Abstract:Learning useful data representations without requiring labels is a cornerstone of modern deep learning. Self-supervised learning methods, particularly contrastive learning (CL), have proven successful by leveraging data augmentations to define positive pairs. This success has prompted a number of theoretical studies to better understand CL and investigate theoretical bounds for downstream linear probing tasks. This work is concerned with the temporal contrastive learning (TCL) setting where the sequential structure of the data is used instead to define positive pairs, which is more commonly used in RL and robotics contexts. In this paper, we adapt recent work on Spectral CL to formulate Spectral Temporal Contrastive Learning (STCL). We discuss a population loss based on a state graph derived from a time-homogeneous reversible Markov chain with uniform stationary distribution. The STCL loss enables to connect the linear probing performance to the spectral properties of the graph, and can be estimated by considering previously observed data sequences as an ensemble of MCMC chains.
Abstract:Deep Reinforcement Learning has shown significant progress in extracting useful representations from high-dimensional inputs albeit using hand-crafted auxiliary tasks and pseudo rewards. Automatically learning such representations in an object-centric manner geared towards control and fast adaptation remains an open research problem. In this paper, we introduce a method that tries to discover meaningful features from objects, translating them to temporally coherent "question" functions and leveraging the subsequent learned general value functions for control. We compare our approach with state-of-the-art techniques alongside other ablations and show competitive performance in both stationary and non-stationary settings. Finally, we also investigate the discovered general value functions and through qualitative analysis show that the learned representations are not only interpretable but also, centered around objects that are invariant to changes across tasks facilitating fast adaptation.
Abstract:The success of Reinforcement Learning (RL) heavily relies on the ability to learn robust representations from the observations of the environment. In most cases, the representations learned purely by the reinforcement learning loss can differ vastly across states depending on how the value functions change. However, the representations learned need not be very specific to the task at hand. Relying only on the RL objective may yield representations that vary greatly across successive time steps. In addition, since the RL loss has a changing target, the representations learned would depend on how good the current values/policies are. Thus, disentangling the representations from the main task would allow them to focus more on capturing transition dynamics which can improve generalization. To this end, we propose locally constrained representations, where an auxiliary loss forces the state representations to be predictable by the representations of the neighbouring states. This encourages the representations to be driven not only by the value/policy learning but also self-supervised learning, which constrains the representations from changing too rapidly. We evaluate the proposed method on several known benchmarks and observe strong performance. Especially in continuous control tasks, our experiments show a significant advantage over a strong baseline.
Abstract:Most reinforcement learning algorithms take advantage of an experience replay buffer to repeatedly train on samples the agent has observed in the past. This prevents catastrophic forgetting, however simply assigning equal importance to each of the samples is a naive strategy. In this paper, we propose a method to prioritize samples based on how much we can learn from a sample. We define the learn-ability of a sample as the steady decrease of the training loss associated with this sample over time. We develop an algorithm to prioritize samples with high learn-ability, while assigning lower priority to those that are hard-to-learn, typically caused by noise or stochasticity. We empirically show that our method is more robust than random sampling and also better than just prioritizing with respect to the training loss, i.e. the temporal difference loss, which is used in vanilla prioritized experience replay.
Abstract:Most existing literature on supply chain and inventory management consider stochastic demand processes with zero or constant lead times. While it is true that in certain niche scenarios, uncertainty in lead times can be ignored, most real-world scenarios exhibit stochasticity in lead times. These random fluctuations can be caused due to uncertainty in arrival of raw materials at the manufacturer's end, delay in transportation, an unforeseen surge in demands, and switching to a different vendor, to name a few. Stochasticity in lead times is known to severely degrade the performance in an inventory management system, and it is only fair to abridge this gap in supply chain system through a principled approach. Motivated by the recently introduced delay-resolved deep Q-learning (DRDQN) algorithm, this paper develops a reinforcement learning based paradigm for handling uncertainty in lead times (\emph{action delay}). Through empirical evaluations, it is further shown that the inventory management with uncertain lead times is not only equivalent to that of delay in information sharing across multiple echelons (\emph{observation delay}), a model trained to handle one kind of delay is capable to handle delays of another kind without requiring to be retrained. Finally, we apply the delay-resolved framework to scenarios comprising of multiple products subjected to stochasticity in lead times, and elucidate how the delay-resolved framework negates the effect of any delay to achieve near-optimal performance.
Abstract:Exploration versus exploitation dilemma is a significant problem in reinforcement learning (RL), particularly in complex environments with large state space and sparse rewards. When optimizing for a particular goal, running simple smaller tasks can often be a good way to learn additional information about the environment. Exploration methods have been used to sample better trajectories from the environment for improved performance while auxiliary tasks have been incorporated generally where the reward is sparse. If there is little reward signal available, the agent requires clever exploration strategies to reach parts of the state space that contain relevant sub-goals. However, that exploration needs to be balanced with the need for exploiting the learned policy. This paper explores the idea of combining exploration with auxiliary task learning using General Value Functions (GVFs) and a directed exploration strategy. We provide a simple way to learn options (sequences of actions) instead of having to handcraft them, and demonstrate the performance advantage in three navigation tasks.
Abstract:Several real-world scenarios, such as remote control and sensing, are comprised of action and observation delays. The presence of delays degrades the performance of reinforcement learning (RL) algorithms, often to such an extent that algorithms fail to learn anything substantial. This paper formally describes the notion of Markov Decision Processes (MDPs) with stochastic delays and shows that delayed MDPs can be transformed into equivalent standard MDPs (without delays) with significantly simplified cost structure. We employ this equivalence to derive a model-free Delay-Resolved RL framework and show that even a simple RL algorithm built upon this framework achieves near-optimal rewards in environments with stochastic delays in actions and observations. The delay-resolved deep Q-network (DRDQN) algorithm is bench-marked on a variety of environments comprising of multi-step and stochastic delays and results in better performance, both in terms of achieving near-optimal rewards and minimizing the computational overhead thereof, with respect to the currently established algorithms.
Abstract: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.
Abstract:We propose a generic reward shaping approach for improving rate of convergence in reinforcement learning (RL), called Self Improvement Based REwards, or SIBRE. The approach can be used for episodic environments in conjunction with any existing RL algorithm, and consists of rewarding improvement over the agent's own past performance. We show that SIBRE converges under the same conditions as the algorithm whose reward has been modified. The new rewards help discriminate between policies when the original rewards are either weakly discriminated or sparse. Experiments show that in certain environments, this approach speeds up learning and converges to the optimal policy faster. We analyse SIBRE theoretically, and follow it up with tests on several well-known benchmark environments for reinforcement learning.