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 Reinforcement Learning


XDO: A Double Oracle Algorithm for Extensive-Form Games

Neural Information Processing Systems

Policy Space Response Oracles (PSRO) is a reinforcement learning (RL) algorithm for two-player zero-sum games that has been empirically shown to find approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to an approximate Nash equilibrium and can handle continuous actions, it may take an exponential number of iterations as the number of information states (infostates) grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm for two-player zero-sum games that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL.


Universally Expressive Communication in Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Allowing agents to share information through communication is crucial for solving complex tasks in multi-agent reinforcement learning. In this work, we consider the question of whether a given communication protocol can express an arbitrary policy. By observing that many existing protocols can be viewed as instances of graph neural networks (GNNs), we demonstrate the equivalence of joint action selection to node labelling. With standard GNN approaches provably limited in their expressive capacity, we draw from existing GNN literature and consider augmenting agent observations with: (1) unique agent IDs and (2) random noise. We provide a theoretical analysis as to how these approaches yield universally expressive communication, and also prove them capable of targeting arbitrary sets of actions for identical agents.


Provably sample-efficient RL with side information about latent dynamics

Neural Information Processing Systems

We study reinforcement learning (RL) in settings where observations are high-dimensional, but where an RL agent has access to abstract knowledge about the structure of the state space, as is the case, for example, when a robot is tasked to go to a specific room in a building using observations from its own camera, while having access to the floor plan. We formalize this setting as transfer reinforcement learning from an "abstract simulator," which we assume is deterministic (such as a simple model of moving around the floor plan), but which is only required to capture the target domain's latent-state dynamics approximately up to unknown (bounded) perturbations (to account for environment stochasticity). Crucially, we assume no prior knowledge about the structure of observations in the target domain except that they can be used to identify the latent states (but the decoding map is unknown). Under these assumptions, we present an algorithm, called TASID, that learns a robust policy in the target domain, with sample complexity that is polynomial in the horizon, and independent of the number of states, which is not possible without access to some prior knowledge. In synthetic experiments, we verify various properties of our algorithm and show that it empirically outperforms transfer RL algorithms that require access to "full simulators" (i.e., those that also simulate observations).


Near-Optimal Regret for Adversarial MDP with Delayed Bandit Feedback

Neural Information Processing Systems

The standard assumption in reinforcement learning (RL) is that agents observe feedback for their actions immediately. However, in practice feedback is often observed in delay. This paper studies online learning in episodic Markov decision process (MDP) with unknown transitions, adversarially changing costs, and unrestricted delayed bandit feedback. More precisely, the feedback for the agent in episode k is revealed only in the end of episode k d k, where the delay d k can be changing over episodes and chosen by an oblivious adversary. We present the first algorithms that achieve near-optimal \sqrt{K D} regret, where K is the number of episodes and D \sum_{k 1} K d k is the total delay, significantly improving upon the best known regret bound of (K D) {2/3} .


Optimal Policies Tend To Seek Power

Neural Information Processing Systems

Some researchers speculate that intelligent reinforcement learning (RL) agents would be incentivized to seek resources and power in pursuit of the objectives we specify for them. Other researchers point out that RL agents need not have human-like power-seeking instincts. To clarify this discussion, we develop the first formal theory of the statistical tendencies of optimal policies. In the context of Markov decision processes, we prove that certain environmental symmetries are sufficient for optimal policies to tend to seek power over the environment. These symmetries exist in many environments in which the agent can be shut down or destroyed.


RMIX: Learning Risk-Sensitive Policies for Cooperative Reinforcement Learning Agents

Neural Information Processing Systems

Current value-based multi-agent reinforcement learning methods optimize individual Q values to guide individuals' behaviours via centralized training with decentralized execution (CTDE). However, such expected, i.e., risk-neutral, Q value is not sufficient even with CTDE due to the randomness of rewards and the uncertainty in environments, which causes the failure of these methods to train coordinating agents in complex environments. To address these issues, we propose RMIX, a novel cooperative MARL method with the Conditional Value at Risk (CVaR) measure over the learned distributions of individuals' Q values. Specifically, we first learn the return distributions of individuals to analytically calculate CVaR for decentralized execution. Then, to handle the temporal nature of the stochastic outcomes during executions, we propose a dynamic risk level predictor for risk level tuning.


Sample-Efficient Reinforcement Learning for Linearly-Parameterized MDPs with a Generative Model

Neural Information Processing Systems

The curse of dimensionality is a widely known issue in reinforcement learning (RL). In the tabular setting where the state space \mathcal{S} and the action space \mathcal{A} are both finite, to obtain a near optimal policy with sampling access to a generative model, the minimax optimal sample complexity scales linearly with \mathcal{S} \times \mathcal{A}, which can be prohibitively large when \mathcal{S} or \mathcal{A} is large. This paper considers a Markov decision process (MDP) that admits a set of state-action features, which can linearly express (or approximate) its probability transition kernel. We show that a model-based approach (resp. Q-function) with high probability as soon as the sample size exceeds the order of \frac{K}{(1-\gamma) {3}\varepsilon {2}} (resp.


Efficient Scheduling of Data Augmentation for Deep Reinforcement Learning

Neural Information Processing Systems

In deep reinforcement learning (RL), data augmentation is widely considered as a tool to induce a set of useful priors about semantic consistency and improve sample efficiency and generalization performance. However, even when the prior is useful for generalization, distilling it to RL agent often interferes with RL training and degenerates sample efficiency. Meanwhile, the agent is forgetful of the prior due to the non-stationary nature of RL. These observations suggest two extreme schedules of distillation: (i) over the entire training; or (ii) only at the end. Hence, we devise a stand-alone network distillation method to inject the consistency prior at any time (even after RL), and a simple yet efficient framework to automatically schedule the distillation.


Causal Influence Detection for Improving Efficiency in Reinforcement Learning

Neural Information Processing Systems

Many reinforcement learning (RL) environments consist of independent entities that interact sparsely. In such environments, RL agents have only limited influence over other entities in any particular situation. Our idea in this work is that learning can be efficiently guided by knowing when and what the agent can influence with its actions. To achieve this, we introduce a measure of situation-dependent causal influence based on conditional mutual information and show that it can reliably detect states of influence. We then propose several ways to integrate this measure into RL algorithms to improve exploration and off-policy learning.


Approximate Value Equivalence

Neural Information Processing Systems

Model-based reinforcement learning agents must make compromises about which aspects of the environment their models should capture. The value equivalence (VE) principle posits that these compromises should be made considering the model's eventual use in value-based planning. Given sets of functions and policies, a model is said to be order- k VE to the environment if k applications of the Bellman operators induced by the policies produce the correct result when applied to the functions. Prior work investigated the classes of models induced by VE when we vary k and the sets of policies and functions. This gives rise to a rich collection of topological relationships and conditions under which VE models are optimal for planning.