion stability during the control of a dynamic legged robot. Moreover, we need to consider motion planning to shoot the hard-to-model deformable ball rolling on the ground with uncertain friction to a desired location. In this paper, we propose a hierarchical framework that leverages deep reinforcement learning to train (a) a robust motion control policy that can track arbitrary motions and (b) a planning policy to decide the desired kicking motion to shoot a soccer ball to a target. We deploy the proposed framework on an A1 quadrupedal robot and enable it to accurately shoot the ball to random targets in the real world.

Flowsheet synthesis through hierarchical reinforcement learning and graph neural networks

Authors:Laura Stops, Roel Leenhouts, Qinghe Gao, Artur M. Schweidtmann
Date:2022-07-25 10:42:15

Process synthesis experiences a disruptive transformation accelerated by digitization and artificial intelligence. We propose a reinforcement learning algorithm for chemical process design based on a state-of-the-art actor-critic logic. Our proposed algorithm represents chemical processes as graphs and uses graph convolutional neural networks to learn from process graphs. In particular, the graph neural networks are implemented within the agent architecture to process the states and make decisions. Moreover, we implement a hierarchical and hybrid decision-making process to generate flowsheets, where unit operations are placed iteratively as discrete decisions and corresponding design variables are selected as continuous decisions. We demonstrate the potential of our method to design economically viable flowsheets in an illustrative case study comprising equilibrium reactions, azeotropic separation, and recycles. The results show quick learning in discrete, continuous, and hybrid action spaces. Due to the flexible architecture of the proposed reinforcement learning agent, the method is predestined to include large action-state spaces and an interface to process simulators in future research.

Adaptive Decision Making at the Intersection for Autonomous Vehicles Based on Skill Discovery

Authors:Xianqi He, Lin Yang, Chao Lu, Zirui Li, Jianwei Gong
Date:2022-07-24 11:56:45

In urban environments, the complex and uncertain intersection scenarios are challenging for autonomous driving. To ensure safety, it is crucial to develop an adaptive decision making system that can handle the interaction with other vehicles. Manually designed model-based methods are reliable in common scenarios. But in uncertain environments, they are not reliable, so learning-based methods are proposed, especially reinforcement learning (RL) methods. However, current RL methods need retraining when the scenarios change. In other words, current RL methods cannot reuse accumulated knowledge. They forget learned knowledge when new scenarios are given. To solve this problem, we propose a hierarchical framework that can autonomously accumulate and reuse knowledge. The proposed method combines the idea of motion primitives (MPs) with hierarchical reinforcement learning (HRL). It decomposes complex problems into multiple basic subtasks to reduce the difficulty. The proposed method and other baseline methods are tested in a challenging intersection scenario based on the CARLA simulator. The intersection scenario contains three different subtasks that can reflect the complexity and uncertainty of real traffic flow. After offline learning and testing, the proposed method is proved to have the best performance among all methods.

Learning Temporally Extended Skills in Continuous Domains as Symbolic Actions for Planning

Authors:Jan Achterhold, Markus Krimmel, Joerg Stueckler
Date:2022-07-11 17:13:10

Problems which require both long-horizon planning and continuous control capabilities pose significant challenges to existing reinforcement learning agents. In this paper we introduce a novel hierarchical reinforcement learning agent which links temporally extended skills for continuous control with a forward model in a symbolic discrete abstraction of the environment's state for planning. We term our agent SEADS for Symbolic Effect-Aware Diverse Skills. We formulate an objective and corresponding algorithm which leads to unsupervised learning of a diverse set of skills through intrinsic motivation given a known state abstraction. The skills are jointly learned with the symbolic forward model which captures the effect of skill execution in the state abstraction. After training, we can leverage the skills as symbolic actions using the forward model for long-horizon planning and subsequently execute the plan using the learned continuous-action control skills. The proposed algorithm learns skills and forward models that can be used to solve complex tasks which require both continuous control and long-horizon planning capabilities with high success rate. It compares favorably with other flat and hierarchical reinforcement learning baseline agents and is successfully demonstrated with a real robot.

Hierarchical Reinforcement Learning with Opponent Modeling for Distributed Multi-agent Cooperation

Authors:Zhixuan Liang, Jiannong Cao, Shan Jiang, Divya Saxena, Huafeng Xu
Date:2022-06-25 19:09:29

Many real-world applications can be formulated as multi-agent cooperation problems, such as network packet routing and coordination of autonomous vehicles. The emergence of deep reinforcement learning (DRL) provides a promising approach for multi-agent cooperation through the interaction of the agents and environments. However, traditional DRL solutions suffer from the high dimensions of multiple agents with continuous action space during policy search. Besides, the dynamicity of agents' policies makes the training non-stationary. To tackle the issues, we propose a hierarchical reinforcement learning approach with high-level decision-making and low-level individual control for efficient policy search. In particular, the cooperation of multiple agents can be learned in high-level discrete action space efficiently. At the same time, the low-level individual control can be reduced to single-agent reinforcement learning. In addition to hierarchical reinforcement learning, we propose an opponent modeling network to model other agents' policies during the learning process. In contrast to end-to-end DRL approaches, our approach reduces the learning complexity by decomposing the overall task into sub-tasks in a hierarchical way. To evaluate the efficiency of our approach, we conduct a real-world case study in the cooperative lane change scenario. Both simulation and real-world experiments show the superiority of our approach in the collision rate and convergence speed.

Reinforcement Learning-enhanced Shared-account Cross-domain Sequential Recommendation

Authors:Lei Guo, Jinyu Zhang, Tong Chen, Xinhua Wang, Hongzhi Yin
Date:2022-06-16 11:06:32

Shared-account Cross-domain Sequential Recommendation (SCSR) is an emerging yet challenging task that simultaneously considers the shared-account and cross-domain characteristics in the sequential recommendation. Existing works on SCSR are mainly based on Recurrent Neural Network (RNN) and Graph Neural Network (GNN) but they ignore the fact that although multiple users share a single account, it is mainly occupied by one user at a time. This observation motivates us to learn a more accurate user-specific account representation by attentively focusing on its recent behaviors. Furthermore, though existing works endow lower weights to irrelevant interactions, they may still dilute the domain information and impede the cross-domain recommendation. To address the above issues, we propose a reinforcement learning-based solution, namely RL-ISN, which consists of a basic cross-domain recommender and a reinforcement learning-based domain filter. Specifically, to model the account representation in the shared-account scenario, the basic recommender first clusters users' mixed behaviors as latent users, and then leverages an attention model over them to conduct user identification. To reduce the impact of irrelevant domain information, we formulate the domain filter as a hierarchical reinforcement learning task, where a high-level task is utilized to decide whether to revise the whole transferred sequence or not, and if it does, a low-level task is further performed to determine whether to remove each interaction within it or not. To evaluate the performance of our solution, we conduct extensive experiments on two real-world datasets, and the experimental results demonstrate the superiority of our RL-ISN method compared with the state-of-the-art recommendation methods.

Matching options to tasks using Option-Indexed Hierarchical Reinforcement Learning

Authors:Kushal Chauhan, Soumya Chatterjee, Akash Reddy, Balaraman Ravindran, Pradeep Shenoy
Date:2022-06-12 14:39:02

The options framework in Hierarchical Reinforcement Learning breaks down overall goals into a combination of options or simpler tasks and associated policies, allowing for abstraction in the action space. Ideally, these options can be reused across different higher-level goals; indeed, such reuse is necessary to realize the vision of a continual learning agent that can effectively leverage its prior experience. Previous approaches have only proposed limited forms of transfer of prelearned options to new task settings. We propose a novel option indexing approach to hierarchical learning (OI-HRL), where we learn an affinity function between options and the items present in the environment. This allows us to effectively reuse a large library of pretrained options, in zero-shot generalization at test time, by restricting goal-directed learning to only those options relevant to the task at hand. We develop a meta-training loop that learns the representations of options and environments over a series of HRL problems, by incorporating feedback about the relevance of retrieved options to the higher-level goal. We evaluate OI-HRL in two simulated settings - the CraftWorld and AI2THOR environments - and show that we achieve performance competitive with oracular baselines, and substantial gains over a baseline that has the entire option pool available for learning the hierarchical policy.

Deep Hierarchical Planning from Pixels

Authors:Danijar Hafner, Kuang-Huei Lee, Ian Fischer, Pieter Abbeel
Date:2022-06-08 18:20:15

Intelligent agents need to select long sequences of actions to solve complex tasks. While humans easily break down tasks into subgoals and reach them through millions of muscle commands, current artificial intelligence is limited to tasks with horizons of a few hundred decisions, despite large compute budgets. Research on hierarchical reinforcement learning aims to overcome this limitation but has proven to be challenging, current methods rely on manually specified goal spaces or subtasks, and no general solution exists. We introduce Director, a practical method for learning hierarchical behaviors directly from pixels by planning inside the latent space of a learned world model. The high-level policy maximizes task and exploration rewards by selecting latent goals and the low-level policy learns to achieve the goals. Despite operating in latent space, the decisions are interpretable because the world model can decode goals into images for visualization. Director outperforms exploration methods on tasks with sparse rewards, including 3D maze traversal with a quadruped robot from an egocentric camera and proprioception, without access to the global position or top-down view that was used by prior work. Director also learns successful behaviors across a wide range of environments, including visual control, Atari games, and DMLab levels.

Fast Inference and Transfer of Compositional Task Structures for Few-shot Task Generalization

Authors:Sungryull Sohn, Hyunjae Woo, Jongwook Choi, lyubing qiang, Izzeddin Gur, Aleksandra Faust, Honglak Lee
Date:2022-05-25 10:44:25

We tackle real-world problems with complex structures beyond the pixel-based game or simulator. We formulate it as a few-shot reinforcement learning problem where a task is characterized by a subtask graph that defines a set of subtasks and their dependencies that are unknown to the agent. Different from the previous meta-rl methods trying to directly infer the unstructured task embedding, our multi-task subtask graph inferencer (MTSGI) first infers the common high-level task structure in terms of the subtask graph from the training tasks, and use it as a prior to improve the task inference in testing. Our experiment results on 2D grid-world and complex web navigation domains show that the proposed method can learn and leverage the common underlying structure of the tasks for faster adaptation to the unseen tasks than various existing algorithms such as meta reinforcement learning, hierarchical reinforcement learning, and other heuristic agents.

A Learning Approach for Joint Design of Event-triggered Control and Power-Efficient Resource Allocation

Authors:Atefeh Termehchi, Mehdi Rasti
Date:2022-05-14 14:16:11

In emerging Industrial Cyber-Physical Systems (ICPSs), the joint design of communication and control sub-systems is essential, as these sub-systems are interconnected. In this paper, we study the joint design problem of an event-triggered control and an energy-efficient resource allocation in a fifth generation (5G) wireless network. We formally state the problem as a multi-objective optimization one, aiming to minimize the number of updates on the actuators' input and the power consumption in the downlink transmission. To address the problem, we propose a model-free hierarchical reinforcement learning approach \textcolor{blue}{with uniformly ultimate boundedness stability guarantee} that learns four policies simultaneously. These policies contain an update time policy on the actuators' input, a control policy, and energy-efficient sub-carrier and power allocation policies. Our simulation results show that the proposed approach can properly control a simulated ICPS and significantly decrease the number of updates on the actuators' input as well as the downlink power consumption.

Developing cooperative policies for multi-stage reinforcement learning tasks

Authors:Jordan Erskine, Chris Lehnert
Date:2022-05-11 01:31:04

Many hierarchical reinforcement learning algorithms utilise a series of independent skills as a basis to solve tasks at a higher level of reasoning. These algorithms don't consider the value of using skills that are cooperative instead of independent. This paper proposes the Cooperative Consecutive Policies (CCP) method of enabling consecutive agents to cooperatively solve long time horizon multi-stage tasks. This method is achieved by modifying the policy of each agent to maximise both the current and next agent's critic. Cooperatively maximising critics allows each agent to take actions that are beneficial for its task as well as subsequent tasks. Using this method in a multi-room maze domain and a peg in hole manipulation domain, the cooperative policies were able to outperform a set of naive policies, a single agent trained across the entire domain, as well as another sequential HRL algorithm.

Learning how to Interact with a Complex Interface using Hierarchical Reinforcement Learning

Authors:Gheorghe Comanici, Amelia Glaese, Anita Gergely, Daniel Toyama, Zafarali Ahmed, Tyler Jackson, Philippe Hamel, Doina Precup
Date:2022-04-21 19:07:50

Hierarchical Reinforcement Learning (HRL) allows interactive agents to decompose complex problems into a hierarchy of sub-tasks. Higher-level tasks can invoke the solutions of lower-level tasks as if they were primitive actions. In this work, we study the utility of hierarchical decompositions for learning an appropriate way to interact with a complex interface. Specifically, we train HRL agents that can interface with applications in a simulated Android device. We introduce a Hierarchical Distributed Deep Reinforcement Learning architecture that learns (1) subtasks corresponding to simple finger gestures, and (2) how to combine these gestures to solve several Android tasks. Our approach relies on goal conditioning and can be used more generally to convert any base RL agent into an HRL agent. We use the AndroidEnv environment to evaluate our approach. For the experiments, the HRL agent uses a distributed version of the popular DQN algorithm to train different components of the hierarchy. While the native action space is completely intractable for simple DQN agents, our architecture can be used to establish an effective way to interact with different tasks, significantly improving the performance of the same DQN agent over different levels of abstraction.

A Framework for Following Temporal Logic Instructions with Unknown Causal Dependencies

Authors:Duo Xu, Faramarz Fekri
Date:2022-04-07 04:01:17

Teaching a deep reinforcement learning (RL) agent to follow instructions in multi-task environments is a challenging problem. We consider that user defines every task by a linear temporal logic (LTL) formula. However, some causal dependencies in complex environments may be unknown to the user in advance. Hence, when human user is specifying instructions, the robot cannot solve the tasks by simply following the given instructions. In this work, we propose a hierarchical reinforcement learning (HRL) framework in which a symbolic transition model is learned to efficiently produce high-level plans that can guide the agent efficiently solve different tasks. Specifically, the symbolic transition model is learned by inductive logic programming (ILP) to capture logic rules of state transitions. By planning over the product of the symbolic transition model and the automaton derived from the LTL formula, the agent can resolve causal dependencies and break a causally complex problem down into a sequence of simpler low-level sub-tasks. We evaluate the proposed framework on three environments in both discrete and continuous domains, showing advantages over previous representative methods.

Hierarchical Reinforcement Learning under Mixed Observability

Authors:Hai Nguyen, Zhihan Yang, Andrea Baisero, Xiao Ma, Robert Platt, Christopher Amato
Date:2022-04-02 16:41:17

The framework of mixed observable Markov decision processes (MOMDP) models many robotic domains in which some state variables are fully observable while others are not. In this work, we identify a significant subclass of MOMDPs defined by how actions influence the fully observable components of the state and how those, in turn, influence the partially observable components and the rewards. This unique property allows for a two-level hierarchical approach we call HIerarchical Reinforcement Learning under Mixed Observability (HILMO), which restricts partial observability to the top level while the bottom level remains fully observable, enabling higher learning efficiency. The top level produces desired goals to be reached by the bottom level until the task is solved. We further develop theoretical guarantees to show that our approach can achieve optimal and quasi-optimal behavior under mild assumptions. Empirical results on long-horizon continuous control tasks demonstrate the efficacy and efficiency of our approach in terms of improved success rate, sample efficiency, and wall-clock training time. We also deploy policies learned in simulation on a real robot.

Possibility Before Utility: Learning And Using Hierarchical Affordances

Authors:Robby Costales, Shariq Iqbal, Fei Sha
Date:2022-03-23 19:17:22

Reinforcement learning algorithms struggle on tasks with complex hierarchical dependency structures. Humans and other intelligent agents do not waste time assessing the utility of every high-level action in existence, but instead only consider ones they deem possible in the first place. By focusing only on what is feasible, or "afforded", at the present moment, an agent can spend more time both evaluating the utility of and acting on what matters. To this end, we present Hierarchical Affordance Learning (HAL), a method that learns a model of hierarchical affordances in order to prune impossible subtasks for more effective learning. Existing works in hierarchical reinforcement learning provide agents with structural representations of subtasks but are not affordance-aware, and by grounding our definition of hierarchical affordances in the present state, our approach is more flexible than the multitude of approaches that ground their subtask dependencies in a symbolic history. While these logic-based methods often require complete knowledge of the subtask hierarchy, our approach is able to utilize incomplete and varying symbolic specifications. Furthermore, we demonstrate that relative to non-affordance-aware methods, HAL agents are better able to efficiently learn complex tasks, navigate environment stochasticity, and acquire diverse skills in the absence of extrinsic supervision -- all of which are hallmarks of human learning.

Hierarchical Reinforcement Learning of Locomotion Policies in Response to Approaching Objects: A Preliminary Study

Authors:Shangqun Yu, Sreehari Rammohan, Kaiyu Zheng, George Konidaris
Date:2022-03-20 18:24:18

Animals such as rabbits and birds can instantly generate locomotion behavior in reaction to a dynamic, approaching object, such as a person or a rock, despite having possibly never seen the object before and having limited perception of the object's properties. Recently, deep reinforcement learning has enabled complex kinematic systems such as humanoid robots to successfully move from point A to point B. Inspired by the observation of the innate reactive behavior of animals in nature, we hope to extend this progress in robot locomotion to settings where external, dynamic objects are involved whose properties are partially observable to the robot. As a first step toward this goal, we build a simulation environment in MuJoCo where a legged robot must avoid getting hit by a ball moving toward it. We explore whether prior locomotion experiences that animals typically possess benefit the learning of a reactive control policy under a proposed hierarchical reinforcement learning framework. Preliminary results support the claim that the learning becomes more efficient using this hierarchical reinforcement learning method, even when partial observability (radius-based object visibility) is taken into account.

On Credit Assignment in Hierarchical Reinforcement Learning

Authors:Joery A. de Vries, Thomas M. Moerland, Aske Plaat
Date:2022-03-07 11:13:09

Hierarchical Reinforcement Learning (HRL) has held longstanding promise to advance reinforcement learning. Yet, it has remained a considerable challenge to develop practical algorithms that exhibit some of these promises. To improve our fundamental understanding of HRL, we investigate hierarchical credit assignment from the perspective of conventional multistep reinforcement learning. We show how e.g., a 1-step `hierarchical backup' can be seen as a conventional multistep backup with $n$ skip connections over time connecting each subsequent state to the first independent of actions inbetween. Furthermore, we find that generalizing hierarchy to multistep return estimation methods requires us to consider how to partition the environment trace, in order to construct backup paths. We leverage these insight to develop a new hierarchical algorithm Hier$Q_k(\lambda)$, for which we demonstrate that hierarchical credit assignment alone can already boost agent performance (i.e., when eliminating generalization or exploration). Altogether, our work yields fundamental insight into the nature of hierarchical backups and distinguishes this as an additional basis for reinforcement learning research.

Hierarchical Reinforcement Learning with AI Planning Models

Authors:Junkyu Lee, Michael Katz, Don Joven Agravante, Miao Liu, Geraud Nangue Tasse, Tim Klinger, Shirin Sohrabi
Date:2022-03-01 18:38:41

Two common approaches to sequential decision-making are AI planning (AIP) and reinforcement learning (RL). Each has strengths and weaknesses. AIP is interpretable, easy to integrate with symbolic knowledge, and often efficient, but requires an up-front logical domain specification and is sensitive to noise; RL only requires specification of rewards and is robust to noise but is sample inefficient and not easily supplied with external knowledge. We propose an integrative approach that combines high-level planning with RL, retaining interpretability, transfer, and efficiency, while allowing for robust learning of the lower-level plan actions. Our approach defines options in hierarchical reinforcement learning (HRL) from AIP operators by establishing a correspondence between the state transition model of AI planning problem and the abstract state transition system of a Markov Decision Process (MDP). Options are learned by adding intrinsic rewards to encourage consistency between the MDP and AIP transition models. We demonstrate the benefit of our integrated approach by comparing the performance of RL and HRL algorithms in both MiniGrid and N-rooms environments, showing the advantage of our method over the existing ones.

Robots Learn Increasingly Complex Tasks with Intrinsic Motivation and Automatic Curriculum Learning

Authors:Sao Mai Nguyen, Nicolas Duminy, Alexandre Manoury, Dominique Duhaut, Cédric Buche
Date:2022-02-11 08:14:16

Multi-task learning by robots poses the challenge of the domain knowledge: complexity of tasks, complexity of the actions required, relationship between tasks for transfer learning. We demonstrate that this domain knowledge can be learned to address the challenges in life-long learning. Specifically, the hierarchy between tasks of various complexities is key to infer a curriculum from simple to composite tasks. We propose a framework for robots to learn sequences of actions of unbounded complexity in order to achieve multiple control tasks of various complexity. Our hierarchical reinforcement learning framework, named SGIM-SAHT, offers a new direction of research, and tries to unify partial implementations on robot arms and mobile robots. We outline our contributions to enable robots to map multiple control tasks to sequences of actions: representations of task dependencies, an intrinsically motivated exploration to learn task hierarchies, and active imitation learning. While learning the hierarchy of tasks, it infers its curriculum by deciding which tasks to explore first, how to transfer knowledge, and when, how and whom to imitate.

The Paradox of Choice: Using Attention in Hierarchical Reinforcement Learning

Authors:Andrei Nica, Khimya Khetarpal, Doina Precup
Date:2022-01-24 13:18:02

Decision-making AI agents are often faced with two important challenges: the depth of the planning horizon, and the branching factor due to having many choices. Hierarchical reinforcement learning methods aim to solve the first problem, by providing shortcuts that skip over multiple time steps. To cope with the breadth, it is desirable to restrict the agent's attention at each step to a reasonable number of possible choices. The concept of affordances (Gibson, 1977) suggests that only certain actions are feasible in certain states. In this work, we model "affordances" through an attention mechanism that limits the available choices of temporally extended options. We present an online, model-free algorithm to learn affordances that can be used to further learn subgoal options. We investigate the role of hard versus soft attention in training data collection, abstract value learning in long-horizon tasks, and handling a growing number of choices. We identify and empirically illustrate the settings in which the paradox of choice arises, i.e. when having fewer but more meaningful choices improves the learning speed and performance of a reinforcement learning agent.

State-Conditioned Adversarial Subgoal Generation

Authors:Vivienne Huiling Wang, Joni Pajarinen, Tinghuai Wang, Joni-Kristian Kämäräinen
Date:2022-01-24 12:30:38

Hierarchical reinforcement learning (HRL) proposes to solve difficult tasks by performing decision-making and control at successively higher levels of temporal abstraction. However, off-policy HRL often suffers from the problem of a non-stationary high-level policy since the low-level policy is constantly changing. In this paper, we propose a novel HRL approach for mitigating the non-stationarity by adversarially enforcing the high-level policy to generate subgoals compatible with the current instantiation of the low-level policy. In practice, the adversarial learning is implemented by training a simple state-conditioned discriminator network concurrently with the high-level policy which determines the compatibility level of subgoals. Comparison to state-of-the-art algorithms shows that our approach improves both learning efficiency and performance in challenging continuous control tasks.

Deep Reinforcement Learning, a textbook

Authors:Aske Plaat
Date:2022-01-04 11:47:21

Deep reinforcement learning has gathered much attention recently. Impressive results were achieved in activities as diverse as autonomous driving, game playing, molecular recombination, and robotics. In all these fields, computer programs have taught themselves to solve difficult problems. They have learned to fly model helicopters and perform aerobatic manoeuvers such as loops and rolls. In some applications they have even become better than the best humans, such as in Atari, Go, poker and StarCraft. The way in which deep reinforcement learning explores complex environments reminds us of how children learn, by playfully trying out things, getting feedback, and trying again. The computer seems to truly possess aspects of human learning; this goes to the heart of the dream of artificial intelligence. The successes in research have not gone unnoticed by educators, and universities have started to offer courses on the subject. The aim of this book is to provide a comprehensive overview of the field of deep reinforcement learning. The book is written for graduate students of artificial intelligence, and for researchers and practitioners who wish to better understand deep reinforcement learning methods and their challenges. We assume an undergraduate-level of understanding of computer science and artificial intelligence; the programming language of this book is Python. We describe the foundations, the algorithms and the applications of deep reinforcement learning. We cover the established model-free and model-based methods that form the basis of the field. Developments go quickly, and we also cover advanced topics: deep multi-agent reinforcement learning, deep hierarchical reinforcement learning, and deep meta learning.

Learning multiple gaits of quadruped robot using hierarchical reinforcement learning

Authors:Yunho Kim, Bukun Son, Dongjun Lee
Date:2021-12-09 07:45:25

There is a growing interest in learning a velocity command tracking controller of quadruped robot using reinforcement learning due to its robustness and scalability. However, a single policy, trained end-to-end, usually shows a single gait regardless of the command velocity. This could be a suboptimal solution considering the existence of optimal gait according to the velocity for quadruped animals. In this work, we propose a hierarchical controller for quadruped robot that could generate multiple gaits (i.e. pace, trot, bound) while tracking velocity command. Our controller is composed of two policies, each working as a central pattern generator and local feedback controller, and trained with hierarchical reinforcement learning. Experiment results show 1) the existence of optimal gait for specific velocity range 2) the efficiency of our hierarchical controller compared to a controller composed of a single policy, which usually shows a single gait. Codes are publicly available.

JueWu-MC: Playing Minecraft with Sample-efficient Hierarchical Reinforcement Learning

Authors:Zichuan Lin, Junyou Li, Jianing Shi, Deheng Ye, Qiang Fu, Wei Yang
Date:2021-12-07 09:24:49

Learning rational behaviors in open-world games like Minecraft remains to be challenging for Reinforcement Learning (RL) research due to the compound challenge of partial observability, high-dimensional visual perception and delayed reward. To address this, we propose JueWu-MC, a sample-efficient hierarchical RL approach equipped with representation learning and imitation learning to deal with perception and exploration. Specifically, our approach includes two levels of hierarchy, where the high-level controller learns a policy to control over options and the low-level workers learn to solve each sub-task. To boost the learning of sub-tasks, we propose a combination of techniques including 1) action-aware representation learning which captures underlying relations between action and representation, 2) discriminator-based self-imitation learning for efficient exploration, and 3) ensemble behavior cloning with consistency filtering for policy robustness. Extensive experiments show that JueWu-MC significantly improves sample efficiency and outperforms a set of baselines by a large margin. Notably, we won the championship of the NeurIPS MineRL 2021 research competition and achieved the highest performance score ever.

Hierarchical Reinforcement Learning with Timed Subgoals

Authors:Nico Gürtler, Dieter Büchler, Georg Martius
Date:2021-12-06 15:11:19

Hierarchical reinforcement learning (HRL) holds great potential for sample-efficient learning on challenging long-horizon tasks. In particular, letting a higher level assign subgoals to a lower level has been shown to enable fast learning on difficult problems. However, such subgoal-based methods have been designed with static reinforcement learning environments in mind and consequently struggle with dynamic elements beyond the immediate control of the agent even though they are ubiquitous in real-world problems. In this paper, we introduce Hierarchical reinforcement learning with Timed Subgoals (HiTS), an HRL algorithm that enables the agent to adapt its timing to a dynamic environment by not only specifying what goal state is to be reached but also when. We discuss how communicating with a lower level in terms of such timed subgoals results in a more stable learning problem for the higher level. Our experiments on a range of standard benchmarks and three new challenging dynamic reinforcement learning environments show that our method is capable of sample-efficient learning where an existing state-of-the-art subgoal-based HRL method fails to learn stable solutions.

