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Pradeep Varakantham

Publications and source records attributed to Pradeep Varakantham.

At least 37 records · Page 2Linked to original sources

Safety through feedback in Constrained RL

In safety-critical RL settings, the inclusion of an additional cost function is often favoured over the arduous task of modifying the reward function to ensure the agent's safe behaviour. However, designing or evaluating such a cost function can be prohibitively expensive. For instance, in the domain of self-driving, designing a cost function that encompasses all unsafe behaviours (e.g. aggressive lane changes) is inherently complex. In such scenarios, the cost function can be learned from feedback collected offline in between training rounds. This feedback can be system generated or elicited from a human observing the training process. Previous approaches have not been able to scale to complex environments and are constrained to receiving feedback at the state level which can be expensive to collect. To this end, we introduce an approach that scales to more complex domains and extends to beyond state-level feedback, thus, reducing the burden on the evaluator. Inferring the cost function in such settings poses challenges, particularly in assigning credit to individual states based on trajectory-level feedback. To address this, we propose a surrogate objective that transforms the problem into a state-level supervised classification task with noisy labels, which can be solved efficiently. Additionally, it is often infeasible to collect feedback on every trajectory generated by the agent, hence, two fundamental questions arise: (1) Which trajectories should be presented to the human? and (2) How many trajectories are necessary for effective learning? To address these questions, we introduce \textit{novelty-based sampling} that selectively involves the evaluator only when the the agent encounters a \textit{novel} trajectory. We showcase the efficiency of our method through experimentation on several benchmark Safety Gymnasium environments and realistic self-driving scenarios.

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Semantic Loss Guided Data Efficient Supervised Fine Tuning for Safe Responses in LLMs

Large Language Models (LLMs) generating unsafe responses to toxic prompts is a significant issue in their applications. While various efforts aim to address this safety concern, previous approaches often demand substantial human data collection or rely on the less dependable option of using another LLM to generate corrective data. In this paper, we aim to take this problem and overcome limitations of requiring significant high-quality human data. Our method requires only a small set of unsafe responses to toxic prompts, easily obtained from the unsafe LLM itself. By employing a semantic cost combined with a negative Earth Mover Distance (EMD) loss, we guide the LLM away from generating unsafe responses. Additionally, we propose a novel lower bound for EMD loss, enabling more efficient optimization. Our results demonstrate superior performance and data efficiency compared to baselines, and we further examine the nuanced effects of over-alignment and potential degradation of language capabilities when using contrastive data.

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IRL for Restless Multi-Armed Bandits with Applications in Maternal and Child Health

Public health practitioners often have the goal of monitoring patients and maximizing patients' time spent in "favorable" or healthy states while being constrained to using limited resources. Restless multi-armed bandits (RMAB) are an effective model to solve this problem as they are helpful to allocate limited resources among many agents under resource constraints, where patients behave differently depending on whether they are intervened on or not. However, RMABs assume the reward function is known. This is unrealistic in many public health settings because patients face unique challenges and it is impossible for a human to know who is most deserving of any intervention at such a large scale. To address this shortcoming, this paper is the first to present the use of inverse reinforcement learning (IRL) to learn desired rewards for RMABs, and we demonstrate improved outcomes in a maternal and child health telehealth program. First we allow public health experts to specify their goals at an aggregate or population level and propose an algorithm to design expert trajectories at scale based on those goals. Second, our algorithm WHIRL uses gradient updates to optimize the objective, allowing for efficient and accurate learning of RMAB rewards. Third, we compare with existing baselines and outperform those in terms of run-time and accuracy. Finally, we evaluate and show the usefulness of WHIRL on thousands on beneficiaries from a real-world maternal and child health setting in India. We publicly release our code here: https://github.com/Gjain234/WHIRL.

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SPRINQL: Sub-optimal Demonstrations driven Offline Imitation Learning

We focus on offline imitation learning (IL), which aims to mimic an expert's behavior using demonstrations without any interaction with the environment. One of the main challenges in offline IL is the limited support of expert demonstrations, which typically cover only a small fraction of the state-action space. While it may not be feasible to obtain numerous expert demonstrations, it is often possible to gather a larger set of sub-optimal demonstrations. For example, in treatment optimization problems, there are varying levels of doctor treatments available for different chronic conditions. These range from treatment specialists and experienced general practitioners to less experienced general practitioners. Similarly, when robots are trained to imitate humans in routine tasks, they might learn from individuals with different levels of expertise and efficiency. In this paper, we propose an offline IL approach that leverages the larger set of sub-optimal demonstrations while effectively mimicking expert trajectories. Existing offline IL methods based on behavior cloning or distribution matching often face issues such as overfitting to the limited set of expert demonstrations or inadvertently imitating sub-optimal trajectories from the larger dataset. Our approach, which is based on inverse soft-Q learning, learns from both expert and sub-optimal demonstrations. It assigns higher importance (through learned weights) to aligning with expert demonstrations and lower importance to aligning with sub-optimal ones. A key contribution of our approach, called SPRINQL, is transforming the offline IL problem into a convex optimization over the space of Q functions. Through comprehensive experimental evaluations, we demonstrate that the SPRINQL algorithm achieves state-of-the-art (SOTA) performance on offline IL benchmarks. Code is available at https://github.com/hmhuy0/SPRINQL.

