Reinforcement learning algorithms, though successful, tend to over-fit to training environments hampering their application to the real-world. This paper proposes WR @math L; a robust reinforcement learning algorithm with significant robust performance on low and high-dimensional control tasks. Our method formalises robust reinforcement learning as a novel min-max game with a Wasserstein constraint for a correct and convergent solver. Apart from the formulation, we also propose an efficient and scalable solver following a novel zero-order optimisation method that we believe can be useful to numerical optimisation in general. We contribute both theoretically and empirically. On the theory side, we prove that WR @math L converges to a stationary point in the general setting of continuous state and action spaces. Empirically, we demonstrate significant gains compared to standard and robust state-of-the-art algorithms on high-dimensional MuJuCo environments.
The CVaR criterion is also adopted in @cite_13 , in which, rather than sampling trajectories and finding a quantile in terms of performance, two policies are trained simultaneously: a protagonist'' which aims to optimise performance, and an adversary which aims to disrupt the protagonist. The protagonist and adversary train alternatively, with one being fixed whilst the other adapts. The action space for the adversary, in the tests documented in the paper includes forces on the entities (InvertedPendulum, HalfCheetah, Swimmer, Hopper, Walker2D) that aim to destabalise it. We made comparisons against this algorithm in our experiments.
@cite_13
2602963933 2952765942 2738938906 2514333820
Deep neural networks coupled with fast simulation and improved computation have led to recent successes in the field of reinforcement learning (RL). However, most current RL-based approaches fail to generalize since: (a) the gap between simulation and real world is so large that policy-learning approaches fail to transfer; (b) even if policy learning is done in real world, the data scarcity leads to failed generalization from training to test scenarios (e.g., due to different friction or object masses). Inspired from H∞ control methods, we note that both modeling errors and differences in training and test scenarios can be viewed as extra forces disturbances in the system. This paper proposes the idea of robust adversarial reinforcement learning (RARL), where we train an agent to operate in the presence of a destabilizing adversary that applies disturbance forces to the system. The jointly trained adversary is reinforced - that is, it learns an optimal destabilization policy. We formulate the policy learning as a zero-sum, minimax objective function. Extensive experiments in multiple environments (InvertedPendulum, HalfCheetah, Swimmer, Hopper, Walker2d and Ant) conclusively demonstrate that our method (a) improves training stability; (b) is robust to differences in training test conditions; and c) outperform the baseline even in the absence of the adversary. Deep neural networks coupled with fast simulation and improved computation have led to recent successes in the field of reinforcement learning (RL). However, most current RL-based approaches fail to generalize since: (a) the gap between simulation and real world is so large that policy-learning approaches fail to transfer; (b) even if policy learning is done in real world, the data scarcity leads to failed generalization from training to test scenarios (e.g., due to different friction or object masses). Inspired from H-infinity control methods, we note that both modeling errors and differences in training and test scenarios can be viewed as extra forces disturbances in the system. This paper proposes the idea of robust adversarial reinforcement learning (RARL), where we train an agent to operate in the presence of a destabilizing adversary that applies disturbance forces to the system. The jointly trained adversary is reinforced -- that is, it learns an optimal destabilization policy. We formulate the policy learning as a zero-sum, minimax objective function. Extensive experiments in multiple environments (InvertedPendulum, HalfCheetah, Swimmer, Hopper and Walker2d) conclusively demonstrate that our method (a) improves training stability; (b) is robust to differences in training test conditions; and c) outperform the baseline even in the absence of the adversary. In adversarial training, a set of models learn together by pursuing competing goals, usually defined on single data instances. However, in relational learning and other non-i.i.d domains, goals can also be defined over sets of instances. For example, a link predictor for the is-a relation needs to be consistent with the transitivity property: if is-a(x_1, x_2) and is-a(x_2, x_3) hold, is-a(x_1, x_3) needs to hold as well. Here we use such assumptions for deriving an inconsistency loss, measuring the degree to which the model violates the assumptions on an adversarially-generated set of examples. The training objective is defined as a minimax problem, where an adversary finds the most offending adversarial examples by maximising the inconsistency loss, and the model is trained by jointly minimising a supervised loss and the inconsistency loss on the adversarial examples. This yields the first method that can use function-free Horn clauses (as in Datalog) to regularise any neural link predictor, with complexity independent of the domain size. We show that for several link prediction models, the optimisation problem faced by the adversary has efficient closed-form solutions. Experiments on link prediction benchmarks indicate that given suitable prior knowledge, our method can significantly improve neural link predictors on all relevant metrics. Abstract Several competing human behavior models have been proposed to model boundedly rational adversaries in repeated Stackelberg Security Games (SSG). However, these existing models fail to address three main issues which are detrimental to defender performance. First, while they attempt to learn adversary behavior models from adversaries' past actions (“attacks on targets”), they fail to take into account adversaries' future adaptation based on successes or failures of these past actions. Second, existing algorithms fail to learn a reliable model of the adversary unless there exists sufficient data collected by exposing enough of the attack surface – a situation that often arises in initial rounds of the repeated SSG. Third, current leading models have failed to include probability weighting functions, even though it is well known that human beings' weighting of probability is typically nonlinear. To address these limitations of existing models, this article provides three main contributions. Our first contribution is a new human behavior model, SHARP, which mitigates these three limitations as follows: (i) SHARP reasons based on success or failure of the adversary's past actions on exposed portions of the attack surface to model adversary adaptivity; (ii) SHARP reasons about similarity between exposed and unexposed areas of the attack surface, and also incorporates a discounting parameter to mitigate adversary's lack of exposure to enough of the attack surface; and (iii) SHARP integrates a non-linear probability weighting function to capture the adversary's true weighting of probability. Our second contribution is a first “repeated measures study” – at least in the context of SSGs – of competing human behavior models. This study, where each experiment lasted a period of multiple weeks with individual sets of human subjects on the Amazon Mechanical Turk platform, illustrates the strengths and weaknesses of different models and shows the advantages of SHARP. Our third major contribution is to demonstrate SHARP's superiority by conducting real-world human subjects experiments at the Bukit Barisan Seletan National Park in Indonesia against wildlife security experts.