Complex planning and scheduling problems have long been solved using various optimization or heuristic approaches. In recent years, imitation learning that aims to learn from expert demonstrations has been proposed as a viable alternative to solving these problems. Generally speaking, imitation learning is designed to learn either the reward (or preference) model or directly the behavioral policy by observing the behavior of an expert. Existing work in imitation learning and inverse reinforcement learning has focused on imitation primarily in unconstrained settings (e.g., no limit on fuel consumed by the vehicle). However, in many real-world domains, the behavior of an expert is governed not only by reward (or preference) but also by constraints. For instance, decisions on self-driving delivery vehicles are dependent not only on the route preferences/rewards (depending on past demand data) but also on the fuel in the vehicle and the time available. In such problems, imitation learning is challenging as decisions are not only dictated by the reward model but are also dependent on a cost-constrained model. In this paper, we provide multiple methods that match expert distributions in the presence of trajectory cost constraints through (a) Lagrangian-based method; (b) Meta-gradients to find a good trade-off between expected return and minimizing constraint violation; and (c) Cost-violation-based alternating gradient. We empirically show that leading imitation learning approaches imitate cost-constrained behaviors poorly and our meta-gradient-based approach achieves the best performance.
We consider offline imitation learning (IL), which aims to mimic the expert's behavior from its demonstration without further interaction with the environment. One of the main challenges in offline IL is dealing with the limited support of expert demonstrations that cover only a small fraction of the state-action spaces. In this work, we consider offline IL, where expert demonstrations are limited but complemented by a larger set of sub-optimal demonstrations of lower expertise levels. Most of the existing offline IL methods developed for this setting are based on behavior cloning or distribution matching, where the aim is to match the occupancy distribution of the imitation policy with that of the expert policy. Such an approach often suffers from over-fitting, as expert demonstrations are limited to accurately represent any occupancy distribution. On the other hand, since sub-optimal sets are much larger, there is a high chance that the imitation policy is trained towards sub-optimal policies. In this paper, to address these issues, we propose a new approach based on inverse soft-Q learning, where a regularization term is added to the training objective, with the aim of aligning the learned rewards with a pre-assigned reward function that allocates higher weights to state-action pairs from expert demonstrations, and lower weights to those from lower expertise levels. On standard benchmarks, our inverse soft-Q learning significantly outperforms other offline IL baselines by a large margin.
A popular framework for enforcing safe actions in Reinforcement Learning (RL) is Constrained RL, where trajectory based constraints on expected cost (or other cost measures) are employed to enforce safety and more importantly these constraints are enforced while maximizing expected reward. Most recent approaches for solving Constrained RL convert the trajectory based cost constraint into a surrogate problem that can be solved using minor modifications to RL methods. A key drawback with such approaches is an over or underestimation of the cost constraint at each state. Therefore, we provide an approach that does not modify the trajectory based cost constraint and instead imitates ``good'' trajectories and avoids ``bad'' trajectories generated from incrementally improving policies. We employ an oracle that utilizes a reward threshold (which is varied with learning) and the overall cost constraint to label trajectories as ``good'' or ``bad''. A key advantage of our approach is that we are able to work from any starting policy or set of trajectories and improve on it. In an exhaustive set of experiments, we demonstrate that our approach is able to outperform top benchmark approaches for solving Constrained RL problems, with respect to expected cost, CVaR cost, or even unknown cost constraints.
We adapt Parameterized Environment Response Model (PERM), a method for training both Reinforcement Learning (RL) Agents and human learners in parameterized environments by directly modeling difficulty and ability. Inspired by Item Response Theory (IRT), PERM aligns environment difficulty with individual ability, creating a Zone of Proximal Development-based curriculum. Remarkably, PERM operates without real-time RL updates and allows for offline training, ensuring its adaptability across diverse students. We present a two-stage training process that capitalizes on PERM's adaptability, and demonstrate its effectiveness in training RL agents and humans in an empirical study.
Many problems in Reinforcement Learning (RL) seek an optimal policy with large discrete multidimensional yet unordered action spaces; these include problems in randomized allocation of resources such as placements of multiple security resources and emergency response units, etc. A challenge in this setting is that the underlying action space is categorical (discrete and unordered) and large, for which existing RL methods do not perform well. Moreover, these problems require validity of the realized action (allocation); this validity constraint is often difficult to express compactly in a closed mathematical form. The allocation nature of the problem also prefers stochastic optimal policies, if one exists. In this work, we address these challenges by (1) applying a (state) conditional normalizing flow to compactly represent the stochastic policy -- the compactness arises due to the network only producing one sampled action and the corresponding log probability of the action, which is then used by an actor-critic method; and (2) employing an invalid action rejection method (via a valid action oracle) to update the base policy. The action rejection is enabled by a modified policy gradient that we derive. Finally, we conduct extensive experiments to show the scalability of our approach compared to prior methods and the ability to enforce arbitrary state-conditional constraints on the support of the distribution of actions in any state.
