Reinforcement Learning
Andrea Banino
Effective exploration is a challenge in reinforcement learning (RL). Novelty-based exploration methods can suffer in high-dimensional state spaces, such as continuous partially-observable 3D environments. We address this challenge by defining novelty using semantically meaningful state abstractions, which can be found in learned representations shaped by natural language. In particular, we evaluate vision-language representations, pretrained on natural image captioning datasets. We show that these pretrained representations drive meaningful, task-relevant exploration and improve performance on 3D simulated environments. We also characterize why and how language provides useful abstractions for exploration by considering the impacts of using representations from a pretrained model, a language oracle, and several ablations. We demonstrate the benefits of our approach with on-and off-policy RL algorithms and in two very different task domains-- one that stresses the identification and manipulation of everyday objects, and one that requires navigational exploration in an expansive world. Our results suggest that using language-shaped representations could improve exploration for various algorithms and agents in challenging environments.
Design from Policies: Conservative Test-Time Adaptation for Offline Policy Optimization Zifeng Zhuang 1,2
Specifically, this non-iterative paradigm allows us to conduct inner-level optimization (value estimation) in training, while performing outer-level optimization (policy extraction) in testing. Naturally, such a paradigm raises three core questions that are not fully answered by prior non-iterative offline RL counterparts like rewardconditioned policy: Q1) What information should we transfer from the inner-level to the outer-level? Q2) What should we pay attention to when exploiting the transferred information for safe/confident outer-level optimization? Q3) What are the benefits of concurrently conducting outer-level optimization during testing? Motivated by model-based optimization (MBO), we propose DROP (Design fROm Policies), which fully answers the above questions. Specifically, in the inner-level, DROP decomposes offline data into multiple subsets and learns an MBO score model (A1). To keep safe exploitation to the score model in the outer-level, we explicitly learn a behavior embedding and introduce a conservative regularization (A2). During testing, we show that DROP permits test-time adaptation, enabling an adaptive inference across states (A3). Empirically, we find that DROP, compared to prior non-iterative offline RL counterparts, gains an average improvement probability of more than 80%, and achieves comparable or better performance compared to prior iterative baselines.
A Unifying View of Optimism in Episodic Reinforcement Learning
In this paper we provide a general framework for designing, analyzing and implementing such algorithms in the episodic reinforcement learning problem. This framework is built upon Lagrangian duality, and demonstrates that every model-optimistic algorithm that constructs an optimistic MDP has an equivalent representation as a value-optimistic dynamic programming algorithm. Typically, it was thought that these two classes of algorithms were distinct, with model-optimistic algorithms benefiting from a cleaner probabilistic analysis while value-optimistic algorithms are easier to implement and thus more practical. With the framework developed in this paper, we show that it is possible to get the best of both worlds by providing a class of algorithms which have a computationally efficient dynamic-programming implementation and also a simple probabilistic analysis. Besides being able to capture many existing algorithms in the tabular setting, our framework can also address large-scale problems under realizable function approximation, where it enables a simple model-based analysis of some recently proposed methods.
Hindsight Experience Replay
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed.
Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation
Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning.
Weight Normalization: A Simple Reparameterization to Accelerate Training of Deep Neural Networks
By reparameterizing the weights in this way we improve the conditioning of the optimization problem and we speed up convergence of stochastic gradient descent. Our reparameterization is inspired by batch normalization but does not introduce any dependencies between the examples in a minibatch. This means that our method can also be applied successfully to recurrent models such as LSTMs and to noise-sensitive applications such as deep reinforcement learning or generative models, for which batch normalization is less well suited. Although our method is much simpler, it still provides much of the speed-up of full batch normalization. In addition, the computational overhead of our method is lower, permitting more optimization steps to be taken in the same amount of time.
Generative Adversarial Imitation Learning
Consider learning a policy from example expert behavior, without interaction with the expert or access to a reinforcement signal. One approach is to recover the expert's cost function with inverse reinforcement learning, then extract a policy from that cost function with reinforcement learning. This approach is indirect and can be slow. We propose a new general framework for directly extracting a policy from data as if it were obtained by reinforcement learning following inverse reinforcement learning. We show that a certain instantiation of our framework draws an analogy between imitation learning and generative adversarial networks, from which we derive a model-free imitation learning algorithm that obtains significant performance gains over existing model-free methods in imitating complex behaviors in large, high-dimensional environments.
Cooperative Inverse Reinforcement Learning
For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial- information game with two agents, human and robot; both are rewarded according to the human's reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.
Regret Bounds for Information-Directed Reinforcement Learning
Information-directed sampling (IDS) has revealed its potential as a data-efficient algorithm [Lu et al., 2021] for reinforcement learning (RL). However, theoretical understanding of IDS for Markov Decision Processes (MDPs) is still limited. We develop novel information-theoretic tools to bound the information ratio and cumulative information gain about the learning target. Our theoretical results shed light on the importance of choosing the learning target such that the practitioners can balance the computation and regret bounds. As a consequence, we derive priorfree Bayesian regret bounds for vanilla-IDS which learns the whole environment under tabular finite-horizon MDPs. In addition, we propose a computationallyefficient regularized-IDS that maximizes an additive form rather than the ratio form and show that it enjoys the same regret bound as vanilla-IDS. With the aid of rate-distortion theory, we improve the regret bound by learning a surrogate, less informative environment. Furthermore, we extend our analysis to linear MDPs and prove similar regret bounds for Thompson sampling as a by-product.
Regret Bounds for Information-Directed Reinforcement Learning
Information-directed sampling (IDS) has revealed its potential as a data-efficient algorithm [Lu et al., 2021] for reinforcement learning (RL). However, theoretical understanding of IDS for Markov Decision Processes (MDPs) is still limited. We develop novel information-theoretic tools to bound the information ratio and cumulative information gain about the learning target. Our theoretical results shed light on the importance of choosing the learning target such that the practitioners can balance the computation and regret bounds. As a consequence, we derive priorfree Bayesian regret bounds for vanilla-IDS which learns the whole environment under tabular finite-horizon MDPs. In addition, we propose a computationallyefficient regularized-IDS that maximizes an additive form rather than the ratio form and show that it enjoys the same regret bound as vanilla-IDS. With the aid of rate-distortion theory, we improve the regret bound by learning a surrogate, less informative environment. Furthermore, we extend our analysis to linear MDPs and prove similar regret bounds for Thompson sampling as a by-product.