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UNIQ: Offline Inverse Q-learning for Avoiding Undesirable Demonstrations

We address the problem of offline learning a policy that avoids undesirable demonstrations. Unlike conventional offline imitation learning approaches that aim to imitate expert or near-optimal demonstrations, our setting involves avoiding undesirable behavior (specified using undesirable demonstrations). To tackle this problem, unlike standard imitation learning where the aim is to minimize the distance between learning policy and expert demonstrations, we formulate the learning task as maximizing a statistical distance, in the space of state-action stationary distributions, between the learning policy and the undesirable policy. This significantly different approach results in a novel training objective that necessitates a new algorithm to address it. Our algorithm, UNIQ, tackles these challenges by building on the inverse Q-learning framework, framing the learning problem as a cooperative (non-adversarial) task. We then demonstrate how to efficiently leverage unlabeled data for practical training. Our method is evaluated on standard benchmark environments, where it consistently outperforms state-of-the-art baselines. The code implementation can be accessed at: https://github.com/hmhuy0/UNIQ.

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Towards Neural Network based Cognitive Models of Dynamic Decision-Making by Humans

Modeling human cognitive processes in dynamic decision-making tasks has been an endeavor in AI for a long time because such models can help make AI systems more intuitive, personalized, mitigate any human biases, and enhance training in simulation. Some initial work has attempted to utilize neural networks (and large language models) but often assumes one common model for all humans and aims to emulate human behavior in aggregate. However, the behavior of each human is distinct, heterogeneous, and relies on specific past experiences in certain tasks. For instance, consider two individuals responding to a phishing email: one who has previously encountered and identified similar threats may recognize it quickly, while another without such experience might fall for the scam. In this work, we build on Instance Based Learning (IBL) that posits that human decisions are based on similar situations encountered in the past. However, IBL relies on simple fixed form functions to capture the mapping from past situations to current decisions. To that end, we propose two new attention-based neural network models to have open form non-linear functions to model distinct and heterogeneous human decision-making in dynamic settings. We experiment with two distinct datasets gathered from human subject experiment data, one focusing on detection of phishing email by humans and another where humans act as attackers in a cybersecurity setting and decide on an attack option. We conducted extensive experiments with our two neural network models, IBL, and GPT3.5, and demonstrate that the neural network models outperform IBL significantly in representing human decision-making, while providing similar interpretability of human decisions as IBL. Overall, our work yields promising results for further use of neural networks in cognitive modeling of human decision making.

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Imitate the Good and Avoid the Bad: An Incremental Approach to Safe Reinforcement Learning

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.

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Preserving the Privacy of Reward Functions in MDPs through Deception

Preserving the privacy of preferences (or rewards) of a sequential decision-making agent when decisions are observable is crucial in many physical and cybersecurity domains. For instance, in wildlife monitoring, agents must allocate patrolling resources without revealing animal locations to poachers. This paper addresses privacy preservation in planning over a sequence of actions in MDPs, where the reward function represents the preference structure to be protected. Observers can use Inverse RL (IRL) to learn these preferences, making this a challenging task. Current research on differential privacy in reward functions fails to ensure guarantee on the minimum expected reward and offers theoretical guarantees that are inadequate against IRL-based observers. To bridge this gap, we propose a novel approach rooted in the theory of deception. Deception includes two models: dissimulation (hiding the truth) and simulation (showing the wrong). Our first contribution theoretically demonstrates significant privacy leaks in existing dissimulation-based methods. Our second contribution is a novel RL-based planning algorithm that uses simulation to effectively address these privacy concerns while ensuring a guarantee on the expected reward. Experiments on multiple benchmark problems show that our approach outperforms previous methods in preserving reward function privacy.

