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Anders Jonsson

Publications and source records attributed to Anders Jonsson.

At least 37 records · Page 2Linked to original sources

Bisimulation Metrics are Optimal Transport Distances, and Can be Computed Efficiently

We propose a new framework for formulating optimal transport distances between Markov chains. Previously known formulations studied couplings between the entire joint distribution induced by the chains, and derived solutions via a reduction to dynamic programming (DP) in an appropriately defined Markov decision process. This formulation has, however, not led to particularly efficient algorithms so far, since computing the associated DP operators requires fully solving a static optimal transport problem, and these operators need to be applied numerous times during the overall optimization process. In this work, we develop an alternative perspective by considering couplings between a flattened version of the joint distributions that we call discounted occupancy couplings, and show that calculating optimal transport distances in the full space of joint distributions can be equivalently formulated as solving a linear program (LP) in this reduced space. This LP formulation allows us to port several algorithmic ideas from other areas of optimal transport theory. In particular, our formulation makes it possible to introduce an appropriate notion of entropy regularization into the optimization problem, which in turn enables us to directly calculate optimal transport distances via a Sinkhorn-like method we call Sinkhorn Value Iteration (SVI). We show both theoretically and empirically that this method converges quickly to an optimal coupling, essentially at the same computational cost of running vanilla Sinkhorn in each pair of states. Along the way, we point out that our optimal transport distance exactly matches the common notion of bisimulation metrics between Markov chains, and thus our results also apply to computing such metrics, and in fact our algorithm turns out to be significantly more efficient than the best known methods developed so far for this purpose.

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Planning with a Learned Policy Basis to Optimally Solve Complex Tasks

Conventional reinforcement learning (RL) methods can successfully solve a wide range of sequential decision problems. However, learning policies that can generalize predictably across multiple tasks in a setting with non-Markovian reward specifications is a challenging problem. We propose to use successor features to learn a policy basis so that each (sub)policy in it solves a well-defined subproblem. In a task described by a finite state automaton (FSA) that involves the same set of subproblems, the combination of these (sub)policies can then be used to generate an optimal solution without additional learning. In contrast to other methods that combine (sub)policies via planning, our method asymptotically attains global optimality, even in stochastic environments.

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Asymmetric Norms to Approximate the Minimum Action Distance

This paper presents a state representation for reward-free Markov decision processes. The idea is to learn, in a self-supervised manner, an embedding space where distances between pairs of embedded states correspond to the minimum number of actions needed to transition between them. Unlike previous methods, our approach incorporates an asymmetric norm parametrization, enabling accurate approximations of minimum action distances in environments with inherent asymmetry. We show how this representation can be leveraged to learn goal-conditioned policies, providing a notion of similarity between states and goals and a useful heuristic distance to guide planning. To validate our approach, we conduct empirical experiments on both symmetric and asymmetric environments. Our results show that our asymmetric norm parametrization performs comparably to symmetric norms in symmetric environments and surpasses symmetric norms in asymmetric environments.

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Hierarchies of Reward Machines

Reward machines (RMs) are a recent formalism for representing the reward function of a reinforcement learning task through a finite-state machine whose edges encode subgoals of the task using high-level events. The structure of RMs enables the decomposition of a task into simpler and independently solvable subtasks that help tackle long-horizon and/or sparse reward tasks. We propose a formalism for further abstracting the subtask structure by endowing an RM with the ability to call other RMs, thus composing a hierarchy of RMs (HRM). We exploit HRMs by treating each call to an RM as an independently solvable subtask using the options framework, and describe a curriculum-based method to learn HRMs from traces observed by the agent. Our experiments reveal that exploiting a handcrafted HRM leads to faster convergence than with a flat HRM, and that learning an HRM is feasible in cases where its equivalent flat representation is not.

