In reinforcement learning (RL), different rewards can define the same optimal policy but result in drastically different learning performance. For some, the agent gets stuck with a suboptimal behavior, and for others, it solves the task efficiently. Choosing a good reward function is hence an extremely important yet challenging problem. In this paper, we explore an alternative approach to using rewards for learning. We introduce max-reward RL, where an agent optimizes the maximum rather than the cumulative reward. Unlike earlier works, our approach works for deterministic and stochastic environments and can be easily combined with state-of-the-art RL algorithms. In the experiments, we study the performance of max-reward RL algorithms in two goal-reaching environments from Gymnasium-Robotics and demonstrate its benefits over standard RL. The code is publicly available.
In this paper, we address the problem of real-time motion planning for multiple robotic manipulators that operate in close proximity. We build upon the concept of dynamic fabrics and extend them to multi-robot systems, referred to as Multi-Robot Dynamic Fabrics (MRDF). This geometric method enables a very high planning frequency for high-dimensional systems at the expense of being reactive and prone to deadlocks. To detect and resolve deadlocks, we propose Rollout Fabrics where MRDF are forward simulated in a decentralized manner. We validate the methods in simulated close-proximity pick-and-place scenarios with multiple manipulators, showing high success rates and real-time performance.
Predict and optimize is an increasingly popular decision-making paradigm that employs machine learning to predict unknown parameters of optimization problems. Instead of minimizing the prediction error of the parameters, it trains predictive models using task performance as a loss function. In the convex optimization domain, predict and optimize has seen significant progress due to recently developed methods for differentiating optimization problem solutions over the problem parameters. This paper identifies a yet unnoticed drawback of this approach -- the zero-gradient problem -- and introduces a method to solve it. The suggested method is based on the mathematical properties of differential optimization and is verified using two real-world benchmarks.
In contrast to classical reinforcement learning, distributional reinforcement learning algorithms aim to learn the distribution of returns rather than their expected value. Since the nature of the return distribution is generally unknown a priori or arbitrarily complex, a common approach finds approximations within a set of representable, parametric distributions. Typically, this involves a projection of the unconstrained distribution onto the set of simplified distributions. We argue that this projection step entails a strong inductive bias when coupled with neural networks and gradient descent, thereby profoundly impacting the generalization behavior of learned models. In order to facilitate reliable uncertainty estimation through diversity, this work studies the combination of several different projections and representations in a distributional ensemble. We establish theoretical properties of such projection ensembles and derive an algorithm that uses ensemble disagreement, measured by the average $1$-Wasserstein distance, as a bonus for deep exploration. We evaluate our algorithm on the behavior suite benchmark and find that diverse projection ensembles lead to significant performance improvements over existing methods on a wide variety of tasks with the most pronounced gains in directed exploration problems.
In reinforcement learning (RL), key components of many algorithms are the exploration strategy and replay buffer. These strategies regulate what environment data is collected and trained on and have been extensively studied in the RL literature. In this paper, we investigate the impact of these components in the context of generalisation in multi-task RL. We investigate the hypothesis that collecting and training on more diverse data from the training environment will improve zero-shot generalisation to new environments/tasks. We motivate mathematically and show empirically that generalisation to states that are "reachable" during training is improved by increasing the diversity of transitions in the replay buffer. Furthermore, we show empirically that this same strategy also shows improvement for generalisation to similar but "unreachable" states and could be due to improved generalisation of latent representations.
In this paper, we consider the problem where a drone has to collect semantic information to classify multiple moving targets. In particular, we address the challenge of computing control inputs that move the drone to informative viewpoints, position and orientation, when the information is extracted using a "black-box" classifier, e.g., a deep learning neural network. These algorithms typically lack of analytical relationships between the viewpoints and their associated outputs, preventing their use in information-gathering schemes. To fill this gap, we propose a novel attention-based architecture, trained via Reinforcement Learning (RL), that outputs the next viewpoint for the drone favoring the acquisition of evidence from as many unclassified targets as possible while reasoning about their movement, orientation, and occlusions. Then, we use a low-level MPC controller to move the drone to the desired viewpoint taking into account its actual dynamics. We show that our approach not only outperforms a variety of baselines but also generalizes to scenarios unseen during training. Additionally, we show that the network scales to large numbers of targets and generalizes well to different movement dynamics of the targets.
This paper focuses on cooperative value-based multi-agent reinforcement learning (MARL) in the paradigm of centralized training with decentralized execution (CTDE). Current state-of-the-art value-based MARL methods leverage CTDE to learn a centralized joint-action value function as a monotonic mixing of each agent's utility function, which enables easy decentralization. However, this monotonic restriction leads to inefficient exploration in tasks with nonmonotonic returns due to suboptimal approximations of the values of joint actions. To address this, we present a novel MARL approach called Universal Value Exploration (UneVEn), which uses universal successor features (USFs) to learn policies of tasks related to the target task, but with simpler reward functions in a sample efficient manner. UneVEn uses novel action-selection schemes between randomly sampled related tasks during exploration, which enables the monotonic joint-action value function of the target task to place more importance on useful joint actions. Empirical results on a challenging cooperative predator-prey task requiring significant coordination amongst agents show that UneVEn significantly outperforms state-of-the-art baselines.
Real world multi-agent tasks often involve varying types and quantities of agents and non-agent entities. Agents frequently do not know a priori how many other agents and non-agent entities they will need to interact with in order to complete a given task, requiring agents to generalize across a combinatorial number of task configurations with each potentially requiring different strategies. In this work, we tackle the problem of multi-agent reinforcement learning (MARL) in such dynamic scenarios. We hypothesize that, while the optimal behaviors in these scenarios with varying quantities and types of agents/entities are diverse, they may share common patterns within sub-teams of agents that are combined to form team behavior. As such, we propose a method that can learn these sub-group relationships and how they can be combined, ultimately improving knowledge sharing and generalization across scenarios. This method, Attentive-Imaginative QMIX, extends QMIX for dynamic MARL in two ways: 1) an attention mechanism that enables model sharing across variable sized scenarios and 2) a training objective that improves learning across scenarios with varying combinations of agent/entity types by factoring the value function into imagined sub-scenarios. We validate our approach on both a novel grid-world task as well as a version of the StarCraft Multi-Agent Challenge minimally modified for the dynamic scenario setting. The results in these domains validate the effectiveness of the two new components in generalizing across dynamic configurations of agents and entities.
Deep multi-agent reinforcement learning (MARL) holds the promise of automating many real-world cooperative robotic manipulation and transportation tasks. Nevertheless, decentralised cooperative robotic control has received less attention from the deep reinforcement learning community, as compared to single-agent robotics and multi-agent games with discrete actions. To address this gap, this paper introduces Multi-Agent Mujoco, an easily extensible multi-agent benchmark suite for robotic control in continuous action spaces. The benchmark tasks are diverse and admit easily configurable partially observable settings. Inspired by the success of single-agent continuous value-based algorithms in robotic control, we also introduce COMIX, a novel extension to a common discrete action multi-agent $Q$-learning algorithm. We show that COMIX significantly outperforms state-of-the-art MADDPG on a partially observable variant of a popular particle environment and matches or surpasses it on Multi-Agent Mujoco. Thanks to this new benchmark suite and method, we can now pose an interesting question: what is the key to performance in such settings, the use of value-based methods instead of policy gradients, or the factorisation of the joint $Q$-function? To answer this question, we propose a second new method, FacMADDPG, which factors MADDPG's critic. Experimental results on Multi-Agent Mujoco suggest that factorisation is the key to performance.