Flexible Option Learning

Authors:Martin Klissarov, Doina Precup
Date:2021-12-06 15:07:48

Temporal abstraction in reinforcement learning (RL), offers the promise of improving generalization and knowledge transfer in complex environments, by propagating information more efficiently over time. Although option learning was initially formulated in a way that allows updating many options simultaneously, using off-policy, intra-option learning (Sutton, Precup & Singh, 1999), many of the recent hierarchical reinforcement learning approaches only update a single option at a time: the option currently executing. We revisit and extend intra-option learning in the context of deep reinforcement learning, in order to enable updating all options consistent with current primitive action choices, without introducing any additional estimates. Our method can therefore be naturally adopted in most hierarchical RL frameworks. When we combine our approach with the option-critic algorithm for option discovery, we obtain significant improvements in performance and data-efficiency across a wide variety of domains.

SelectAugment: Hierarchical Deterministic Sample Selection for Data Augmentation

Authors:Shiqi Lin, Zhizheng Zhang, Xin Li, Wenjun Zeng, Zhibo Chen
Date:2021-12-06 08:38:38

Data augmentation (DA) has been widely investigated to facilitate model optimization in many tasks. However, in most cases, data augmentation is randomly performed for each training sample with a certain probability, which might incur content destruction and visual ambiguities. To eliminate this, in this paper, we propose an effective approach, dubbed SelectAugment, to select samples to be augmented in a deterministic and online manner based on the sample contents and the network training status. Specifically, in each batch, we first determine the augmentation ratio, and then decide whether to augment each training sample under this ratio. We model this process as a two-step Markov decision process and adopt Hierarchical Reinforcement Learning (HRL) to learn the augmentation policy. In this way, the negative effects of the randomness in selecting samples to augment can be effectively alleviated and the effectiveness of DA is improved. Extensive experiments demonstrate that our proposed SelectAugment can be adapted upon numerous commonly used DA methods, e.g., Mixup, Cutmix, AutoAugment, etc, and improve their performance on multiple benchmark datasets of image classification and fine-grained image recognition.

Towards Personalization of User Preferences in Partially Observable Smart Home Environments

Authors:Shashi Suman, Francois Rivest, Ali Etemad
Date:2021-12-02 04:01:44

The technologies used in smart homes have recently improved to learn the user preferences from feedback in order to enhance the user convenience and quality of experience. Most smart homes learn a uniform model to represent the thermal preferences of users, which generally fails when the pool of occupants includes people with different sensitivities to temperature, for instance due to age and physiological factors. Thus, a smart home with a single optimal policy may fail to provide comfort when a new user with a different preference is integrated into the home. In this paper, we propose a Bayesian Reinforcement learning framework that can approximate the current occupant state in a partially observable smart home environment using its thermal preference, and then identify the occupant as a new user or someone is already known to the system. Our proposed framework can be used to identify users based on the temperature and humidity preferences of the occupant when performing different activities to enable personalization and improve comfort. We then compare the proposed framework with a baseline long short-term memory learner that learns the thermal preference of the user from the sequence of actions which it takes. We perform these experiments with up to 5 simulated human models each based on hierarchical reinforcement learning. The results show that our framework can approximate the belief state of the current user just by its temperature and humidity preferences across different activities with a high degree of accuracy.

Spatially and Seamlessly Hierarchical Reinforcement Learning for State Space and Policy space in Autonomous Driving

Authors:Jaehyun Kim, Jaeseung Jeong
Date:2021-11-10 01:35:14

Despite advances in hierarchical reinforcement learning, its applications to path planning in autonomous driving on highways are challenging. One reason is that conventional hierarchical reinforcement learning approaches are not amenable to autonomous driving due to its riskiness: the agent must move avoiding multiple obstacles such as other agents that are highly unpredictable, thus safe regions are small, scattered, and changeable over time. To overcome this challenge, we propose a spatially hierarchical reinforcement learning method for state space and policy space. The high-level policy selects not only behavioral sub-policy but also regions to pay mind to in state space and for outline in policy space. Subsequently, the low-level policy elaborates the short-term goal position of the agent within the outline of the region selected by the high-level command. The network structure and optimization suggested in our method are as concise as those of single-level methods. Experiments on the environment with various shapes of roads showed that our method finds the nearly optimal policies from early episodes, outperforming a baseline hierarchical reinforcement learning method, especially in narrow and complex roads. The resulting trajectories on the roads were similar to those of human strategies on the behavioral planning level.

Value Function Spaces: Skill-Centric State Abstractions for Long-Horizon Reasoning

Authors:Dhruv Shah, Peng Xu, Yao Lu, Ted Xiao, Alexander Toshev, Sergey Levine, Brian Ichter
Date:2021-11-04 22:46:16

Reinforcement learning can train policies that effectively perform complex tasks. However for long-horizon tasks, the performance of these methods degrades with horizon, often necessitating reasoning over and chaining lower-level skills. Hierarchical reinforcement learning aims to enable this by providing a bank of low-level skills as action abstractions. Hierarchies can further improve on this by abstracting the space states as well. We posit that a suitable state abstraction should depend on the capabilities of the available lower-level policies. We propose Value Function Spaces: a simple approach that produces such a representation by using the value functions corresponding to each lower-level skill. These value functions capture the affordances of the scene, thus forming a representation that compactly abstracts task relevant information and robustly ignores distractors. Empirical evaluations for maze-solving and robotic manipulation tasks demonstrate that our approach improves long-horizon performance and enables better zero-shot generalization than alternative model-free and model-based methods.

Adjacency constraint for efficient hierarchical reinforcement learning

Authors:Tianren Zhang, Shangqi Guo, Tian Tan, Xiaolin Hu, Feng Chen
Date:2021-10-30 09:26:45

Goal-conditioned Hierarchical Reinforcement Learning (HRL) is a promising approach for scaling up reinforcement learning (RL) techniques. However, it often suffers from training inefficiency as the action space of the high-level, i.e., the goal space, is large. Searching in a large goal space poses difficulty for both high-level subgoal generation and low-level policy learning. In this paper, we show that this problem can be effectively alleviated by restricting the high-level action space from the whole goal space to a $k$-step adjacent region of the current state using an adjacency constraint. We theoretically prove that in a deterministic Markov Decision Process (MDP), the proposed adjacency constraint preserves the optimal hierarchical policy, while in a stochastic MDP the adjacency constraint induces a bounded state-value suboptimality determined by the MDP's transition structure. We further show that this constraint can be practically implemented by training an adjacency network that can discriminate between adjacent and non-adjacent subgoals. Experimental results on discrete and continuous control tasks including challenging simulated robot locomotion and manipulation tasks show that incorporating the adjacency constraint significantly boosts the performance of state-of-the-art goal-conditioned HRL approaches.

Landmark-Guided Subgoal Generation in Hierarchical Reinforcement Learning

Authors:Junsu Kim, Younggyo Seo, Jinwoo Shin
Date:2021-10-26 12:16:19

Goal-conditioned hierarchical reinforcement learning (HRL) has shown promising results for solving complex and long-horizon RL tasks. However, the action space of high-level policy in the goal-conditioned HRL is often large, so it results in poor exploration, leading to inefficiency in training. In this paper, we present HIerarchical reinforcement learning Guided by Landmarks (HIGL), a novel framework for training a high-level policy with a reduced action space guided by landmarks, i.e., promising states to explore. The key component of HIGL is twofold: (a) sampling landmarks that are informative for exploration and (b) encouraging the high-level policy to generate a subgoal towards a selected landmark. For (a), we consider two criteria: coverage of the entire visited state space (i.e., dispersion of states) and novelty of states (i.e., prediction error of a state). For (b), we select a landmark as the very first landmark in the shortest path in a graph whose nodes are landmarks. Our experiments demonstrate that our framework outperforms prior-arts across a variety of control tasks, thanks to efficient exploration guided by landmarks.

Hierarchical Skills for Efficient Exploration

Authors:Jonas Gehring, Gabriel Synnaeve, Andreas Krause, Nicolas Usunier
Date:2021-10-20 22:29:32

In reinforcement learning, pre-trained low-level skills have the potential to greatly facilitate exploration. However, prior knowledge of the downstream task is required to strike the right balance between generality (fine-grained control) and specificity (faster learning) in skill design. In previous work on continuous control, the sensitivity of methods to this trade-off has not been addressed explicitly, as locomotion provides a suitable prior for navigation tasks, which have been of foremost interest. In this work, we analyze this trade-off for low-level policy pre-training with a new benchmark suite of diverse, sparse-reward tasks for bipedal robots. We alleviate the need for prior knowledge by proposing a hierarchical skill learning framework that acquires skills of varying complexity in an unsupervised manner. For utilization on downstream tasks, we present a three-layered hierarchical learning algorithm to automatically trade off between general and specific skills as required by the respective task. In our experiments, we show that our approach performs this trade-off effectively and achieves better results than current state-of-the-art methods for end- to-end hierarchical reinforcement learning and unsupervised skill discovery. Code and videos are available at https://facebookresearch.github.io/hsd3 .

Socialbots on Fire: Modeling Adversarial Behaviors of Socialbots via Multi-Agent Hierarchical Reinforcement Learning

Authors:Thai Le, Long Tran-Thanh, Dongwon Lee
Date:2021-10-20 16:49:26

Socialbots are software-driven user accounts on social platforms, acting autonomously (mimicking human behavior), with the aims to influence the opinions of other users or spread targeted misinformation for particular goals. As socialbots undermine the ecosystem of social platforms, they are often considered harmful. As such, there have been several computational efforts to auto-detect the socialbots. However, to our best knowledge, the adversarial nature of these socialbots has not yet been studied. This begs a question "can adversaries, controlling socialbots, exploit AI techniques to their advantage?" To this question, we successfully demonstrate that indeed it is possible for adversaries to exploit computational learning mechanism such as reinforcement learning (RL) to maximize the influence of socialbots while avoiding being detected. We first formulate the adversarial socialbot learning as a cooperative game between two functional hierarchical RL agents. While one agent curates a sequence of activities that can avoid the detection, the other agent aims to maximize network influence by selectively connecting with right users. Our proposed policy networks train with a vast amount of synthetic graphs and generalize better than baselines on unseen real-life graphs both in terms of maximizing network influence (up to +18%) and sustainable stealthiness (up to +40% undetectability) under a strong bot detector (with 90% detection accuracy). During inference, the complexity of our approach scales linearly, independent of a network's structure and the virality of news. This makes our approach a practical adversarial attack when deployed in a real-life setting.

Provable Hierarchy-Based Meta-Reinforcement Learning

Authors:Kurtland Chua, Qi Lei, Jason D. Lee
Date:2021-10-18 17:56:02

Hierarchical reinforcement learning (HRL) has seen widespread interest as an approach to tractable learning of complex modular behaviors. However, existing work either assume access to expert-constructed hierarchies, or use hierarchy-learning heuristics with no provable guarantees. To address this gap, we analyze HRL in the meta-RL setting, where a learner learns latent hierarchical structure during meta-training for use in a downstream task. We consider a tabular setting where natural hierarchical structure is embedded in the transition dynamics. Analogous to supervised meta-learning theory, we provide "diversity conditions" which, together with a tractable optimism-based algorithm, guarantee sample-efficient recovery of this natural hierarchy. Furthermore, we provide regret bounds on a learner using the recovered hierarchy to solve a meta-test task. Our bounds incorporate common notions in HRL literature such as temporal and state/action abstractions, suggesting that our setting and analysis capture important features of HRL in practice.

Wasserstein Unsupervised Reinforcement Learning

Authors:Shuncheng He, Yuhang Jiang, Hongchang Zhang, Jianzhun Shao, Xiangyang Ji
Date:2021-10-15 08:41:51

Unsupervised reinforcement learning aims to train agents to learn a handful of policies or skills in environments without external reward. These pre-trained policies can accelerate learning when endowed with external reward, and can also be used as primitive options in hierarchical reinforcement learning. Conventional approaches of unsupervised skill discovery feed a latent variable to the agent and shed its empowerment on agent's behavior by mutual information (MI) maximization. However, the policies learned by MI-based methods cannot sufficiently explore the state space, despite they can be successfully identified from each other. Therefore we propose a new framework Wasserstein unsupervised reinforcement learning (WURL) where we directly maximize the distance of state distributions induced by different policies. Additionally, we overcome difficulties in simultaneously training N(N >2) policies, and amortizing the overall reward to each step. Experiments show policies learned by our approach outperform MI-based methods on the metric of Wasserstein distance while keeping high discriminability. Furthermore, the agents trained by WURL can sufficiently explore the state space in mazes and MuJoCo tasks and the pre-trained policies can be applied to downstream tasks by hierarchical learning.

HAVEN: Hierarchical Cooperative Multi-Agent Reinforcement Learning with Dual Coordination Mechanism

Authors:Zhiwei Xu, Yunpeng Bai, Bin Zhang, Dapeng Li, Guoliang Fan
Date:2021-10-14 10:43:47

Recently, some challenging tasks in multi-agent systems have been solved by some hierarchical reinforcement learning methods. Inspired by the intra-level and inter-level coordination in the human nervous system, we propose a novel value decomposition framework HAVEN based on hierarchical reinforcement learning for fully cooperative multi-agent problems. To address the instability arising from the concurrent optimization of policies between various levels and agents, we introduce the dual coordination mechanism of inter-level and inter-agent strategies by designing reward functions in a two-level hierarchy. HAVEN does not require domain knowledge and pre-training, and can be applied to any value decomposition variant. Our method achieves desirable results on different decentralized partially observable Markov decision process domains and outperforms other popular multi-agent hierarchical reinforcement learning algorithms.

Training Transition Policies via Distribution Matching for Complex Tasks

Authors:Ju-Seung Byun, Andrew Perrault
Date:2021-10-08 19:57:37

Humans decompose novel complex tasks into simpler ones to exploit previously learned skills. Analogously, hierarchical reinforcement learning seeks to leverage lower-level policies for simple tasks to solve complex ones. However, because each lower-level policy induces a different distribution of states, transitioning from one lower-level policy to another may fail due to an unexpected starting state. We introduce transition policies that smoothly connect lower-level policies by producing a distribution of states and actions that matches what is expected by the next policy. Training transition policies is challenging because the natural reward signal -- whether the next policy can execute its subtask successfully -- is sparse. By training transition policies via adversarial inverse reinforcement learning to match the distribution of expected states and actions, we avoid relying on task-based reward. To further improve performance, we use deep Q-learning with a binary action space to determine when to switch from a transition policy to the next pre-trained policy, using the success or failure of the next subtask as the reward. Although the reward is still sparse, the problem is less severe due to the simple binary action space. We demonstrate our method on continuous bipedal locomotion and arm manipulation tasks that require diverse skills. We show that it smoothly connects the lower-level policies, achieving higher success rates than previous methods that search for successful trajectories based on a reward function, but do not match the state distribution.

Multi-lane Cruising Using Hierarchical Planning and Reinforcement Learning

Authors:Kasra Rezaee, Peyman Yadmellat, Masoud S. Nosrati, Elmira Amirloo Abolfathi, Mohammed Elmahgiubi, Jun Luo
Date:2021-10-01 21:03:39

Competent multi-lane cruising requires using lane changes and within-lane maneuvers to achieve good speed and maintain safety. This paper proposes a design for autonomous multi-lane cruising by combining a hierarchical reinforcement learning framework with a novel state-action space abstraction. While the proposed solution follows the classical hierarchy of behavior decision, motion planning and control, it introduces a key intermediate abstraction within the motion planner to discretize the state-action space according to high level behavioral decisions. We argue that this design allows principled modular extension of motion planning, in contrast to using either monolithic behavior cloning or a large set of hand-written rules. Moreover, we demonstrate that our state-action space abstraction allows transferring of the trained models without retraining from a simulated environment with virtually no dynamics to one with significantly more realistic dynamics. Together, these results suggest that our proposed hierarchical architecture is a promising way to allow reinforcement learning to be applied to complex multi-lane cruising in the real world.

From internal models toward metacognitive AI

Authors:Mitsuo Kawato, Aurelio Cortese
Date:2021-09-27 05:00:56

In several papers published in Biological Cybernetics in the 1980s and 1990s, Kawato and colleagues proposed computational models explaining how internal models are acquired in the cerebellum. These models were later supported by neurophysiological experiments using monkeys and neuroimaging experiments involving humans. These early studies influenced neuroscience from basic, sensory-motor control to higher cognitive functions. One of the most perplexing enigmas related to internal models is to understand the neural mechanisms that enable animals to learn large-dimensional problems with so few trials. Consciousness and metacognition -- the ability to monitor one's own thoughts, may be part of the solution to this enigma. Based on literature reviews of the past 20 years, here we propose a computational neuroscience model of metacognition. The model comprises a modular hierarchical reinforcement-learning architecture of parallel and layered, generative-inverse model pairs. In the prefrontal cortex, a distributed executive network called the "cognitive reality monitoring network" (CRMN) orchestrates conscious involvement of generative-inverse model pairs in perception and action. Based on mismatches between computations by generative and inverse models, as well as reward prediction errors, CRMN computes a "responsibility signal" that gates selection and learning of pairs in perception, action, and reinforcement learning. A high responsibility signal is given to the pairs that best capture the external world, that are competent in movements (small mismatch), and that are capable of reinforcement learning (small reward prediction error). CRMN selects pairs with higher responsibility signals as objects of metacognition, and consciousness is determined by the entropy of responsibility signals across all pairs.

Generalization in Text-based Games via Hierarchical Reinforcement Learning

Authors:Yunqiu Xu, Meng Fang, Ling Chen, Yali Du, Chengqi Zhang
Date:2021-09-21 05:27:33

Deep reinforcement learning provides a promising approach for text-based games in studying natural language communication between humans and artificial agents. However, the generalization still remains a big challenge as the agents depend critically on the complexity and variety of training tasks. In this paper, we address this problem by introducing a hierarchical framework built upon the knowledge graph-based RL agent. In the high level, a meta-policy is executed to decompose the whole game into a set of subtasks specified by textual goals, and select one of them based on the KG. Then a sub-policy in the low level is executed to conduct goal-conditioned reinforcement learning. We carry out experiments on games with various difficulty levels and show that the proposed method enjoys favorable generalizability.

Context-Specific Representation Abstraction for Deep Option Learning

Authors:Marwa Abdulhai, Dong-Ki Kim, Matthew Riemer, Miao Liu, Gerald Tesauro, Jonathan P. How
Date:2021-09-20 22:50:01

Hierarchical reinforcement learning has focused on discovering temporally extended actions, such as options, that can provide benefits in problems requiring extensive exploration. One promising approach that learns these options end-to-end is the option-critic (OC) framework. We examine and show in this paper that OC does not decompose a problem into simpler sub-problems, but instead increases the size of the search over policy space with each option considering the entire state space during learning. This issue can result in practical limitations of this method, including sample inefficient learning. To address this problem, we introduce Context-Specific Representation Abstraction for Deep Option Learning (CRADOL), a new framework that considers both temporal abstraction and context-specific representation abstraction to effectively reduce the size of the search over policy space. Specifically, our method learns a factored belief state representation that enables each option to learn a policy over only a subsection of the state space. We test our method against hierarchical, non-hierarchical, and modular recurrent neural network baselines, demonstrating significant sample efficiency improvements in challenging partially observable environments.

Sensor-Based Navigation Using Hierarchical Reinforcement Learning

Authors:Christopher Gebauer, Nils Dengler, Maren Bennewitz
Date:2021-08-30 14:29:57

Robotic systems are nowadays capable of solving complex navigation tasks. However, their capabilities are limited to the knowledge of the designer and consequently lack generalizability to initially unconsidered situations. This makes deep reinforcement learning (DRL) especially interesting, as these algorithms promise a self-learning system only relying on feedback from the environment. In this paper, we consider the problem of lidar-based robot navigation in continuous action space using DRL without providing any goal-oriented or global information. By relying solely on local sensor data to solve navigation tasks, we design an agent that assigns its own waypoints based on intrinsic motivation. Our agent is able to learn goal-directed navigation behavior even when facing only sparse feedback, i.e., delayed rewards when reaching the target. To address this challenge and the complexity of the continuous action space, we deploy a hierarchical agent structure in which the exploration is distributed across multiple layers. Within the hierarchical structure, our agent self-assigns internal goals and learns to extract reasonable waypoints to reach the desired target position only based on local sensor data. In our experiments, we demonstrate the navigation capabilities of our agent in two environments and show that the hierarchical structure seriously improves the performance in terms of success rate and success weighted by path length in comparison to a flat structure. Furthermore, we provide a real-robot experiment to illustrate that the trained agent can be easily transferred to a real-world scenario.

Aspect Sentiment Triplet Extraction Using Reinforcement Learning

Authors:Samson Yu Bai Jian, Tapas Nayak, Navonil Majumder, Soujanya Poria
Date:2021-08-13 07:38:48

Aspect Sentiment Triplet Extraction (ASTE) is the task of extracting triplets of aspect terms, their associated sentiments, and the opinion terms that provide evidence for the expressed sentiments. Previous approaches to ASTE usually simultaneously extract all three components or first identify the aspect and opinion terms, then pair them up to predict their sentiment polarities. In this work, we present a novel paradigm, ASTE-RL, by regarding the aspect and opinion terms as arguments of the expressed sentiment in a hierarchical reinforcement learning (RL) framework. We first focus on sentiments expressed in a sentence, then identify the target aspect and opinion terms for that sentiment. This takes into account the mutual interactions among the triplet's components while improving exploration and sample efficiency. Furthermore, this hierarchical RLsetup enables us to deal with multiple and overlapping triplets. In our experiments, we evaluate our model on existing datasets from laptop and restaurant domains and show that it achieves state-of-the-art performance. The implementation of this work is publicly available at https://github.com/declare-lab/ASTE-RL.

HAC Explore: Accelerating Exploration with Hierarchical Reinforcement Learning

Authors:Willie McClinton, Andrew Levy, George Konidaris
Date:2021-08-12 17:42:12

Sparse rewards and long time horizons remain challenging for reinforcement learning algorithms. Exploration bonuses can help in sparse reward settings by encouraging agents to explore the state space, while hierarchical approaches can assist with long-horizon tasks by decomposing lengthy tasks into shorter subtasks. We propose HAC Explore (HACx), a new method that combines these approaches by integrating the exploration bonus method Random Network Distillation (RND) into the hierarchical approach Hierarchical Actor-Critic (HAC). HACx outperforms either component method on its own, as well as an existing approach to combining hierarchy and exploration, in a set of difficult simulated robotics tasks. HACx is the first RL method to solve a sparse reward, continuous-control task that requires over 1,000 actions.

Hierarchical Reinforcement Learning with Optimal Level Synchronization based on a Deep Generative Model

Authors:JaeYoon Kim, Junyu Xuan, Christy Liang, Farookh Hussain
Date:2021-07-17 05:02:25

The high-dimensional or sparse reward task of a reinforcement learning (RL) environment requires a superior potential controller such as hierarchical reinforcement learning (HRL) rather than an atomic RL because it absorbs the complexity of commands to achieve the purpose of the task in its hierarchical structure. One of the HRL issues is how to train each level policy with the optimal data collection from its experience. That is to say, how to synchronize adjacent level policies optimally. Our research finds that a HRL model through the off-policy correction technique of HRL, which trains a higher-level policy with the goal of reflecting a lower-level policy which is newly trained using the off-policy method, takes the critical role of synchronizing both level policies at all times while they are being trained. We propose a novel HRL model supporting the optimal level synchronization using the off-policy correction technique with a deep generative model. This uses the advantage of the inverse operation of a flow-based deep generative model (FDGM) to achieve the goal corresponding to the current state of the lower-level policy. The proposed model also considers the freedom of the goal dimension between HRL policies which makes it the generalized inverse model of the model-free RL in HRL with the optimal synchronization method. The comparative experiment results show the performance of our proposed model.

Towards Autonomous Pipeline Inspection with Hierarchical Reinforcement Learning

Authors:Nicolò Botteghi, Luuk Grefte, Mannes Poel, Beril Sirmacek, Christoph Brune, Edwin Dertien, Stefano Stramigioli
Date:2021-07-08 08:58:59

Inspection and maintenance are two crucial aspects of industrial pipeline plants. While robotics has made tremendous progress in the mechanic design of in-pipe inspection robots, the autonomous control of such robots is still a big open challenge due to the high number of actuators and the complex manoeuvres required. To address this problem, we investigate the usage of Deep Reinforcement Learning for achieving autonomous navigation of in-pipe robots in pipeline networks with complex topologies. Moreover, we introduce a hierarchical policy decomposition based on Hierarchical Reinforcement Learning to learn robust high-level navigation skills. We show that the hierarchical structure introduced in the policy is fundamental for solving the navigation task through pipes and necessary for achieving navigation performances superior to human-level control.

Hierarchical Policies for Cluttered-Scene Grasping with Latent Plans

Authors:Lirui Wang, Xiangyun Meng, Yu Xiang, Dieter Fox
Date:2021-07-04 01:26:48

6D grasping in cluttered scenes is a longstanding problem in robotic manipulation. Open-loop manipulation pipelines may fail due to inaccurate state estimation, while most end-to-end grasping methods have not yet scaled to complex scenes with obstacles. In this work, we propose a new method for end-to-end learning of 6D grasping in cluttered scenes. Our hierarchical framework learns collision-free target-driven grasping based on partial point cloud observations. We learn an embedding space to encode expert grasping plans during training and a variational autoencoder to sample diverse grasping trajectories at test time. Furthermore, we train a critic network for plan selection and an option classifier for switching to an instance grasping policy through hierarchical reinforcement learning. We evaluate our method and compare against several baselines in simulation, as well as demonstrate that our latent planning can generalize to real-world cluttered-scene grasping tasks. Our videos and code can be found at https://sites.google.com/view/latent-grasping .

Globally Optimal Hierarchical Reinforcement Learning for Linearly-Solvable Markov Decision Processes

Authors:Guillermo Infante, Anders Jonsson, Vicenç Gómez
Date:2021-06-29 13:10:08

In this work we present a novel approach to hierarchical reinforcement learning for linearly-solvable Markov decision processes. Our approach assumes that the state space is partitioned, and the subtasks consist in moving between the partitions. We represent value functions on several levels of abstraction, and use the compositionality of subtasks to estimate the optimal values of the states in each partition. The policy is implicitly defined on these optimal value estimates, rather than being decomposed among the subtasks. As a consequence, our approach can learn the globally optimal policy, and does not suffer from the non-stationarity of high-level decisions. If several partitions have equivalent dynamics, the subtasks of those partitions can be shared. If the set of boundary states is smaller than the entire state space, our approach can have significantly smaller sample complexity than that of a flat learner, and we validate this empirically in several experiments.

