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 Reinforcement Learning


Rethinking Individual Global Max in Cooperative Multi-Agent Reinforcement Learning

Neural Information Processing Systems

In cooperative multi-agent reinforcement learning, centralized training and decentralized execution (CTDE) has achieved remarkable success. Individual Global Max (IGM) decomposition, which is an important element of CTDE, measures the consistency between local and joint policies. The majority of IGM-based research focuses on how to establish this consistent relationship, but little attention has been paid to examining IGM's potential flaws. In this work, we reveal that the IGM condition is a lossy decomposition, and the error of lossy decomposition will accumulated in hypernetwork-based methods. To address the above issue, we propose to adopt an imitation learning strategy to separate the lossy decomposition from Bellman iterations, thereby avoiding error accumulation.


On Efficient Online Imitation Learning via Classification

Neural Information Processing Systems

Imitation learning (IL) is a general learning paradigm for sequential decision-making problems. Interactive imitation learning, where learners can interactively query for expert annotations, has been shown to achieve provably superior sample efficiency guarantees compared with its offline counterpart or reinforcement learning. In this work, we study classification-based online imitation learning (abbrev. COIL) and the fundamental feasibility to design oracle-efficient regret-minimization algorithms in this setting, with a focus on the general non-realizable case. We make the following contributions: (1) we show that in the COIL problem, any proper online learning algorithm cannot guarantee a sublinear regret in general; (2) we propose Logger, an improper online learning algorithmic framework, that reduces COIL to online linear optimization, by utilizing a new definition of mixed policy class; (3) we design two oracle-efficient algorithms within the Logger framework that enjoy different sample and interaction round complexity tradeoffs, and show their improvements over behavior cloning; (4) we show that under standard complexity-theoretic assumptions, efficient dynamic regret minimization is infeasible in the Logger framework.


Model-based Lifelong Reinforcement Learning with Bayesian Exploration

Neural Information Processing Systems

We propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinforcement Learning algorithm that can be combined with recent model-based deep RL methods, and that exhibits backward transfer. Experimental results on several challenging domains show that our algorithms achieve both better forward and backward transfer performance than state-of-the-art lifelong RL methods.


RePo: Resilient Model-Based Reinforcement Learning by Regularizing Posterior Predictability

Neural Information Processing Systems

Visual model-based RL methods typically encode image observations into low-dimensional representations in a manner that does not eliminate redundant information. This leaves them susceptible to spurious variations -- changes in task-irrelevant components such as background distractors or lighting conditions. In this paper, we propose a visual model-based RL method that learns a latent representation resilient to such spurious variations. Our training objective encourages the representation to be maximally predictive of dynamics and reward, while constraining the information flow from the observation to the latent representation. We demonstrate that this objective significantly bolsters the resilience of visual model-based RL methods to visual distractors, allowing them to operate in dynamic environments.


Reinforcement Learning Enhanced Explainer for Graph Neural Networks

Neural Information Processing Systems

Graph neural networks (GNNs) have recently emerged as revolutionary technologies for machine learning tasks on graphs. In GNNs, the graph structure is generally incorporated with node representation via the message passing scheme, making the explanation much more challenging. Given a trained GNN model, a GNN explainer aims to identify a most influential subgraph to interpret the prediction of an instance (e.g., a node or a graph), which is essentially a combinatorial optimization problem over graph. The existing works solve this problem by continuous relaxation or search-based heuristics. But they suffer from key issues such as violation of message passing and hand-crafted heuristics, leading to inferior interpretability.


Exponential Lower Bounds for Fictitious Play in Potential Games

Neural Information Processing Systems

Fictitious Play (FP) is a simple and natural dynamic for repeated play with many applications in game theory and multi-agent reinforcement learning. It was introduced by Brown and its convergence properties for two-player zero-sum games was established later by Robinson. Potential games [Monderer and Shapley 1996] is another class of games which exhibit the FP property [Monderer and Shapley 1996], i.e., FP dynamics converges to a Nash equilibrium if all agents follows it. In this work, we focus on the rate of convergence of FP when applied to potential games and more specifically identical payoff games. We prove that FP can take exponential time (in the number of strategies) to reach a Nash equilibrium, even if the game is restricted to \textit{two agents}.


Robust Reinforcement Learning using Offline Data

Neural Information Processing Systems

The goal of robust reinforcement learning (RL) is to learn a policy that is robust against the uncertainty in model parameters. Parameter uncertainty commonly occurs in many real-world RL applications due to simulator modeling errors, changes in the real-world system dynamics over time, and adversarial disturbances. Robust RL is typically formulated as a max-min problem, where the objective is to learn the policy that maximizes the value against the worst possible models that lie in an uncertainty set. In this work, we propose a robust RL algorithm called Robust Fitted Q-Iteration (RFQI), which uses only an offline dataset to learn the optimal robust policy. Robust RL with offline data is significantly more challenging than its non-robust counterpart because of the minimization over all models present in the robust Bellman operator.


TarGF: Learning Target Gradient Field to Rearrange Objects without Explicit Goal Specification

Neural Information Processing Systems

Object Rearrangement is to move objects from an initial state to a goal state. Here, we focus on a more practical setting in object rearrangement, i.e., rearranging objects from shuffled layouts to a normative target distribution without explicit goal specification. However, it remains challenging for AI agents, as it is hard to describe the target distribution (goal specification) for reward engineering or collect expert trajectories as demonstrations. Hence, it is infeasible to directly employ reinforcement learning or imitation learning algorithms to address the task. This paper aims to search for a policy only with a set of examples from a target distribution instead of a handcrafted reward function.


Factored Adaptation for Non-Stationary Reinforcement Learning

Neural Information Processing Systems

Dealing with non-stationarity in environments (e.g., in the transition dynamics) and objectives (e.g., in the reward functions) is a challenging problem that is crucial in real-world applications of reinforcement learning (RL). While most current approaches model the changes as a single shared embedding vector, we leverage insights from the recent causality literature to model non-stationarity in terms of individual latent change factors, and causal graphs across different environments. In particular, we propose Factored Adaptation for Non-Stationary RL (FANS-RL), a factored adaption approach that learns jointly both the causal structure in terms of a factored MDP, and a factored representation of the individual time-varying change factors. We prove that under standard assumptions, we can completely recover the causal graph representing the factored transition and reward function, as well as a partial structure between the individual change factors and the state components. Through our general framework, we can consider general non-stationary scenarios with different function types and changing frequency, including changes across episodes and within episodes.


Nearly Minimax Optimal Reinforcement Learning for Discounted MDPs

Neural Information Processing Systems

We study the reinforcement learning problem for discounted Markov Decision Processes (MDPs) under the tabular setting. We propose a model-based algorithm named UCBVI- \gamma, which is based on the \emph{optimism in the face of uncertainty principle} and the Bernstein-type bonus. We show that UCBVI- \gamma achieves an \tilde{O}\big({\sqrt{SAT}}/{(1-\gamma) {1.5}}\big) regret, where S is the number of states, A is the number of actions, \gamma is the discount factor and T is the number of steps. In addition, we construct a class of hard MDPs and show that for any algorithm, the expected regret is at least \tilde{\Omega}\big({\sqrt{SAT}}/{(1-\gamma) {1.5}}\big) . Our upper bound matches the minimax lower bound up to logarithmic factors, which suggests that UCBVI- \gamma is nearly minimax optimal for discounted MDPs.