Goto

Collaborating Authors

 Reinforcement Learning


Projection Implicit Q-Learning with Support Constraint for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline Reinforcement Learning (RL) faces a critical challenge of extrapolation errors caused by out-of-distribution (OOD) actions. Implicit Q-Learning (IQL) algorithm employs expectile regression to achieve in-sample learning, effectively mitigating the risks associated with OOD actions. However, the fixed hyperparameter in policy evaluation and density-based policy improvement method limit its overall efficiency. In this paper, we propose Proj-IQL, a projective IQL algorithm enhanced with the support constraint. In the policy evaluation phase, Proj-IQL generalizes the one-step approach to a multi-step approach through vector projection, while maintaining in-sample learning and expectile regression framework. In the policy improvement phase, Proj-IQL introduces support constraint that is more aligned with the policy evaluation approach. Furthermore, we theoretically demonstrate that Proj-IQL guarantees monotonic policy improvement and enjoys a progressively more rigorous criterion for superior actions. Empirical results demonstrate the Proj-IQL achieves state-of-the-art performance on D4RL benchmarks, especially in challenging navigation domains.


A Self-Tuning Actor-Critic Algorithm

Neural Information Processing Systems

Reinforcement learning algorithms are highly sensitive to the choice of hyperparameters, typically requiring significant manual effort to identify hyperparameters that perform well on a new domain. In this paper, we take a step towards addressing this issue by using metagradients to automatically adapt hyperparameters online by meta-gradient descent (Xu et al., 2018). We apply our algorithm, Self-Tuning Actor-Critic (STAC), to self-tune all the differentiable hyperparameters of an actor-critic loss function, to discover auxiliary tasks, and to improve off-policy learning using a novel leaky V-trace operator. STAC is simple to use, sample efficient and does not require a significant increase in compute. Ablative studies show that the overall performance of STAC improved as we adapt more hyperparameters.


Logarithmic Regret Bound in Partially Observable Linear Dynamical Systems

Neural Information Processing Systems

We study the problem of system identification and adaptive control in partially observable linear dynamical systems. Adaptive and closed-loop system identification is a challenging problem due to correlations introduced in data collection. In this paper, we present the first model estimation method with finite-time guarantees in both open and closed-loop system identification. Deploying this estimation method, we propose adaptive control online learning (AdapOn), an efficient reinforcement learning algorithm that adaptively learns the system dynamics and continuously updates its controller through online learning steps. AdapOn estimates the model dynamics by occasionally solving a linear regression problem through interactions with the environment.


Finite-Time Analysis of Adaptive Temporal Difference Learning with Deep Neural Networks

Neural Information Processing Systems

Temporal difference (TD) learning with function approximations (linear functions or neural networks) has achieved remarkable empirical success, giving impetus to the development of finite-time analysis. As an accelerated version of TD, the adaptive TD has been proposed and proved to enjoy finite-time convergence under the linear function approximation. Existing numerical results have demonstrated the superiority of adaptive algorithms to vanilla ones. Nevertheless, the performance guarantee of adaptive TD with neural network approximation remains widely unknown. This paper establishes the finite-time analysis for the adaptive TD with multi-layer ReLU network approximation whose samples are generated from a Markov decision process.


On Joint Learning for Solving Placement and Routing in Chip Design

Neural Information Processing Systems

For its advantage in GPU acceleration and less dependency on human experts, machine learning has been an emerging tool for solving the placement and routing problems, as two critical steps in modern chip design flow. Being still in its early stage, there are several fundamental issues unresolved: scalability, reward design, and end-to-end learning paradigm etc. To achieve end-to-end placement learning, we first propose a joint learning method for the placement of macros and standard cells, by the integration of reinforcement learning with a gradient based optimization scheme. To further bridge the placement with the subsequent routing task, we also develop a joint learning approach via reinforcement learning. One key design in our (reinforcement) learning paradigm involves a multi-view embedding model to encode both global graph level and local node level information of the input macros.


