21 research outputs found
Efficient and Noise-Tolerant Reinforcement Learning Algorithms via Theoretical Analysis of Gap-Increasing and Softmax Operators
Model-free deep Reinforcement Learning (RL) algorithms, a combination of deep learning and model-free RL algorithms, have attained remarkable successes in solving complex tasks such as video games. However, theoretical analyses and recent empirical results indicate its proneness to various types of value update errors including but not limited to estimation error of updates due to finite samples and function approximation error. Because real-world tasks are inherently complex and stochastic, such errors are inevitable, and thus, the development of error-tolerant RL algorithms are of great importance for applications of RL to real problems. To this end, I propose two error-tolerant algorithms for RL called Conservative Value Iteration (CVI) and Gap-increasing RetrAce for Policy Evaluation (GRAPE). CVI unifies value-iteration-like single-stage-lookahead algorithms such as soft value iteration, advantage learning and Κ-learning, all of which are characterized by the use of a gap-increasing operator and/or softmax operator in value updates. We provide detailed theoretical analysis of CVI that not only shows CVI\u27s advantages but also contributes to the theory of RL in the following two points: First, it elucidates pros and cons of gap-increasing and softmax operators. Second, it provides an actual example in which performance of algorithms with max operator is worse than that of algorithms with softmax operator demonstrating the limitation of traditional greedy value updates. GRAPE is a policy evaluation algorithm extending advantage learning (AL) and retrace, both of which have different advantages: AL is noise-tolerant as shown through our theoretical analysis of CVI, while retrace is efficient in that it is off-policy and allows the control of bias-variance trade-off. Theoretical analys is of GRAPE shows that it enjoys the merits of both algorithms. In experiments, we demonstrate the benefit of GRAPE combined with a variant of trust region policy optimization and its superiority to previous algorithms. Through these studies, I theoretically elucidated the benefits of gap-increasing and softmax operators in both policy evaluation and control settings. While some open problems remain as explained in the final chapter, the results presented in this thesis are an important step towards a deep understanding of RL algorithms.Okinawa Institute of Science and Technology Graduate Universit
When to Replan? An Adaptive Replanning Strategy for Autonomous Navigation using Deep Reinforcement Learning
The hierarchy of global and local planners is one of the most commonly
utilized system designs in autonomous robot navigation. While the global
planner generates a reference path from the current to goal locations based on
the pre-built static map, the local planner produces a kinodynamic trajectory
to follow the reference path while avoiding perceived obstacles. To account for
unforeseen or dynamic obstacles not present on the pre-built map, ``when to
replan'' the reference path is critical for the success of safe and efficient
navigation. However, determining the ideal timing to execute replanning in such
partially unknown environments still remains an open question. In this work, we
first conduct an extensive simulation experiment to compare several common
replanning strategies and confirm that effective strategies are highly
dependent on the environment as well as the global and local planners. Based on
this insight, we derive a new adaptive replanning strategy based on deep
reinforcement learning, which can learn from experience to decide appropriate
replanning timings in the given environment and planning setups. Our
experimental results demonstrate that the proposed replanner can perform on par
or even better than the current best-performing strategies in multiple
situations regarding navigation robustness and efficiency.Comment: 7 pages, 3 figure
Benchmarking Actor-Critic Deep Reinforcement Learning Algorithms for Robotics Control with Action Constraints
This study presents a benchmark for evaluating action-constrained
reinforcement learning (RL) algorithms. In action-constrained RL, each action
taken by the learning system must comply with certain constraints. These
constraints are crucial for ensuring the feasibility and safety of actions in
real-world systems. We evaluate existing algorithms and their novel variants
across multiple robotics control environments, encompassing multiple action
constraint types. Our evaluation provides the first in-depth perspective of the
field, revealing surprising insights, including the effectiveness of a
straightforward baseline approach. The benchmark problems and associated code
utilized in our experiments are made available online at
github.com/omron-sinicx/action-constrained-RL-benchmark for further research
and development.Comment: 8 pages, 7 figures, submitted to Robotics and Automation Letter
Adapting to game trees in zero-sum imperfect information games
Imperfect information games (IIG) are games in which each player only
partially observes the current game state. We study how to learn
-optimal strategies in a zero-sum IIG through self-play with
trajectory feedback. We give a problem-independent lower bound
on the required
number of realizations to learn these strategies with high probability, where
is the length of the game, and are the
total number of actions for the two players. We also propose two Follow the
Regularize leader (FTRL) algorithms for this setting: Balanced-FTRL which
matches this lower bound, but requires the knowledge of the information set
structure beforehand to define the regularization; and Adaptive-FTRL which
needs plays
without this requirement by progressively adapting the regularization to the
observations
Local and adaptive mirror descents in extensive-form games
We study how to learn -optimal strategies in zero-sum imperfect
information games (IIG) with trajectory feedback. In this setting, players
update their policies sequentially based on their observations over a fixed
number of episodes, denoted by . Existing procedures suffer from high
variance due to the use of importance sampling over sequences of actions
(Steinberger et al., 2020; McAleer et al., 2022). To reduce this variance, we
consider a fixed sampling approach, where players still update their policies
over time, but with observations obtained through a given fixed sampling
policy. Our approach is based on an adaptive Online Mirror Descent (OMD)
algorithm that applies OMD locally to each information set, using individually
decreasing learning rates and a regularized loss. We show that this approach
guarantees a convergence rate of with high
probability and has a near-optimal dependence on the game parameters when
applied with the best theoretical choices of learning rates and sampling
policies. To achieve these results, we generalize the notion of OMD
stabilization, allowing for time-varying regularization with convex increments