Discovering Generalizable Skills via Automated Generation of Diverse Tasks

Authors:Kuan Fang, Yuke Zhu, Silvio Savarese, Li Fei-Fei
Date:2021-06-26 03:41:51

The learning efficiency and generalization ability of an intelligent agent can be greatly improved by utilizing a useful set of skills. However, the design of robot skills can often be intractable in real-world applications due to the prohibitive amount of effort and expertise that it requires. In this work, we introduce Skill Learning In Diversified Environments (SLIDE), a method to discover generalizable skills via automated generation of a diverse set of tasks. As opposed to prior work on unsupervised discovery of skills which incentivizes the skills to produce different outcomes in the same environment, our method pairs each skill with a unique task produced by a trainable task generator. To encourage generalizable skills to emerge, our method trains each skill to specialize in the paired task and maximizes the diversity of the generated tasks. A task discriminator defined on the robot behaviors in the generated tasks is jointly trained to estimate the evidence lower bound of the diversity objective. The learned skills can then be composed in a hierarchical reinforcement learning algorithm to solve unseen target tasks. We demonstrate that the proposed method can effectively learn a variety of robot skills in two tabletop manipulation domains. Our results suggest that the learned skills can effectively improve the robot's performance in various unseen target tasks compared to existing reinforcement learning and skill learning methods.

Interpretable Model-based Hierarchical Reinforcement Learning using Inductive Logic Programming

Authors:Duo Xu, Faramarz Fekri
Date:2021-06-21 21:30:08

Recently deep reinforcement learning has achieved tremendous success in wide ranges of applications. However, it notoriously lacks data-efficiency and interpretability. Data-efficiency is important as interacting with the environment is expensive. Further, interpretability can increase the transparency of the black-box-style deep RL models and hence gain trust from the users. In this work, we propose a new hierarchical framework via symbolic RL, leveraging a symbolic transition model to improve the data-efficiency and introduce the interpretability for learned policy. This framework consists of a high-level agent, a subtask solver and a symbolic transition model. Without assuming any prior knowledge on the state transition, we adopt inductive logic programming (ILP) to learn the rules of symbolic state transitions, introducing interpretability and making the learned behavior understandable to users. In empirical experiments, we confirmed that the proposed framework offers approximately between 30\% to 40\% more data efficiency over previous methods.

DisTop: Discovering a Topological representation to learn diverse and rewarding skills

Authors:Arthur Aubret, Laetitia matignon, Salima Hassas
Date:2021-06-06 10:09:05

The optimal way for a deep reinforcement learning (DRL) agent to explore is to learn a set of skills that achieves a uniform distribution of states. Following this,we introduce DisTop, a new model that simultaneously learns diverse skills and focuses on improving rewarding skills. DisTop progressively builds a discrete topology of the environment using an unsupervised contrastive loss, a growing network and a goal-conditioned policy. Using this topology, a state-independent hierarchical policy can select where the agent has to keep discovering skills in the state space. In turn, the newly visited states allows an improved learnt representation and the learning loop continues. Our experiments emphasize that DisTop is agnostic to the ground state representation and that the agent can discover the topology of its environment whether the states are high-dimensional binary data, images, or proprioceptive inputs. We demonstrate that this paradigm is competitiveon MuJoCo benchmarks with state-of-the-art algorithms on both single-task dense rewards and diverse skill discovery. By combining these two aspects, we showthat DisTop achieves state-of-the-art performance in comparison with hierarchical reinforcement learning (HRL) when rewards are sparse. We believe DisTop opens new perspectives by showing that bottom-up skill discovery combined with representation learning can unlock the exploration challenge in DRL.

Active Hierarchical Exploration with Stable Subgoal Representation Learning

Authors:Siyuan Li, Jin Zhang, Jianhao Wang, Yang Yu, Chongjie Zhang
Date:2021-05-31 07:28:59

Goal-conditioned hierarchical reinforcement learning (GCHRL) provides a promising approach to solving long-horizon tasks. Recently, its success has been extended to more general settings by concurrently learning hierarchical policies and subgoal representations. Although GCHRL possesses superior exploration ability by decomposing tasks via subgoals, existing GCHRL methods struggle in temporally extended tasks with sparse external rewards, since the high-level policy learning relies on external rewards. As the high-level policy selects subgoals in an online learned representation space, the dynamic change of the subgoal space severely hinders effective high-level exploration. In this paper, we propose a novel regularization that contributes to both stable and efficient subgoal representation learning. Building upon the stable representation, we design measures of novelty and potential for subgoals, and develop an active hierarchical exploration strategy that seeks out new promising subgoals and states without intrinsic rewards. Experimental results show that our approach significantly outperforms state-of-the-art baselines in continuous control tasks with sparse rewards.

Room Clearance with Feudal Hierarchical Reinforcement Learning

Authors:Henry Charlesworth, Adrian Millea, Eddie Pottrill, Rich Riley
Date:2021-05-24 15:05:58

Reinforcement learning (RL) is a general framework that allows systems to learn autonomously through trial-and-error interaction with their environment. In recent years combining RL with expressive, high-capacity neural network models has led to impressive performance in a diverse range of domains. However, dealing with the large state and action spaces often required for problems in the real world still remains a significant challenge. In this paper we introduce a new simulation environment, "Gambit", designed as a tool to build scenarios that can drive RL research in a direction useful for military analysis. Using this environment we focus on an abstracted and simplified room clearance scenario, where a team of blue agents have to make their way through a building and ensure that all rooms are cleared of (and remain clear) of enemy red agents. We implement a multi-agent version of feudal hierarchical RL that introduces a command hierarchy where a commander at the higher level sends orders to multiple agents at the lower level who simply have to learn to follow these orders. We find that breaking the task down in this way allows us to solve a number of non-trivial floorplans that require the coordination of multiple agents much more efficiently than the standard baseline RL algorithms we compare with. We then go on to explore how qualitatively different behaviour can emerge depending on what we prioritise in the agent's reward function (e.g. clearing the building quickly vs. prioritising rescuing civilians).

Hierarchical Reinforcement Learning for Air-to-Air Combat

Authors:Adrian P. Pope, Jaime S. Ide, Daria Micovic, Henry Diaz, David Rosenbluth, Lee Ritholtz, Jason C. Twedt, Thayne T. Walker, Kevin Alcedo, Daniel Javorsek
Date:2021-05-03 16:40:00

Artificial Intelligence (AI) is becoming a critical component in the defense industry, as recently demonstrated by DARPA`s AlphaDogfight Trials (ADT). ADT sought to vet the feasibility of AI algorithms capable of piloting an F-16 in simulated air-to-air combat. As a participant in ADT, Lockheed Martin`s (LM) approach combines a hierarchical architecture with maximum-entropy reinforcement learning (RL), integrates expert knowledge through reward shaping, and supports modularity of policies. This approach achieved a $2^{nd}$ place finish in the final ADT event (among eight total competitors) and defeated a graduate of the US Air Force's (USAF) F-16 Weapons Instructor Course in match play.

Online Baum-Welch algorithm for Hierarchical Imitation Learning

Authors:Vittorio Giammarino, Ioannis Ch. Paschalidis
Date:2021-03-22 22:03:25

The options framework for hierarchical reinforcement learning has increased its popularity in recent years and has made improvements in tackling the scalability problem in reinforcement learning. Yet, most of these recent successes are linked with a proper options initialization or discovery. When an expert is available, the options discovery problem can be addressed by learning an options-type hierarchical policy directly from expert demonstrations. This problem is referred to as hierarchical imitation learning and can be handled as an inference problem in a Hidden Markov Model, which is done via an Expectation-Maximization type algorithm. In this work, we propose a novel online algorithm to perform hierarchical imitation learning in the options framework. Further, we discuss the benefits of such an algorithm and compare it with its batch version in classical reinforcement learning benchmarks. We show that this approach works well in both discrete and continuous environments and, under certain conditions, it outperforms the batch version.

Hierarchical Reinforcement Learning Framework for Stochastic Spaceflight Campaign Design

Authors:Yuji Takubo, Hao Chen, Koki Ho
Date:2021-03-16 11:17:02

This paper develops a hierarchical reinforcement learning architecture for multimission spaceflight campaign design under uncertainty, including vehicle design, infrastructure deployment planning, and space transportation scheduling. This problem involves a high-dimensional design space and is challenging especially with uncertainty present. To tackle this challenge, the developed framework has a hierarchical structure with reinforcement learning and network-based mixed-integer linear programming (MILP), where the former optimizes campaign-level decisions (e.g., design of the vehicle used throughout the campaign, destination demand assigned to each mission in the campaign), whereas the latter optimizes the detailed mission-level decisions (e.g., when to launch what from where to where). The framework is applied to a set of human lunar exploration campaign scenarios with uncertain in situ resource utilization performance as a case study. The main value of this work is its integration of the rapidly growing reinforcement learning research and the existing MILP-based space logistics methods through a hierarchical framework to handle the otherwise intractable complexity of space mission design under uncertainty. This unique framework is expected to be a critical steppingstone for the emerging research direction of artificial intelligence for space mission design.

Efficient learning of goal-oriented push-grasping synergy in clutter

Authors:Kechun Xu, Hongxiang Yu, Qianen Lai, Yue Wang, Rong Xiong
Date:2021-03-09 13:03:33

We focus on the task of goal-oriented grasping, in which a robot is supposed to grasp a pre-assigned goal object in clutter and needs some pre-grasp actions such as pushes to enable stable grasps. However, in this task, the robot gets positive rewards from environment only when successfully grasping the goal object. Besides, joint pushing and grasping elongates the action sequence, compounding the problem of reward delay. Thus, sample inefficiency remains a main challenge in this task. In this paper, a goal-conditioned hierarchical reinforcement learning formulation with high sample efficiency is proposed to learn a push-grasping policy for grasping a specific object in clutter. In our work, sample efficiency is improved by two means. First, we use a goal-conditioned mechanism by goal relabeling to enrich the replay buffer. Second, the pushing and grasping policies are respectively regarded as a generator and a discriminator and the pushing policy is trained with supervision of the grasping discriminator, thus densifying pushing rewards. To deal with the problem of distribution mismatch caused by different training settings of two policies, an alternating training stage is added to learn pushing and grasping in turn. A series of experiments carried out in simulation and real world indicate that our method can quickly learn effective pushing and grasping policies and outperforms existing methods in task completion rate and goal grasp success rate by less times of motion. Furthermore, we validate that our system can also adapt to goal-agnostic conditions with better performance. Note that our system can be transferred to the real world without any fine-tuning. Our code is available at https://github.com/xukechun/Efficient_goal-oriented_push-grasping_synergy.

Hierarchical and Partially Observable Goal-driven Policy Learning with Goals Relational Graph

Authors:Xin Ye, Yezhou Yang
Date:2021-03-01 23:21:46

We present a novel two-layer hierarchical reinforcement learning approach equipped with a Goals Relational Graph (GRG) for tackling the partially observable goal-driven task, such as goal-driven visual navigation. Our GRG captures the underlying relations of all goals in the goal space through a Dirichlet-categorical process that facilitates: 1) the high-level network raising a sub-goal towards achieving a designated final goal; 2) the low-level network towards an optimal policy; and 3) the overall system generalizing unseen environments and goals. We evaluate our approach with two settings of partially observable goal-driven tasks -- a grid-world domain and a robotic object search task. Our experimental results show that our approach exhibits superior generalization performance on both unseen environments and new goals.

Potential Impacts of Smart Homes on Human Behavior: A Reinforcement Learning Approach

Authors:Shashi Suman, Ali Etemad, Francois Rivest
Date:2021-02-26 05:33:46

We aim to investigate the potential impacts of smart homes on human behavior. To this end, we simulate a series of human models capable of performing various activities inside a reinforcement learning-based smart home. We then investigate the possibility of human behavior being altered as a result of the smart home and the human model adapting to one-another. We design a semi-Markov decision process human task interleaving model based on hierarchical reinforcement learning that learns to make decisions to either pursue or leave an activity. We then integrate our human model in the smart home which is based on Q-learning. We show that a smart home trained on a generic human model is able to anticipate and learn the thermal preferences of human models with intrinsic rewards similar to the generic model. The hierarchical human model learns to complete each activity and set optimal thermal settings for maximum comfort. With the smart home, the number of time steps required to change the thermal settings are reduced for the human models. Interestingly, we observe that small variations in the human model reward structures can lead to the opposite behavior in the form of unexpected switching between activities which signals changes in human behavior due to the presence of the smart home.

The Logical Options Framework

Authors:Brandon Araki, Xiao Li, Kiran Vodrahalli, Jonathan DeCastro, Micah J. Fry, Daniela Rus
Date:2021-02-24 21:43:16

Learning composable policies for environments with complex rules and tasks is a challenging problem. We introduce a hierarchical reinforcement learning framework called the Logical Options Framework (LOF) that learns policies that are satisfying, optimal, and composable. LOF efficiently learns policies that satisfy tasks by representing the task as an automaton and integrating it into learning and planning. We provide and prove conditions under which LOF will learn satisfying, optimal policies. And lastly, we show how LOF's learned policies can be composed to satisfy unseen tasks with only 10-50 retraining steps. We evaluate LOF on four tasks in discrete and continuous domains, including a 3D pick-and-place environment.

Intrinsically Motivated Open-Ended Multi-Task Learning Using Transfer Learning to Discover Task Hierarchy

Authors:Nicolas Duminy, Sao Mai Nguyen, Junshuai Zhu, Dominique Duhaut, Jerome Kerdreux
Date:2021-02-19 10:44:08

In open-ended continuous environments, robots need to learn multiple parameterised control tasks in hierarchical reinforcement learning. We hypothesise that the most complex tasks can be learned more easily by transferring knowledge from simpler tasks, and faster by adapting the complexity of the actions to the task. We propose a task-oriented representation of complex actions, called procedures, to learn online task relationships and unbounded sequences of action primitives to control the different observables of the environment. Combining both goal-babbling with imitation learning, and active learning with transfer of knowledge based on intrinsic motivation, our algorithm self-organises its learning process. It chooses at any given time a task to focus on; and what, how, when and from whom to transfer knowledge. We show with a simulation and a real industrial robot arm, in cross-task and cross-learner transfer settings, that task composition is key to tackle highly complex tasks. Task decomposition is also efficiently transferred across different embodied learners and by active imitation, where the robot requests just a small amount of demonstrations and the adequate type of information. The robot learns and exploits task dependencies so as to learn tasks of every complexity.

TradeR: Practical Deep Hierarchical Reinforcement Learning for Trade Execution

Authors:Karush Suri, Xiao Qi Shi, Konstantinos Plataniotis, Yuri Lawryshyn
Date:2021-02-16 19:52:52

Advances in Reinforcement Learning (RL) span a wide variety of applications which motivate development in this area. While application tasks serve as suitable benchmarks for real world problems, RL is seldomly used in practical scenarios consisting of abrupt dynamics. This allows one to rethink the problem setup in light of practical challenges. We present Trade Execution using Reinforcement Learning (TradeR) which aims to address two such practical challenges of catastrophy and surprise minimization by formulating trading as a real-world hierarchical RL problem. Through this lens, TradeR makes use of hierarchical RL to execute trade bids on high frequency real market experiences comprising of abrupt price variations during the 2019 fiscal year COVID19 stock market crash. The framework utilizes an energy-based scheme in conjunction with surprise value function for estimating and minimizing surprise. In a large-scale study of 35 stock symbols from the S&P500 index, TradeR demonstrates robustness to abrupt price changes and catastrophic losses while maintaining profitable outcomes. We hope that our work serves as a motivating example for application of RL to practical problems.

Challenging Social Media Threats using Collective Well-being Aware Recommendation Algorithms and an Educational Virtual Companion

Authors:Dimitri Ognibene, Davide Taibi, Udo Kruschwitz, Rodrigo Souza Wilkens, Davinia Hernandez-Leo, Emily Theophilou, Lidia Scifo, Rene Alejandro Lobo, Francesco Lomonaco, Sabrina Eimler, H. Ulrich Hoppe, Nils Malzahn
Date:2021-01-25 15:58:18

Social media have become an integral part of our lives, expanding our interlinking capabilities to new levels. There is plenty to be said about their positive effects. On the other hand, however, some serious negative implications of social media have been repeatedly highlighted in recent years, pointing at various threats to society and its more vulnerable members, such as teenagers. We thus propose a theoretical framework based on an adaptive "Social Media Virtual Companion" for educating and supporting an entire community, teenage students, to interact in social media environments in order to achieve desirable conditions, defined in terms of a community-specific and participatory designed measure of Collective Well-Being (CWB). This Companion combines automatic processing with expert intervention and guidance. The virtual Companion will be powered by a Recommender System (CWB-RS) that will optimize a CWB metric instead of engagement or platform profit, which currently largely drives recommender systems thereby disregarding any societal collateral effect.We put an emphasis on experts and educators in the educationally managed social media community of the Companion. They play five key roles: (a) use the Companion in classroom-based educational activities; (b) guide the definition of the CWB; (c) provide a hierarchical structure of learning strategies, objectives and activities that will support and contain the adaptive sequencing algorithms of the CWB-RS based on hierarchical reinforcement learning; (d) act as moderators of direct conflicts between the members of the community; and, finally, (e) monitor and address ethical and educational issues that are beyond the intelligent agent's competence and control. Preliminary results on the performance of the Companion's components and studies of the educational and psychological underlying principles are presented.

Hierarchical Reinforcement Learning By Discovering Intrinsic Options

Authors:Jesse Zhang, Haonan Yu, Wei Xu
Date:2021-01-16 20:54:31

We propose a hierarchical reinforcement learning method, HIDIO, that can learn task-agnostic options in a self-supervised manner while jointly learning to utilize them to solve sparse-reward tasks. Unlike current hierarchical RL approaches that tend to formulate goal-reaching low-level tasks or pre-define ad hoc lower-level policies, HIDIO encourages lower-level option learning that is independent of the task at hand, requiring few assumptions or little knowledge about the task structure. These options are learned through an intrinsic entropy minimization objective conditioned on the option sub-trajectories. The learned options are diverse and task-agnostic. In experiments on sparse-reward robotic manipulation and navigation tasks, HIDIO achieves higher success rates with greater sample efficiency than regular RL baselines and two state-of-the-art hierarchical RL methods.

Deep Stock Trading: A Hierarchical Reinforcement Learning Framework for Portfolio Optimization and Order Execution

Authors:Rundong Wang, Hongxin Wei, Bo An, Zhouyan Feng, Jun Yao
Date:2020-12-23 12:09:26

Portfolio management via reinforcement learning is at the forefront of fintech research, which explores how to optimally reallocate a fund into different financial assets over the long term by trial-and-error. Existing methods are impractical since they usually assume each reallocation can be finished immediately and thus ignoring the price slippage as part of the trading cost. To address these issues, we propose a hierarchical reinforced stock trading system for portfolio management (HRPM). Concretely, we decompose the trading process into a hierarchy of portfolio management over trade execution and train the corresponding policies. The high-level policy gives portfolio weights at a lower frequency to maximize the long term profit and invokes the low-level policy to sell or buy the corresponding shares within a short time window at a higher frequency to minimize the trading cost. We train two levels of policies via pre-training scheme and iterative training scheme for data efficiency. Extensive experimental results in the U.S. market and the China market demonstrate that HRPM achieves significant improvement against many state-of-the-art approaches.

Hierarchical principles of embodied reinforcement learning: A review

Authors:Manfred Eppe, Christian Gumbsch, Matthias Kerzel, Phuong D. H. Nguyen, Martin V. Butz, Stefan Wermter
Date:2020-12-18 10:19:38

Cognitive Psychology and related disciplines have identified several critical mechanisms that enable intelligent biological agents to learn to solve complex problems. There exists pressing evidence that the cognitive mechanisms that enable problem-solving skills in these species build on hierarchical mental representations. Among the most promising computational approaches to provide comparable learning-based problem-solving abilities for artificial agents and robots is hierarchical reinforcement learning. However, so far the existing computational approaches have not been able to equip artificial agents with problem-solving abilities that are comparable to intelligent animals, including human and non-human primates, crows, or octopuses. Here, we first survey the literature in Cognitive Psychology, and related disciplines, and find that many important mental mechanisms involve compositional abstraction, curiosity, and forward models. We then relate these insights with contemporary hierarchical reinforcement learning methods, and identify the key machine intelligence approaches that realise these mechanisms. As our main result, we show that all important cognitive mechanisms have been implemented independently in isolated computational architectures, and there is simply a lack of approaches that integrate them appropriately. We expect our results to guide the development of more sophisticated cognitively inspired hierarchical methods, so that future artificial agents achieve a problem-solving performance on the level of intelligent animals.

Relative Variational Intrinsic Control

Authors:Kate Baumli, David Warde-Farley, Steven Hansen, Volodymyr Mnih
Date:2020-12-14 18:59:23

In the absence of external rewards, agents can still learn useful behaviors by identifying and mastering a set of diverse skills within their environment. Existing skill learning methods use mutual information objectives to incentivize each skill to be diverse and distinguishable from the rest. However, if care is not taken to constrain the ways in which the skills are diverse, trivially diverse skill sets can arise. To ensure useful skill diversity, we propose a novel skill learning objective, Relative Variational Intrinsic Control (RVIC), which incentivizes learning skills that are distinguishable in how they change the agent's relationship to its environment. The resulting set of skills tiles the space of affordances available to the agent. We qualitatively analyze skill behaviors on multiple environments and show how RVIC skills are more useful than skills discovered by existing methods when used in hierarchical reinforcement learning.

A Hierarchical Deep Actor-Critic Learning Method for Joint Distribution System State Estimation

Authors:Yuxuan Yuan, Kaveh Dehghanpour, Zhaoyu Wang, Fankun Bu
Date:2020-12-04 22:38:21

Due to increasing penetration of volatile distributed photovoltaic (PV) resources, real-time monitoring of customers at the grid-edge has become a critical task. However, this requires solving the distribution system state estimation (DSSE) jointly for both primary and secondary levels of distribution grids, which is computationally complex and lacks scalability to large systems. To achieve near real-time solutions for DSSE, we present a novel hierarchical reinforcement learning-aided framework: at the first layer, a weighted least squares (WLS) algorithm solves the DSSE over primary medium-voltage feeders; at the second layer, deep actor-critic (A-C) modules are trained for each secondary transformer using measurement residuals to estimate the states of low-voltage circuits and capture the impact of PVs at the grid-edge. While the A-C parameter learning process takes place offline, the trained A-C modules are deployed online for fast secondary grid state estimation; this is the key factor in scalability and computational efficiency of the framework. To maintain monitoring accuracy, the two levels exchange boundary information with each other at the secondary nodes, including transformer voltages (first layer to second layer) and active/reactive total power injection (second layer to first layer). This interactive information passing strategy results in a closed-loop structure that is able to track optimal solutions at both layers in few iterations. Moreover, our model can handle the topology changes using the Jacobian matrices of the first layer. We have performed numerical experiments using real utility data and feeder models to verify the performance of the proposed framework.

From Pixels to Legs: Hierarchical Learning of Quadruped Locomotion

Authors:Deepali Jain, Atil Iscen, Ken Caluwaerts
Date:2020-11-23 20:55:54

Legged robots navigating crowded scenes and complex terrains in the real world are required to execute dynamic leg movements while processing visual input for obstacle avoidance and path planning. We show that a quadruped robot can acquire both of these skills by means of hierarchical reinforcement learning (HRL). By virtue of their hierarchical structure, our policies learn to implicitly break down this joint problem by concurrently learning High Level (HL) and Low Level (LL) neural network policies. These two levels are connected by a low dimensional hidden layer, which we call latent command. HL receives a first-person camera view, whereas LL receives the latent command from HL and the robot's on-board sensors to control its actuators. We train policies to walk in two different environments: a curved cliff and a maze. We show that hierarchical policies can concurrently learn to locomote and navigate in these environments, and show they are more efficient than non-hierarchical neural network policies. This architecture also allows for knowledge reuse across tasks. LL networks trained on one task can be transferred to a new task in a new environment. Finally HL, which processes camera images, can be evaluated at much lower and varying frequencies compared to LL, thus reducing computation times and bandwidth requirements.

Hierarchical reinforcement learning for efficient exploration and transfer

Authors:Lorenzo Steccanella, Simone Totaro, Damien Allonsius, Anders Jonsson
Date:2020-11-12 12:09:13

Sparse-reward domains are challenging for reinforcement learning algorithms since significant exploration is needed before encountering reward for the first time. Hierarchical reinforcement learning can facilitate exploration by reducing the number of decisions necessary before obtaining a reward. In this paper, we present a novel hierarchical reinforcement learning framework based on the compression of an invariant state space that is common to a range of tasks. The algorithm introduces subtasks which consist of moving between the state partitions induced by the compression. Results indicate that the algorithm can successfully solve complex sparse-reward domains, and transfer knowledge to solve new, previously unseen tasks more quickly.

Hierarchical Reinforcement Learning for Relay Selection and Power Optimization in Two-Hop Cooperative Relay Network

Authors:Yuanzhe Geng, Erwu Liu, Rui Wang, Yiming Liu
Date:2020-11-10 04:47:41

Cooperative communication is an effective approach to improve spectrum utilization. In order to reduce outage probability of communication system, most studies propose various schemes for relay selection and power allocation, which are based on the assumption of channel state information (CSI). However, it is difficult to get an accurate CSI in practice. In this paper, we study the outage probability minimizing problem subjected to a total transmission power constraint in a two-hop cooperative relay network. We use reinforcement learning (RL) methods to learn strategies for relay selection and power allocation, which do not need any prior knowledge of CSI but simply rely on the interaction with communication environment. It is noted that conventional RL methods, including most deep reinforcement learning (DRL) methods, cannot perform well when the search space is too large. Therefore, we first propose a DRL framework with an outage-based reward function, which is then used as a baseline. Then, we further propose a hierarchical reinforcement learning (HRL) framework and training algorithm. A key difference from other RL-based methods in existing literatures is that, our proposed HRL approach decomposes relay selection and power allocation into two hierarchical optimization objectives, which are trained in different levels. With the simplification of search space, the HRL approach can solve the problem of sparse reward, while the conventional RL method fails. Simulation results reveal that compared with traditional DRL method, the HRL training algorithm can reach convergence 30 training iterations earlier and reduce the outage probability by 5% in two-hop relay network with the same outage threshold.

Trajectory Planning for Autonomous Vehicles Using Hierarchical Reinforcement Learning

Authors:Kaleb Ben Naveed, Zhiqian Qiao, John M. Dolan
Date:2020-11-09 20:49:54

Planning safe trajectories under uncertain and dynamic conditions makes the autonomous driving problem significantly complex. Current sampling-based methods such as Rapidly Exploring Random Trees (RRTs) are not ideal for this problem because of the high computational cost. Supervised learning methods such as Imitation Learning lack generalization and safety guarantees. To address these problems and in order to ensure a robust framework, we propose a Hierarchical Reinforcement Learning (HRL) structure combined with a Proportional-Integral-Derivative (PID) controller for trajectory planning. HRL helps divide the task of autonomous vehicle driving into sub-goals and supports the network to learn policies for both high-level options and low-level trajectory planner choices. The introduction of sub-goals decreases convergence time and enables the policies learned to be reused for other scenarios. In addition, the proposed planner is made robust by guaranteeing smooth trajectories and by handling the noisy perception system of the ego-car. The PID controller is used for tracking the waypoints, which ensures smooth trajectories and reduces jerk. The problem of incomplete observations is handled by using a Long-Short-Term-Memory (LSTM) layer in the network. Results from the high-fidelity CARLA simulator indicate that the proposed method reduces convergence time, generates smoother trajectories, and is able to handle dynamic surroundings and noisy observations.