Unsupervised Environment Design (UED) is a paradigm for training generally capable agents to achieve good zero-shot transfer performance. This paradigm hinges on automatically generating a curriculum of training environments. Leading approaches for UED predominantly use randomly generated environment instances to train the agent. While these methods exhibit good zero-shot transfer performance, they often encounter challenges in effectively exploring large design spaces or leveraging previously discovered underlying structures, To address these challenges, we introduce a novel framework based on Hierarchical MDP (Markov Decision Processes). Our approach includes an upper-level teacher's MDP responsible for training a lower-level MDP student agent, guided by the student's performance. To expedite the learning of the upper leavel MDP, we leverage recent advancements in generative modeling to generate synthetic experience dataset for training the teacher agent. Our algorithm, called Synthetically-enhanced Hierarchical Environment Design (SHED), significantly reduces the resource-intensive interactions between the agent and the environment. To validate the effectiveness of SHED, we conduct empirical experiments across various domains, with the goal of developing an efficient and robust agent under limited training resources. Our results show the manifold advantages of SHED and highlight its effectiveness as a potent instrument for curriculum-based learning within the UED framework. This work contributes to exploring the next generation of RL agents capable of adeptly handling an ever-expanding range of complex tasks.
Advancements in reinforcement learning (RL) have demonstrated superhuman performance in complex tasks such as Starcraft, Go, Chess etc. However, knowledge transfer from Artificial "Experts" to humans remain a significant challenge. A promising avenue for such transfer would be the use of curricula. Recent methods in curricula generation focuses on training RL agents efficiently, yet such methods rely on surrogate measures to track student progress, and are not suited for training robots in the real world (or more ambitiously humans). In this paper, we introduce a method named Parameterized Environment Response Model (PERM) that shows promising results in training RL agents in parameterized environments. Inspired by Item Response Theory, PERM seeks to model difficulty of environments and ability of RL agents directly. Given that RL agents and humans are trained more efficiently under the "zone of proximal development", our method generates a curriculum by matching the difficulty of an environment to the current ability of the student. In addition, PERM can be trained offline and does not employ non-stationary measures of student ability, making it suitable for transfer between students. We demonstrate PERM's ability to represent the environment parameter space, and training with RL agents with PERM produces a strong performance in deterministic environments. Lastly, we show that our method is transferable between students, without any sacrifice in training quality.
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 (goal is not too far away). In this paper, we are specifically interested in the problem of solving temporally extended decision making problems such as (1) robots that have to clean different areas in a house while avoiding slippery and unsafe areas (e.g., stairs) and retaining enough charge to move to a charging dock; (2) autonomous electric vehicles that have to reach a far away destination while having to optimize charging locations along the way; in the presence of complex safety constraints. Our key contribution is a (safety) Constrained Planning with Reinforcement Learning (CoP-RL) mechanism that combines a high-level constrained planning agent (which computes a reward maximizing path 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 CoP-RL is that it can handle constraints on the cost value distribution (e.g., on Conditional Value at Risk, CVaR, and also on expected value). We perform extensive experiments with different types of safety constraints to demonstrate the utility of our approach over leading best approaches in constrained and hierarchical RL.
The popularity of on-demand ride pooling is owing to the benefits offered to customers (lower prices), taxi drivers (higher revenue), environment (lower carbon footprint due to fewer vehicles) and aggregation companies like Uber (higher revenue). To achieve these benefits, two key interlinked challenges have to be solved effectively: (a) pricing -- setting prices to customer requests for taxis; and (b) matching -- assignment of customers (that accepted the prices) to taxis/cars. Traditionally, both these challenges have been studied individually and using myopic approaches (considering only current requests), without considering the impact of current matching on addressing future requests. In this paper, we develop a novel framework that handles the pricing and matching problems together, while also considering the future impact of the pricing and matching decisions. In our experimental results on a real-world taxi dataset, we demonstrate that our framework can significantly improve revenue (up to 17\% and on average 6.4\%) in a sustainable manner by reducing the number of vehicles (up to 14\% and on average 10.6\%) required to obtain a given fixed revenue and the overall distance travelled by vehicles (up to 11.1\% and on average 3.7\%). That is to say, we are able to provide an ideal win-win scenario for all stakeholders (customers, drivers, aggregator, environment) involved by obtaining higher revenue for customers, drivers, aggregator (ride pooling company) while being good for the environment (due to fewer number of vehicles on the road and lesser fuel consumed).
Deep Reinforcement Learning (DRL) policies have been shown to be vulnerable to small adversarial noise in observations. Such adversarial noise can have disastrous consequences in safety-critical environments. For instance, a self-driving car receiving adversarially perturbed sensory observations about nearby signs (e.g., a stop sign physically altered to be perceived as a speed limit sign) or objects (e.g., cars altered to be recognized as trees) can be fatal. Existing approaches for making RL algorithms robust to an observation-perturbing adversary have focused on reactive approaches that iteratively improve against adversarial examples generated at each iteration. While such approaches have been shown to provide improvements over regular RL methods, they are reactive and can fare significantly worse if certain categories of adversarial examples are not generated during training. To that end, we pursue a more proactive approach that relies on directly optimizing a well-studied robustness measure, regret instead of expected value. We provide a principled approach that minimizes maximum regret over a "neighborhood" of observations to the received "observation". Our regret criterion can be used to modify existing value- and policy-based Deep RL methods. We demonstrate that our approaches provide a significant improvement in performance across a wide variety of benchmarks against leading approaches for robust Deep RL.