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 Reinforcement Learning


Explicable Reward Design for Reinforcement Learning Agents

Neural Information Processing Systems

We study the design of explicable reward functions for a reinforcement learning agent while guaranteeing that an optimal policy induced by the function belongs to a set of target policies. By being explicable, we seek to capture two properties: (a) informativeness so that the rewards speed up the agent's convergence, and (b) sparseness as a proxy for ease of interpretability of the rewards. The key challenge is that higher informativeness typically requires dense rewards for many learning tasks, and existing techniques do not allow one to balance these two properties appropriately. In this paper, we investigate the problem from the perspective of discrete optimization and introduce a novel framework, ExpRD, to design explicable reward functions. ExpRD builds upon an informativeness criterion that captures the (sub-)optimality of target policies at different time horizons in terms of actions taken from any given starting state.


Learning General World Models in a Handful of Reward-Free Deployments

Neural Information Processing Systems

Building generally capable agents is a grand challenge for deep reinforcement learning (RL). To approach this challenge practically, we outline two key desiderata: 1) to facilitate generalization, exploration should be task agnostic; 2) to facilitate scalability, exploration policies should collect large quantities of data without costly centralized retraining. Combining these two properties, we introduce the reward-free deployment efficiency setting, a new paradigm for RL research. CASCADE seeks to learn a world model by collecting data with a population of agents, using an information theoretic objective inspired by Bayesian Active Learning. CASCADE achieves this by specifically maximizing the diversity of trajectories sampled by the population through a novel cascading objective.


When is Agnostic Reinforcement Learning Statistically Tractable?

Neural Information Processing Systems

We study the problem of agnostic PAC reinforcement learning (RL): given a policy class \Pi, how many rounds of interaction with an unknown MDP (with a potentially large state and action space) are required to learn an \epsilon -suboptimal policy with respect to \(\Pi\)? Towards that end, we introduce a new complexity measure, called the \emph{spanning capacity}, that depends solely on the set \(\Pi\) and is independent of the MDP dynamics. With a generative model, we show that the spanning capacity characterizes PAC learnability for every policy class \Pi . However, for online RL, the situation is more subtle. We show there exists a policy class \Pi with a bounded spanning capacity that requires a superpolynomial number of samples to learn.


SMPL: Simulated Industrial Manufacturing and Process Control Learning Environments

Neural Information Processing Systems

Traditional biological and pharmaceutical manufacturing plants are controlled by human workers or pre-defined thresholds. Modernized factories have advanced process control algorithms such as model predictive control (MPC). However, there is little exploration of applying deep reinforcement learning to control manufacturing plants. One of the reasons is the lack of high fidelity simulations and standard APIs for benchmarking. To bridge this gap, we develop an easy-to-use library that includes five high-fidelity simulation environments: BeerFMTEnv, ReactorEnv, AtropineEnv, PenSimEnv and mAbEnv, which cover a wide range of manufacturing processes.


Generalizing Goal-Conditioned Reinforcement Learning with Variational Causal Reasoning

Neural Information Processing Systems

As a pivotal component to attaining generalizable solutions in human intelligence, reasoning provides great potential for reinforcement learning (RL) agents' generalization towards varied goals by summarizing part-to-whole arguments and discovering cause-and-effect relations. However, how to discover and represent causalities remains a huge gap that hinders the development of causal RL. In this paper, we augment Goal-Conditioned RL (GCRL) with Causal Graph (CG), a structure built upon the relation between objects and events. We novelly formulate the GCRL problem into variational likelihood maximization with CG as latent variables. To optimize the derived objective, we propose a framework with theoretical performance guarantees that alternates between two steps: using interventional data to estimate the posterior of CG; using CG to learn generalizable models and interpretable policies.


On the Effectiveness of Fine-tuning Versus Meta-reinforcement Learning

Neural Information Processing Systems

Intelligent agents should have the ability to leverage knowledge from previously learned tasks in order to learn new ones quickly and efficiently. Meta-learning approaches have emerged as a popular solution to achieve this. However, meta-reinforcement learning (meta-RL) algorithms have thus far been restricted to simple environments with narrow task distributions and have seen limited success. Moreover, the paradigm of pretraining followed by fine-tuning to adapt to new tasks has emerged as a simple yet effective solution in supervised learning. This calls into question the benefits of meta learning approaches also in reinforcement learning, which typically come at the cost of high complexity.


Provably efficient multi-task reinforcement learning with model transfer

Neural Information Processing Systems

We study multi-task reinforcement learning (RL) in tabular episodic Markov decision processes (MDPs). We formulate a heterogeneous multi-player RL problem, in which a group of players concurrently face similar but not necessarily identical MDPs, with a goal of improving their collective performance through inter-player information sharing. We design and analyze a model-based algorithm, and provide gap-dependent and gap-independent regret upper and lower bounds that characterize the intrinsic complexity of the problem.


IMED-RL: Regret optimal learning of ergodic Markov decision processes

Neural Information Processing Systems

We consider reinforcement learning in a discrete, undiscounted, infinite-horizon Markov decision problem (MDP) under the average reward criterion, and focus on the minimization of the regret with respect to an optimal policy, when the learner does not know the rewards nor transitions of the MDP. In light of their success at regret minimization in multi-armed bandits, popular bandit strategies, such as the optimistic \texttt{UCB}, \texttt{KL-UCB} or the Bayesian Thompson sampling strategy, have been extended to the MDP setup. Despite some key successes, existing strategies for solving this problem either fail to be provably asymptotically optimal, or suffer from prohibitive burn-in phase and computational complexity when implemented in practice. In this work, we shed a novel light on regret minimization strategies, by extending to reinforcement learning the computationally appealing Indexed Minimum Empirical Divergence (\texttt{IMED}) bandit algorithm. Traditional asymptotic problem-dependent lower bounds on the regret are known under the assumption that the MDP is \emph{ergodic}.


Proximal Learning With Opponent-Learning Awareness

Neural Information Processing Systems

Learning With Opponent-Learning Awareness (LOLA) (Foerster et al. [2018a]) is a multi-agent reinforcement learning algorithm that typically learns reciprocity-based cooperation in partially competitive environments. However, LOLA often fails to learn such behaviour on more complex policy spaces parameterized by neural networks, partly because the update rule is sensitive to the policy parameterization. This problem is especially pronounced in the opponent modeling setting, where the opponent's policy is unknown and must be inferred from observations; in such settings, LOLA is ill-specified because behaviorally equivalent opponent policies can result in non-equivalent updates. To address this shortcoming, we reinterpret LOLA as approximating a proximal operator, and then derive a new algorithm, proximal LOLA (POLA), which uses the proximal formulation directly. Unlike LOLA, the POLA updates are parameterization invariant, in the sense that when the proximal objective has a unique optimum, behaviorally equivalent policies result in behaviorally equivalent updates.


Learning Expressive Meta-Representations with Mixture of Expert Neural Processes

Neural Information Processing Systems

Neural processes (NPs) formulate exchangeable stochastic processes and are promising models for meta learning that do not require gradient updates during the testing phase. However, most NP variants place a strong emphasis on a global latent variable. This weakens the approximation power and restricts the scope of applications using NP variants, especially when data generative processes are complicated.To resolve these issues, we propose to combine the Mixture of Expert models with Neural Processes to develop more expressive exchangeable stochastic processes, referred to as Mixture of Expert Neural Processes (MoE-NPs). Then we apply MoE-NPs to both few-shot supervised learning and meta reinforcement learning tasks. Empirical results demonstrate MoE-NPs' strong generalization capability to unseen tasks in these benchmarks.