Behavior Planning at Urban Intersections through Hierarchical Reinforcement Learning

Authors:Zhiqian Qiao, Jeff Schneider, John M. Dolan
Date:2020-11-09 19:23:26

For autonomous vehicles, effective behavior planning is crucial to ensure safety of the ego car. In many urban scenarios, it is hard to create sufficiently general heuristic rules, especially for challenging scenarios that some new human drivers find difficult. In this work, we propose a behavior planning structure based on reinforcement learning (RL) which is capable of performing autonomous vehicle behavior planning with a hierarchical structure in simulated urban environments. Application of the hierarchical structure allows the various layers of the behavior planning system to be satisfied. Our algorithms can perform better than heuristic-rule-based methods for elective decisions such as when to turn left between vehicles approaching from the opposite direction or possible lane-change when approaching an intersection due to lane blockage or delay in front of the ego car. Such behavior is hard to evaluate as correct or incorrect, but for some aggressive expert human drivers handle such scenarios effectively and quickly. On the other hand, compared to traditional RL methods, our algorithm is more sample-efficient, due to the use of a hybrid reward mechanism and heuristic exploration during the training process. The results also show that the proposed method converges to an optimal policy faster than traditional RL methods.

NEARL: Non-Explicit Action Reinforcement Learning for Robotic Control

Authors:Nan Lin, Yuxuan Li, Yujun Zhu, Ruolin Wang, Xiayu Zhang, Jianmin Ji, Keke Tang, Xiaoping Chen, Xinming Zhang
Date:2020-11-02 15:28:19

Traditionally, reinforcement learning methods predict the next action based on the current state. However, in many situations, directly applying actions to control systems or robots is dangerous and may lead to unexpected behaviors because action is rather low-level. In this paper, we propose a novel hierarchical reinforcement learning framework without explicit action. Our meta policy tries to manipulate the next optimal state and actual action is produced by the inverse dynamics model. To stabilize the training process, we integrate adversarial learning and information bottleneck into our framework. Under our framework, widely available state-only demonstrations can be exploited effectively for imitation learning. Also, prior knowledge and constraints can be applied to meta policy. We test our algorithm in simulation tasks and its combination with imitation learning. The experimental results show the reliability and robustness of our algorithms.

Abstract Value Iteration for Hierarchical Reinforcement Learning

Authors:Kishor Jothimurugan, Osbert Bastani, Rajeev Alur
Date:2020-10-29 14:41:42

We propose a novel hierarchical reinforcement learning framework for control with continuous state and action spaces. In our framework, the user specifies subgoal regions which are subsets of states; then, we (i) learn options that serve as transitions between these subgoal regions, and (ii) construct a high-level plan in the resulting abstract decision process (ADP). A key challenge is that the ADP may not be Markov, which we address by proposing two algorithms for planning in the ADP. Our first algorithm is conservative, allowing us to prove theoretical guarantees on its performance, which help inform the design of subgoal regions. Our second algorithm is a practical one that interweaves planning at the abstract level and learning at the concrete level. In our experiments, we demonstrate that our approach outperforms state-of-the-art hierarchical reinforcement learning algorithms on several challenging benchmarks.

Behavior Priors for Efficient Reinforcement Learning

Authors:Dhruva Tirumala, Alexandre Galashov, Hyeonwoo Noh, Leonard Hasenclever, Razvan Pascanu, Jonathan Schwarz, Guillaume Desjardins, Wojciech Marian Czarnecki, Arun Ahuja, Yee Whye Teh, Nicolas Heess
Date:2020-10-27 13:17:18

As we deploy reinforcement learning agents to solve increasingly challenging problems, methods that allow us to inject prior knowledge about the structure of the world and effective solution strategies becomes increasingly important. In this work we consider how information and architectural constraints can be combined with ideas from the probabilistic modeling literature to learn behavior priors that capture the common movement and interaction patterns that are shared across a set of related tasks or contexts. For example the day-to day behavior of humans comprises distinctive locomotion and manipulation patterns that recur across many different situations and goals. We discuss how such behavior patterns can be captured using probabilistic trajectory models and how these can be integrated effectively into reinforcement learning schemes, e.g.\ to facilitate multi-task and transfer learning. We then extend these ideas to latent variable models and consider a formulation to learn hierarchical priors that capture different aspects of the behavior in reusable modules. We discuss how such latent variable formulations connect to related work on hierarchical reinforcement learning (HRL) and mutual information and curiosity based objectives, thereby offering an alternative perspective on existing ideas. We demonstrate the effectiveness of our framework by applying it to a range of simulated continuous control domains.

Provable Hierarchical Imitation Learning via EM

Authors:Zhiyu Zhang, Ioannis Paschalidis
Date:2020-10-07 03:21:57

Due to recent empirical successes, the options framework for hierarchical reinforcement learning is gaining increasing popularity. Rather than learning from rewards which suffers from the curse of dimensionality, we consider learning an options-type hierarchical policy from expert demonstrations. Such a problem is referred to as hierarchical imitation learning. Converting this problem to parameter inference in a latent variable model, we theoretically characterize the EM approach proposed by Daniel et al. (2016). The population level algorithm is analyzed as an intermediate step, which is nontrivial due to the samples being correlated. If the expert policy can be parameterized by a variant of the options framework, then under regularity conditions, we prove that the proposed algorithm converges with high probability to a norm ball around the true parameter. To our knowledge, this is the first performance guarantee for an hierarchical imitation learning algorithm that only observes primitive state-action pairs.

Disentangling causal effects for hierarchical reinforcement learning

Authors:Oriol Corcoll, Raul Vicente
Date:2020-10-03 13:19:16

Exploration and credit assignment under sparse rewards are still challenging problems. We argue that these challenges arise in part due to the intrinsic rigidity of operating at the level of actions. Actions can precisely define how to perform an activity but are ill-suited to describe what activity to perform. Instead, causal effects are inherently composable and temporally abstract, making them ideal for descriptive tasks. By leveraging a hierarchy of causal effects, this study aims to expedite the learning of task-specific behavior and aid exploration. Borrowing counterfactual and normality measures from causal literature, we disentangle controllable effects from effects caused by other dynamics of the environment. We propose CEHRL, a hierarchical method that models the distribution of controllable effects using a Variational Autoencoder. This distribution is used by a high-level policy to 1) explore the environment via random effect exploration so that novel effects are continuously discovered and learned, and to 2) learn task-specific behavior by prioritizing the effects that maximize a given reward function. In comparison to exploring with random actions, experimental results show that random effect exploration is a more efficient mechanism and that by assigning credit to few effects rather than many actions, CEHRL learns tasks more rapidly.

ReLMoGen: Leveraging Motion Generation in Reinforcement Learning for Mobile Manipulation

Authors:Fei Xia, Chengshu Li, Roberto Martín-Martín, Or Litany, Alexander Toshev, Silvio Savarese
Date:2020-08-18 08:05:15

Many Reinforcement Learning (RL) approaches use joint control signals (positions, velocities, torques) as action space for continuous control tasks. We propose to lift the action space to a higher level in the form of subgoals for a motion generator (a combination of motion planner and trajectory executor). We argue that, by lifting the action space and by leveraging sampling-based motion planners, we can efficiently use RL to solve complex, long-horizon tasks that could not be solved with existing RL methods in the original action space. We propose ReLMoGen -- a framework that combines a learned policy to predict subgoals and a motion generator to plan and execute the motion needed to reach these subgoals. To validate our method, we apply ReLMoGen to two types of tasks: 1) Interactive Navigation tasks, navigation problems where interactions with the environment are required to reach the destination, and 2) Mobile Manipulation tasks, manipulation tasks that require moving the robot base. These problems are challenging because they are usually long-horizon, hard to explore during training, and comprise alternating phases of navigation and interaction. Our method is benchmarked on a diverse set of seven robotics tasks in photo-realistic simulation environments. In all settings, ReLMoGen outperforms state-of-the-art Reinforcement Learning and Hierarchical Reinforcement Learning baselines. ReLMoGen also shows outstanding transferability between different motion generators at test time, indicating a great potential to transfer to real robots.

Learning Event-triggered Control from Data through Joint Optimization

Authors:Niklas Funk, Dominik Baumann, Vincent Berenz, Sebastian Trimpe
Date:2020-08-11 14:15:38

We present a framework for model-free learning of event-triggered control strategies. Event-triggered methods aim to achieve high control performance while only closing the feedback loop when needed. This enables resource savings, e.g., network bandwidth if control commands are sent via communication networks, as in networked control systems. Event-triggered controllers consist of a communication policy, determining when to communicate, and a control policy, deciding what to communicate. It is essential to jointly optimize the two policies since individual optimization does not necessarily yield the overall optimal solution. To address this need for joint optimization, we propose a novel algorithm based on hierarchical reinforcement learning. The resulting algorithm is shown to accomplish high-performance control in line with resource savings and scales seamlessly to nonlinear and high-dimensional systems. The method's applicability to real-world scenarios is demonstrated through experiments on a six degrees of freedom real-time controlled manipulator. Further, we propose an approach towards evaluating the stability of the learned neural network policies.

Comparison of Model Predictive and Reinforcement Learning Methods for Fault Tolerant Control

Authors:Ibrahim Ahmed, Hamed Khorasgani, Gautam Biswas
Date:2020-08-10 20:22:15

A desirable property in fault-tolerant controllers is adaptability to system changes as they evolve during systems operations. An adaptive controller does not require optimal control policies to be enumerated for possible faults. Instead it can approximate one in real-time. We present two adaptive fault-tolerant control schemes for a discrete time system based on hierarchical reinforcement learning. We compare their performance against a model predictive controller in presence of sensor noise and persistent faults. The controllers are tested on a fuel tank model of a C-130 plane. Our experiments demonstrate that reinforcement learning-based controllers perform more robustly than model predictive controllers under faults, partially observable system models, and varying sensor noise levels.

Hierarchical Reinforcement Learning in StarCraft II with Human Expertise in Subgoals Selection

Authors:Xinyi Xu, Tiancheng Huang, Pengfei Wei, Akshay Narayan, Tze-Yun Leong
Date:2020-08-08 04:56:30

This work is inspired by recent advances in hierarchical reinforcement learning (HRL) (Barto and Mahadevan 2003; Hengst 2010), and improvements in learning efficiency from heuristic-based subgoal selection, experience replay (Lin 1993; Andrychowicz et al. 2017), and task-based curriculum learning (Bengio et al. 2009; Zaremba and Sutskever 2014). We propose a new method to integrate HRL, experience replay and effective subgoal selection through an implicit curriculum design based on human expertise to support sample-efficient learning and enhance interpretability of the agent's behavior. Human expertise remains indispensable in many areas such as medicine (Buch, Ahmed, and Maruthappu 2018) and law (Cath 2018), where interpretability, explainability and transparency are crucial in the decision making process, for ethical and legal reasons. Our method simplifies the complex task sets for achieving the overall objectives by decomposing them into subgoals at different levels of abstraction. Incorporating relevant subjective knowledge also significantly reduces the computational resources spent in exploration for RL, especially in high speed, changing, and complex environments where the transition dynamics cannot be effectively learned and modelled in a short time. Experimental results in two StarCraft II (SC2) (Vinyals et al. 2017) minigames demonstrate that our method can achieve better sample efficiency than flat and end-to-end RL methods, and provides an effective method for explaining the agent's performance.

On the Parallel Tower of Hanoi Puzzle: Acyclicity and a Conditional Triangle Inequality

Authors:Andrey Rukhin
Date:2020-07-13 22:42:28

A parallel variant of the Tower of Hanoi Puzzle is described herein. Within this parallel context, two theorems on minimal walks in the state space of configurations, along with their constructive proofs, are provided. These proofs are used to describe a {\sl denoising method}: a method for identifying and eliminating sub-optimal transfers within an arbitrary, valid sequence of disk configurations (as per the rules of the Puzzle). We discuss potential applications of this method to hierarchical reinforcement learning.

Hierarchical Reinforcement Learning for Deep Goal Reasoning: An Expressiveness Analysis

Authors:Weihang Yuan, Héctor Muñoz-Avila
Date:2020-06-21 03:29:05

Hierarchical DQN (h-DQN) is a two-level architecture of feedforward neural networks where the meta level selects goals and the lower level takes actions to achieve the goals. We show tasks that cannot be solved by h-DQN, exemplifying the limitation of this type of hierarchical framework (HF). We describe the recurrent hierarchical framework (RHF), generalizing architectures that use a recurrent neural network at the meta level. We analyze the expressiveness of HF and RHF using context-sensitive grammars. We show that RHF is more expressive than HF. We perform experiments comparing an implementation of RHF with two HF baselines; the results corroborate our theoretical findings.

Generating Adjacency-Constrained Subgoals in Hierarchical Reinforcement Learning

Authors:Tianren Zhang, Shangqi Guo, Tian Tan, Xiaolin Hu, Feng Chen
Date:2020-06-20 03:34:45

Goal-conditioned hierarchical reinforcement learning (HRL) is a promising approach for scaling up reinforcement learning (RL) techniques. However, it often suffers from training inefficiency as the action space of the high-level, i.e., the goal space, is often large. Searching in a large goal space poses difficulties for both high-level subgoal generation and low-level policy learning. In this paper, we show that this problem can be effectively alleviated by restricting the high-level action space from the whole goal space to a $k$-step adjacent region of the current state using an adjacency constraint. We theoretically prove that the proposed adjacency constraint preserves the optimal hierarchical policy in deterministic MDPs, and show that this constraint can be practically implemented by training an adjacency network that can discriminate between adjacent and non-adjacent subgoals. Experimental results on discrete and continuous control tasks show that incorporating the adjacency constraint improves the performance of state-of-the-art HRL approaches in both deterministic and stochastic environments.

Compositional Generalization by Learning Analytical Expressions

Authors:Qian Liu, Shengnan An, Jian-Guang Lou, Bei Chen, Zeqi Lin, Yan Gao, Bin Zhou, Nanning Zheng, Dongmei Zhang
Date:2020-06-18 15:50:57

Compositional generalization is a basic and essential intellective capability of human beings, which allows us to recombine known parts readily. However, existing neural network based models have been proven to be extremely deficient in such a capability. Inspired by work in cognition which argues compositionality can be captured by variable slots with symbolic functions, we present a refreshing view that connects a memory-augmented neural model with analytical expressions, to achieve compositional generalization. Our model consists of two cooperative neural modules, Composer and Solver, fitting well with the cognitive argument while being able to be trained in an end-to-end manner via a hierarchical reinforcement learning algorithm. Experiments on the well-known benchmark SCAN demonstrate that our model seizes a great ability of compositional generalization, solving all challenges addressed by previous works with 100% accuracies.

Forgetful Experience Replay in Hierarchical Reinforcement Learning from Demonstrations

Authors:Alexey Skrynnik, Aleksey Staroverov, Ermek Aitygulov, Kirill Aksenov, Vasilii Davydov, Aleksandr I. Panov
Date:2020-06-17 15:38:40

Currently, deep reinforcement learning (RL) shows impressive results in complex gaming and robotic environments. Often these results are achieved at the expense of huge computational costs and require an incredible number of episodes of interaction between the agent and the environment. There are two main approaches to improving the sample efficiency of reinforcement learning methods - using hierarchical methods and expert demonstrations. In this paper, we propose a combination of these approaches that allow the agent to use low-quality demonstrations in complex vision-based environments with multiple related goals. Our forgetful experience replay (ForgER) algorithm effectively handles errors in expert data and reduces quality losses when adapting the action space and states representation to the agent's capabilities. Our proposed goal-oriented structuring of replay buffer allows the agent to automatically highlight sub-goals for solving complex hierarchical tasks in demonstrations. Our method is universal and can be integrated into various off-policy methods. It surpasses all known existing state-of-the-art RL methods using expert demonstrations on various model environments. The solution based on our algorithm beats all the solutions for the famous MineRL competition and allows the agent to mine a diamond in the Minecraft environment.

Feudal Steering: Hierarchical Learning for Steering Angle Prediction

Authors:Faith Johnson, Kristin Dana
Date:2020-06-11 23:17:55

We consider the challenge of automated steering angle prediction for self driving cars using egocentric road images. In this work, we explore the use of feudal networks, used in hierarchical reinforcement learning (HRL), to devise a vehicle agent to predict steering angles from first person, dash-cam images of the Udacity driving dataset. Our method, Feudal Steering, is inspired by recent work in HRL consisting of a manager network and a worker network that operate on different temporal scales and have different goals. The manager works at a temporal scale that is relatively coarse compared to the worker and has a higher level, task-oriented goal space. Using feudal learning to divide the task into manager and worker sub-networks provides more accurate and robust prediction. Temporal abstraction in driving allows more complex primitives than the steering angle at a single time instance. Composite actions comprise a subroutine or skill that can be re-used throughout the driving sequence. The associated subroutine id is the manager network's goal, so that the manager seeks to succeed at the high level task (e.g. a sharp right turn, a slight right turn, moving straight in traffic, or moving straight unencumbered by traffic). The steering angle at a particular time instance is the worker network output which is regulated by the manager's high level task. We demonstrate state-of-the art steering angle prediction results on the Udacity dataset.

Modelling Hierarchical Structure between Dialogue Policy and Natural Language Generator with Option Framework for Task-oriented Dialogue System

Authors:Jianhong Wang, Yuan Zhang, Tae-Kyun Kim, Yunjie Gu
Date:2020-06-11 20:55:28

Designing task-oriented dialogue systems is a challenging research topic, since it needs not only to generate utterances fulfilling user requests but also to guarantee the comprehensibility. Many previous works trained end-to-end (E2E) models with supervised learning (SL), however, the bias in annotated system utterances remains as a bottleneck. Reinforcement learning (RL) deals with the problem through using non-differentiable evaluation metrics (e.g., the success rate) as rewards. Nonetheless, existing works with RL showed that the comprehensibility of generated system utterances could be corrupted when improving the performance on fulfilling user requests. In our work, we (1) propose modelling the hierarchical structure between dialogue policy and natural language generator (NLG) with the option framework, called HDNO, where the latent dialogue act is applied to avoid designing specific dialogue act representations; (2) train HDNO via hierarchical reinforcement learning (HRL), as well as suggest the asynchronous updates between dialogue policy and NLG during training to theoretically guarantee their convergence to a local maximizer; and (3) propose using a discriminator modelled with language models as an additional reward to further improve the comprehensibility. We test HDNO on MultiWoz 2.0 and MultiWoz 2.1, the datasets on multi-domain dialogues, in comparison with word-level E2E model trained with RL, LaRL and HDSA, showing improvements on the performance evaluated by automatic evaluation metrics and human evaluation. Finally, we demonstrate the semantic meanings of latent dialogue acts to show the explanability for HDNO.

Reinforcement Learning for Multi-Product Multi-Node Inventory Management in Supply Chains

Authors:Nazneen N Sultana, Hardik Meisheri, Vinita Baniwal, Somjit Nath, Balaraman Ravindran, Harshad Khadilkar
Date:2020-06-07 04:02:59

This paper describes the application of reinforcement learning (RL) to multi-product inventory management in supply chains. The problem description and solution are both adapted from a real-world business solution. The novelty of this problem with respect to supply chain literature is (i) we consider concurrent inventory management of a large number (50 to 1000) of products with shared capacity, (ii) we consider a multi-node supply chain consisting of a warehouse which supplies three stores, (iii) the warehouse, stores, and transportation from warehouse to stores have finite capacities, (iv) warehouse and store replenishment happen at different time scales and with realistic time lags, and (v) demand for products at the stores is stochastic. We describe a novel formulation in a multi-agent (hierarchical) reinforcement learning framework that can be used for parallelised decision-making, and use the advantage actor critic (A2C) algorithm with quantised action spaces to solve the problem. Experiments show that the proposed approach is able to handle a multi-objective reward comprised of maximising product sales and minimising wastage of perishable products.

GoChat: Goal-oriented Chatbots with Hierarchical Reinforcement Learning

Authors:Jianfeng Liu, Feiyang Pan, Ling Luo
Date:2020-05-24 12:14:19

A chatbot that converses like a human should be goal-oriented (i.e., be purposeful in conversation), which is beyond language generation. However, existing dialogue systems often heavily rely on cumbersome hand-crafted rules or costly labelled datasets to reach the goals. In this paper, we propose Goal-oriented Chatbots (GoChat), a framework for end-to-end training chatbots to maximize the longterm return from offline multi-turn dialogue datasets. Our framework utilizes hierarchical reinforcement learning (HRL), where the high-level policy guides the conversation towards the final goal by determining some sub-goals, and the low-level policy fulfills the sub-goals by generating the corresponding utterance for response. In our experiments on a real-world dialogue dataset for anti-fraud in financial, our approach outperforms previous methods on both the quality of response generation as well as the success rate of accomplishing the goal.

Curious Hierarchical Actor-Critic Reinforcement Learning

Authors:Frank Röder, Manfred Eppe, Phuong D. H. Nguyen, Stefan Wermter
Date:2020-05-07 12:44:26

Hierarchical abstraction and curiosity-driven exploration are two common paradigms in current reinforcement learning approaches to break down difficult problems into a sequence of simpler ones and to overcome reward sparsity. However, there is a lack of approaches that combine these paradigms, and it is currently unknown whether curiosity also helps to perform the hierarchical abstraction. As a novelty and scientific contribution, we tackle this issue and develop a method that combines hierarchical reinforcement learning with curiosity. Herein, we extend a contemporary hierarchical actor-critic approach with a forward model to develop a hierarchical notion of curiosity. We demonstrate in several continuous-space environments that curiosity can more than double the learning performance and success rates for most of the investigated benchmarking problems. We also provide our source code and a supplementary video.

TAG : Type Auxiliary Guiding for Code Comment Generation

Authors:Ruichu Cai, Zhihao Liang, Boyan Xu, Zijian Li, Yuexing Hao, Yao Chen
Date:2020-05-06 14:04:13

Existing leading code comment generation approaches with the structure-to-sequence framework ignores the type information of the interpretation of the code, e.g., operator, string, etc. However, introducing the type information into the existing framework is non-trivial due to the hierarchical dependence among the type information. In order to address the issues above, we propose a Type Auxiliary Guiding encoder-decoder framework for the code comment generation task which considers the source code as an N-ary tree with type information associated with each node. Specifically, our framework is featured with a Type-associated Encoder and a Type-restricted Decoder which enables adaptive summarization of the source code. We further propose a hierarchical reinforcement learning method to resolve the training difficulties of our proposed framework. Extensive evaluations demonstrate the state-of-the-art performance of our framework with both the auto-evaluated metrics and case studies.

Hierarchical Reinforcement Learning for Automatic Disease Diagnosis

Authors:Cheng Zhong, Kangenbei Liao, Wei Chen, Qianlong Liu, Baolin Peng, Xuanjing Huang, Jiajie Peng, Zhongyu Wei
Date:2020-04-29 15:02:41

Motivation: Disease diagnosis oriented dialogue system models the interactive consultation procedure as Markov Decision Process and reinforcement learning algorithms are used to solve the problem. Existing approaches usually employ a flat policy structure that treat all symptoms and diseases equally for action making. This strategy works well in the simple scenario when the action space is small, however, its efficiency will be challenged in the real environment. Inspired by the offline consultation process, we propose to integrate a hierarchical policy structure of two levels into the dialogue systemfor policy learning. The high-level policy consists of amastermodel that is responsible for triggering a low-levelmodel, the lowlevel policy consists of several symptom checkers and a disease classifier. The proposed policy structure is capable to deal with diagnosis problem including large number of diseases and symptoms. Results: Experimental results on three real-world datasets and a synthetic dataset demonstrate that our hierarchical framework achieves higher accuracy and symptom recall in disease diagnosis compared with existing systems. We construct a benchmark including datasets and implementation of existing algorithms to encourage follow-up researches. Availability: The code and data is available from https://github.com/FudanDISC/DISCOpen-MedBox-DialoDiagnosis Contact: 21210980124@m.fudan.edu.cn Supplementary information: Supplementary data are available at Bioinformatics online.

Continuous Deep Hierarchical Reinforcement Learning for Ground-Air Swarm Shepherding

Authors:Hung The Nguyen, Tung Duy Nguyen, Vu Phi Tran, Matthew Garratt, Kathryn Kasmarik, Sreenatha Anavatti, Michael Barlow, Hussein A. Abbass
Date:2020-04-24 05:56:19

The control and guidance of multi-robots (swarm) is a non-trivial problem due to the complexity inherent in the coupled interaction among the group. Whether the swarm is cooperative or non-cooperative, lessons can be learnt from sheepdogs herding sheep. Biomimicry of shepherding offers computational methods for swarm control with the potential to generalize and scale in different environments. However, learning to shepherd is complex due to the large search space that a machine learner is faced with. We present a deep hierarchical reinforcement learning approach for shepherding, whereby an unmanned aerial vehicle (UAV) learns to act as an aerial sheepdog to control and guide a swarm of unmanned ground vehicles (UGVs). The approach extends our previous work on machine education to decompose the search space into a hierarchically organized curriculum. Each lesson in the curriculum is learnt by a deep reinforcement learning model. The hierarchy is formed by fusing the outputs of the model. The approach is demonstrated first in a high-fidelity robotic-operating-system (ROS)-based simulation environment, then with physical UGVs and a UAV in an in-door testing facility. We investigate the ability of the method to generalize as the models move from simulation to the real-world and as the models move from one scale to another.

Combined Model for Partially-Observable and Non-Observable Task Switching: Solving Hierarchical Reinforcement Learning Problems Statically and Dynamically with Transfer Learning

Authors:Nibraas Khan, Joshua Phillips
Date:2020-04-13 21:44:54

An integral function of fully autonomous robots and humans is the ability to focus attention on a few relevant percepts to reach a certain goal while disregarding irrelevant percepts. Humans and animals rely on the interactions between the Pre-Frontal Cortex (PFC) and the Basal Ganglia (BG) to achieve this focus called Working Memory (WM). The Working Memory Toolkit (WMtk) was developed based on a computational neuroscience model of this phenomenon with Temporal Difference (TD) Learning for autonomous systems. Recent adaptations of the toolkit either utilize Abstract Task Representations (ATRs) to solve Non-Observable (NO) tasks or storage of past input features to solve Partially-Observable (PO) tasks, but not both. We propose a new model, PONOWMtk, which combines both approaches, ATRs and input storage, with a static or dynamic number of ATRs. The results of our experiments show that PONOWMtk performs effectively for tasks that exhibit PO, NO, or both properties.