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Generalized Planning as Heuristic Search: A new planning search-space that leverages pointers over objects

Planning as heuristic search is one of the most successful approaches to classical planning but unfortunately, it does not extend trivially to Generalized Planning (GP). GP aims to compute algorithmic solutions that are valid for a set of classical planning instances from a given domain, even if these instances differ in the number of objects, the number of state variables, their domain size, or their initial and goal configuration. The generalization requirements of GP make it impractical to perform the state-space search that is usually implemented by heuristic planners. This paper adapts the planning as heuristic search paradigm to the generalization requirements of GP, and presents the first native heuristic search approach to GP. First, the paper introduces a new pointer-based solution space for GP that is independent of the number of classical planning instances in a GP problem and the size of those instances (i.e. the number of objects, state variables and their domain sizes). Second, the paper defines a set of evaluation and heuristic functions for guiding a combinatorial search in our new GP solution space. The computation of these evaluation and heuristic functions does not require grounding states or actions in advance. Therefore our GP as heuristic search approach can handle large sets of state variables with large numerical domains, e.g.~integers. Lastly, the paper defines an upgraded version of our novel algorithm for GP called Best-First Generalized Planning (BFGP), that implements a best-first search in our pointer-based solution space, and that is guided by our evaluation/heuristic functions for GP.

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Understanding Multi-link Operation in Wi-Fi 7: Performance, Anomalies, and Solutions

Will Wi-Fi 7, conceived to support extremely high throughput, also deliver consistently low delay? The best hope seems to lie in allowing next-generation devices to access multiple channels via multi-link operation (MLO). In this paper, we aim to advance the understanding of MLO, placing the spotlight on its packet delay performance. We show that MLO devices can take advantage of multiple contention-free links to significantly reduce their transmission time, but also that they can occasionally starve one another and surprisingly incur a higher delay than that of a well planned legacy single link operation. We next examine and explain this anomaly, also putting forth practical workarounds to circumvent it. We conclude by pointing to other disruptive features that, if successfully paired with MLO, can usher in exciting and unprecedented opportunities for Wi-Fi 8.

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Performance and Coexistence Evaluation of IEEE 802.11be Multi-link Operation

Wi-Fi 7 is already in the making, and Multi-Link Operation (MLO) is one of the main features proposed in its correspondent IEEE 802.11be amendment. MLO will allow devices to coordinate multiple radio interfaces to access separate channels through a single association, aiming for improved throughput, network delay, and overall spectrum reuse efficiency. In this work, we study three reference scenarios to evaluate the performance of the two main MLO implementations -- Multi-Link Multi-Radio (MLMR) and Multi-Link Single-Radio (MLSR) -- , the interplay between multiple nodes employing them, and their coexistence with legacy Single-Link devices. Importantly, our results reveal that the potential of MLMR is mainly unleashed in isolated deployments or under unloaded network conditions. Instead, in medium- to high-load scenarios, MLSR may prove more effective in reducing the latency while guaranteeing fairness with contending Single-Link nodes.

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Computing Programs for Generalized Planning as Heuristic Search

Although heuristic search is one of the most successful approaches to classical planning, this planning paradigm does not apply straightforwardly to Generalized Planning (GP). This paper adapts the planning as heuristic search paradigm to the particularities of GP, and presents the first native heuristic search approach to GP. First, the paper defines a program-based solution space for GP that is independent of the number of planning instances in a GP problem, and the size of these instances. Second, the paper defines the BFGP algorithm for GP, that implements a best-first search in our program-based solution space, and that is guided by different evaluation and heuristic functions.

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Scaling-up Generalized Planning as Heuristic Search with Landmarks

Landmarks are one of the most effective search heuristics for classical planning, but largely ignored in generalized planning. Generalized planning (GP) is usually addressed as a combinatorial search in a given space of algorithmic solutions, where candidate solutions are evaluated w.r.t.~the instances they solve. This type of solution evaluation ignores any sub-goal information that is not explicit in the representation of the planning instances, causing plateaus in the space of candidate generalized plans. Furthermore, node expansion in GP is a run-time bottleneck since it requires evaluating every child node over the entire batch of classical planning instances in a GP problem. In this paper we define a landmark counting heuristic for GP (that considers sub-goal information that is not explicitly represented in the planning instances), and a novel heuristic search algorithm for GP (that we call PGP) and that progressively processes subsets of the planning instances of a GP problem. Our two orthogonal contributions are analyzed in an ablation study, showing that both improve the state-of-the-art in GP as heuristic search, and that both benefit from each other when used in combination.

