XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning TechniquesYu Xiong, Zhipeng Hu, Ye Huang et al.
Reinforcement Learning (RL) has demonstrated substantial potential across diverse fields, yet understanding its decision-making process, especially in real-world scenarios where rationality and safety are paramount, is an ongoing challenge. This paper delves in to Explainable RL (XRL), a subfield of Explainable AI (XAI) aimed at unravelling the complexities of RL models. Our focus rests on state-explaining techniques, a crucial subset within XRL methods, as they reveal the underlying factors influencing an agent's actions at any given time. Despite their significant role, the lack of a unified evaluation framework hinders assessment of their accuracy and effectiveness. To address this, we introduce XRL-Bench, a unified standardized benchmark tailored for the evaluation and comparison of XRL methods, encompassing three main modules: standard RL environments, explainers based on state importance, and standard evaluators. XRL-Bench supports both tabular and image data for state explanation. We also propose TabularSHAP, an innovative and competitive XRL method. We demonstrate the practical utility of TabularSHAP in real-world online gaming services and offer an open-source benchmark platform for the straightforward implementation and evaluation of XRL methods. Our contributions facilitate the continued progression of XRL technology.
21.5LGNov 22, 2021
Episodic Multi-agent Reinforcement Learning with Curiosity-Driven ExplorationLulu Zheng, Jiarui Chen, Jianhao Wang et al.
Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the "induced" individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local action-observation histories, and can capture the interaction between agents due to reward backpropagation during centralized training. Therefore, we use prediction errors of individual Q-values as intrinsic rewards for coordinated exploration and utilize episodic memory to exploit explored informative experience to boost policy training. As the dynamics of an agent's individual Q-value function captures the novelty of states and the influence from other agents, our intrinsic reward can induce coordinated exploration to new or promising states. We illustrate the advantages of our method by didactic examples, and demonstrate its significant outperformance over state-of-the-art MARL baselines on challenging tasks in the StarCraft II micromanagement benchmark.
9.5AIDec 6, 2020
Fever Basketball: A Complex, Flexible, and Asynchronized Sports Game Environment for Multi-agent Reinforcement LearningHangtian Jia, Yujing Hu, Yingfeng Chen et al.
The development of deep reinforcement learning (DRL) has benefited from the emergency of a variety type of game environments where new challenging problems are proposed and new algorithms can be tested safely and quickly, such as Board games, RTS, FPS, and MOBA games. However, many existing environments lack complexity and flexibility and assume the actions are synchronously executed in multi-agent settings, which become less valuable. We introduce the Fever Basketball game, a novel reinforcement learning environment where agents are trained to play basketball game. It is a complex and challenging environment that supports multiple characters, multiple positions, and both the single-agent and multi-agent player control modes. In addition, to better simulate real-world basketball games, the execution time of actions differs among players, which makes Fever Basketball a novel asynchronized environment. We evaluate commonly used multi-agent algorithms of both independent learners and joint-action learners in three game scenarios with varying difficulties, and heuristically propose two baseline methods to diminish the extra non-stationarity brought by asynchronism in Fever Basketball Benchmarks. Besides, we propose an integrated curricula training (ICT) framework to better handle Fever Basketball problems, which includes several game-rule based cascading curricula learners and a coordination curricula switcher focusing on enhancing coordination within the team. The results show that the game remains challenging and can be used as a benchmark environment for studies like long-time horizon, sparse rewards, credit assignment, and non-stationarity, etc. in multi-agent settings.
26.6LGNov 5, 2020
Learning to Utilize Shaping Rewards: A New Approach of Reward ShapingYujing Hu, Weixun Wang, Hangtian Jia et al.
Reward shaping is an effective technique for incorporating domain knowledge into reinforcement learning (RL). Existing approaches such as potential-based reward shaping normally make full use of a given shaping reward function. However, since the transformation of human knowledge into numeric reward values is often imperfect due to reasons such as human cognitive bias, completely utilizing the shaping reward function may fail to improve the performance of RL algorithms. In this paper, we consider the problem of adaptively utilizing a given shaping reward function. We formulate the utilization of shaping rewards as a bi-level optimization problem, where the lower level is to optimize policy using the shaping rewards and the upper level is to optimize a parameterized shaping weight function for true reward maximization. We formally derive the gradient of the expected true reward with respect to the shaping weight function parameters and accordingly propose three learning algorithms based on different assumptions. Experiments in sparse-reward cartpole and MuJoCo environments show that our algorithms can fully exploit beneficial shaping rewards, and meanwhile ignore unbeneficial shaping rewards or even transform them into beneficial ones.
Exploring Unknown States with Action BalanceYan Song, Yingfeng Chen, Yujing Hu et al.
Exploration is a key problem in reinforcement learning. Recently bonus-based methods have achieved considerable successes in environments where exploration is difficult such as Montezuma's Revenge, which assign additional bonuses (e.g., intrinsic rewards) to guide the agent to rarely visited states. Since the bonus is calculated according to the novelty of the next state after performing an action, we call such methods as the next-state bonus methods. However, the next-state bonus methods force the agent to pay overmuch attention in exploring known states and ignore finding unknown states since the exploration is driven by the next state already visited, which may slow the pace of finding reward in some environments. In this paper, we focus on improving the effectiveness of finding unknown states and propose action balance exploration, which balances the frequency of selecting each action at a given state and can be treated as an extension of upper confidence bound (UCB) to deep reinforcement learning. Moreover, we propose action balance RND that combines the next-state bonus methods (e.g., random network distillation exploration, RND) and our action balance exploration to take advantage of both sides. The experiments on the grid world and Atari games demonstrate action balance exploration has a better capability in finding unknown states and can improve the performance of RND in some hard exploration environments respectively.