50 years since the Marr, Ito, and Albus models of the cerebellum

Authors:Mitsuo Kawato, Shogo Ohmae, Huu Hoang, Terry Sanger
Date:2020-03-12 07:38:30

Fifty years have passed since David Marr, Masao Ito, and James Albus proposed seminal models of cerebellar functions. These models share the essential concept that parallel-fiber-Purkinje-cell synapses undergo plastic changes, guided by climbing-fiber activities during sensorimotor learning. However, they differ in several important respects, including holistic versus complementary roles of the cerebellum, pattern recognition versus control as computational objectives, potentiation versus depression of synaptic plasticity, teaching signals versus error signals transmitted by climbing-fibers, sparse expansion coding by granule cells, and cerebellar internal models. In this review, we evaluate the different features of the three models based on recent computational and experimental studies. While acknowledging that the three models have greatly advanced our understanding of cerebellar control mechanisms in eye movements and classical conditioning, we propose a new direction for computational frameworks of the cerebellum. That is, hierarchical reinforcement learning with multiple internal models.

Learning Functionally Decomposed Hierarchies for Continuous Control Tasks with Path Planning

Authors:Sammy Christen, Lukas Jendele, Emre Aksan, Otmar Hilliges
Date:2020-02-14 10:19:52

We present HiDe, a novel hierarchical reinforcement learning architecture that successfully solves long horizon control tasks and generalizes to unseen test scenarios. Functional decomposition between planning and low-level control is achieved by explicitly separating the state-action spaces across the hierarchy, which allows the integration of task-relevant knowledge per layer. We propose an RL-based planner to efficiently leverage the information in the planning layer of the hierarchy, while the control layer learns a goal-conditioned control policy. The hierarchy is trained jointly but allows for the modular transfer of policy layers across hierarchies of different agents. We experimentally show that our method generalizes across unseen test environments and can scale to 3x horizon length compared to both learning and non-learning based methods. We evaluate on complex continuous control tasks with sparse rewards, including navigation and robot manipulation.

Temporal-adaptive Hierarchical Reinforcement Learning

Authors:Wen-Ji Zhou, Yang Yu
Date:2020-02-06 02:52:21

Hierarchical reinforcement learning (HRL) helps address large-scale and sparse reward issues in reinforcement learning. In HRL, the policy model has an inner representation structured in levels. With this structure, the reinforcement learning task is expected to be decomposed into corresponding levels with sub-tasks, and thus the learning can be more efficient. In HRL, although it is intuitive that a high-level policy only needs to make macro decisions in a low frequency, the exact frequency is hard to be simply determined. Previous HRL approaches often employed a fixed-time skip strategy or learn a terminal condition without taking account of the context, which, however, not only requires manual adjustments but also sacrifices some decision granularity. In this paper, we propose the \emph{temporal-adaptive hierarchical policy learning} (TEMPLE) structure, which uses a temporal gate to adaptively control the high-level policy decision frequency. We train the TEMPLE structure with PPO and test its performance in a range of environments including 2-D rooms, Mujoco tasks, and Atari games. The results show that the TEMPLE structure can lead to improved performance in these environments with a sequential adaptive high-level control.

Coagent Networks Revisited

Authors:Modjtaba Shokrian Zini, Mohammad Pedramfar, Matthew Riemer, Ahmadreza Moradipari, Miao Liu
Date:2020-01-28 17:31:23

Coagent networks formalize the concept of arbitrary networks of stochastic agents that collaborate to take actions in a reinforcement learning environment. Prominent examples of coagent networks in action include approaches to hierarchical reinforcement learning (HRL), such as those using options, which attempt to address the exploration exploitation trade-off by introducing abstract actions at different levels by sequencing multiple stochastic networks within the HRL agents. We first provide a unifying perspective on the many diverse examples that fall under coagent networks. We do so by formalizing the rules of execution in a coagent network, enabled by the novel and intuitive idea of execution paths in a coagent network. Motivated by parameter sharing in the hierarchical option-critic architecture, we revisit the coagent network theory and achieve a much shorter proof of the policy gradient theorem using our idea of execution paths, without any assumption on how parameters are shared among coagents. We then generalize our setting and proof to include the scenario where coagents act asynchronously. This new perspective and theorem also lead to more mathematically accurate and performant algorithms than those in the existing literature. Lastly, by running nonstationary RL experiments, we survey the performance and properties of different generalizations of option-critic models.

Hierarchical Reinforcement Learning for Self-Driving Decision-Making without Reliance on Labeled Driving Data

Authors:Jingliang Duan, Shengbo Eben Li, Yang Guan, Qi Sun, Bo Cheng
Date:2020-01-27 14:26:04

Decision making for self-driving cars is usually tackled by manually encoding rules from drivers' behaviors or imitating drivers' manipulation using supervised learning techniques. Both of them rely on mass driving data to cover all possible driving scenarios. This paper presents a hierarchical reinforcement learning method for decision making of self-driving cars, which does not depend on a large amount of labeled driving data. This method comprehensively considers both high-level maneuver selection and low-level motion control in both lateral and longitudinal directions. We firstly decompose the driving tasks into three maneuvers, including driving in lane, right lane change and left lane change, and learn the sub-policy for each maneuver. Then, a master policy is learned to choose the maneuver policy to be executed in the current state. All policies including master policy and maneuver policies are represented by fully-connected neural networks and trained by using asynchronous parallel reinforcement learners (APRL), which builds a mapping from the sensory outputs to driving decisions. Different state spaces and reward functions are designed for each maneuver. We apply this method to a highway driving scenario, which demonstrates that it can realize smooth and safe decision making for self-driving cars.

Weakly Supervised Video Summarization by Hierarchical Reinforcement Learning

Authors:Yiyan Chen, Li Tao, Xueting Wang, Toshihiko Yamasaki
Date:2020-01-12 07:47:02

Conventional video summarization approaches based on reinforcement learning have the problem that the reward can only be received after the whole summary is generated. Such kind of reward is sparse and it makes reinforcement learning hard to converge. Another problem is that labelling each frame is tedious and costly, which usually prohibits the construction of large-scale datasets. To solve these problems, we propose a weakly supervised hierarchical reinforcement learning framework, which decomposes the whole task into several subtasks to enhance the summarization quality. This framework consists of a manager network and a worker network. For each subtask, the manager is trained to set a subgoal only by a task-level binary label, which requires much fewer labels than conventional approaches. With the guide of the subgoal, the worker predicts the importance scores for video frames in the subtask by policy gradient according to both global reward and innovative defined sub-rewards to overcome the sparse problem. Experiments on two benchmark datasets show that our proposal has achieved the best performance, even better than supervised approaches.

Hierarchical Reinforcement Learning as a Model of Human Task Interleaving

Authors:Christoph Gebhardt, Antti Oulasvirta, Otmar Hilliges
Date:2020-01-04 17:53:28

How do people decide how long to continue in a task, when to switch, and to which other task? Understanding the mechanisms that underpin task interleaving is a long-standing goal in the cognitive sciences. Prior work suggests greedy heuristics and a policy maximizing the marginal rate of return. However, it is unclear how such a strategy would allow for adaptation to everyday environments that offer multiple tasks with complex switch costs and delayed rewards. Here we develop a hierarchical model of supervisory control driven by reinforcement learning (RL). The supervisory level learns to switch using task-specific approximate utility estimates, which are computed on the lower level. A hierarchically optimal value function decomposition can be learned from experience, even in conditions with multiple tasks and arbitrary and uncertain reward and cost structures. The model reproduces known empirical effects of task interleaving. It yields better predictions of individual-level data than a myopic baseline in a six-task problem (N=211). The results support hierarchical RL as a plausible model of task interleaving.

Planning with Abstract Learned Models While Learning Transferable Subtasks

Authors:John Winder, Stephanie Milani, Matthew Landen, Erebus Oh, Shane Parr, Shawn Squire, Marie desJardins, Cynthia Matuszek
Date:2019-12-16 17:47:57

We introduce an algorithm for model-based hierarchical reinforcement learning to acquire self-contained transition and reward models suitable for probabilistic planning at multiple levels of abstraction. We call this framework Planning with Abstract Learned Models (PALM). By representing subtasks symbolically using a new formal structure, the lifted abstract Markov decision process (L-AMDP), PALM learns models that are independent and modular. Through our experiments, we show how PALM integrates planning and execution, facilitating a rapid and efficient learning of abstract, hierarchical models. We also demonstrate the increased potential for learned models to be transferred to new and related tasks.

Inter-Level Cooperation in Hierarchical Reinforcement Learning

Authors:Abdul Rahman Kreidieh, Glen Berseth, Brandon Trabucco, Samyak Parajuli, Sergey Levine, Alexandre M. Bayen
Date:2019-12-05 03:56:44

Hierarchies of temporally decoupled policies present a promising approach for enabling structured exploration in complex long-term planning problems. To fully achieve this approach an end-to-end training paradigm is needed. However, training these multi-level policies has had limited success due to challenges arising from interactions between the goal-assigning and goal-achieving levels within a hierarchy. In this article, we consider the policy optimization process as a multi-agent process. This allows us to draw on connections between communication and cooperation in multi-agent RL, and demonstrate the benefits of increased cooperation between sub-policies on the training performance of the overall policy. We introduce a simple yet effective technique for inducing inter-level cooperation by modifying the objective function and subsequent gradients of higher-level policies. Experimental results on a wide variety of simulated robotics and traffic control tasks demonstrate that inducing cooperation results in stronger performing policies and increased sample efficiency on a set of difficult long time horizon tasks. We also find that goal-conditioned policies trained using our method display better transfer to new tasks, highlighting the benefits of our method in learning task-agnostic lower-level behaviors. Videos and code are available at: https://sites.google.com/berkeley.edu/cooperative-hrl.

Combined Model for Partially-Observable and Non-Observable Task Switching: Solving Hierarchical Reinforcement Learning Problems Statically and Dynamically with Transfer Learning

Authors:Nibraas Khan, Joshua Phillips
Date:2019-11-23 22:01:52

An integral function of fully autonomous robots and humans is the ability to focus attention on a few relevant percepts to reach a certain goal while disregarding irrelevant percepts. Humans and animals rely on the interactions between the Pre-Frontal Cortex (PFC) and the Basal Ganglia (BG) to achieve this focus called Working Memory (WM). The Working Memory Toolkit (WMtk) was developed based on a computational neuroscience model of this phenomenon with Temporal Difference (TD) Learning for autonomous systems. Recent adaptations of the toolkit either utilize Abstract Task Representations (ATRs) to solve Non-Observable (NO) tasks or storage of past input features to solve Partially-Observable (PO) tasks, but not both. We propose a new model, PONOWMtk, which combines both approaches, ATRs and input storage, with a static or dynamic number of ATRs. The results of our experiments show that PONOWMtk performs effectively for tasks that exhibit PO, NO, or both properties.

Efficient Exploration through Intrinsic Motivation Learning for Unsupervised Subgoal Discovery in Model-Free Hierarchical Reinforcement Learning

Authors:Jacob Rafati, David C. Noelle
Date:2019-11-18 23:30:36

Efficient exploration for automatic subgoal discovery is a challenging problem in Hierarchical Reinforcement Learning (HRL). In this paper, we show that intrinsic motivation learning increases the efficiency of exploration, leading to successful subgoal discovery. We introduce a model-free subgoal discovery method based on unsupervised learning over a limited memory of agent's experiences during intrinsic motivation. Additionally, we offer a unified approach to learning representations in model-free HRL.

Combinatorial Optimization by Graph Pointer Networks and Hierarchical Reinforcement Learning

Authors:Qiang Ma, Suwen Ge, Danyang He, Darshan Thaker, Iddo Drori
Date:2019-11-12 15:39:21

In this work, we introduce Graph Pointer Networks (GPNs) trained using reinforcement learning (RL) for tackling the traveling salesman problem (TSP). GPNs build upon Pointer Networks by introducing a graph embedding layer on the input, which captures relationships between nodes. Furthermore, to approximate solutions to constrained combinatorial optimization problems such as the TSP with time windows, we train hierarchical GPNs (HGPNs) using RL, which learns a hierarchical policy to find an optimal city permutation under constraints. Each layer of the hierarchy is designed with a separate reward function, resulting in stable training. Our results demonstrate that GPNs trained on small-scale TSP50/100 problems generalize well to larger-scale TSP500/1000 problems, with shorter tour lengths and faster computational times. We verify that for constrained TSP problems such as the TSP with time windows, the feasible solutions found via hierarchical RL training outperform previous baselines. In the spirit of reproducible research we make our data, models, and code publicly available.

Hierarchical Reinforcement Learning Method for Autonomous Vehicle Behavior Planning

Authors:Zhiqian Qiao, Zachariah Tyree, Priyantha Mudalige, Jeff Schneider, John M. Dolan
Date:2019-11-09 23:19:59

In this work, we propose a hierarchical reinforcement learning (HRL) structure which is capable of performing autonomous vehicle planning tasks in simulated environments with multiple sub-goals. In this hierarchical structure, the network is capable of 1) learning one task with multiple sub-goals simultaneously; 2) extracting attentions of states according to changing sub-goals during the learning process; 3) reusing the well-trained network of sub-goals for other similar tasks with the same sub-goals. The states are defined as processed observations which are transmitted from the perception system of the autonomous vehicle. A hybrid reward mechanism is designed for different hierarchical layers in the proposed HRL structure. Compared to traditional RL methods, our algorithm is more sample-efficient since its modular design allows reusing the policies of sub-goals across similar tasks. The results show that the proposed method converges to an optimal policy faster than traditional RL methods.

Learning Fairness in Multi-Agent Systems

Authors:Jiechuan Jiang, Zongqing Lu
Date:2019-10-31 13:59:37

Fairness is essential for human society, contributing to stability and productivity. Similarly, fairness is also the key for many multi-agent systems. Taking fairness into multi-agent learning could help multi-agent systems become both efficient and stable. However, learning efficiency and fairness simultaneously is a complex, multi-objective, joint-policy optimization. To tackle these difficulties, we propose FEN, a novel hierarchical reinforcement learning model. We first decompose fairness for each agent and propose fair-efficient reward that each agent learns its own policy to optimize. To avoid multi-objective conflict, we design a hierarchy consisting of a controller and several sub-policies, where the controller maximizes the fair-efficient reward by switching among the sub-policies that provides diverse behaviors to interact with the environment. FEN can be trained in a fully decentralized way, making it easy to be deployed in real-world applications. Empirically, we show that FEN easily learns both fairness and efficiency and significantly outperforms baselines in a variety of multi-agent scenarios.

HRL4IN: Hierarchical Reinforcement Learning for Interactive Navigation with Mobile Manipulators

Authors:Chengshu Li, Fei Xia, Roberto Martin-Martin, Silvio Savarese
Date:2019-10-24 21:34:29

Most common navigation tasks in human environments require auxiliary arm interactions, e.g. opening doors, pressing buttons and pushing obstacles away. This type of navigation tasks, which we call Interactive Navigation, requires the use of mobile manipulators: mobile bases with manipulation capabilities. Interactive Navigation tasks are usually long-horizon and composed of heterogeneous phases of pure navigation, pure manipulation, and their combination. Using the wrong part of the embodiment is inefficient and hinders progress. We propose HRL4IN, a novel Hierarchical RL architecture for Interactive Navigation tasks. HRL4IN exploits the exploration benefits of HRL over flat RL for long-horizon tasks thanks to temporally extended commitments towards subgoals. Different from other HRL solutions, HRL4IN handles the heterogeneous nature of the Interactive Navigation task by creating subgoals in different spaces in different phases of the task. Moreover, HRL4IN selects different parts of the embodiment to use for each phase, improving energy efficiency. We evaluate HRL4IN against flat PPO and HAC, a state-of-the-art HRL algorithm, on Interactive Navigation in two environments - a 2D grid-world environment and a 3D environment with physics simulation. We show that HRL4IN significantly outperforms its baselines in terms of task performance and energy efficiency. More information is available at https://sites.google.com/view/hrl4in.

Multi-agent Hierarchical Reinforcement Learning with Dynamic Termination

Authors:Dongge Han, Wendelin Boehmer, Michael Wooldridge, Alex Rogers
Date:2019-10-21 16:54:49

In a multi-agent system, an agent's optimal policy will typically depend on the policies chosen by others. Therefore, a key issue in multi-agent systems research is that of predicting the behaviours of others, and responding promptly to changes in such behaviours. One obvious possibility is for each agent to broadcast their current intention, for example, the currently executed option in a hierarchical reinforcement learning framework. However, this approach results in inflexibility of agents if options have an extended duration and are dynamic. While adjusting the executed option at each step improves flexibility from a single-agent perspective, frequent changes in options can induce inconsistency between an agent's actual behaviour and its broadcast intention. In order to balance flexibility and predictability, we propose a dynamic termination Bellman equation that allows the agents to flexibly terminate their options. We evaluate our model empirically on a set of multi-agent pursuit and taxi tasks, and show that our agents learn to adapt flexibly across scenarios that require different termination behaviours.

Human-Like Decision Making: Document-level Aspect Sentiment Classification via Hierarchical Reinforcement Learning

Authors:Jingjing Wang, Changlong Sun, Shoushan Li, Jiancheng Wang, Luo Si, Min Zhang, Xiaozhong Liu, Guodong Zhou
Date:2019-10-21 10:55:46

Recently, neural networks have shown promising results on Document-level Aspect Sentiment Classification (DASC). However, these approaches often offer little transparency w.r.t. their inner working mechanisms and lack interpretability. In this paper, to simulating the steps of analyzing aspect sentiment in a document by human beings, we propose a new Hierarchical Reinforcement Learning (HRL) approach to DASC. This approach incorporates clause selection and word selection strategies to tackle the data noise problem in the task of DASC. First, a high-level policy is proposed to select aspect-relevant clauses and discard noisy clauses. Then, a low-level policy is proposed to select sentiment-relevant words and discard noisy words inside the selected clauses. Finally, a sentiment rating predictor is designed to provide reward signals to guide both clause and word selection. Experimental results demonstrate the impressive effectiveness of the proposed approach to DASC over the state-of-the-art baselines.

Hierarchical Reinforcement Learning with Advantage-Based Auxiliary Rewards

Authors:Siyuan Li, Rui Wang, Minxue Tang, Chongjie Zhang
Date:2019-10-10 09:39:15

Hierarchical Reinforcement Learning (HRL) is a promising approach to solving long-horizon problems with sparse and delayed rewards. Many existing HRL algorithms either use pre-trained low-level skills that are unadaptable, or require domain-specific information to define low-level rewards. In this paper, we aim to adapt low-level skills to downstream tasks while maintaining the generality of reward design. We propose an HRL framework which sets auxiliary rewards for low-level skill training based on the advantage function of the high-level policy. This auxiliary reward enables efficient, simultaneous learning of the high-level policy and low-level skills without using task-specific knowledge. In addition, we also theoretically prove that optimizing low-level skills with this auxiliary reward will increase the task return for the joint policy. Experimental results show that our algorithm dramatically outperforms other state-of-the-art HRL methods in Mujoco domains. We also find both low-level and high-level policies trained by our algorithm transferable.

MGHRL: Meta Goal-generation for Hierarchical Reinforcement Learning

Authors:Haotian Fu, Hongyao Tang, Jianye Hao, Wulong Liu, Chen Chen
Date:2019-09-30 11:55:17

Most meta reinforcement learning (meta-RL) methods learn to adapt to new tasks by directly optimizing the parameters of policies over primitive action space. Such algorithms work well in tasks with relatively slight difference. However, when the task distribution becomes wider, it would be quite inefficient to directly learn such a meta-policy. In this paper, we propose a new meta-RL algorithm called Meta Goal-generation for Hierarchical RL (MGHRL). Instead of directly generating policies over primitive action space for new tasks, MGHRL learns to generate high-level meta strategies over subgoals given past experience and leaves the rest of how to achieve subgoals as independent RL subtasks. Our empirical results on several challenging simulated robotics environments show that our method enables more efficient and generalized meta-learning from past experience.

Playing Atari Ball Games with Hierarchical Reinforcement Learning

Authors:Hua Huang, Adrian Barbu
Date:2019-09-27 02:09:34

Human beings are particularly good at reasoning and inference from just a few examples. When facing new tasks, humans will leverage knowledge and skills learned before, and quickly integrate them with the new task. In addition to learning by experimentation, human also learn socio-culturally through instructions and learning by example. In this way humans can learn much faster compared with most current artificial intelligence algorithms in many tasks. In this paper, we test the idea of speeding up machine learning through social learning. We argue that in solving real-world problems, especially when the task is designed by humans, and/or for humans, there are typically instructions from user manuals and/or human experts which give guidelines on how to better accomplish the tasks. We argue that these instructions have tremendous value in designing a reinforcement learning system which can learn in human fashion, and we test the idea by playing the Atari games Tennis and Pong. We experimentally demonstrate that the instructions provide key information about the task, which can be used to decompose the learning task into sub-systems and construct options for the temporally extended planning, and dramatically accelerate the learning process.

Learning Generalizable Locomotion Skills with Hierarchical Reinforcement Learning

Authors:Tianyu Li, Nathan Lambert, Roberto Calandra, Franziska Meier, Akshara Rai
Date:2019-09-26 18:21:12

Learning to locomote to arbitrary goals on hardware remains a challenging problem for reinforcement learning. In this paper, we present a hierarchical learning framework that improves sample-efficiency and generalizability of locomotion skills on real-world robots. Our approach divides the problem of goal-oriented locomotion into two sub-problems: learning diverse primitives skills, and using model-based planning to sequence these skills. We parametrize our primitives as cyclic movements, improving sample-efficiency of learning on a 18 degrees of freedom robot. Then, we learn coarse dynamics models over primitive cycles and use them in a model predictive control framework. This allows us to learn to walk to arbitrary goals up to 12m away, after about two hours of training from scratch on hardware. Our results on a Daisy hexapod hardware and simulation demonstrate the efficacy of our approach at reaching distant targets, in different environments and with sensory noise.

Why Does Hierarchy (Sometimes) Work So Well in Reinforcement Learning?

Authors:Ofir Nachum, Haoran Tang, Xingyu Lu, Shixiang Gu, Honglak Lee, Sergey Levine
Date:2019-09-23 21:11:30

Hierarchical reinforcement learning has demonstrated significant success at solving difficult reinforcement learning (RL) tasks. Previous works have motivated the use of hierarchy by appealing to a number of intuitive benefits, including learning over temporally extended transitions, exploring over temporally extended periods, and training and exploring in a more semantically meaningful action space, among others. However, in fully observed, Markovian settings, it is not immediately clear why hierarchical RL should provide benefits over standard "shallow" RL architectures. In this work, we isolate and evaluate the claimed benefits of hierarchical RL on a suite of tasks encompassing locomotion, navigation, and manipulation. Surprisingly, we find that most of the observed benefits of hierarchy can be attributed to improved exploration, as opposed to easier policy learning or imposed hierarchical structures. Given this insight, we present exploration techniques inspired by hierarchy that achieve performance competitive with hierarchical RL while at the same time being much simpler to use and implement.

Hierarchical Reinforcement Learning for Open-Domain Dialog

Authors:Abdelrhman Saleh, Natasha Jaques, Asma Ghandeharioun, Judy Hanwen Shen, Rosalind Picard
Date:2019-09-17 01:57:18

Open-domain dialog generation is a challenging problem; maximum likelihood training can lead to repetitive outputs, models have difficulty tracking long-term conversational goals, and training on standard movie or online datasets may lead to the generation of inappropriate, biased, or offensive text. Reinforcement Learning (RL) is a powerful framework that could potentially address these issues, for example by allowing a dialog model to optimize for reducing toxicity and repetitiveness. However, previous approaches which apply RL to open-domain dialog generation do so at the word level, making it difficult for the model to learn proper credit assignment for long-term conversational rewards. In this paper, we propose a novel approach to hierarchical reinforcement learning, VHRL, which uses policy gradients to tune the utterance-level embedding of a variational sequence model. This hierarchical approach provides greater flexibility for learning long-term, conversational rewards. We use self-play and RL to optimize for a set of human-centered conversation metrics, and show that our approach provides significant improvements -- in terms of both human evaluation and automatic metrics -- over state-of-the-art dialog models, including Transformers.

LeDeepChef: Deep Reinforcement Learning Agent for Families of Text-Based Games

Authors:Leonard Adolphs, Thomas Hofmann
Date:2019-09-04 09:30:55

While Reinforcement Learning (RL) approaches lead to significant achievements in a variety of areas in recent history, natural language tasks remained mostly unaffected, due to the compositional and combinatorial nature that makes them notoriously hard to optimize. With the emerging field of Text-Based Games (TBGs), researchers try to bridge this gap. Inspired by the success of RL algorithms on Atari games, the idea is to develop new methods in a restricted game world and then gradually move to more complex environments. Previous work in the area of TBGs has mainly focused on solving individual games. We, however, consider the task of designing an agent that not just succeeds in a single game, but performs well across a whole family of games, sharing the same theme. In this work, we present our deep RL agent--LeDeepChef--that shows generalization capabilities to never-before-seen games of the same family with different environments and task descriptions. The agent participated in Microsoft Research's "First TextWorld Problems: A Language and Reinforcement Learning Challenge" and outperformed all but one competitor on the final test set. The games from the challenge all share the same theme, namely cooking in a modern house environment, but differ significantly in the arrangement of the rooms, the presented objects, and the specific goal (recipe to cook). To build an agent that achieves high scores across a whole family of games, we use an actor-critic framework and prune the action-space by using ideas from hierarchical reinforcement learning and a specialized module trained on a recipe database.

Learning to Sit: Synthesizing Human-Chair Interactions via Hierarchical Control

Authors:Yu-Wei Chao, Jimei Yang, Weifeng Chen, Jia Deng
Date:2019-08-20 15:14:54

Recent progress on physics-based character animation has shown impressive breakthroughs on human motion synthesis, through imitating motion capture data via deep reinforcement learning. However, results have mostly been demonstrated on imitating a single distinct motion pattern, and do not generalize to interactive tasks that require flexible motion patterns due to varying human-object spatial configurations. To bridge this gap, we focus on one class of interactive tasks -- sitting onto a chair. We propose a hierarchical reinforcement learning framework which relies on a collection of subtask controllers trained to imitate simple, reusable mocap motions, and a meta controller trained to execute the subtasks properly to complete the main task. We experimentally demonstrate the strength of our approach over different non-hierarchical and hierarchical baselines. We also show that our approach can be applied to motion prediction given an image input. A supplementary video can be found at https://youtu.be/3CeN0OGz2cA.

Semantic RL with Action Grammars: Data-Efficient Learning of Hierarchical Task Abstractions

Authors:Robert Tjarko Lange, Aldo Faisal
Date:2019-07-29 15:27:50

Hierarchical Reinforcement Learning algorithms have successfully been applied to temporal credit assignment problems with sparse reward signals. However, state-of-the-art algorithms require manual specification of sub-task structures, a sample inefficient exploration phase or lack semantic interpretability. Humans, on the other hand, efficiently detect hierarchical sub-structures induced by their surroundings. It has been argued that this inference process universally applies to language, logical reasoning as well as motor control. Therefore, we propose a cognitive-inspired Reinforcement Learning architecture which uses grammar induction to identify sub-goal policies. By treating an on-policy trajectory as a sentence sampled from the policy-conditioned language of the environment, we identify hierarchical constituents with the help of unsupervised grammatical inference. The resulting set of temporal abstractions is called action grammar (Pastra & Aloimonos, 2012) and unifies symbolic and connectionist approaches to Reinforcement Learning. It can be used to facilitate efficient imitation, transfer and online learning.

