Reinforcement Learning
CodeRL: Mastering Code Generation through Pretrained Models and Deep Reinforcement Learning
Program synthesis or code generation aims to generate a program that satisfies a problem specification. Recent approaches using large-scale pretrained language models (LMs) have shown promising results, yet they have some critical limitations. In particular, they often follow a standard supervised fine-tuning procedure to train a code generation model from natural language problem descriptions and ground-truth programs only. Such paradigm largely ignores some important but potentially useful signals in the problem specification such as unit tests, which thus results in poor performance when solving complex unseen coding tasks. We propose "CodeRL" to address the limitations, a new framework for program synthesis tasks through pretrained LMs and deep reinforcement learning (RL).
Agnostic Q -learning with Function Approximation in Deterministic Systems: Near-Optimal Bounds on Approximation Error and Sample Complexity
The current paper studies the problem of agnostic Q -learning with function approximation in deterministic systems where the optimal Q -function is approximable by a function in the class \mathcal{F} with approximation error \delta \ge 0 . We propose a novel recursion-based algorithm and show that if \delta O\left(\rho/\sqrt{\dim_E}\right), then one can find the optimal policy using O(\dim_E) trajectories, where \rho is the gap between the optimal Q -value of the best actions and that of the second-best actions and \dim_E is the Eluder dimension of \mathcal{F} . Our result has two implications: \begin{enumerate} \item In conjunction with the lower bound in [Du et al., 2020], our upper bound suggests that the condition \delta \widetilde{\Theta}\left(\rho/\sqrt{\dim_E}\right) is necessary and sufficient for algorithms with polynomial sample complexity. We further extend our algorithm to the stochastic reward setting and obtain similar results.
Confounding-Robust Policy Evaluation in Infinite-Horizon Reinforcement Learning
Off-policy evaluation of sequential decision policies from observational data is necessary in applications of batch reinforcement learning such as education and healthcare. In such settings, however, unobserved variables confound observed actions, rendering exact evaluation of new policies impossible, i.e, unidentifiable. We develop a robust approach that estimates sharp bounds on the (unidentifiable) value of a given policy in an infinite-horizon problem given data from another policy with unobserved confounding, subject to a sensitivity model. We consider stationary unobserved confounding and compute bounds by optimizing over the set of all stationary state-occupancy ratios that agree with a new partially identified estimating equation and the sensitivity model. We prove convergence to the sharp bounds as we collect more confounded data.
Prioritizing Samples in Reinforcement Learning with Reducible Loss
Most reinforcement learning algorithms take advantage of an experience replay buffer to repeatedly train on samples the agent has observed in the past. Not all samples carry the same amount of significance and simply assigning equal importance to each of the samples is a naïve strategy. In this paper, we propose a method to prioritize samples based on how much we can learn from a sample. We define the learn-ability of a sample as the steady decrease of the training loss associated with this sample over time. We develop an algorithm to prioritize samples with high learn-ability, while assigning lower priority to those that are hard-to-learn, typically caused by noise or stochasticity.
Risk-Aware Transfer in Reinforcement Learning using Successor Features
Sample efficiency and risk-awareness are central to the development of practical reinforcement learning (RL) for complex decision-making. The former can be addressed by transfer learning, while the latter by optimizing some utility function of the return. However, the problem of transferring skills in a risk-aware manner is not well-understood. In this paper, we address the problem of transferring policies between tasks in a common domain that differ only in their reward functions, in which risk is measured by the variance of reward streams. Our approach begins by extending the idea of generalized policy improvement to maximize entropic utilities, thus extending the dynamic programming's policy improvement operation to sets of policies \emph{and} levels of risk-aversion.
On the Stability and Convergence of Robust Adversarial Reinforcement Learning: A Case Study on Linear Quadratic Systems
Reinforcement learning (RL) algorithms can fail to generalize due to the gap between the simulation and the real world. One standard remedy is to use robust adversarial RL (RARL) that accounts for this gap during the policy training, by modeling the gap as an adversary against the training agent. We first observe that the popular RARL scheme that greedily alternates agents' updates can easily destabilize the system. Motivated by this, we propose several other policy-based RARL algorithms whose convergence behaviors are then studied both empirically and theoretically. We find: i) the conventional RARL framework (Pinto et al., 2017) can learn a destabilizing policy if the initial policy does not enjoy the robust stability property against the adversary; and ii) with robustly stabilizing initializations, our proposed double-loop RARL algorithm provably converges to the global optimal cost while maintaining robust stability on-the-fly.
On the Statistical Efficiency of Reward-Free Exploration in Non-Linear RL
We study reward-free reinforcement learning (RL) under general non-linear function approximation, and establish sample efficiency and hardness results under various standard structural assumptions. On the positive side, we propose the RFOLIVE (Reward-Free OLIVE) algorithm for sample-efficient reward-free exploration under minimal structural assumptions, which covers the previously studied settings of linear MDPs (Jin et al., 2020b), linear completeness (Zanette et al., 2020b) and low-rank MDPs with unknown representation (Modi et al., 2021). Our analyses indicate that the explorability or reachability assumptions, previously made for the latter two settings, are not necessary statistically for reward-free exploration. On the negative side, we provide a statistical hardness result for both reward-free and reward-aware exploration under linear completeness assumptions when the underlying features are unknown, showing an exponential separation between low-rank and linear completeness settings.
Goal-directed Generation of Discrete Structures with Conditional Generative Models
Despite recent advances, goal-directed generation of structured discrete data remains challenging. For problems such as program synthesis (generating source code) and materials design (generating molecules), finding examples which satisfy desired constraints or exhibit desired properties is difficult. In practice, expensive heuristic search or reinforcement learning algorithms are often employed. In this paper, we investigate the use of conditional generative models which directly attack this inverse problem, by modeling the distribution of discrete structures given properties of interest. Unfortunately, the maximum likelihood training of such models often fails with the samples from the generative model inadequately respecting the input properties.
Thinker: Learning to Plan and Act
We propose the Thinker algorithm, a novel approach that enables reinforcement learning agents to autonomously interact with and utilize a learned world model. The Thinker algorithm wraps the environment with a world model and introduces new actions designed for interacting with the world model. These model-interaction actions enable agents to perform planning by proposing alternative plans to the world model before selecting a final action to execute in the environment. This approach eliminates the need for handcrafted planning algorithms by enabling the agent to learn how to plan autonomously and allows for easy interpretation of the agent's plan with visualization. We demonstrate the algorithm's effectiveness through experimental results in the game of Sokoban and the Atari 2600 benchmark, where the Thinker algorithm achieves state-of-the-art performance and competitive results, respectively.
Iteratively Learn Diverse Strategies with State Distance Information
In complex reinforcement learning (RL) problems, policies with similar rewards may have substantially different behaviors. It remains a fundamental challenge to optimize rewards while also discovering as many diverse strategies as possible, which can be crucial in many practical applications. Our study examines two design choices for tackling this challenge, i.e., diversity measure and computation framework. First, we find that with existing diversity measures, visually indistinguishable policies can still yield high diversity scores. To accurately capture the behavioral difference, we propose to incorporate the state-space distance information into the diversity measure.