Generative Flow Networks (or GFlowNets for short) are a family of probabilistic agents that learn to sample complex combinatorial structures through the lens of "inference as control". They have shown great potential in generating high-quality and diverse candidates from a given energy landscape. However, existing GFlowNets can be applied only to deterministic environments, and fail in more general tasks with stochastic dynamics, which can limit their applicability. To overcome this challenge, this paper introduces Stochastic GFlowNets, a new algorithm that extends GFlowNets to stochastic environments. By decomposing state transitions into two steps, Stochastic GFlowNets isolate environmental stochasticity and learn a dynamics model to capture it. Extensive experimental results demonstrate that Stochastic GFlowNets offer significant advantages over standard GFlowNets as well as MCMC- and RL-based approaches, on a variety of standard benchmarks with stochastic dynamics.
Generative Flow Networks (GFlowNets) are a new family of probabilistic samplers where an agent learns a stochastic policy for generating complex combinatorial structure through a series of decision-making steps. Despite being inspired from reinforcement learning, the current GFlowNet framework is relatively limited in its applicability and cannot handle stochasticity in the reward function. In this work, we adopt a distributional paradigm for GFlowNets, turning each flow function into a distribution, thus providing more informative learning signals during training. By parameterizing each edge flow through their quantile functions, our proposed \textit{quantile matching} GFlowNet learning algorithm is able to learn a risk-sensitive policy, an essential component for handling scenarios with risk uncertainty. Moreover, we find that the distributional approach can achieve substantial improvement on existing benchmarks compared to prior methods due to our enhanced training algorithm, even in settings with deterministic rewards.
Generative Flow Networks or GFlowNets are related to Monte-Carlo Markov chain methods (as they sample from a distribution specified by an energy function), reinforcement learning (as they learn a policy to sample composed objects through a sequence of steps), generative models (as they learn to represent and sample from a distribution) and amortized variational methods (as they can be used to learn to approximate and sample from an otherwise intractable posterior, given a prior and a likelihood). They are trained to generate an object $x$ through a sequence of steps with probability proportional to some reward function $R(x)$ (or $\exp(-\mathcal{E}(x))$ with $\mathcal{E}(x)$ denoting the energy function), given at the end of the generative trajectory. Like for other RL settings where the reward is only given at the end, the efficiency of training and credit assignment may suffer when those trajectories are longer. With previous GFlowNet work, no learning was possible from incomplete trajectories (lacking a terminal state and the computation of the associated reward). In this paper, we consider the case where the energy function can be applied not just to terminal states but also to intermediate states. This is for example achieved when the energy function is additive, with terms available along the trajectory. We show how to reparameterize the GFlowNet state flow function to take advantage of the partial reward already accrued at each state. This enables a training objective that can be applied to update parameters even with incomplete trajectories. Even when complete trajectories are available, being able to obtain more localized credit and gradients is found to speed up training convergence, as demonstrated across many simulations.
A critical challenge in multi-agent reinforcement learning(MARL) is for multiple agents to efficiently accomplish complex, long-horizon tasks. The agents often have difficulties in cooperating on common goals, dividing complex tasks, and planning through several stages to make progress. We propose to address these challenges by guiding agents with programs designed for parallelization, since programs as a representation contain rich structural and semantic information, and are widely used as abstractions for long-horizon tasks. Specifically, we introduce Efficient Multi-Agent Reinforcement Learning with Parallel Program Guidance(E-MAPP), a novel framework that leverages parallel programs to guide multiple agents to efficiently accomplish goals that require planning over $10+$ stages. E-MAPP integrates the structural information from a parallel program, promotes the cooperative behaviors grounded in program semantics, and improves the time efficiency via a task allocator. We conduct extensive experiments on a series of challenging, long-horizon cooperative tasks in the Overcooked environment. Results show that E-MAPP outperforms strong baselines in terms of the completion rate, time efficiency, and zero-shot generalization ability by a large margin.
The Generative Flow Network is a probabilistic framework where an agent learns a stochastic policy for object generation, such that the probability of generating an object is proportional to a given reward function. Its effectiveness has been shown in discovering high-quality and diverse solutions, compared to reward-maximizing reinforcement learning-based methods. Nonetheless, GFlowNets only learn from rewards of the terminal states, which can limit its applicability. Indeed, intermediate rewards play a critical role in learning, for example from intrinsic motivation to provide intermediate feedback even in particularly challenging sparse reward tasks. Inspired by this, we propose Generative Augmented Flow Networks (GAFlowNets), a novel learning framework to incorporate intermediate rewards into GFlowNets. We specify intermediate rewards by intrinsic motivation to tackle the exploration problem in sparse reward environments. GAFlowNets can leverage edge-based and state-based intrinsic rewards in a joint way to improve exploration. Based on extensive experiments on the GridWorld task, we demonstrate the effectiveness and efficiency of GAFlowNet in terms of convergence, performance, and diversity of solutions. We further show that GAFlowNet is scalable to a more complex and large-scale molecule generation domain, where it achieves consistent and significant performance improvement.