Learning High-Level Planning Symbols from Intrinsically Motivated Experience

Authors:Angelo Oddi, Riccardo Rasconi, Emilio Cartoni, Gabriele Sartor, Gianluca Baldassarre, Vieri Giuliano Santucci
Date:2019-07-18 22:42:35

In symbolic planning systems, the knowledge on the domain is commonly provided by an expert. Recently, an automatic abstraction procedure has been proposed in the literature to create a Planning Domain Definition Language (PDDL) representation, which is the most widely used input format for most off-the-shelf automated planners, starting from `options', a data structure used to represent actions within the hierarchical reinforcement learning framework. We propose an architecture that potentially removes the need for human intervention. In particular, the architecture first acquires options in a fully autonomous fashion on the basis of open-ended learning, then builds a PDDL domain based on symbols and operators that can be used to accomplish user-defined goals through a standard PDDL planner. We start from an implementation of the above mentioned procedure tested on a set of benchmark domains in which a humanoid robot can change the state of some objects through direct interaction with the environment. We then investigate some critical aspects of the information abstraction process that have been observed, and propose an extension that mitigates such criticalities, in particular by analysing the type of classifiers that allow a suitable grounding of symbols.

Learning World Graphs to Accelerate Hierarchical Reinforcement Learning

Authors:Wenling Shang, Alex Trott, Stephan Zheng, Caiming Xiong, Richard Socher
Date:2019-07-01 11:22:52

In many real-world scenarios, an autonomous agent often encounters various tasks within a single complex environment. We propose to build a graph abstraction over the environment structure to accelerate the learning of these tasks. Here, nodes are important points of interest (pivotal states) and edges represent feasible traversals between them. Our approach has two stages. First, we jointly train a latent pivotal state model and a curiosity-driven goal-conditioned policy in a task-agnostic manner. Second, provided with the information from the world graph, a high-level Manager quickly finds solution to new tasks and expresses subgoals in reference to pivotal states to a low-level Worker. The Worker can then also leverage the graph to easily traverse to the pivotal states of interest, even across long distance, and explore non-locally. We perform a thorough ablation study to evaluate our approach on a suite of challenging maze tasks, demonstrating significant advantages from the proposed framework over baselines that lack world graph knowledge in terms of performance and efficiency.

Compositional Transfer in Hierarchical Reinforcement Learning

Authors:Markus Wulfmeier, Abbas Abdolmaleki, Roland Hafner, Jost Tobias Springenberg, Michael Neunert, Tim Hertweck, Thomas Lampe, Noah Siegel, Nicolas Heess, Martin Riedmiller
Date:2019-06-26 17:42:07

The successful application of general reinforcement learning algorithms to real-world robotics applications is often limited by their high data requirements. We introduce Regularized Hierarchical Policy Optimization (RHPO) to improve data-efficiency for domains with multiple dominant tasks and ultimately reduce required platform time. To this end, we employ compositional inductive biases on multiple levels and corresponding mechanisms for sharing off-policy transition data across low-level controllers and tasks as well as scheduling of tasks. The presented algorithm enables stable and fast learning for complex, real-world domains in the parallel multitask and sequential transfer case. We show that the investigated types of hierarchy enable positive transfer while partially mitigating negative interference and evaluate the benefits of additional incentives for efficient, compositional task solutions in single task domains. Finally, we demonstrate substantial data-efficiency and final performance gains over competitive baselines in a week-long, physical robot stacking experiment.

Reinforcement Learning with Competitive Ensembles of Information-Constrained Primitives

Authors:Anirudh Goyal, Shagun Sodhani, Jonathan Binas, Xue Bin Peng, Sergey Levine, Yoshua Bengio
Date:2019-06-25 17:04:48

Reinforcement learning agents that operate in diverse and complex environments can benefit from the structured decomposition of their behavior. Often, this is addressed in the context of hierarchical reinforcement learning, where the aim is to decompose a policy into lower-level primitives or options, and a higher-level meta-policy that triggers the appropriate behaviors for a given situation. However, the meta-policy must still produce appropriate decisions in all states. In this work, we propose a policy design that decomposes into primitives, similarly to hierarchical reinforcement learning, but without a high-level meta-policy. Instead, each primitive can decide for themselves whether they wish to act in the current state. We use an information-theoretic mechanism for enabling this decentralized decision: each primitive chooses how much information it needs about the current state to make a decision and the primitive that requests the most information about the current state acts in the world. The primitives are regularized to use as little information as possible, which leads to natural competition and specialization. We experimentally demonstrate that this policy architecture improves over both flat and hierarchical policies in terms of generalization.

DynoPlan: Combining Motion Planning and Deep Neural Network based Controllers for Safe HRL

Authors:Daniel Angelov, Yordan Hristov, Subramanian Ramamoorthy
Date:2019-06-24 17:34:51

Many realistic robotics tasks are best solved compositionally, through control architectures that sequentially invoke primitives and achieve error correction through the use of loops and conditionals taking the system back to alternative earlier states. Recent end-to-end approaches to task learning attempt to directly learn a single controller that solves an entire task, but this has been difficult for complex control tasks that would have otherwise required a diversity of local primitive moves, and the resulting solutions are also not easy to inspect for plan monitoring purposes. In this work, we aim to bridge the gap between hand designed and learned controllers, by representing each as an option in a hybrid hierarchical Reinforcement Learning framework - DynoPlan. We extend the options framework by adding a dynamics model and the use of a nearness-to-goal heuristic, derived from demonstrations. This translates the optimization of a hierarchical policy controller to a problem of planning with a model predictive controller. By unrolling the dynamics of each option and assessing the expected value of each future state, we can create a simple switching controller for choosing the optimal policy within a constrained time horizon similarly to hill climbing heuristic search. The individual dynamics model allows each option to iterate and be activated independently of the specific underlying instantiation, thus allowing for a mix of motion planning and deep neural network based primitives. We can assess the safety regions of the resulting hybrid controller by investigating the initiation sets of the different options, and also by reasoning about the completeness and performance guarantees of the underpinning motion planners.

Neural networks with motivation

Authors:Sergey A. Shuvaev, Ngoc B. Tran, Marcus Stephenson-Jones, Bo Li, Alexei A. Koulakov
Date:2019-06-23 01:44:32

How can animals behave effectively in conditions involving different motivational contexts? Here, we propose how reinforcement learning neural networks can learn optimal behavior for dynamically changing motivational salience vectors. First, we show that Q-learning neural networks with motivation can navigate in environment with dynamic rewards. Second, we show that such networks can learn complex behaviors simultaneously directed towards several goals distributed in an environment. Finally, we show that in Pavlovian conditioning task, the responses of the neurons in our model resemble the firing patterns of neurons in the ventral pallidum (VP), a basal ganglia structure involved in motivated behaviors. We show that, similarly to real neurons, recurrent networks with motivation are composed of two oppositely-tuned classes of neurons, responding to positive and negative rewards. Our model generates predictions for the VP connectivity. We conclude that networks with motivation can rapidly adapt their behavior to varying conditions without changes in synaptic strength when expected reward is modulated by motivation. Such networks may also provide a mechanism for how hierarchical reinforcement learning is implemented in the brain.

Disentangled Skill Embeddings for Reinforcement Learning

Authors:Janith C. Petangoda, Sergio Pascual-Diaz, Vincent Adam, Peter Vrancx, Jordi Grau-Moya
Date:2019-06-21 16:12:15

We propose a novel framework for multi-task reinforcement learning (MTRL). Using a variational inference formulation, we learn policies that generalize across both changing dynamics and goals. The resulting policies are parametrized by shared parameters that allow for transfer between different dynamics and goal conditions, and by task-specific latent-space embeddings that allow for specialization to particular tasks. We show how the latent-spaces enable generalization to unseen dynamics and goals conditions. Additionally, policies equipped with such embeddings serve as a space of skills (or options) for hierarchical reinforcement learning. Since we can change task dynamics and goals independently, we name our framework Disentangled Skill Embeddings (DSE).

Sub-policy Adaptation for Hierarchical Reinforcement Learning

Authors:Alexander C. Li, Carlos Florensa, Ignasi Clavera, Pieter Abbeel
Date:2019-06-13 16:59:48

Hierarchical reinforcement learning is a promising approach to tackle long-horizon decision-making problems with sparse rewards. Unfortunately, most methods still decouple the lower-level skill acquisition process and the training of a higher level that controls the skills in a new task. Leaving the skills fixed can lead to significant sub-optimality in the transfer setting. In this work, we propose a novel algorithm to discover a set of skills, and continuously adapt them along with the higher level even when training on a new task. Our main contributions are two-fold. First, we derive a new hierarchical policy gradient with an unbiased latent-dependent baseline, and we introduce Hierarchical Proximal Policy Optimization (HiPPO), an on-policy method to efficiently train all levels of the hierarchy jointly. Second, we propose a method for training time-abstractions that improves the robustness of the obtained skills to environment changes. Code and results are available at sites.google.com/view/hippo-rl

CoRide: Joint Order Dispatching and Fleet Management for Multi-Scale Ride-Hailing Platforms

Authors:Jiarui Jin, Ming Zhou, Weinan Zhang, Minne Li, Zilong Guo, Zhiwei Qin, Yan Jiao, Xiaocheng Tang, Chenxi Wang, Jun Wang, Guobin Wu, Jieping Ye
Date:2019-05-27 17:31:52

How to optimally dispatch orders to vehicles and how to tradeoff between immediate and future returns are fundamental questions for a typical ride-hailing platform. We model ride-hailing as a large-scale parallel ranking problem and study the joint decision-making task of order dispatching and fleet management in online ride-hailing platforms. This task brings unique challenges in the following four aspects. First, to facilitate a huge number of vehicles to act and learn efficiently and robustly, we treat each region cell as an agent and build a multi-agent reinforcement learning framework. Second, to coordinate the agents from different regions to achieve long-term benefits, we leverage the geographical hierarchy of the region grids to perform hierarchical reinforcement learning. Third, to deal with the heterogeneous and variant action space for joint order dispatching and fleet management, we design the action as the ranking weight vector to rank and select the specific order or the fleet management destination in a unified formulation. Fourth, to achieve the multi-scale ride-hailing platform, we conduct the decision-making process in a hierarchical way where a multi-head attention mechanism is utilized to incorporate the impacts of neighbor agents and capture the key agent in each scale. The whole novel framework is named as CoRide. Extensive experiments based on multiple cities real-world data as well as analytic synthetic data demonstrate that CoRide provides superior performance in terms of platform revenue and user experience in the task of city-wide hybrid order dispatching and fleet management over strong baselines.

Hierarchical Reinforcement Learning for Concurrent Discovery of Compound and Composable Policies

Authors:Domingo Esteban, Leonel Rozo, Darwin G. Caldwell
Date:2019-05-23 14:08:35

A common strategy to deal with the expensive reinforcement learning (RL) of complex tasks is to decompose them into a collection of subtasks that are usually simpler to learn as well as reusable for new problems. However, when a robot learns the policies for these subtasks, common approaches treat every policy learning process separately. Therefore, all these individual (composable) policies need to be learned before tackling the learning process of the complex task through policies composition. Moreover, such composition of individual policies is usually performed sequentially, which is not suitable for tasks that require to perform the subtasks concurrently. In this paper, we propose to combine a set of composable Gaussian policies corresponding to these subtasks using a set of activation vectors, resulting in a complex Gaussian policy that is a function of the means and covariances matrices of the composable policies. Moreover, we propose an algorithm for learning both compound and composable policies within the same learning process by exploiting the off-policy data generated from the compound policy. The algorithm is built on a maximum entropy RL approach to favor exploration during the learning process. The results of the experiments show that the experience collected with the compound policy permits not only to solve the complex task but also to obtain useful composable policies that successfully perform in their corresponding subtasks.

Hierarchical Reinforcement Learning for Quadruped Locomotion

Authors:Deepali Jain, Atil Iscen, Ken Caluwaerts
Date:2019-05-22 02:28:39

Legged locomotion is a challenging task for learning algorithms, especially when the task requires a diverse set of primitive behaviors. To solve these problems, we introduce a hierarchical framework to automatically decompose complex locomotion tasks. A high-level policy issues commands in a latent space and also selects for how long the low-level policy will execute the latent command. Concurrently, the low-level policy uses the latent command and only the robot's on-board sensors to control the robot's actuators. Our approach allows the high-level policy to run at a lower frequency than the low-level one. We test our framework on a path-following task for a dynamic quadruped robot and we show that steering behaviors automatically emerge in the latent command space as low-level skills are needed for this task. We then show efficient adaptation of the trained policy to a different task by transfer of the trained low-level policy. Finally, we validate the policies on a real quadruped robot. To the best of our knowledge, this is the first application of end-to-end hierarchical learning to a real robotic locomotion task.

Learning and Exploiting Multiple Subgoals for Fast Exploration in Hierarchical Reinforcement Learning

Authors:Libo Xing
Date:2019-05-13 03:13:06

Hierarchical Reinforcement Learning (HRL) exploits temporally extended actions, or options, to make decisions from a higher-dimensional perspective to alleviate the sparse reward problem, one of the most challenging problems in reinforcement learning. The majority of existing HRL algorithms require either significant manual design with respect to the specific environment or enormous exploration to automatically learn options from data. To achieve fast exploration without using manual design, we devise a multi-goal HRL algorithm, consisting of a high-level policy Manager and a low-level policy Worker. The Manager provides the Worker multiple subgoals at each time step. Each subgoal corresponds to an option to control the environment. Although the agent may show some confusion at the beginning of training since it is guided by three diverse subgoals, the agent's behavior policy will quickly learn how to respond to multiple subgoals from the high-level controller on different occasions. By exploiting multiple subgoals, the exploration efficiency is significantly improved. We conduct experiments in Atari's Montezuma's Revenge environment, a well-known sparse reward environment, and in doing so achieve the same performance as state-of-the-art HRL methods with substantially reduced training time cost.

Dot-to-Dot: Explainable Hierarchical Reinforcement Learning for Robotic Manipulation

Authors:Benjamin Beyret, Ali Shafti, A. Aldo Faisal
Date:2019-04-14 14:54:14

Robotic systems are ever more capable of automation and fulfilment of complex tasks, particularly with reliance on recent advances in intelligent systems, deep learning and artificial intelligence. However, as robots and humans come closer in their interactions, the matter of interpretability, or explainability of robot decision-making processes for the human grows in importance. A successful interaction and collaboration will only take place through mutual understanding of underlying representations of the environment and the task at hand. This is currently a challenge in deep learning systems. We present a hierarchical deep reinforcement learning system, consisting of a low-level agent handling the large actions/states space of a robotic system efficiently, by following the directives of a high-level agent which is learning the high-level dynamics of the environment and task. This high-level agent forms a representation of the world and task at hand that is interpretable for a human operator. The method, which we call Dot-to-Dot, is tested on a MuJoCo-based model of the Fetch Robotics Manipulator, as well as a Shadow Hand, to test its performance. Results show efficient learning of complex actions/states spaces by the low-level agent, and an interpretable representation of the task and decision-making process learned by the high-level agent.

Deep Hierarchical Reinforcement Learning Based Recommendations via Multi-goals Abstraction

Authors:Dongyang Zhao, Liang Zhang, Bo Zhang, Lizhou Zheng, Yongjun Bao, Weipeng Yan
Date:2019-03-22 06:43:49

The recommender system is an important form of intelligent application, which assists users to alleviate from information redundancy. Among the metrics used to evaluate a recommender system, the metric of conversion has become more and more important. The majority of existing recommender systems perform poorly on the metric of conversion due to its extremely sparse feedback signal. To tackle this challenge, we propose a deep hierarchical reinforcement learning based recommendation framework, which consists of two components, i.e., high-level agent and low-level agent. The high-level agent catches long-term sparse conversion signals, and automatically sets abstract goals for low-level agent, while the low-level agent follows the abstract goals and interacts with real-time environment. To solve the inherent problem in hierarchical reinforcement learning, we propose a novel deep hierarchical reinforcement learning algorithm via multi-goals abstraction (HRL-MG). Our proposed algorithm contains three characteristics: 1) the high-level agent generates multiple goals to guide the low-level agent in different stages, which reduces the difficulty of approaching high-level goals; 2) different goals share the same state encoder parameters, which increases the update frequency of the high-level agent and thus accelerates the convergence of our proposed algorithm; 3) an appreciate benefit assignment function is designed to allocate rewards in each goal so as to coordinate different goals in a consistent direction. We evaluate our proposed algorithm based on a real-world e-commerce dataset and validate its effectiveness.

RLOC: Neurobiologically Inspired Hierarchical Reinforcement Learning Algorithm for Continuous Control of Nonlinear Dynamical Systems

Authors:Ekaterina Abramova, Luke Dickens, Daniel Kuhn, Aldo Faisal
Date:2019-03-07 17:37:53

Nonlinear optimal control problems are often solved with numerical methods that require knowledge of system's dynamics which may be difficult to infer, and that carry a large computational cost associated with iterative calculations. We present a novel neurobiologically inspired hierarchical learning framework, Reinforcement Learning Optimal Control, which operates on two levels of abstraction and utilises a reduced number of controllers to solve nonlinear systems with unknown dynamics in continuous state and action spaces. Our approach is inspired by research at two levels of abstraction: first, at the level of limb coordination human behaviour is explained by linear optimal feedback control theory. Second, in cognitive tasks involving learning symbolic level action selection, humans learn such problems using model-free and model-based reinforcement learning algorithms. We propose that combining these two levels of abstraction leads to a fast global solution of nonlinear control problems using reduced number of controllers. Our framework learns the local task dynamics from naive experience and forms locally optimal infinite horizon Linear Quadratic Regulators which produce continuous low-level control. A top-level reinforcement learner uses the controllers as actions and learns how to best combine them in state space while maximising a long-term reward. A single optimal control objective function drives high-level symbolic learning by providing training signals on desirability of each selected controller. We show that a small number of locally optimal linear controllers are able to solve global nonlinear control problems with unknown dynamics when combined with a reinforcement learner in this hierarchical framework. Our algorithm competes in terms of computational cost and solution quality with sophisticated control algorithms and we illustrate this with solutions to benchmark problems.

Model Primitive Hierarchical Lifelong Reinforcement Learning

Authors:Bohan Wu, Jayesh K. Gupta, Mykel J. Kochenderfer
Date:2019-03-04 22:14:23

Learning interpretable and transferable subpolicies and performing task decomposition from a single, complex task is difficult. Some traditional hierarchical reinforcement learning techniques enforce this decomposition in a top-down manner, while meta-learning techniques require a task distribution at hand to learn such decompositions. This paper presents a framework for using diverse suboptimal world models to decompose complex task solutions into simpler modular subpolicies. This framework performs automatic decomposition of a single source task in a bottom up manner, concurrently learning the required modular subpolicies as well as a controller to coordinate them. We perform a series of experiments on high dimensional continuous action control tasks to demonstrate the effectiveness of this approach at both complex single task learning and lifelong learning. Finally, we perform ablation studies to understand the importance and robustness of different elements in the framework and limitations to this approach.

Planning in Hierarchical Reinforcement Learning: Guarantees for Using Local Policies

Authors:Tom Zahavy, Avinatan Hasidim, Haim Kaplan, Yishay Mansour
Date:2019-02-26 15:04:18

We consider a settings of hierarchical reinforcement learning, in which the reward is a sum of components. For each component we are given a policy that maximizes it and our goal is to assemble a policy from the individual policies that maximizes the sum of the components. We provide theoretical guarantees for assembling such policies in deterministic MDPs with collectible rewards. Our approach builds on formulating this problem as a traveling salesman problem with discounted reward. We focus on local solutions, i.e., policies that only use information from the current state; thus, they are easy to implement and do not require substantial computational resources. We propose three local stochastic policies and prove that they guarantee better performance than any deterministic local policy in the worst case; experimental results suggest that they also perform better on average.

Aggregating E-commerce Search Results from Heterogeneous Sources via Hierarchical Reinforcement Learning

Authors:Ryuichi Takanobu, Tao Zhuang, Minlie Huang, Jun Feng, Haihong Tang, Bo Zheng
Date:2019-02-24 03:18:43

In this paper, we investigate the task of aggregating search results from heterogeneous sources in an E-commerce environment. First, unlike traditional aggregated web search that merely presents multi-sourced results in the first page, this new task may present aggregated results in all pages and has to dynamically decide which source should be presented in the current page. Second, as pointed out by many existing studies, it is not trivial to rank items from heterogeneous sources because the relevance scores from different source systems are not directly comparable. To address these two issues, we decompose the task into two subtasks in a hierarchical structure: a high-level task for source selection where we model the sequential patterns of user behaviors onto aggregated results in different pages so as to understand user intents and select the relevant sources properly; and a low-level task for item presentation where we formulate a slot filling process to sequentially present the items instead of giving each item a relevance score when deciding the presentation order of heterogeneous items. Since both subtasks can be naturally formulated as sequential decision problems and learn from the future user feedback on search results, we build our model with hierarchical reinforcement learning. Extensive experiments demonstrate that our model obtains remarkable improvements in search performance metrics, and achieves a higher user satisfaction.

Asynchronous Coagent Networks

Authors:James E. Kostas, Chris Nota, Philip S. Thomas
Date:2019-02-15 00:16:10

Coagent policy gradient algorithms (CPGAs) are reinforcement learning algorithms for training a class of stochastic neural networks called coagent networks. In this work, we prove that CPGAs converge to locally optimal policies. Additionally, we extend prior theory to encompass asynchronous and recurrent coagent networks. These extensions facilitate the straightforward design and analysis of hierarchical reinforcement learning algorithms like the option-critic, and eliminate the need for complex derivations of customized learning rules for these algorithms.

Hierarchical Reinforcement Learning for Multi-agent MOBA Game

Authors:Zhijian Zhang, Haozheng Li, Luo Zhang, Tianyin Zheng, Ting Zhang, Xiong Hao, Xiaoxin Chen, Min Chen, Fangxu Xiao, Wei Zhou
Date:2019-01-23 17:08:15

Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hierarchical reinforcement learning model for mastering Multiplayer Online Battle Arena (MOBA) games, a sub-genre of RTS games. The novelty of this work are: (1) proposing a hierarchical framework, where agents execute macro strategies by imitation learning and carry out micromanipulations through reinforcement learning, (2) developing a simple self-learning method to get better sample efficiency for training, and (3) designing a dense reward function for multi-agent cooperation in the absence of game engine or Application Programming Interface (API). Finally, various experiments have been performed to validate the superior performance of the proposed method over other state-of-the-art reinforcement learning algorithms. Agent successfully learns to combat and defeat bronze-level built-in AI with 100% win rate, and experiments show that our method can create a competitive multi-agent for a kind of mobile MOBA game {\it King of Glory} in 5v5 mode.

Hierarchical Reinforcement Learning via Advantage-Weighted Information Maximization

Authors:Takayuki Osa, Voot Tangkaratt, Masashi Sugiyama
Date:2019-01-05 04:43:05

Real-world tasks are often highly structured. Hierarchical reinforcement learning (HRL) has attracted research interest as an approach for leveraging the hierarchical structure of a given task in reinforcement learning (RL). However, identifying the hierarchical policy structure that enhances the performance of RL is not a trivial task. In this paper, we propose an HRL method that learns a latent variable of a hierarchical policy using mutual information maximization. Our approach can be interpreted as a way to learn a discrete and latent representation of the state-action space. To learn option policies that correspond to modes of the advantage function, we introduce advantage-weighted importance sampling. In our HRL method, the gating policy learns to select option policies based on an option-value function, and these option policies are optimized based on the deterministic policy gradient method. This framework is derived by leveraging the analogy between a monolithic policy in standard RL and a hierarchical policy in HRL by using a deterministic option policy. Experimental results indicate that our HRL approach can learn a diversity of options and that it can enhance the performance of RL in continuous control tasks.

Escape Room: A Configurable Testbed for Hierarchical Reinforcement Learning

Authors:Jacob Menashe, Peter Stone
Date:2018-12-22 12:29:20

Recent successes in Reinforcement Learning have encouraged a fast-growing network of RL researchers and a number of breakthroughs in RL research. As the RL community and the body of RL work grows, so does the need for widely applicable benchmarks that can fairly and effectively evaluate a variety of RL algorithms. This need is particularly apparent in the realm of Hierarchical Reinforcement Learning (HRL). While many existing test domains may exhibit hierarchical action or state structures, modern RL algorithms still exhibit great difficulty in solving domains that necessitate hierarchical modeling and action planning, even when such domains are seemingly trivial. These difficulties highlight both the need for more focus on HRL algorithms themselves, and the need for new testbeds that will encourage and validate HRL research. Existing HRL testbeds exhibit a Goldilocks problem; they are often either too simple (e.g. Taxi) or too complex (e.g. Montezuma's Revenge from the Arcade Learning Environment). In this paper we present the Escape Room Domain (ERD), a new flexible, scalable, and fully implemented testing domain for HRL that bridges the "moderate complexity" gap left behind by existing alternatives. ERD is open-source and freely available through GitHub, and conforms to widely-used public testing interfaces for simple integration and testing with a variety of public RL agent implementations. We show that the ERD presents a suite of challenges with scalable difficulty to provide a smooth learning gradient from Taxi to the Arcade Learning Environment.

Natural Option Critic

Authors:Saket Tiwari, Philip S. Thomas
Date:2018-12-04 15:33:26

The recently proposed option-critic architecture Bacon et al. provide a stochastic policy gradient approach to hierarchical reinforcement learning. Specifically, they provide a way to estimate the gradient of the expected discounted return with respect to parameters that define a finite number of temporally extended actions, called \textit{options}. In this paper we show how the option-critic architecture can be extended to estimate the natural gradient of the expected discounted return. To this end, the central questions that we consider in this paper are: 1) what is the definition of the natural gradient in this context, 2) what is the Fisher information matrix associated with an option's parameterized policy, 3) what is the Fisher information matrix associated with an option's parameterized termination function, and 4) how can a compatible function approximation approach be leveraged to obtain natural gradient estimates for both the parameterized policy and parameterized termination functions of an option with per-time-step time and space complexity linear in the total number of parameters. Based on answers to these questions we introduce the natural option critic algorithm. Experimental results showcase improvement over the vanilla gradient approach.

Hyperbolic Embeddings for Learning Options in Hierarchical Reinforcement Learning

Authors:Saket Tiwari, M. Prannoy
Date:2018-12-04 15:30:23

Hierarchical reinforcement learning deals with the problem of breaking down large tasks into meaningful sub-tasks. Autonomous discovery of these sub-tasks has remained a challenging problem. We propose a novel method of learning sub-tasks by combining paradigms of routing in computer networks and graph based skill discovery within the options framework to define meaningful sub-goals. We apply the recent advancements of learning embeddings using Riemannian optimisation in the hyperbolic space to embed the state set into the hyperbolic space and create a model of the environment. In doing so we enforce a global topology on the states and are able to exploit this topology to learn meaningful sub-tasks. We demonstrate empirically, both in discrete and continuous domains, how these embeddings can improve the learning of meaningful sub-tasks.

