Reinforcement Learning
NeoRL: A Near Real-World Benchmark for Offline Reinforcement Learning
Offline reinforcement learning (RL) aims at learning effective policies from historical data without extra environment interactions. During our experience of applying offline RL, we noticed that previous offline RL benchmarks commonly involve significant reality gaps, which we have identified include rich and overly exploratory datasets, degraded baseline, and missing policy validation. In many real-world situations, to ensure system safety, running an overly exploratory policy to collect various data is prohibited, thus only a narrow data distribution is available. The resulting policy is regarded as effective if it is better than the working behavior policy; the policy model can be deployed only if it has been well validated, rather than accomplished the training. In this paper, we present a Near real-world offline RL benchmark, named NeoRL, to reflect these properties.
Small batch deep reinforcement learning
In value-based deep reinforcement learning with replay memories, the batch size parameter specifies how many transitions to sample for each gradient update. Although critical to the learning process, this value is typically not adjusted when proposing new algorithms. In this work we present a broad empirical study that suggests reducing the batch size can result in a number of significant performance gains; this is surprising, as the general tendency when training neural networks is towards larger batch sizes for improved performance. We complement our experimental findings with a set of empirical analyses towards better understanding this phenomenon.
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos
Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.
Near-Optimal Regret Bounds for Multi-batch Reinforcement Learning
In this paper, we study the episodic reinforcement learning (RL) problem modeled by finite-horizon Markov Decision Processes (MDPs) with constraint on the number of batches. The multi-batch reinforcement learning framework, where the agent is required to provide a time schedule to update policy before everything, which is particularly suitable for the scenarios where the agent suffers extensively from changing the policy adaptively. Given a finite-horizon MDP with S states, A actions and planning horizon H, we design a computational efficient algorithm to achieve near-optimal regret of \tilde{O}(\sqrt{SAH 3K\ln(1/\delta)}) \footnote{ \tilde{O}(\cdot) hides logarithmic terms of (S,A,H,K) } in K episodes using O\left(H \log_2\log_2(K) \right) batches with confidence parameter \delta . To our best of knowledge, it is the first \tilde{O}(\sqrt{SAH 3K}) regret bound with O(H \log_2\log_2(K)) batch complexity. Meanwhile, we show that to achieve \tilde{O}(\mathrm{poly}(S,A,H)\sqrt{K}) regret, the number of batches is at least \Omega\left(H/\log_A(K) \log_2\log_2(K) \right), which matches our upper bound up to logarithmic terms.Our technical contribution are two-fold: 1) a near-optimal design scheme to explore over the unlearned states; 2) an computational efficient algorithm to explore certain directions with an approximated transition model.ion
Towards Trustworthy Automatic Diagnosis Systems by Emulating Doctors' Reasoning with Deep Reinforcement Learning
The automation of the medical evidence acquisition and diagnosis process has recently attracted increasing attention in order to reduce the workload of doctors and democratize access to medical care. However, most works proposed in the machine learning literature focus solely on improving the prediction accuracy of a patient's pathology. We argue that this objective is insufficient to ensure doctors' acceptability of such systems. In their initial interaction with patients, doctors do not only focus on identifying the pathology a patient is suffering from; they instead generate a differential diagnosis (in the form of a short list of plausible diseases) because the medical evidence collected from patients is often insufficient to establish a final diagnosis. Moreover, doctors explicitly explore severe pathologies before potentially ruling them out from the differential, especially in acute care settings. Finally, for doctors to trust a system's recommendations, they need to understand how the gathered evidences led to the predicted diseases.
Model-based Safe Deep Reinforcement Learning via a Constrained Proximal Policy Optimization Algorithm
During initial iterations of training in most Reinforcement Learning (RL) algorithms, agents perform a significant number of random exploratory steps. In the real world, this can limit the practicality of these algorithms as it can lead to potentially dangerous behavior. Hence safe exploration is a critical issue in applying RL algorithms in the real world. This problem has been recently well studied under the Constrained Markov Decision Process (CMDP) Framework, where in addition to single-stage rewards, an agent receives single-stage costs or penalties as well depending on the state transitions. The prescribed cost functions are responsible for mapping undesirable behavior at any given time-step to a scalar value.
Taming Communication and Sample Complexities in Decentralized Policy Evaluation for Cooperative Multi-Agent Reinforcement Learning
Cooperative multi-agent reinforcement learning (MARL) has received increasing attention in recent years and has found many scientific and engineering applications. However, a key challenge arising from many cooperative MARL algorithm designs (e.g., the actor-critic framework) is the policy evaluation problem, which can only be conducted in a {\em decentralized} fashion. In this paper, we focus on decentralized MARL policy evaluation with nonlinear function approximation, which is often seen in deep MARL. We first show that the empirical decentralized MARL policy evaluation problem can be reformulated as a decentralized nonconvex-strongly-concave minimax saddle point problem. We then develop a decentralized gradient-based descent ascent algorithm called GT-GDA that enjoys a convergence rate of \mathcal{O}(1/T) .
Provably Robust Temporal Difference Learning for Heavy-Tailed Rewards
In a broad class of reinforcement learning applications, stochastic rewards have heavy-tailed distributions, which lead to infinite second-order moments for stochastic (semi)gradients in policy evaluation and direct policy optimization. In such instances, the existing RL methods may fail miserably due to frequent statistical outliers. In this work, we establish that temporal difference (TD) learning with a dynamic gradient clipping mechanism, and correspondingly operated natural actor-critic (NAC), can be provably robustified against heavy-tailed reward distributions. It is shown in the framework of linear function approximation that a favorable tradeoff between bias and variability of the stochastic gradients can be achieved with this dynamic gradient clipping mechanism. In particular, we prove that robust versions of TD learning achieve sample complexities of order \mathcal{O}(\varepsilon {-\frac{1}{p}}) and \mathcal{O}(\varepsilon {-1-\frac{1}{p}}) with and without the full-rank assumption on the feature matrix, respectively, under heavy-tailed rewards with finite moments of order (1 p) for some p\in(0,1], both in expectation and with high probability.
Information Design in Multi-Agent Reinforcement Learning
Reinforcement learning (RL) is inspired by the way human infants and animals learn from the environment. The setting is somewhat idealized because, in actual tasks, other agents in the environment have their own goals and behave adaptively to the ego agent. To thrive in those environments, the agent needs to influence other agents so their actions become more helpful and less harmful. Research in computational economics distills two ways to influence others directly: by providing tangible goods (mechanism design) and by providing information (information design). This work investigates information design problems for a group of RL agents.
MaskPlace: Fast Chip Placement via Reinforced Visual Representation Learning
Placement is an essential task in modern chip design, aiming at placing millions of circuit modules on a 2D chip canvas. Unlike the human-centric solution, which requires months of intense effort by hardware engineers to produce a layout to minimize delay and energy consumption, deep reinforcement learning has become an emerging autonomous tool. However, the learning-centric method is still in its early stage, impeded by a massive design space of size ten to the order of a few thousand. This work presents MaskPlace to automatically generate a valid chip layout design within a few hours, whose performance can be superior or comparable to recent advanced approaches. It has several appealing benefits that prior arts do not have. Firstly, MaskPlace recasts placement as a problem of learning pixel-level visual representation to comprehensively describe millions of modules on a chip, enabling placement in a high-resolution canvas and a large action space.