Multi-user delay constrained scheduling is important in many real-world applications including wireless communication, live streaming, and cloud computing. Yet, it poses a critical challenge since the scheduler needs to make real-time decisions to guarantee the delay and resource constraints simultaneously without prior information of system dynamics, which can be time-varying and hard to estimate. Moreover, many practical scenarios suffer from partial observability issues, e.g., due to sensing noise or hidden correlation. To tackle these challenges, we propose a deep reinforcement learning (DRL) algorithm, named Recurrent Softmax Delayed Deep Double Deterministic Policy Gradient ($\mathtt{RSD4}$), which is a data-driven method based on a Partially Observed Markov Decision Process (POMDP) formulation. $\mathtt{RSD4}$ guarantees resource and delay constraints by Lagrangian dual and delay-sensitive queues, respectively. It also efficiently tackles partial observability with a memory mechanism enabled by the recurrent neural network (RNN) and introduces user-level decomposition and node-level merging to ensure scalability. Extensive experiments on simulated/real-world datasets demonstrate that $\mathtt{RSD4}$ is robust to system dynamics and partially observable environments, and achieves superior performances over existing DRL and non-DRL-based methods.
Training deep reinforcement learning (DRL) models usually requires high computation costs. Therefore, compressing DRL models possesses immense potential for training acceleration and model deployment. However, existing methods that generate small models mainly adopt the knowledge distillation based approach by iteratively training a dense network, such that the training process still demands massive computing resources. Indeed, sparse training from scratch in DRL has not been well explored and is particularly challenging due to non-stationarity in bootstrap training. In this work, we propose a novel sparse DRL training framework, "the \textbf{R}igged \textbf{R}einforcement \textbf{L}earning \textbf{L}ottery" (RLx2), which is capable of training a DRL agent \emph{using an ultra-sparse network throughout} for off-policy reinforcement learning. The systematic RLx2 framework contains three key components: gradient-based topology evolution, multi-step Temporal Difference (TD) targets, and dynamic-capacity replay buffer. RLx2 enables efficient topology exploration and robust Q-value estimation simultaneously. We demonstrate state-of-the-art sparse training performance in several continuous control tasks using RLx2, showing $7.5\times$-$20\times$ model compression with less than $3\%$ performance degradation, and up to $20\times$ and $50\times$ FLOPs reduction for training and inference, respectively.
Topology impacts important network performance metrics, including link utilization, throughput and latency, and is of central importance to network operators. However, due to the combinatorial nature of network topology, it is extremely difficult to obtain an optimal solution, especially since topology planning in networks also often comes with management-specific constraints. As a result, local optimization with hand-tuned heuristic methods from human experts are often adopted in practice. Yet, heuristic methods cannot cover the global topology design space while taking into account constraints, and cannot guarantee to find good solutions. In this paper, we propose a novel deep reinforcement learning (DRL) algorithm, called Advantage Actor Critic-Graph Searching (A2C-GS), for network topology optimization. A2C-GS consists of three novel components, including a verifier to validate the correctness of a generated network topology, a graph neural network (GNN) to efficiently approximate topology rating, and a DRL actor layer to conduct a topology search. A2C-GS can efficiently search over large topology space and output topology with satisfying performance. We conduct a case study based on a real network scenario, and our experimental results demonstrate the superior performance of A2C-GS in terms of both efficiency and performance.
The idea of conservatism has led to significant progress in offline reinforcement learning (RL) where an agent learns from pre-collected datasets. However, it is still an open question to resolve offline RL in the more practical multi-agent setting as many real-world scenarios involve interaction among multiple agents. Given the recent success of transferring online RL algorithms to the multi-agent setting, one may expect that offline RL algorithms will also transfer to multi-agent settings directly. Surprisingly, when conservatism-based algorithms are applied to the multi-agent setting, the performance degrades significantly with an increasing number of agents. Towards mitigating the degradation, we identify that a key issue that the landscape of the value function can be non-concave and policy gradient improvements are prone to local optima. Multiple agents exacerbate the problem since the suboptimal policy by any agent could lead to uncoordinated global failure. Following this intuition, we propose a simple yet effective method, Offline Multi-Agent RL with Actor Rectification (OMAR), to tackle this critical challenge via an effective combination of first-order policy gradient and zeroth-order optimization methods for the actor to better optimize the conservative value function. Despite the simplicity, OMAR significantly outperforms strong baselines with state-of-the-art performance in multi-agent continuous control benchmarks.
Overestimation in $Q$-learning is an important problem that has been extensively studied in single-agent reinforcement learning, but has received comparatively little attention in the multi-agent setting. In this work, we empirically demonstrate that QMIX, a popular $Q$-learning algorithm for cooperative multi-agent reinforcement learning (MARL), suffers from a particularly severe overestimation problem which is not mitigated by existing approaches. We rectify this by designing a novel regularization-based update scheme that penalizes large joint action-values deviating from a baseline and demonstrate its effectiveness in stabilizing learning. We additionally propose to employ a softmax operator, which we efficiently approximate in the multi-agent setting, to further reduce the potential overestimation bias. We demonstrate that our Softmax with Regularization (SR) method, when applied to QMIX, accomplishes its goal of avoiding severe overestimation and significantly improves performance in a variety of cooperative multi-agent tasks. To demonstrate the versatility of our method, we apply it to other $Q$-learning based MARL algorithms and achieve similar performance gains. Finally, we show that our method provides a consistent performance improvement on a set of challenging StarCraft II micromanagement tasks.