Learning Goal Embeddings via Self-Play for Hierarchical Reinforcement Learning

Authors:Sainbayar Sukhbaatar, Emily Denton, Arthur Szlam, Rob Fergus
Date:2018-11-22 10:15:52

In hierarchical reinforcement learning a major challenge is determining appropriate low-level policies. We propose an unsupervised learning scheme, based on asymmetric self-play from Sukhbaatar et al. (2018), that automatically learns a good representation of sub-goals in the environment and a low-level policy that can execute them. A high-level policy can then direct the lower one by generating a sequence of continuous sub-goal vectors. We evaluate our model using Mazebase and Mujoco environments, including the challenging AntGather task. Visualizations of the sub-goal embeddings reveal a logical decomposition of tasks within the environment. Quantitatively, our approach obtains compelling performance gains over non-hierarchical approaches.

Learning Actionable Representations with Goal-Conditioned Policies

Authors:Dibya Ghosh, Abhishek Gupta, Sergey Levine
Date:2018-11-19 17:30:36

Representation learning is a central challenge across a range of machine learning areas. In reinforcement learning, effective and functional representations have the potential to tremendously accelerate learning progress and solve more challenging problems. Most prior work on representation learning has focused on generative approaches, learning representations that capture all underlying factors of variation in the observation space in a more disentangled or well-ordered manner. In this paper, we instead aim to learn functionally salient representations: representations that are not necessarily complete in terms of capturing all factors of variation in the observation space, but rather aim to capture those factors of variation that are important for decision making -- that are "actionable." These representations are aware of the dynamics of the environment, and capture only the elements of the observation that are necessary for decision making rather than all factors of variation, without explicit reconstruction of the observation. We show how these representations can be useful to improve exploration for sparse reward problems, to enable long horizon hierarchical reinforcement learning, and as a state representation for learning policies for downstream tasks. We evaluate our method on a number of simulated environments, and compare it to prior methods for representation learning, exploration, and hierarchical reinforcement learning.

Diversity-Driven Extensible Hierarchical Reinforcement Learning

Authors:Yuhang Song, Jianyi Wang, Thomas Lukasiewicz, Zhenghua Xu, Mai Xu
Date:2018-11-10 23:35:34

Hierarchical reinforcement learning (HRL) has recently shown promising advances on speeding up learning, improving the exploration, and discovering intertask transferable skills. Most recent works focus on HRL with two levels, i.e., a master policy manipulates subpolicies, which in turn manipulate primitive actions. However, HRL with multiple levels is usually needed in many real-world scenarios, whose ultimate goals are highly abstract, while their actions are very primitive. Therefore, in this paper, we propose a diversity-driven extensible HRL (DEHRL), where an extensible and scalable framework is built and learned levelwise to realize HRL with multiple levels. DEHRL follows a popular assumption: diverse subpolicies are useful, i.e., subpolicies are believed to be more useful if they are more diverse. However, existing implementations of this diversity assumption usually have their own drawbacks, which makes them inapplicable to HRL with multiple levels. Consequently, we further propose a novel diversity-driven solution to achieve this assumption in DEHRL. Experimental studies evaluate DEHRL with five baselines from four perspectives in two domains; the results show that DEHRL outperforms the state-of-the-art baselines in all four aspects.

A Hierarchical Framework for Relation Extraction with Reinforcement Learning

Authors:Ryuichi Takanobu, Tianyang Zhang, Jiexi Liu, Minlie Huang
Date:2018-11-09 14:33:29

Most existing methods determine relation types only after all the entities have been recognized, thus the interaction between relation types and entity mentions is not fully modeled. This paper presents a novel paradigm to deal with relation extraction by regarding the related entities as the arguments of a relation. We apply a hierarchical reinforcement learning (HRL) framework in this paradigm to enhance the interaction between entity mentions and relation types. The whole extraction process is decomposed into a hierarchy of two-level RL policies for relation detection and entity extraction respectively, so that it is more feasible and natural to deal with overlapping relations. Our model was evaluated on public datasets collected via distant supervision, and results show that it gains better performance than existing methods and is more powerful for extracting overlapping relations.

Relation Mention Extraction from Noisy Data with Hierarchical Reinforcement Learning

Authors:Jun Feng, Minlie Huang, Yijie Zhang, Yang Yang, Xiaoyan Zhu
Date:2018-11-03 15:50:27

In this paper we address a task of relation mention extraction from noisy data: extracting representative phrases for a particular relation from noisy sentences that are collected via distant supervision. Despite its significance and value in many downstream applications, this task is less studied on noisy data. The major challenges exists in 1) the lack of annotation on mention phrases, and more severely, 2) handling noisy sentences which do not express a relation at all. To address the two challenges, we formulate the task as a semi-Markov decision process and propose a novel hierarchical reinforcement learning model. Our model consists of a top-level sentence selector to remove noisy sentences, a low-level mention extractor to extract relation mentions, and a reward estimator to provide signals to guide data denoising and mention extraction without explicit annotations. Experimental results show that our model is effective to extract relation mentions from noisy data.

Learning Representations in Model-Free Hierarchical Reinforcement Learning

Authors:Jacob Rafati, David C. Noelle
Date:2018-10-23 21:24:06

Common approaches to Reinforcement Learning (RL) are seriously challenged by large-scale applications involving huge state spaces and sparse delayed reward feedback. Hierarchical Reinforcement Learning (HRL) methods attempt to address this scalability issue by learning action selection policies at multiple levels of temporal abstraction. Abstraction can be had by identifying a relatively small set of states that are likely to be useful as subgoals, in concert with the learning of corresponding skill policies to achieve those subgoals. Many approaches to subgoal discovery in HRL depend on the analysis of a model of the environment, but the need to learn such a model introduces its own problems of scale. Once subgoals are identified, skills may be learned through intrinsic motivation, introducing an internal reward signal marking subgoal attainment. In this paper, we present a novel model-free method for subgoal discovery using incremental unsupervised learning over a small memory of the most recent experiences (trajectories) of the agent. When combined with an intrinsic motivation learning mechanism, this method learns both subgoals and skills, based on experiences in the environment. Thus, we offer an original approach to HRL that does not require the acquisition of a model of the environment, suitable for large-scale applications. We demonstrate the efficiency of our method on two RL problems with sparse delayed feedback: a variant of the rooms environment and the first screen of the ATARI 2600 Montezuma's Revenge game.

Near-Optimal Representation Learning for Hierarchical Reinforcement Learning

Authors:Ofir Nachum, Shixiang Gu, Honglak Lee, Sergey Levine
Date:2018-10-02 14:00:14

We study the problem of representation learning in goal-conditioned hierarchical reinforcement learning. In such hierarchical structures, a higher-level controller solves tasks by iteratively communicating goals which a lower-level policy is trained to reach. Accordingly, the choice of representation -- the mapping of observation space to goal space -- is crucial. To study this problem, we develop a notion of sub-optimality of a representation, defined in terms of expected reward of the optimal hierarchical policy using this representation. We derive expressions which bound the sub-optimality and show how these expressions can be translated to representation learning objectives which may be optimized in practice. Results on a number of difficult continuous-control tasks show that our approach to representation learning yields qualitatively better representations as well as quantitatively better hierarchical policies, compared to existing methods (see videos at https://sites.google.com/view/representation-hrl).

On Reinforcement Learning for Full-length Game of StarCraft

Authors:Zhen-Jia Pang, Ruo-Ze Liu, Zhou-Yu Meng, Yi Zhang, Yang Yu, Tong Lu
Date:2018-09-23 15:48:28

StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for StarCraft II. The hierarchy involves two levels of abstraction. One is the macro-action automatically extracted from expert's trajectories, which reduces the action space in an order of magnitude yet remains effective. The other is a two-layer hierarchical architecture which is modular and easy to scale, enabling a curriculum transferring from simpler tasks to more complex tasks. The reinforcement training algorithm for this architecture is also investigated. On a 64x64 map and using restrictive units, we achieve a winning rate of more than 99\% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat model, we can achieve over 93\% winning rate of Protoss against the most difficult non-cheating built-in AI (level-7) of Terran, training within two days using a single machine with only 48 CPU cores and 8 K40 GPUs. It also shows strong generalization performance, when tested against never seen opponents including cheating levels built-in AI and all levels of Zerg and Protoss built-in AI. We hope this study could shed some light on the future research of large-scale reinforcement learning.

Neural Arithmetic Expression Calculator

Authors:Kaiyu Chen, Yihan Dong, Xipeng Qiu, Zitian Chen
Date:2018-09-23 13:05:28

This paper presents a pure neural solver for arithmetic expression calculation (AEC) problem. Previous work utilizes the powerful capabilities of deep neural networks and attempts to build an end-to-end model to solve this problem. However, most of these methods can only deal with the additive operations. It is still a challenging problem to solve the complex expression calculation problem, which includes the adding, subtracting, multiplying, dividing and bracketing operations. In this work, we regard the arithmetic expression calculation as a hierarchical reinforcement learning problem. An arithmetic operation is decomposed into a series of sub-tasks, and each sub-task is dealt with by a skill module. The skill module could be a basic module performing elementary operations, or interactive module performing complex operations by invoking other skill models. With curriculum learning, our model can deal with a complex arithmetic expression calculation with the deep hierarchical structure of skill models. Experiments show that our model significantly outperforms the previous models for arithmetic expression calculation.

Combining imagination and heuristics to learn strategies that generalize

Authors:Erik J Peterson, Necati Alp Müyesser, Timothy Verstynen, Kyle Dunovan
Date:2018-09-10 15:43:57

Deep reinforcement learning can match or exceed human performance in stable contexts, but with minor changes to the environment artificial networks, unlike humans, often cannot adapt. Humans rely on a combination of heuristics to simplify computational load and imagination to extend experiential learning to new and more challenging environments. Motivated by theories of the hierarchical organization of the human prefrontal networks, we have developed a model of hierarchical reinforcement learning that combines both heuristics and imagination into a stumbler-strategist network. We test performance of this network using Wythoff's game, a gridworld environment with a known optimal strategy. We show that a heuristic labeling of each position as hot or cold, combined with imagined play, both accelerates learning and promotes transfer to novel games, while also improving model interpretability.

Interactive Semantic Parsing for If-Then Recipes via Hierarchical Reinforcement Learning

Authors:Ziyu Yao, Xiujun Li, Jianfeng Gao, Brian Sadler, Huan Sun
Date:2018-08-21 02:39:08

Given a text description, most existing semantic parsers synthesize a program in one shot. However, it is quite challenging to produce a correct program solely based on the description, which in reality is often ambiguous or incomplete. In this paper, we investigate interactive semantic parsing, where the agent can ask the user clarification questions to resolve ambiguities via a multi-turn dialogue, on an important type of programs called "If-Then recipes." We develop a hierarchical reinforcement learning (HRL) based agent that significantly improves the parsing performance with minimal questions to the user. Results under both simulation and human evaluation show that our agent substantially outperforms non-interactive semantic parsers and rule-based agents.

Learning to Interrupt: A Hierarchical Deep Reinforcement Learning Framework for Efficient Exploration

Authors:Tingguang Li, Jin Pan, Delong Zhu, Max Q. -H. Meng
Date:2018-07-30 02:39:10

To achieve scenario intelligence, humans must transfer knowledge to robots by developing goal-oriented algorithms, which are sometimes insensitive to dynamically changing environments. While deep reinforcement learning achieves significant success recently, it is still extremely difficult to be deployed in real robots directly. In this paper, we propose a hybrid structure named Option-Interruption in which human knowledge is embedded into a hierarchical reinforcement learning framework. Our architecture has two key components: options, represented by existing human-designed methods, can significantly speed up the training process and interruption mechanism, based on learnable termination functions, enables our system to quickly respond to the external environment. To implement this architecture, we derive a set of update rules based on policy gradient methods and present a complete training process. In the experiment part, our method is evaluated in Four-room navigation and exploration task, which shows the efficiency and flexibility of our framework.

Safe Option-Critic: Learning Safety in the Option-Critic Architecture

Authors:Arushi Jain, Khimya Khetarpal, Doina Precup
Date:2018-07-21 00:39:23

Designing hierarchical reinforcement learning algorithms that exhibit safe behaviour is not only vital for practical applications but also, facilitates a better understanding of an agent's decisions. We tackle this problem in the options framework, a particular way to specify temporally abstract actions which allow an agent to use sub-policies with start and end conditions. We consider a behaviour as safe that avoids regions of state-space with high uncertainty in the outcomes of actions. We propose an optimization objective that learns safe options by encouraging the agent to visit states with higher behavioural consistency. The proposed objective results in a trade-off between maximizing the standard expected return and minimizing the effect of model uncertainty in the return. We propose a policy gradient algorithm to optimize the constrained objective function. We examine the quantitative and qualitative behaviour of the proposed approach in a tabular grid-world, continuous-state puddle-world, and three games from the Arcade Learning Environment: Ms.Pacman, Amidar, and Q*Bert. Our approach achieves a reduction in the variance of return, boosts performance in environments with intrinsic variability in the reward structure, and compares favorably both with primitive actions as well as with risk-neutral options.

Hierarchical Reinforcement Learning for Zero-shot Generalization with Subtask Dependencies

Authors:Sungryull Sohn, Junhyuk Oh, Honglak Lee
Date:2018-07-19 23:51:55

We introduce a new RL problem where the agent is required to generalize to a previously-unseen environment characterized by a subtask graph which describes a set of subtasks and their dependencies. Unlike existing hierarchical multitask RL approaches that explicitly describe what the agent should do at a high level, our problem only describes properties of subtasks and relationships among them, which requires the agent to perform complex reasoning to find the optimal subtask to execute. To solve this problem, we propose a neural subtask graph solver (NSGS) which encodes the subtask graph using a recursive neural network embedding. To overcome the difficulty of training, we propose a novel non-parametric gradient-based policy, graph reward propagation, to pre-train our NSGS agent and further finetune it through actor-critic method. The experimental results on two 2D visual domains show that our agent can perform complex reasoning to find a near-optimal way of executing the subtask graph and generalize well to the unseen subtask graphs. In addition, we compare our agent with a Monte-Carlo tree search (MCTS) method showing that our method is much more efficient than MCTS, and the performance of NSGS can be further improved by combining it with MCTS.

Representational efficiency outweighs action efficiency in human program induction

Authors:Sophia Sanborn, David D. Bourgin, Michael Chang, Thomas L. Griffiths
Date:2018-07-18 20:20:40

The importance of hierarchically structured representations for tractable planning has long been acknowledged. However, the questions of how people discover such abstractions and how to define a set of optimal abstractions remain open. This problem has been explored in cognitive science in the problem solving literature and in computer science in hierarchical reinforcement learning. Here, we emphasize an algorithmic perspective on learning hierarchical representations in which the objective is to efficiently encode the structure of the problem, or, equivalently, to learn an algorithm with minimal length. We introduce a novel problem-solving paradigm that links problem solving and program induction under the Markov Decision Process (MDP) framework. Using this task, we target the question of whether humans discover hierarchical solutions by maximizing efficiency in number of actions they generate or by minimizing the complexity of the resulting representation and find evidence for the primacy of representational efficiency.

Hierarchical Reinforcement Learning Framework towards Multi-agent Navigation

Authors:Wenhao Ding, Shuaijun Li, Huihuan Qian
Date:2018-07-14 18:07:32

In this paper, we propose a navigation algorithm oriented to multi-agent environment. This algorithm is expressed as a hierarchical framework that contains a Hidden Markov Model (HMM) and a Deep Reinforcement Learning (DRL) structure. For simplification, we term our method Hierarchical Navigation Reinforcement Network (HNRN). In high- level architecture, we train an HMM to evaluate the agent's perception to obtain a score. According to this score, adaptive control action will be chosen. While in low-level architecture, two sub-systems are introduced, one is a differential target- driven system, which aims at heading to the target; the other is a collision avoidance DRL system, which is used for avoiding dynamic obstacles. The advantage of this hierarchical structure is decoupling the target-driven and collision avoidance tasks, leading to a faster and more stable model to be trained. The experiments indicate that our algorithm has higher learning efficiency and rate of success than traditional Velocity Obstacle (VO) algorithms or hybrid DRL method.

Hierarchical Reinforcement Learning with Abductive Planning

Authors:Kazeto Yamamoto, Takashi Onishi, Yoshimasa Tsuruoka
Date:2018-06-28 06:56:19

One of the key challenges in applying reinforcement learning to real-life problems is that the amount of train-and-error required to learn a good policy increases drastically as the task becomes complex. One potential solution to this problem is to combine reinforcement learning with automated symbol planning and utilize prior knowledge on the domain. However, existing methods have limitations in their applicability and expressiveness. In this paper we propose a hierarchical reinforcement learning method based on abductive symbolic planning. The planner can deal with user-defined evaluation functions and is not based on the Herbrand theorem. Therefore it can utilize prior knowledge of the rewards and can work in a domain where the state space is unknown. We demonstrate empirically that our architecture significantly improves learning efficiency with respect to the amount of training examples on the evaluation domain, in which the state space is unknown and there exist multiple goals.

Automatic formation of the structure of abstract machines in hierarchical reinforcement learning with state clustering

Authors:Aleksandr I. Panov, Aleksey Skrynnik
Date:2018-06-13 22:40:49

We introduce a new approach to hierarchy formation and task decomposition in hierarchical reinforcement learning. Our method is based on the Hierarchy Of Abstract Machines (HAM) framework because HAM approach is able to design efficient controllers that will realize specific behaviors in real robots. The key to our algorithm is the introduction of the internal or "mental" environment in which the state represents the structure of the HAM hierarchy. The internal action in this environment leads to changes the hierarchy of HAMs. We propose the classical Q-learning procedure in the internal environment which allows the agent to obtain an optimal hierarchy. We extends the HAM framework by adding on-model approach to select the appropriate sub-machine to execute action sequences for certain class of external environment states. Preliminary experiments demonstrated the prospects of the method.

Self-Consistent Trajectory Autoencoder: Hierarchical Reinforcement Learning with Trajectory Embeddings

Authors:John D. Co-Reyes, YuXuan Liu, Abhishek Gupta, Benjamin Eysenbach, Pieter Abbeel, Sergey Levine
Date:2018-06-07 17:49:08

In this work, we take a representation learning perspective on hierarchical reinforcement learning, where the problem of learning lower layers in a hierarchy is transformed into the problem of learning trajectory-level generative models. We show that we can learn continuous latent representations of trajectories, which are effective in solving temporally extended and multi-stage problems. Our proposed model, SeCTAR, draws inspiration from variational autoencoders, and learns latent representations of trajectories. A key component of this method is to learn both a latent-conditioned policy and a latent-conditioned model which are consistent with each other. Given the same latent, the policy generates a trajectory which should match the trajectory predicted by the model. This model provides a built-in prediction mechanism, by predicting the outcome of closed loop policy behavior. We propose a novel algorithm for performing hierarchical RL with this model, combining model-based planning in the learned latent space with an unsupervised exploration objective. We show that our model is effective at reasoning over long horizons with sparse rewards for several simulated tasks, outperforming standard reinforcement learning methods and prior methods for hierarchical reasoning, model-based planning, and exploration.

Data-Efficient Hierarchical Reinforcement Learning

Authors:Ofir Nachum, Shixiang Gu, Honglak Lee, Sergey Levine
Date:2018-05-21 21:33:44

Hierarchical reinforcement learning (HRL) is a promising approach to extend traditional reinforcement learning (RL) methods to solve more complex tasks. Yet, the majority of current HRL methods require careful task-specific design and on-policy training, making them difficult to apply in real-world scenarios. In this paper, we study how we can develop HRL algorithms that are general, in that they do not make onerous additional assumptions beyond standard RL algorithms, and efficient, in the sense that they can be used with modest numbers of interaction samples, making them suitable for real-world problems such as robotic control. For generality, we develop a scheme where lower-level controllers are supervised with goals that are learned and proposed automatically by the higher-level controllers. To address efficiency, we propose to use off-policy experience for both higher and lower-level training. This poses a considerable challenge, since changes to the lower-level behaviors change the action space for the higher-level policy, and we introduce an off-policy correction to remedy this challenge. This allows us to take advantage of recent advances in off-policy model-free RL to learn both higher- and lower-level policies using substantially fewer environment interactions than on-policy algorithms. We term the resulting HRL agent HIRO and find that it is generally applicable and highly sample-efficient. Our experiments show that HIRO can be used to learn highly complex behaviors for simulated robots, such as pushing objects and utilizing them to reach target locations, learning from only a few million samples, equivalent to a few days of real-time interaction. In comparisons with a number of prior HRL methods, we find that our approach substantially outperforms previous state-of-the-art techniques.

Hierarchical Reinforcement Learning with Hindsight

Authors:Andrew Levy, Robert Platt, Kate Saenko
Date:2018-05-21 17:02:53

Reinforcement Learning (RL) algorithms can suffer from poor sample efficiency when rewards are delayed and sparse. We introduce a solution that enables agents to learn temporally extended actions at multiple levels of abstraction in a sample efficient and automated fashion. Our approach combines universal value functions and hindsight learning, allowing agents to learn policies belonging to different time scales in parallel. We show that our method significantly accelerates learning in a variety of discrete and continuous tasks.

Hierarchical Reinforcement Learning with Deep Nested Agents

Authors:Marc Brittain, Peng Wei
Date:2018-05-18 01:06:36

Deep hierarchical reinforcement learning has gained a lot of attention in recent years due to its ability to produce state-of-the-art results in challenging environments where non-hierarchical frameworks fail to learn useful policies. However, as problem domains become more complex, deep hierarchical reinforcement learning can become inefficient, leading to longer convergence times and poor performance. We introduce the Deep Nested Agent framework, which is a variant of deep hierarchical reinforcement learning where information from the main agent is propagated to the low level $nested$ agent by incorporating this information into the nested agent's state. We demonstrate the effectiveness and performance of the Deep Nested Agent framework by applying it to three scenarios in Minecraft with comparisons to a deep non-hierarchical single agent framework, as well as, a deep hierarchical framework.

Deep Hierarchical Reinforcement Learning Algorithm in Partially Observable Markov Decision Processes

Authors:Le Pham Tuyen, Ngo Anh Vien, Abu Layek, TaeChoong Chung
Date:2018-05-11 14:30:21

In recent years, reinforcement learning has achieved many remarkable successes due to the growing adoption of deep learning techniques and the rapid growth in computing power. Nevertheless, it is well-known that flat reinforcement learning algorithms are often not able to learn well and data-efficient in tasks having hierarchical structures, e.g. consisting of multiple subtasks. Hierarchical reinforcement learning is a principled approach that is able to tackle these challenging tasks. On the other hand, many real-world tasks usually have only partial observability in which state measurements are often imperfect and partially observable. The problems of RL in such settings can be formulated as a partially observable Markov decision process (POMDP). In this paper, we study hierarchical RL in POMDP in which the tasks have only partial observability and possess hierarchical properties. We propose a hierarchical deep reinforcement learning approach for learning in hierarchical POMDP. The deep hierarchical RL algorithm is proposed to apply to both MDP and POMDP learning. We evaluate the proposed algorithm on various challenging hierarchical POMDP.

Multimodal Hierarchical Reinforcement Learning Policy for Task-Oriented Visual Dialog

Authors:Jiaping Zhang, Tiancheng Zhao, Zhou Yu
Date:2018-05-08 19:54:47

Creating an intelligent conversational system that understands vision and language is one of the ultimate goals in Artificial Intelligence (AI)~\cite{winograd1972understanding}. Extensive research has focused on vision-to-language generation, however, limited research has touched on combining these two modalities in a goal-driven dialog context. We propose a multimodal hierarchical reinforcement learning framework that dynamically integrates vision and language for task-oriented visual dialog. The framework jointly learns the multimodal dialog state representation and the hierarchical dialog policy to improve both dialog task success and efficiency. We also propose a new technique, state adaptation, to integrate context awareness in the dialog state representation. We evaluate the proposed framework and the state adaptation technique in an image guessing game and achieve promising results.

Subgoal Discovery for Hierarchical Dialogue Policy Learning

Authors:Da Tang, Xiujun Li, Jianfeng Gao, Chong Wang, Lihong Li, Tony Jebara
Date:2018-04-20 23:06:44

Developing agents to engage in complex goal-oriented dialogues is challenging partly because the main learning signals are very sparse in long conversations. In this paper, we propose a divide-and-conquer approach that discovers and exploits the hidden structure of the task to enable efficient policy learning. First, given successful example dialogues, we propose the Subgoal Discovery Network (SDN) to divide a complex goal-oriented task into a set of simpler subgoals in an unsupervised fashion. We then use these subgoals to learn a multi-level policy by hierarchical reinforcement learning. We demonstrate our method by building a dialogue agent for the composite task of travel planning. Experiments with simulated and real users show that our approach performs competitively against a state-of-the-art method that requires human-defined subgoals. Moreover, we show that the learned subgoals are often human comprehensible.

PEORL: Integrating Symbolic Planning and Hierarchical Reinforcement Learning for Robust Decision-Making

Authors:Fangkai Yang, Daoming Lyu, Bo Liu, Steven Gustafson
Date:2018-04-20 18:16:43

Reinforcement learning and symbolic planning have both been used to build intelligent autonomous agents. Reinforcement learning relies on learning from interactions with real world, which often requires an unfeasibly large amount of experience. Symbolic planning relies on manually crafted symbolic knowledge, which may not be robust to domain uncertainties and changes. In this paper we present a unified framework {\em PEORL} that integrates symbolic planning with hierarchical reinforcement learning (HRL) to cope with decision-making in a dynamic environment with uncertainties. Symbolic plans are used to guide the agent's task execution and learning, and the learned experience is fed back to symbolic knowledge to improve planning. This method leads to rapid policy search and robust symbolic plans in complex domains. The framework is tested on benchmark domains of HRL.

Latent Space Policies for Hierarchical Reinforcement Learning

Authors:Tuomas Haarnoja, Kristian Hartikainen, Pieter Abbeel, Sergey Levine
Date:2018-04-09 04:00:30

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 layer's 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.

Hierarchical Reinforcement Learning: Approximating Optimal Discounted TSP Using Local Policies

Authors:Tom Zahavy, Avinatan Hasidim, Haim Kaplan, Yishay Mansour
Date:2018-03-13 08:13:11

In this work, we provide theoretical guarantees for reward decomposition in deterministic MDPs. Reward decomposition is a special case of Hierarchical Reinforcement Learning, that allows one to learn many policies in parallel and combine them into a composite solution. Our approach builds on mapping this problem into a Reward Discounted Traveling Salesman Problem, and then deriving approximate solutions for it. In particular, we focus on approximate solutions that are local, i.e., solutions that only observe information about the current state. Local policies are easy to implement and do not require substantial computational resources as they do not perform planning. While local deterministic policies, like Nearest Neighbor, are being used in practice for hierarchical reinforcement learning, we propose three stochastic policies that guarantee better performance than any deterministic policy.

