On Reducing Undesirable Behavior in Deep Reinforcement Learning Models
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Abstract (arXiv)
Deep reinforcement learning (DRL) has proven extremely useful in a large variety of application domains. However, even successful DRL-based software can exhibit highly undesirable behavior. This is due to DRL training being based on maximizing a reward function, which typically captures general trends but cannot precisely capture, or rule out, certain behaviors of the system. In this paper, we propose a novel framework aimed at drastically reducing the undesirable behavior of DRL-based software, while maintaining its excellent performance. In addition, our framework can assist in providing engineers with a comprehensible characterization of such undesirable behavior. Under the hood, our approach is based on extracting decision tree classifiers from erroneous state-action pairs, and then integrating these trees into the DRL training loop, penalizing the system whenever it performs an error. We provide a proof-of-concept implementation of our approach, and use it to evaluate the technique on three significant case studies. We find that our approach can extend existing frameworks in a straightforward manner, and incurs only a slight overhead in training time. Further, it incurs only a very slight hit to performance, or even in some cases - improves it, while significantly reducing the frequency of undesirable behavior.
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References · 14
- 2016Concrete Problems in AI Safetycited by 1,582
- 2017Reluplex: An Efficient SMT Solver for Verifying Deep Neural Networkscited by 739
- 2017A Brief Survey of Deep Reinforcement Learningcited by 466
- 2018Reward Constrained Policy Optimizationcited by 397
- 2017Deep Reinforcement Learning: An Overviewcited by 327
- 2018Safe Exploration in Continuous Action Spacescited by 237
- 2018Verifiable Reinforcement Learning via Policy Extractioncited by 176
- 2022A Review of Safe Reinforcement Learning: Methods, Theory and Applicationscited by 169
- 2020Learning to Utilize Shaping Rewards: A New Approach of Reward Shapingcited by 112
- 2016Playing FPS Games with Deep Reinforcement Learningcited by 95
- 2020Towards Playing Full MOBA Games with Deep Reinforcement Learningcited by 78
- 2019Multi-Agent Connected Autonomous Driving using Deep Reinforcement Learningcited by 53
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