Goto

Collaborating Authors

 Reinforcement Learning


Data Generation as Sequential Decision Making

Neural Information Processing Systems

We connect a broad class of generative models through their shared reliance on sequential decision making. Motivated by this view, we develop extensions to an existing model, and then explore the idea further in the context of data imputation -- perhaps the simplest setting in which to investigate the relation between unconditional and conditional generative modelling. We formulate data imputation as an MDP and develop models capable of representing effective policies for it. We construct the models using neural networks and train them using a form of guided policy search. Our models generate predictions through an iterative process of feedback and refinement.


MAP Propagation Algorithm: Faster Learning with a Team of Reinforcement Learning Agents

Neural Information Processing Systems

Nearly all state-of-the-art deep learning algorithms rely on error backpropagation, which is generally regarded as biologically implausible. An alternative way of training an artificial neural network is through treating each unit in the network as a reinforcement learning agent, and thus the network is considered as a team of agents. As such, all units can be trained by REINFORCE, a local learning rule modulated by a global signal that is more consistent with biologically observed forms of synaptic plasticity. Although this learning rule follows the gradient of return in expectation, it suffers from high variance and thus the low speed of learning, rendering it impractical to train deep networks. We therefore propose a novel algorithm called MAP propagation to reduce this variance significantly while retaining the local property of the learning rule.


PAC: Assisted Value Factorization with Counterfactual Predictions in Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Multi-agent reinforcement learning (MARL) has witnessed significant progress with the development of value function factorization methods. It allows optimizing a joint action-value function through the maximization of factorized per-agent utilities. In this paper, we show that in partially observable MARL problems, an agent's ordering over its own actions could impose concurrent constraints (across different states) on the representable function class, causing significant estimation errors during training. We tackle this limitation and propose PAC, a new framework leveraging Assistive information generated from Counterfactual Predictions of optimal joint action selection, which enable explicit assistance to value function factorization through a novel counterfactual loss. A variational inference-based information encoding method is developed to collect and encode the counterfactual predictions from an estimated baseline.


Cooperative Heterogeneous Deep Reinforcement Learning

Neural Information Processing Systems

Numerous deep reinforcement learning agents have been proposed, and each of them has its strengths and flaws. In this work, we present a Cooperative Heterogeneous Deep Reinforcement Learning (CHDRL) framework that can learn a policy by integrating the advantages of heterogeneous agents. Specifically, we propose a cooperative learning framework that classifies heterogeneous agents into two classes: global agents and local agents. Global agents are off-policy agents that can utilize experiences from the other agents. Local agents are either on-policy agents or population-based evolutionary algorithms (EAs) agents that can explore the local area effectively.


On the Convergence of Prior-Guided Zeroth-Order Optimization Algorithms

Neural Information Processing Systems

Zeroth-order (ZO) optimization is widely used to handle challenging tasks, such as query-based black-box adversarial attacks and reinforcement learning. Various attempts have been made to integrate prior information into the gradient estimation procedure based on finite differences, with promising empirical results. However, their convergence properties are not well understood. This paper makes an attempt to fill up this gap by analyzing the convergence of prior-guided ZO algorithms under a greedy descent framework with various gradient estimators. We provide a convergence guarantee for the prior-guided random gradient-free (PRGF) algorithms. Moreover, to further accelerate over greedy descent methods, we present a new accelerated random search (ARS) algorithm that incorporates prior information, together with a convergence analysis.


Efficient Meta Reinforcement Learning for Preference-based Fast Adaptation

Neural Information Processing Systems

Learning new task-specific skills from a few trials is a fundamental challenge for artificial intelligence. Meta reinforcement learning (meta-RL) tackles this problem by learning transferable policies that support few-shot adaptation to unseen tasks. Despite recent advances in meta-RL, most existing methods require the access to the environmental reward function of new tasks to infer the task objective, which is not realistic in many practical applications. To bridge this gap, we study the problem of few-shot adaptation in the context of human-in-the-loop reinforcement learning. We develop a meta-RL algorithm that enables fast policy adaptation with preference-based feedback.


Biases for Emergent Communication in Multi-agent Reinforcement Learning

Neural Information Processing Systems

We study the problem of emergent communication, in which language arises because speakers and listeners must communicate information in order to solve tasks. In temporally extended reinforcement learning domains, it has proved hard to learn such communication without centralized training of agents, due in part to a difficult joint exploration problem. We introduce inductive biases for positive signalling and positive listening, which ease this problem. In a simple one-step environment, we demonstrate how these biases ease the learning problem. We also apply our methods to a more extended environment, showing that agents with these inductive biases achieve better performance, and analyse the resulting communications protocols.


Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model

Neural Information Processing Systems

All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called Q-FTRL and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an \varepsilon -approximate CCE in a general-sum Markov game using \widetilde{O}\bigg( \frac{H 4 S \sum_{i 1} m A_i}{\varepsilon 2} \bigg) samples, where m is the number of players, S indicates the number of states, H is the horizon, and A_i denotes the number of actions for the i -th player. This is minimax-optimal (up to log factor) when m is fixed.


Collaborating with Humans without Human Data

Neural Information Processing Systems

Collaborating with humans requires rapidly adapting to their individual strengths, weaknesses, and preferences. Unfortunately, most standard multi-agent reinforcement learning techniques, such as self-play (SP) or population play (PP), produce agents that overfit to their training partners and do not generalize well to humans. Alternatively, researchers can collect human data, train a human model using behavioral cloning, and then use that model to train "human-aware" agents ("behavioral cloning play", or BCP). While such an approach can improve the generalization of agents to new human co-players, it involves the onerous and expensive step of collecting large amounts of human data first. Here, we study the problem of how to train agents that collaborate well with human partners without using human data.


Unpacking Reward Shaping: Understanding the Benefits of Reward Engineering on Sample Complexity

Neural Information Processing Systems

The success of reinforcement learning in a variety of challenging sequential decision-making problems has been much discussed, but often ignored in this discussion is the consideration of how the choice of reward function affects the behavior of these algorithms. Most practical RL algorithms require copious amounts of reward engineering in order to successfully solve challenging tasks. The idea of this type of reward-shaping'' has been often discussed in the literature and is used in practical instantiations, but there is relatively little formal characterization of how the choice of reward shaping can yield benefits in sample complexity for RL problems. In this work, we build on the framework of novelty-based exploration to provide a simple scheme for incorporating shaped rewards into RL along with an analysis tool to show that particular choices of reward shaping provably improve sample efficiency. We characterize the class of problems where these gains are expected to be significant and show how this can be connected to practical algorithms in the literature.