Characterizing optimal hierarchical policy inference on graphs via non-equilibrium thermodynamics

Authors:Daniel McNamee
Date:2017-12-29 22:19:16

Hierarchies are of fundamental interest in both stochastic optimal control and biological control due to their facilitation of a range of desirable computational traits in a control algorithm and the possibility that they may form a core principle of sensorimotor and cognitive control systems. However, a theoretically justified construction of state-space hierarchies over all spatial resolutions and their evolution through a policy inference process remains elusive. Here, a formalism for deriving such normative representations of discrete Markov decision processes is introduced in the context of graphs. The resulting hierarchies correspond to a hierarchical policy inference algorithm approximating a discrete gradient flow between state-space trajectory densities generated by the prior and optimal policies.

Federated Control with Hierarchical Multi-Agent Deep Reinforcement Learning

Authors:Saurabh Kumar, Pararth Shah, Dilek Hakkani-Tur, Larry Heck
Date:2017-12-22 00:54:48

We present a framework combining hierarchical and multi-agent deep reinforcement learning approaches to solve coordination problems among a multitude of agents using a semi-decentralized model. The framework extends the multi-agent learning setup by introducing a meta-controller that guides the communication between agent pairs, enabling agents to focus on communicating with only one other agent at any step. This hierarchical decomposition of the task allows for efficient exploration to learn policies that identify globally optimal solutions even as the number of collaborating agents increases. We show promising initial experimental results on a simulated distributed scheduling problem.

The Eigenoption-Critic Framework

Authors:Miao Liu, Marlos C. Machado, Gerald Tesauro, Murray Campbell
Date:2017-12-11 23:21:42

Eigenoptions (EOs) have been recently introduced as a promising idea for generating a diverse set of options through the graph Laplacian, having been shown to allow efficient exploration. Despite its initial promising results, a couple of issues in current algorithms limit its application, namely: (1) EO methods require two separate steps (eigenoption discovery and reward maximization) to learn a control policy, which can incur a significant amount of storage and computation; (2) EOs are only defined for problems with discrete state-spaces and; (3) it is not easy to take the environment's reward function into consideration when discovering EOs. To addresses these issues, we introduce an algorithm termed eigenoption-critic (EOC) based on the Option-critic (OC) framework [Bacon17], a general hierarchical reinforcement learning (RL) algorithm that allows learning the intra-option policies simultaneously with the policy over options. We also propose a generalization of EOC to problems with continuous state-spaces through the Nystr\"om approximation. EOC can also be seen as extending OC to nonstationary settings, where the discovered options are not tailored for a single task.

Learning Multi-Level Hierarchies with Hindsight

Authors:Andrew Levy, George Konidaris, Robert Platt, Kate Saenko
Date:2017-12-04 08:18:08

Hierarchical agents have the potential to solve sequential decision making tasks with greater sample efficiency than their non-hierarchical counterparts because hierarchical agents can break down tasks into sets of subtasks that only require short sequences of decisions. In order to realize this potential of faster learning, hierarchical agents need to be able to learn their multiple levels of policies in parallel so these simpler subproblems can be solved simultaneously. Yet, learning multiple levels of policies in parallel is hard because it is inherently unstable: changes in a policy at one level of the hierarchy may cause changes in the transition and reward functions at higher levels in the hierarchy, making it difficult to jointly learn multiple levels of policies. In this paper, we introduce a new Hierarchical Reinforcement Learning (HRL) framework, Hierarchical Actor-Critic (HAC), that can overcome the instability issues that arise when agents try to jointly learn multiple levels of policies. The main idea behind HAC is to train each level of the hierarchy independently of the lower levels by training each level as if the lower level policies are already optimal. We demonstrate experimentally in both grid world and simulated robotics domains that our approach can significantly accelerate learning relative to other non-hierarchical and hierarchical methods. Indeed, our framework is the first to successfully learn 3-level hierarchies in parallel in tasks with continuous state and action spaces.

Video Captioning via Hierarchical Reinforcement Learning

Authors:Xin Wang, Wenhu Chen, Jiawei Wu, Yuan-Fang Wang, William Yang Wang
Date:2017-11-29 22:23:59

Video captioning is the task of automatically generating a textual description of the actions in a video. Although previous work (e.g. sequence-to-sequence model) has shown promising results in abstracting a coarse description of a short video, it is still very challenging to caption a video containing multiple fine-grained actions with a detailed description. This paper aims to address the challenge by proposing a novel hierarchical reinforcement learning framework for video captioning, where a high-level Manager module learns to design sub-goals and a low-level Worker module recognizes the primitive actions to fulfill the sub-goal. With this compositional framework to reinforce video captioning at different levels, our approach significantly outperforms all the baseline methods on a newly introduced large-scale dataset for fine-grained video captioning. Furthermore, our non-ensemble model has already achieved the state-of-the-art results on the widely-used MSR-VTT dataset.

Crossmodal Attentive Skill Learner

Authors:Shayegan Omidshafiei, Dong-Ki Kim, Jason Pazis, Jonathan P. How
Date:2017-11-28 14:38:21

This paper presents the Crossmodal Attentive Skill Learner (CASL), integrated with the recently-introduced Asynchronous Advantage Option-Critic (A2OC) architecture [Harb et al., 2017] to enable hierarchical reinforcement learning across multiple sensory inputs. We provide concrete examples where the approach not only improves performance in a single task, but accelerates transfer to new tasks. We demonstrate the attention mechanism anticipates and identifies useful latent features, while filtering irrelevant sensor modalities during execution. We modify the Arcade Learning Environment [Bellemare et al., 2013] to support audio queries, and conduct evaluations of crossmodal learning in the Atari 2600 game Amidar. Finally, building on the recent work of Babaeizadeh et al. [2017], we open-source a fast hybrid CPU-GPU implementation of CASL.

Automata-Guided Hierarchical Reinforcement Learning for Skill Composition

Authors:Xiao Li, Yao Ma, Calin Belta
Date:2017-10-31 22:21:02

Skills learned through (deep) reinforcement learning often generalizes poorly across domains and re-training is necessary when presented with a new task. We present a framework that combines techniques in \textit{formal methods} with \textit{reinforcement learning} (RL). The methods we provide allows for convenient specification of tasks with logical expressions, learns hierarchical policies (meta-controller and low-level controllers) with well-defined intrinsic rewards, and construct new skills from existing ones with little to no additional exploration. We evaluate the proposed methods in a simple grid world simulation as well as a more complicated kitchen environment in AI2Thor

Hierarchical Subtask Discovery With Non-Negative Matrix Factorization

Authors:Adam C. Earle, Andrew M. Saxe, Benjamin Rosman
Date:2017-08-01 18:19:40

Hierarchical reinforcement learning methods offer a powerful means of planning flexible behavior in complicated domains. However, learning an appropriate hierarchical decomposition of a domain into subtasks remains a substantial challenge. We present a novel algorithm for subtask discovery, based on the recently introduced multitask linearly-solvable Markov decision process (MLMDP) framework. The MLMDP can perform never-before-seen tasks by representing them as a linear combination of a previously learned basis set of tasks. In this setting, the subtask discovery problem can naturally be posed as finding an optimal low-rank approximation of the set of tasks the agent will face in a domain. We use non-negative matrix factorization to discover this minimal basis set of tasks, and show that the technique learns intuitive decompositions in a variety of domains. Our method has several qualitatively desirable features: it is not limited to learning subtasks with single goal states, instead learning distributed patterns of preferred states; it learns qualitatively different hierarchical decompositions in the same domain depending on the ensemble of tasks the agent will face; and it may be straightforwardly iterated to obtain deeper hierarchical decompositions.

Sub-domain Modelling for Dialogue Management with Hierarchical Reinforcement Learning

Authors:Paweł Budzianowski, Stefan Ultes, Pei-Hao Su, Nikola Mrkšić, Tsung-Hsien Wen, Iñigo Casanueva, Lina Rojas-Barahona, Milica Gašić
Date:2017-06-19 23:15:22

Human conversation is inherently complex, often spanning many different topics/domains. This makes policy learning for dialogue systems very challenging. Standard flat reinforcement learning methods do not provide an efficient framework for modelling such dialogues. In this paper, we focus on the under-explored problem of multi-domain dialogue management. First, we propose a new method for hierarchical reinforcement learning using the option framework. Next, we show that the proposed architecture learns faster and arrives at a better policy than the existing flat ones do. Moreover, we show how pretrained policies can be adapted to more complex systems with an additional set of new actions. In doing that, we show that our approach has the potential to facilitate policy optimisation for more sophisticated multi-domain dialogue systems.

Feature Control as Intrinsic Motivation for Hierarchical Reinforcement Learning

Authors:Nat Dilokthanakul, Christos Kaplanis, Nick Pawlowski, Murray Shanahan
Date:2017-05-18 19:00:43

The problem of sparse rewards is one of the hardest challenges in contemporary reinforcement learning. Hierarchical reinforcement learning (HRL) tackles this problem by using a set of temporally-extended actions, or options, each of which has its own subgoal. These subgoals are normally handcrafted for specific tasks. Here, though, we introduce a generic class of subgoals with broad applicability in the visual domain. Underlying our approach (in common with work using "auxiliary tasks") is the hypothesis that the ability to control aspects of the environment is an inherently useful skill to have. We incorporate such subgoals in an end-to-end hierarchical reinforcement learning system and test two variants of our algorithm on a number of games from the Atari suite. We highlight the advantage of our approach in one of the hardest games -- Montezuma's revenge -- for which the ability to handle sparse rewards is key. Our agent learns several times faster than the current state-of-the-art HRL agent in this game, reaching a similar level of performance. UPDATE 22/11/17: We found that a standard A3C agent with a simple shaped reward, i.e. extrinsic reward + feature control intrinsic reward, has comparable performance to our agent in Montezuma Revenge. In light of the new experiments performed, the advantage of our HRL approach can be attributed more to its ability to learn useful features from intrinsic rewards rather than its ability to explore and reuse abstracted skills with hierarchical components. This has led us to a new conclusion about the result.

Stochastic Neural Networks for Hierarchical Reinforcement Learning

Authors:Carlos Florensa, Yan Duan, Pieter Abbeel
Date:2017-04-10 18:41:28

Deep reinforcement learning has achieved many impressive results in recent years. However, tasks with sparse rewards or long horizons continue to pose significant challenges. To tackle these important problems, we propose a general framework that first learns useful skills in a pre-training environment, and then leverages the acquired skills for learning faster in downstream tasks. Our approach brings together some of the strengths of intrinsic motivation and hierarchical methods: the learning of useful skill is guided by a single proxy reward, the design of which requires very minimal domain knowledge about the downstream tasks. Then a high-level policy is trained on top of these skills, providing a significant improvement of the exploration and allowing to tackle sparse rewards in the downstream tasks. To efficiently pre-train a large span of skills, we use Stochastic Neural Networks combined with an information-theoretic regularizer. Our experiments show that this combination is effective in learning a wide span of interpretable skills in a sample-efficient way, and can significantly boost the learning performance uniformly across a wide range of downstream tasks.

FeUdal Networks for Hierarchical Reinforcement Learning

Authors:Alexander Sasha Vezhnevets, Simon Osindero, Tom Schaul, Nicolas Heess, Max Jaderberg, David Silver, Koray Kavukcuoglu
Date:2017-03-03 14:05:11

We introduce FeUdal Networks (FuNs): a novel architecture for hierarchical reinforcement learning. Our approach is inspired by the feudal reinforcement learning proposal of Dayan and Hinton, and gains power and efficacy by decoupling end-to-end learning across multiple levels -- allowing it to utilise different resolutions of time. Our framework employs a Manager module and a Worker module. The Manager operates at a lower temporal resolution and sets abstract goals which are conveyed to and enacted by the Worker. The Worker generates primitive actions at every tick of the environment. The decoupled structure of FuN conveys several benefits -- in addition to facilitating very long timescale credit assignment it also encourages the emergence of sub-policies associated with different goals set by the Manager. These properties allow FuN to dramatically outperform a strong baseline agent on tasks that involve long-term credit assignment or memorisation. We demonstrate the performance of our proposed system on a range of tasks from the ATARI suite and also from a 3D DeepMind Lab environment.

Situational Awareness by Risk-Conscious Skills

Authors:Daniel J. Mankowitz, Aviv Tamar, Shie Mannor
Date:2016-10-10 11:01:32

Hierarchical Reinforcement Learning has been previously shown to speed up the convergence rate of RL planning algorithms as well as mitigate feature-based model misspecification (Mankowitz et. al. 2016a,b, Bacon 2015). To do so, it utilizes hierarchical abstractions, also known as skills -- a type of temporally extended action (Sutton et. al. 1999) to plan at a higher level, abstracting away from the lower-level details. We incorporate risk sensitivity, also referred to as Situational Awareness (SA), into hierarchical RL for the first time by defining and learning risk aware skills in a Probabilistic Goal Semi-Markov Decision Process (PG-SMDP). This is achieved using our novel Situational Awareness by Risk-Conscious Skills (SARiCoS) algorithm which comes with a theoretical convergence guarantee. We show in a RoboCup soccer domain that the learned risk aware skills exhibit complex human behaviors such as `time-wasting' in a soccer game. In addition, the learned risk aware skills are able to mitigate reward-based model misspecification.

Multi-Stage Temporal Difference Learning for 2048-like Games

Authors:Kun-Hao Yeh, I-Chen Wu, Chu-Hsuan Hsueh, Chia-Chuan Chang, Chao-Chin Liang, Han Chiang
Date:2016-06-23 16:58:33

Szubert and Jaskowski successfully used temporal difference (TD) learning together with n-tuple networks for playing the game 2048. However, we observed a phenomenon that the programs based on TD learning still hardly reach large tiles. In this paper, we propose multi-stage TD (MS-TD) learning, a kind of hierarchical reinforcement learning method, to effectively improve the performance for the rates of reaching large tiles, which are good metrics to analyze the strength of 2048 programs. Our experiments showed significant improvements over the one without using MS-TD learning. Namely, using 3-ply expectimax search, the program with MS-TD learning reached 32768-tiles with a rate of 18.31%, while the one with TD learning did not reach any. After further tuned, our 2048 program reached 32768-tiles with a rate of 31.75% in 10,000 games, and one among these games even reached a 65536-tile, which is the first ever reaching a 65536-tile to our knowledge. In addition, MS-TD learning method can be easily applied to other 2048-like games, such as Threes. Based on MS-TD learning, our experiments for Threes also demonstrated similar performance improvement, where the program with MS-TD learning reached 6144-tiles with a rate of 7.83%, while the one with TD learning only reached 0.45%.

A Hierarchical Reinforcement Learning Method for Persistent Time-Sensitive Tasks

Authors:Xiao Li, Calin Belta
Date:2016-06-20 22:43:29

Reinforcement learning has been applied to many interesting problems such as the famous TD-gammon and the inverted helicopter flight. However, little effort has been put into developing methods to learn policies for complex persistent tasks and tasks that are time-sensitive. In this paper, we take a step towards solving this problem by using signal temporal logic (STL) as task specification, and taking advantage of the temporal abstraction feature that the options framework provide. We show via simulation that a relatively easy to implement algorithm that combines STL and options can learn a satisfactory policy with a small number of training cases

Option Discovery in Hierarchical Reinforcement Learning using Spatio-Temporal Clustering

Authors:Aravind Srinivas, Ramnandan Krishnamurthy, Peeyush Kumar, Balaraman Ravindran
Date:2016-05-17 20:44:19

This paper introduces an automated skill acquisition framework in reinforcement learning which involves identifying a hierarchical description of the given task in terms of abstract states and extended actions between abstract states. Identifying such structures present in the task provides ways to simplify and speed up reinforcement learning algorithms. These structures also help to generalize such algorithms over multiple tasks without relearning policies from scratch. We use ideas from dynamical systems to find metastable regions in the state space and associate them with abstract states. The spectral clustering algorithm PCCA+ is used to identify suitable abstractions aligned to the underlying structure. Skills are defined in terms of the sequence of actions that lead to transitions between such abstract states. The connectivity information from PCCA+ is used to generate these skills or options. These skills are independent of the learning task and can be efficiently reused across a variety of tasks defined over the same model. This approach works well even without the exact model of the environment by using sample trajectories to construct an approximate estimate. We also present our approach to scaling the skill acquisition framework to complex tasks with large state spaces for which we perform state aggregation using the representation learned from an action conditional video prediction network and use the skill acquisition framework on the aggregated state space.

Classifying Options for Deep Reinforcement Learning

Authors:Kai Arulkumaran, Nat Dilokthanakul, Murray Shanahan, Anil Anthony Bharath
Date:2016-04-27 17:48:39

In this paper we combine one method for hierarchical reinforcement learning - the options framework - with deep Q-networks (DQNs) through the use of different "option heads" on the policy network, and a supervisory network for choosing between the different options. We utilise our setup to investigate the effects of architectural constraints in subtasks with positive and negative transfer, across a range of network capacities. We empirically show that our augmented DQN has lower sample complexity when simultaneously learning subtasks with negative transfer, without degrading performance when learning subtasks with positive transfer.

Algorithms for Batch Hierarchical Reinforcement Learning

Authors:Tiancheng Zhao, Mohammad Gowayyed
Date:2016-03-29 18:17:17

Hierarchical Reinforcement Learning (HRL) exploits temporal abstraction to solve large Markov Decision Processes (MDP) and provide transferable subtask policies. In this paper, we introduce an off-policy HRL algorithm: Hierarchical Q-value Iteration (HQI). We show that it is possible to effectively learn recursive optimal policies for any valid hierarchical decomposition of the original MDP, given a fixed dataset collected from a flat stochastic behavioral policy. We first formally prove the convergence of the algorithm for tabular MDP. Then our experiments on the Taxi domain show that HQI converges faster than a flat Q-value Iteration and enjoys easy state abstraction. Also, we demonstrate that our algorithm is able to learn optimal policies for different hierarchical structures from the same fixed dataset, which enables model comparison without recollecting data.

Hierarchical Linearly-Solvable Markov Decision Problems

Authors:Anders Jonsson, Vicenç Gómez
Date:2016-03-10 13:50:31

We present a hierarchical reinforcement learning framework that formulates each task in the hierarchy as a special type of Markov decision process for which the Bellman equation is linear and has analytical solution. Problems of this type, called linearly-solvable MDPs (LMDPs) have interesting properties that can be exploited in a hierarchical setting, such as efficient learning of the optimal value function or task compositionality. The proposed hierarchical approach can also be seen as a novel alternative to solving LMDPs with large state spaces. We derive a hierarchical version of the so-called Z-learning algorithm that learns different tasks simultaneously and show empirically that it significantly outperforms the state-of-the-art learning methods in two classical hierarchical reinforcement learning domains: the taxi domain and an autonomous guided vehicle task.

A Framework for Constrained and Adaptive Behavior-Based Agents

Authors:Renato de Pontes Pereira, Paulo Martins Engel
Date:2015-06-07 20:52:31

Behavior Trees are commonly used to model agents for robotics and games, where constrained behaviors must be designed by human experts in order to guarantee that these agents will execute a specific chain of actions given a specific set of perceptions. In such application areas, learning is a desirable feature to provide agents with the ability to adapt and improve interactions with humans and environment, but often discarded due to its unreliability. In this paper, we propose a framework that uses Reinforcement Learning nodes as part of Behavior Trees to address the problem of adding learning capabilities in constrained agents. We show how this framework relates to Options in Hierarchical Reinforcement Learning, ensuring convergence of nested learning nodes, and we empirically show that the learning nodes do not affect the execution of other nodes in the tree.

Grounding Hierarchical Reinforcement Learning Models for Knowledge Transfer

Authors:Mark Wernsdorfer, Ute Schmid
Date:2014-12-19 17:41:59

Methods of deep machine learning enable to to reuse low-level representations efficiently for generating more abstract high-level representations. Originally, deep learning has been applied passively (e.g., for classification purposes). Recently, it has been extended to estimate the value of actions for autonomous agents within the framework of reinforcement learning (RL). Explicit models of the environment can be learned to augment such a value function. Although "flat" connectionist methods have already been used for model-based RL, up to now, only model-free variants of RL have been equipped with methods from deep learning. We propose a variant of deep model-based RL that enables an agent to learn arbitrarily abstract hierarchical representations of its environment. In this paper, we present research on how such hierarchical representations can be grounded in sensorimotor interaction between an agent and its environment.

On Improving Energy Efficiency within Green Femtocell Networks: A Hierarchical Reinforcement Learning Approach

Authors:Xianfu Chen, Honggang Zhang, Tao Chen, Mika Lasanen, Jacques Palicot
Date:2013-03-13 10:22:09

One of the efficient solutions of improving coverage and increasing capacity in cellular networks is the deployment of femtocells. As the cellular networks are becoming more complex, energy consumption of whole network infrastructure is becoming important in terms of both operational costs and environmental impacts. This paper investigates energy efficiency of two-tier femtocell networks through combining game theory and stochastic learning. With the Stackelberg game formulation, a hierarchical reinforcement learning framework is applied for studying the joint expected utility maximization of macrocells and femtocells subject to the minimum signal-to-interference-plus-noise-ratio requirements. In the learning procedure, the macrocells act as leaders and the femtocells are followers. At each time step, the leaders commit to dynamic strategies based on the best responses of the followers, while the followers compete against each other with no further information but the leaders' transmission parameters. In this paper, we propose two reinforcement learning based intelligent algorithms to schedule each cell's stochastic power levels. Numerical experiments are presented to validate the investigations. The results show that the two learning algorithms substantially improve the energy efficiency of the femtocell networks.

Improving Energy Efficiency in Femtocell Networks: A Hierarchical Reinforcement Learning Framework

Authors:Xianfu Chen, Honggang Zhang, Tao Chen, Mika Lasanen
Date:2012-09-13 06:47:26

This paper investigates energy efficiency for two-tier femtocell networks through combining game theory and stochastic learning. With the Stackelberg game formulation, a hierarchical reinforcement learning framework is applied to study the joint average utility maximization of macrocells and femtocells subject to the minimum signal-to-interference-plus-noise-ratio requirements. The macrocells behave as the leaders and the femtocells are followers during the learning procedure. At each time step, the leaders commit to dynamic strategies based on the best responses of the followers, while the followers compete against each other with no further information but the leaders' strategy information. In this paper, we propose two learning algorithms to schedule each cell's stochastic power levels, leading by the macrocells. Numerical experiments are presented to validate the proposed studies and show that the two learning algorithms substantially improve the energy efficiency of the femtocell networks.

A compact, hierarchical Q-function decomposition

Authors:Bhaskara Marthi, Stuart Russell, David Andre
Date:2012-06-27 16:24:43

Previous work in hierarchical reinforcement learning has faced a dilemma: either ignore the values of different possible exit states from a subroutine, thereby risking suboptimal behavior, or represent those values explicitly thereby incurring a possibly large representation cost because exit values refer to nonlocal aspects of the world (i.e., all subsequent rewards). This paper shows that, in many cases, one can avoid both of these problems. The solution is based on recursively decomposing the exit value function in terms of Q-functions at higher levels of the hierarchy. This leads to an intuitively appealing runtime architecture in which a parent subroutine passes to its child a value function on the exit states and the child reasons about how its choices affect the exit value. We also identify structural conditions on the value function and transition distributions that allow much more concise representations of exit state distributions, leading to further state abstraction. In essence, the only variables whose exit values need be considered are those that the parent cares about and the child affects. We demonstrate the utility of our algorithms on a series of increasingly complex environments.

Reducing Commitment to Tasks with Off-Policy Hierarchical Reinforcement Learning

Authors:Mitchell Keith Bloch
Date:2011-04-27 00:58:52

In experimenting with off-policy temporal difference (TD) methods in hierarchical reinforcement learning (HRL) systems, we have observed unwanted on-policy learning under reproducible conditions. Here we present modifications to several TD methods that prevent unintentional on-policy learning from occurring. These modifications create a tension between exploration and learning. Traditional TD methods require commitment to finishing subtasks without exploration in order to update Q-values for early actions with high probability. One-step intra-option learning and temporal second difference traces (TSDT) do not suffer from this limitation. We demonstrate that our HRL system is efficient without commitment to completion of subtasks in a cliff-walking domain, contrary to a widespread claim in the literature that it is critical for efficiency of learning. Furthermore, decreasing commitment as exploration progresses is shown to improve both online performance and the resultant policy in the taxicab domain, opening a new avenue for research into when it is more beneficial to continue with the current subtask or to replan.

A Tutorial on Bayesian Optimization of Expensive Cost Functions, with Application to Active User Modeling and Hierarchical Reinforcement Learning

Authors:Eric Brochu, Vlad M. Cora, Nando de Freitas
Date:2010-12-12 22:53:04

We present a tutorial on Bayesian optimization, a method of finding the maximum of expensive cost functions. Bayesian optimization employs the Bayesian technique of setting a prior over the objective function and combining it with evidence to get a posterior function. This permits a utility-based selection of the next observation to make on the objective function, which must take into account both exploration (sampling from areas of high uncertainty) and exploitation (sampling areas likely to offer improvement over the current best observation). We also present two detailed extensions of Bayesian optimization, with experiments---active user modelling with preferences, and hierarchical reinforcement learning---and a discussion of the pros and cons of Bayesian optimization based on our experiences.

State Abstraction in MAXQ Hierarchical Reinforcement Learning

Authors:Thomas G. Dietterich
Date:1999-05-21 14:49:39

Many researchers have explored methods for hierarchical reinforcement learning (RL) with temporal abstractions, in which abstract actions are defined that can perform many primitive actions before terminating. However, little is known about learning with state abstractions, in which aspects of the state space are ignored. In previous work, we developed the MAXQ method for hierarchical RL. In this paper, we define five conditions under which state abstraction can be combined with the MAXQ value function decomposition. We prove that the MAXQ-Q learning algorithm converges under these conditions and show experimentally that state abstraction is important for the successful application of MAXQ-Q learning.

Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition

Authors:Thomas G. Dietterich
Date:1999-05-21 14:26:07

This paper presents the MAXQ approach to hierarchical reinforcement learning based on decomposing the target Markov decision process (MDP) into a hierarchy of smaller MDPs and decomposing the value function of the target MDP into an additive combination of the value functions of the smaller MDPs. The paper defines the MAXQ hierarchy, proves formal results on its representational power, and establishes five conditions for the safe use of state abstractions. The paper presents an online model-free learning algorithm, MAXQ-Q, and proves that it converges wih probability 1 to a kind of locally-optimal policy known as a recursively optimal policy, even in the presence of the five kinds of state abstraction. The paper evaluates the MAXQ representation and MAXQ-Q through a series of experiments in three domains and shows experimentally that MAXQ-Q (with state abstractions) converges to a recursively optimal policy much faster than flat Q learning. The fact that MAXQ learns a representation of the value function has an important benefit: it makes it possible to compute and execute an improved, non-hierarchical policy via a procedure similar to the policy improvement step of policy iteration. The paper demonstrates the effectiveness of this non-hierarchical execution experimentally. Finally, the paper concludes with a comparison to related work and a discussion of the design tradeoffs in hierarchical reinforcement learning.