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State Representation Learning for Goal-Conditioned Reinforcement Learning

This paper presents a novel state representation for reward-free Markov decision processes. The idea is to learn, in a self-supervised manner, an embedding space where distances between pairs of embedded states correspond to the minimum number of actions needed to transition between them. Compared to previous methods, our approach does not require any domain knowledge, learning from offline and unlabeled data. We show how this representation can be leveraged to learn goal-conditioned policies, providing a notion of similarity between states and goals and a useful heuristic distance to guide planning and reinforcement learning algorithms. Finally, we empirically validate our method in classic control domains and multi-goal environments, demonstrating that our method can successfully learn representations in large and/or continuous domains.

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Globally Optimal Hierarchical Reinforcement Learning for Linearly-Solvable Markov Decision Processes

In this work we present a novel approach to hierarchical reinforcement learning for linearly-solvable Markov decision processes. Our approach assumes that the state space is partitioned, and the subtasks consist in moving between the partitions. We represent value functions on several levels of abstraction, and use the compositionality of subtasks to estimate the optimal values of the states in each partition. The policy is implicitly defined on these optimal value estimates, rather than being decomposed among the subtasks. As a consequence, our approach can learn the globally optimal policy, and does not suffer from the non-stationarity of high-level decisions. If several partitions have equivalent dynamics, the subtasks of those partitions can be shared. If the set of boundary states is smaller than the entire state space, our approach can have significantly smaller sample complexity than that of a flat learner, and we validate this empirically in several experiments.

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Hierarchical Representation Learning for Markov Decision Processes

In this paper we present a novel method for learning hierarchical representations of Markov decision processes. Our method works by partitioning the state space into subsets, and defines subtasks for performing transitions between the partitions. We formulate the problem of partitioning the state space as an optimization problem that can be solved using gradient descent given a set of sampled trajectories, making our method suitable for high-dimensional problems with large state spaces. We empirically validate the method, by showing that it can successfully learn a useful hierarchical representation in a navigation domain. Once learned, the hierarchical representation can be used to solve different tasks in the given domain, thus generalizing knowledge across tasks.

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Deep Policies for Width-Based Planning in Pixel Domains

Width-based planning has demonstrated great success in recent years due to its ability to scale independently of the size of the state space. For example, Bandres et al. (2018) introduced a rollout version of the Iterated Width algorithm whose performance compares well with humans and learning methods in the pixel setting of the Atari games suite. In this setting, planning is done on-line using the "screen" states and selecting actions by looking ahead into the future. However, this algorithm is purely exploratory and does not leverage past reward information. Furthermore, it requires the state to be factored into features that need to be pre-defined for the particular task, e.g., the B-PROST pixel features. In this work, we extend width-based planning by incorporating an explicit policy in the action selection mechanism. Our method, called $π$-IW, interleaves width-based planning and policy learning using the state-actions visited by the planner. The policy estimate takes the form of a neural network and is in turn used to guide the planning step, thus reinforcing promising paths. Surprisingly, we observe that the representation learned by the neural network can be used as a feature space for the width-based planner without degrading its performance, thus removing the requirement of pre-defined features for the planner. We compare $π$-IW with previous width-based methods and with AlphaZero, a method that also interleaves planning and learning, in simple environments, and show that $π$-IW has superior performance. We also show that $π$-IW algorithm outperforms previous width-based methods in the pixel setting of Atari games suite.

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Hierarchical Width-Based Planning and Learning

Width-based search methods have demonstrated state-of-the-art performance in a wide range of testbeds, from classical planning problems to image-based simulators such as Atari games. These methods scale independently of the size of the state-space, but exponentially in the problem width. In practice, running the algorithm with a width larger than 1 is computationally intractable, prohibiting IW from solving higher width problems. In this paper, we present a hierarchical algorithm that plans at two levels of abstraction. A high-level planner uses abstract features that are incrementally discovered from low-level pruning decisions. We illustrate this algorithm in classical planning PDDL domains as well as in pixel-based simulator domains. In classical planning, we show how IW(1) at two levels of abstraction can solve problems of width 2. For pixel-based domains, we show how in combination with a learned policy and a learned value function, the proposed hierarchical IW can outperform current flat IW-based planners in Atari games with sparse rewards.