Meta-Learning through Hebbian Plasticity in Random Networks

Neural Information Processing Systems

Lifelong learning and adaptability are two defining aspects of biological agents. Modern reinforcement learning (RL) approaches have shown significant progress in solving complex tasks, however once training is concluded, the found solutions are typically static and incapable of adapting to new information or perturbations. While it is still not completely understood how biological brains learn and adapt so efficiently from experience, it is believed that synaptic plasticity plays a prominent role in this process. Inspired by this biological mechanism, we propose a search method that, instead of optimizing the weight parameters of neural networks directly, only searches for synapse-specific Hebbian learning rules that allow the network to continuously self-organize its weights during the lifetime of the agent. We demonstrate our approach on several reinforcement learning tasks with different sensory modalities and more than 450K trainable plasticity parameters.


Learning to Follow Instructions in Text-Based Games

Neural Information Processing Systems

Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations typically include instructions that, in a reinforcement learning (RL) setting, can directly or indirectly guide a player towards completing reward-worthy tasks. In this work, we study the ability of RL agents to follow such instructions. We conduct experiments that show that the performance of state-of-the-art text-based game agents is largely unaffected by the presence or absence of such instructions, and that these agents are typically unable to execute tasks to completion. To further study and address the task of instruction following, we equip RL agents with an internal structured representation of natural language instructions in the form of Linear Temporal Logic (LTL), a formal language that is increasingly used for temporally extended reward specification in RL.


MoVie: Visual Model-Based Policy Adaptation for View Generalization

Neural Information Processing Systems

Visual Reinforcement Learning (RL) agents trained on limited views face significant challenges in generalizing their learned abilities to unseen views. This inherent difficulty is known as the problem of \textit{view generalization} . In this work, we systematically categorize this fundamental problem into four distinct and highly challenging scenarios that closely resemble real-world situations. Subsequently, we propose a straightforward yet effective approach to enable successful adaptation of visual \textbf{Mo} del-based policies for \textbf{Vie} w generalization ( \textbf{MoVie}) during test time, without any need for explicit reward signals and any modification during training time. Our method demonstrates substantial advancements across all four scenarios encompassing a total of \textbf{18} tasks sourced from DMControl, xArm, and Adroit, with a relative improvement of \mathbf{33} %, \mathbf{86} %, and \mathbf{152} % respectively.


Information-theoretic Task Selection for Meta-Reinforcement Learning

Neural Information Processing Systems

In Meta-Reinforcement Learning (meta-RL) an agent is trained on a set of tasks to prepare for and learn faster in new, unseen, but related tasks. The training tasks are usually hand-crafted to be representative of the expected distribution of target tasks and hence all used in training. We show that given a set of training tasks, learning can be both faster and more effective (leading to better performance in the target tasks), if the training tasks are appropriately selected. We propose a task selection algorithm based on information theory, which optimizes the set of tasks used for training in meta-RL, irrespectively of how they are generated. The algorithm establishes which training tasks are both sufficiently relevant for the target tasks, and different enough from one another.


Reinforcement Learning in Linear MDPs: Constant Regret and Representation Selection

Neural Information Processing Systems

We study the role of the representation of state-action value functions in regret minimization in finite-horizon Markov Decision Processes (MDPs) with linear structure. We first derive a necessary condition on the representation, called universally spanning optimal features (UNISOFT), to achieve constant regret in any MDP with linear reward function. This result encompasses the well-known settings of low-rank MDPs and, more generally, zero inherent Bellman error (also known as the Bellman closure assumption). We then demonstrate that this condition is also sufficient for these classes of problems by deriving a constant regret bound for two optimistic algorithms (LSVI-UCB and ELEANOR). Finally, we propose an algorithm for representation selection and we prove that it achieves constant regret when one of the given representations, or a suitable combination of them, satisfies the UNISOFT condition.