Goto

Collaborating Authors

 Reinforcement Learning


Learn to Match with No Regret: Reinforcement Learning in Markov Matching Markets

Neural Information Processing Systems

We study a Markov matching market involving a planner and a set of strategic agents on the two sides of the market.At each step, the agents are presented with a dynamical context, where the contexts determine the utilities. The planner controls the transition of the contexts to maximize the cumulative social welfare, while the agents aim to find a myopic stable matching at each step. The proposed algorithm addresses the coupled challenges of sequential exploration, matching stability, and function approximation. We prove that the algorithm achieves sublinear regret.


Faster Deep Reinforcement Learning with Slower Online Network

Neural Information Processing Systems

Deep reinforcement learning algorithms often use two networks for value function optimization: an online network, and a target network that tracks the online network with some delay. Using two separate networks enables the agent to hedge against issues that arise when performing bootstrapping. In this paper we endow two popular deep reinforcement learning algorithms, namely DQN and Rainbow, with updates that incentivize the online network to remain in the proximity of the target network. This improves the robustness of deep reinforcement learning in presence of noisy updates. The resultant agents, called DQN Pro and Rainbow Pro, exhibit significant performance improvements over their original counterparts on the Atari benchmark demonstrating the effectiveness of this simple idea in deep reinforcement learning.


GALOIS: Boosting Deep Reinforcement Learning via Generalizable Logic Synthesis

Neural Information Processing Systems

Despite achieving superior performance in human-level control problems, unlike humans, deep reinforcement learning (DRL) lacks high-order intelligence (e.g., logic deduction and reuse), thus it behaves ineffectively than humans regarding learning and generalization in complex problems. Previous works attempt to directly synthesize a white-box logic program as the DRL policy, manifesting logic-driven behaviors. However, most synthesis methods are built on imperative or declarative programming, and each has a distinct limitation, respectively. The former ignores the cause-effect logic during synthesis, resulting in low generalizability across tasks. The latter is strictly proof-based, thus failing to synthesize programs with complex hierarchical logic. In this paper, we combine the above two paradigms together and propose a novel Generalizable Logic Synthesis (GALOIS) framework to synthesize hierarchical and strict cause-effect logic programs.


CircleGAN: Generative Adversarial Learning across Spherical Circles

Neural Information Processing Systems

We present a novel discriminator for GANs that improves realness and diversity of generated samples by learning a structured hypersphere embedding space using spherical circles. The proposed discriminator learns to populate realistic samples around the longest spherical circle, i.e., a great circle, while pushing unrealistic samples toward the poles perpendicular to the great circle. Since longer circles occupy larger area on the hypersphere, they encourage more diversity in representation learning, and vice versa. Discriminating samples based on their corresponding spherical circles can thus naturally induce diversity to generated samples. We also extend the proposed method for conditional settings with class labels by creating a hypersphere for each category and performing class-wise discrimination and update.


Low-Rank Modular Reinforcement Learning via Muscle Synergy

Neural Information Processing Systems

Previous work on modular RL has proven its ability to control morphologically different agents with a shared actuator policy. However, with the increase in the Degree of Freedom (DoF) of robots, training a morphology-generalizable modular controller becomes exponentially difficult. Motivated by the way the human central nervous system controls numerous muscles, we propose a Synergy-Oriented LeARning (SOLAR) framework that exploits the redundant nature of DoF in robot control. Actuators are grouped into synergies by an unsupervised learning method, and a synergy action is learned to control multiple actuators in synchrony. In this way, we achieve a low-rank control at the synergy level. We extensively evaluate our method on a variety of robot morphologies, and the results show its superior efficiency and generalizability, especially on robots with a large DoF like Humanoids and UNIMALs.


Improving Online Rent-or-Buy Algorithms with Sequential Decision Making and ML Predictions

Neural Information Processing Systems

In this work we study online rent-or-buy problems as a sequential decision making problem. We show how one can integrate predictions, typically coming from a machine learning (ML) setup, into this framework. Specifically, we consider the ski-rental problem and the dynamic TCP acknowledgment problem. We present new online algorithms and obtain explicit performance bounds in-terms of the accuracy of the prediction. Our algorithms are close to optimal with accurate predictions while hedging against less accurate predictions.


Sample-Efficient Reinforcement Learning Is Feasible for Linearly Realizable MDPs with Limited Revisiting

Neural Information Processing Systems

Low-complexity models such as linear function representation play a pivotal role in enabling sample-efficient reinforcement learning (RL). The current paper pertains to a scenario with value-based linear representation, which postulates linear realizability of the optimal Q-function (also called the linear Q {\star} problem''). While linear realizability alone does not allow for sample-efficient solutions in general, the presence of a large sub-optimality gap is a potential game changer, depending on the sampling mechanism in use. Informally, sample efficiency is achievable with a large sub-optimality gap when a generative model is available, but is unfortunately infeasible when we turn to standard online RL settings. We make progress towards understanding this linear Q {\star} problem by investigating a new sampling protocol, which draws samples in an online/exploratory fashion but allows one to backtrack and revisit previous states.


Robust Deep Reinforcement Learning against Adversarial Perturbations on State Observations

Neural Information Processing Systems

A deep reinforcement learning (DRL) agent observes its states through observations, which may contain natural measurement errors or adversarial noises. Several works have shown this vulnerability via adversarial attacks, but how to improve the robustness of DRL under this setting has not been well studied. We show that naively applying existing techniques on improving robustness for classification tasks, like adversarial training, are ineffective for many RL tasks. We propose the state-adversarial Markov decision process (SA-MDP) to study the fundamental properties of this problem, and develop a theoretically principled policy regularization which can be applied to a large family of DRL algorithms, including deep deterministic policy gradient (DDPG), proximal policy optimization (PPO) and deep Q networks (DQN), for both discrete and continuous action control problems. We significantly improve the robustness of DDPG, PPO and DQN agents under a suite of strong white box adversarial attacks, including two new attacks of our own.


EVAL: EigenVector-based Average-reward Learning

arXiv.org Artificial Intelligence

In reinforcement learning, two objective functions have been developed extensively in the literature: discounted and averaged rewards. The generalization to an entropy-regularized setting has led to improved robustness and exploration for both of these objectives. Recently, the entropy-regularized average-reward problem was addressed using tools from large deviation theory in the tabular setting. This method has the advantage of linearity, providing access to both the optimal policy and average reward-rate through properties of a single matrix. In this paper, we extend that framework to more general settings by developing approaches based on function approximation by neural networks. This formulation reveals new theoretical insights into the relationship between different objectives used in RL. Additionally, we combine our algorithm with a posterior policy iteration scheme, showing how our approach can also solve the average-reward RL problem without entropy-regularization. Using classic control benchmarks, we experimentally find that our method compares favorably with other algorithms in terms of stability and rate of convergence.


Average-Reward Reinforcement Learning with Entropy Regularization

arXiv.org Artificial Intelligence

The average-reward formulation of reinforcement learning (RL) has drawn increased interest in recent years due to its ability to solve temporally-extended problems without discounting. Independently, RL algorithms have benefited from entropy-regularization: an approach used to make the optimal policy stochastic, thereby more robust to noise. Despite the distinct benefits of the two approaches, the combination of entropy regularization with an average-reward objective is not well-studied in the literature and there has been limited development of algorithms for this setting. To address this gap in the field, we develop algorithms for solving entropy-regularized average-reward RL problems with function approximation. We experimentally validate our method, comparing it with existing algorithms on standard benchmarks for RL.