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Generalized Planning as Heuristic Search

Although heuristic search is one of the most successful approaches to classical planning, this planning paradigm does not apply straightforwardly to Generalized Planning (GP). Planning as heuristic search traditionally addresses the computation of sequential plans by searching in a grounded state-space. On the other hand GP aims at computing algorithm-like plans, that can branch and loop, and that generalize to a (possibly infinite) set of classical planning instances. This paper adapts the planning as heuristic search paradigm to the particularities of GP, and presents the first native heuristic search approach to GP. First, the paper defines a novel GP solution space that is independent of the number of planning instances in a GP problem, and the size of these instances. Second, the paper defines different evaluation and heuristic functions for guiding a combinatorial search in our GP solution space. Lastly the paper defines a GP algorithm, called Best-First Generalized Planning (BFGP), that implements a best-first search in the solution space guided by our evaluation/heuristic functions.

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Induction and Exploitation of Subgoal Automata for Reinforcement Learning

In this paper we present ISA, an approach for learning and exploiting subgoals in episodic reinforcement learning (RL) tasks. ISA interleaves reinforcement learning with the induction of a subgoal automaton, an automaton whose edges are labeled by the task's subgoals expressed as propositional logic formulas over a set of high-level events. A subgoal automaton also consists of two special states: a state indicating the successful completion of the task, and a state indicating that the task has finished without succeeding. A state-of-the-art inductive logic programming system is used to learn a subgoal automaton that covers the traces of high-level events observed by the RL agent. When the currently exploited automaton does not correctly recognize a trace, the automaton learner induces a new automaton that covers that trace. The interleaving process guarantees the induction of automata with the minimum number of states, and applies a symmetry breaking mechanism to shrink the search space whilst remaining complete. We evaluate ISA in several gridworld and continuous state space problems using different RL algorithms that leverage the automaton structures. We provide an in-depth empirical analysis of the automaton learning performance in terms of the traces, the symmetry breaking and specific restrictions imposed on the final learnable automaton. For each class of RL problem, we show that the learned automata can be successfully exploited to learn policies that reach the goal, achieving an average reward comparable to the case where automata are not learned but handcrafted and given beforehand.

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Improved Exploration in Factored Average-Reward MDPs

We consider a regret minimization task under the average-reward criterion in an unknown Factored Markov Decision Process (FMDP). More specifically, we consider an FMDP where the state-action space $\mathcal X$ and the state-space $\mathcal S$ admit the respective factored forms of $\mathcal X = \otimes_{i=1}^n \mathcal X_i$ and $\mathcal S=\otimes_{i=1}^m \mathcal S_i$, and the transition and reward functions are factored over $\mathcal X$ and $\mathcal S$. Assuming known factorization structure, we introduce a novel regret minimization strategy inspired by the popular UCRL2 strategy, called DBN-UCRL, which relies on Bernstein-type confidence sets defined for individual elements of the transition function. We show that for a generic factorization structure, DBN-UCRL achieves a regret bound, whose leading term strictly improves over existing regret bounds in terms of the dependencies on the size of $\mathcal S_i$'s and the involved diameter-related terms. We further show that when the factorization structure corresponds to the Cartesian product of some base MDPs, the regret of DBN-UCRL is upper bounded by the sum of regret of the base MDPs. We demonstrate, through numerical experiments on standard environments, that DBN-UCRL enjoys substantially improved regret empirically over existing algorithms that have frequentist regret guarantees.

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Usage of Network Simulators in Machine-Learning-Assisted 5G/6G Networks

Without any doubt, Machine Learning (ML) will be an important driver of future communications due to its foreseen performance when applied to complex problems. However, the application of ML to networking systems raises concerns among network operators and other stakeholders, especially regarding trustworthiness and reliability. In this paper, we devise the role of network simulators for bridging the gap between ML and communications systems. In particular, we present an architectural integration of simulators in ML-aware networks for training, testing, and validating ML models before being applied to the operative network. Moreover, we provide insights on the main challenges resulting from this integration, and then give hints discussing how they can be overcome. Finally, we illustrate the integration of network simulators into ML-assisted communications through a proof-of-concept testbed implementation of a residential Wi-Fi network.

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