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EduQate: Generating Adaptive Curricula through RMABs in Education Settings

There has been significant interest in the development of personalized and adaptive educational tools that cater to a student's individual learning progress. A crucial aspect in developing such tools is in exploring how mastery can be achieved across a diverse yet related range of content in an efficient manner. While Reinforcement Learning and Multi-armed Bandits have shown promise in educational settings, existing works often assume the independence of learning content, neglecting the prevalent interdependencies between such content. In response, we introduce Education Network Restless Multi-armed Bandits (EdNetRMABs), utilizing a network to represent the relationships between interdependent arms. Subsequently, we propose EduQate, a method employing interdependency-aware Q-learning to make informed decisions on arm selection at each time step. We establish the optimality guarantee of EduQate and demonstrate its efficacy compared to baseline policies, using students modeled from both synthetic and real-world data.

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Imitating Cost-Constrained Behaviors in Reinforcement Learning

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.

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Regret-Based Defense in Adversarial Reinforcement Learning

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.

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Enhancing the Hierarchical Environment Design via Generative Trajectory Modeling

Unsupervised Environment Design (UED) is a paradigm for automatically generating a curriculum of training environments, enabling agents trained in these environments to develop general capabilities, i.e., achieving good zero-shot transfer performance. However, existing UED approaches focus primarily on the random generation of environments for open-ended agent training. This is impractical in scenarios with limited resources, such as the constraints on the number of generated environments. In this paper, we introduce a hierarchical MDP framework for environment design under resource constraints. It consists of an upper-level RL teacher agent that generates suitable training environments for a lower-level student agent. The RL teacher can leverage previously discovered environment structures and generate environments at the frontier of the student's capabilities by observing the student policy's representation. Moreover, to reduce the time-consuming collection of experiences for the upper-level teacher, we utilize recent advances in generative modeling to synthesize a trajectory dataset to train the teacher agent. Our proposed method significantly reduces the resource-intensive interactions between agents and environments and empirical experiments across various domains demonstrate the effectiveness of our approach.

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Handling Long and Richly Constrained Tasks through Constrained Hierarchical Reinforcement Learning

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. In this paper, we are specifically interested in the problem of solving temporally extended decision making problems such as robots cleaning different areas in a house while avoiding slippery and unsafe areas (e.g., stairs) and retaining enough charge to move to a charging dock; in the presence of complex safety constraints. Our key contribution is a (safety) Constrained Search with Hierarchical Reinforcement Learning (CoSHRL) mechanism that combines an upper level constrained search agent (which computes a reward maximizing policy 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 CoSHRL is that it can handle constraints on the cost value distribution (e.g., on Conditional Value at Risk, CVaR) and can adjust to flexible constraint thresholds without retraining. We perform extensive experiments with different types of safety constraints to demonstrate the utility of our approach over leading approaches in constrained and hierarchical RL.

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Future Aware Pricing and Matching for Sustainable On-demand Ride Pooling

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).

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Training Reinforcement Learning Agents and Humans With Difficulty-Conditioned Generators

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.

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Generative Modelling of Stochastic Actions with Arbitrary Constraints in Reinforcement Learning

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.

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Generalization through Diversity: Improving Unsupervised Environment Design

Agent decision making using Reinforcement Learning (RL) heavily relies on either a model or simulator of the environment (e.g., moving in an 8x8 maze with three rooms, playing Chess on an 8x8 board). Due to this dependence, small changes in the environment (e.g., positions of obstacles in the maze, size of the board) can severely affect the effectiveness of the policy learned by the agent. To that end, existing work has proposed training RL agents on an adaptive curriculum of environments (generated automatically) to improve performance on out-of-distribution (OOD) test scenarios. Specifically, existing research has employed the potential for the agent to learn in an environment (captured using Generalized Advantage Estimation, GAE) as the key factor to select the next environment(s) to train the agent. However, such a mechanism can select similar environments (with a high potential to learn) thereby making agent training redundant on all but one of those environments. To that end, we provide a principled approach to adaptively identify diverse environments based on a novel distance measure relevant to environment design. We empirically demonstrate the versatility and effectiveness of our method in comparison to multiple leading approaches for unsupervised environment design on three distinct benchmark problems used in literature.

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Diversity Induced Environment Design via Self-Play

Recent work on designing an appropriate distribution of environments has shown promise for training effective generally capable agents. Its success is partly because of a form of adaptive curriculum learning that generates environment instances (or levels) at the frontier of the agent's capabilities. However, such an environment design framework often struggles to find effective levels in challenging design spaces and requires costly interactions with the environment. In this paper, we aim to introduce diversity in the Unsupervised Environment Design (UED) framework. Specifically, we propose a task-agnostic method to identify observed/hidden states that are representative of a given level. The outcome of this method is then utilized to characterize the diversity between two levels, which as we show can be crucial to effective performance. In addition, to improve sampling efficiency, we incorporate the self-play technique that allows the environment generator to automatically generate environments that are of great benefit to the training agent. Quantitatively, our approach, Diversity-induced Environment Design via Self-Play (DivSP), shows compelling performance over existing methods.

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