Efficient Deep Reinforcement Learning via Adaptive Policy TransferTianpei Yang, Jianye Hao, Zhaopeng Meng et al.
Transfer Learning (TL) has shown great potential to accelerate Reinforcement Learning (RL) by leveraging prior knowledge from past learned policies of relevant tasks. Existing transfer approaches either explicitly computes the similarity between tasks or select appropriate source policies to provide guided explorations for the target task. However, how to directly optimize the target policy by alternatively utilizing knowledge from appropriate source policies without explicitly measuring the similarity is currently missing. In this paper, we propose a novel Policy Transfer Framework (PTF) to accelerate RL by taking advantage of this idea. Our framework learns when and which source policy is the best to reuse for the target policy and when to terminate it by modeling multi-policy transfer as the option learning problem. PTF can be easily combined with existing deep RL approaches. Experimental results show it significantly accelerates the learning process and surpasses state-of-the-art policy transfer methods in terms of learning efficiency and final performance in both discrete and continuous action spaces.
31.7AINov 25, 2019
Multi-Agent Game Abstraction via Graph Attention Neural NetworkYong Liu, Weixun Wang, Yujing Hu et al.
In large-scale multi-agent systems, the large number of agents and complex game relationship cause great difficulty for policy learning. Therefore, simplifying the learning process is an important research issue. In many multi-agent systems, the interactions between agents often happen locally, which means that agents neither need to coordinate with all other agents nor need to coordinate with others all the time. Traditional methods attempt to use pre-defined rules to capture the interaction relationship between agents. However, the methods cannot be directly used in a large-scale environment due to the difficulty of transforming the complex interactions between agents into rules. In this paper, we model the relationship between agents by a complete graph and propose a novel game abstraction mechanism based on two-stage attention network (G2ANet), which can indicate whether there is an interaction between two agents and the importance of the interaction. We integrate this detection mechanism into graph neural network-based multi-agent reinforcement learning for conducting game abstraction and propose two novel learning algorithms GA-Comm and GA-AC. We conduct experiments in Traffic Junction and Predator-Prey. The results indicate that the proposed methods can simplify the learning process and meanwhile get better asymptotic performance compared with state-of-the-art algorithms.
23.8AISep 6, 2019
From Few to More: Large-scale Dynamic Multiagent Curriculum LearningWeixun Wang, Tianpei Yang, Yong Liu et al.
A lot of efforts have been devoted to investigating how agents can learn effectively and achieve coordination in multiagent systems. However, it is still challenging in large-scale multiagent settings due to the complex dynamics between the environment and agents and the explosion of state-action space. In this paper, we design a novel Dynamic Multiagent Curriculum Learning (DyMA-CL) to solve large-scale problems by starting from learning on a multiagent scenario with a small size and progressively increasing the number of agents. We propose three transfer mechanisms across curricula to accelerate the learning process. Moreover, due to the fact that the state dimension varies across curricula,, and existing network structures cannot be applied in such a transfer setting since their network input sizes are fixed. Therefore, we design a novel network structure called Dynamic Agent-number Network (DyAN) to handle the dynamic size of the network input. Experimental results show that DyMA-CL using DyAN greatly improves the performance of large-scale multiagent learning compared with state-of-the-art deep reinforcement learning approaches. We also investigate the influence of three transfer mechanisms across curricula through extensive simulations.
Action Semantics Network: Considering the Effects of Actions in Multiagent SystemsWeixun Wang, Tianpei Yang, Yong Liu et al.
In multiagent systems (MASs), each agent makes individual decisions but all of them contribute globally to the system evolution. Learning in MASs is difficult since each agent's selection of actions must take place in the presence of other co-learning agents. Moreover, the environmental stochasticity and uncertainties increase exponentially with the increase in the number of agents. Previous works borrow various multiagent coordination mechanisms into deep learning architecture to facilitate multiagent coordination. However, none of them explicitly consider action semantics between agents that different actions have different influences on other agents. In this paper, we propose a novel network architecture, named Action Semantics Network (ASN), that explicitly represents such action semantics between agents. ASN characterizes different actions' influence on other agents using neural networks based on the action semantics between them. ASN can be easily combined with existing deep reinforcement learning (DRL) algorithms to boost their performance. Experimental results on StarCraft II micromanagement and Neural MMO show ASN significantly improves the performance of state-of-the-art DRL approaches compared with several network architectures.
21.3LGMar 2, 2018
Reinforcement Learning to Rank in E-Commerce Search Engine: Formalization, Analysis, and ApplicationYujing Hu, Qing Da, Anxiang Zeng et al.
In e-commerce platforms such as Amazon and TaoBao, ranking items in a search session is a typical multi-step decision-making problem. Learning to rank (LTR) methods have been widely applied to ranking problems. However, such methods often consider different ranking steps in a session to be independent, which conversely may be highly correlated to each other. For better utilizing the correlation between different ranking steps, in this paper, we propose to use reinforcement learning (RL) to learn an optimal ranking policy which maximizes the expected accumulative rewards in a search session. Firstly, we formally define the concept of search session Markov decision process (SSMDP) to formulate the multi-step ranking problem. Secondly, we analyze the property of SSMDP and theoretically prove the necessity of maximizing accumulative rewards. Lastly, we propose a novel policy gradient algorithm for learning an optimal ranking policy, which is able to deal with the problem of high reward variance and unbalanced reward distribution of an SSMDP. Experiments are conducted in simulation and TaoBao search engine. The results demonstrate that our algorithm performs much better than online LTR methods, with more than 40% and 30% growth of total transaction amount in the simulation and the real application, respectively.