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 Reinforcement Learning


On Gap-dependent Bounds for Offline Reinforcement Learning

Neural Information Processing Systems

This paper presents a systematic study on gap-dependent sample complexity in offline reinforcement learning. Prior works showed when the density ratio between an optimal policy and the behavior policy is upper bounded (single policy coverage), then the agent can achieve an O\left(\frac{1}{\epsilon 2}\right) rate, which is also minimax optimal. We show under the same single policy coverage assumption, the rate can be improved to O\left(\frac{1}{\epsilon}\right) when there is a gap in the optimal Q -function. Furthermore, we show under a stronger uniform single policy coverage assumption, the sample complexity can be further improved to O(1) . Lastly, we also present nearly-matching lower bounds to complement our gap-dependent upper bounds.


Hardness in Markov Decision Processes: Theory and Practice

Neural Information Processing Systems

Meticulously analysing the empirical strengths and weaknesses of reinforcement learning methods in hard (challenging) environments is essential to inspire innovations and assess progress in the field. In tabular reinforcement learning, there is no well-established standard selection of environments to conduct such analysis, which is partially due to the lack of a widespread understanding of the rich theory of hardness of environments. The goal of this paper is to unlock the practical usefulness of this theory through four main contributions. First, we present a systematic survey of the theory of hardness, which also identifies promising research directions. Second, we introduce \texttt{Colosseum}, a pioneering package that enables empirical hardness analysis and implements a principled benchmark composed of environments that are diverse with respect to different measures of hardness.


Propagating Uncertainty in Reinforcement Learning via Wasserstein Barycenters

Neural Information Processing Systems

How does the uncertainty of the value function propagate when performing temporal difference learning? In this paper, we address this question by proposing a Bayesian framework in which we employ approximate posterior distributions to model the uncertainty of the value function and Wasserstein barycenters to propagate it across state-action pairs. Leveraging on these tools, we present an algorithm, Wasserstein Q-Learning (WQL), starting in the tabular case and then, we show how it can be extended to deal with continuous domains. Furthermore, we prove that, under mild assumptions, a slight variation of WQL enjoys desirable theoretical properties in the tabular setting. Finally, we present an experimental campaign to show the effectiveness of WQL on finite problems, compared to several RL algorithms, some of which are specifically designed for exploration, along with some preliminary results on Atari games.


Data-Efficient Pipeline for Offline Reinforcement Learning with Limited Data

Neural Information Processing Systems

Offline reinforcement learning (RL) can be used to improve future performance by leveraging historical data. There exist many different algorithms for offline RL, and it is well recognized that these algorithms, and their hyperparameter settings, can lead to decision policies with substantially differing performance. This prompts the need for pipelines that allow practitioners to systematically perform algorithm-hyperparameter selection for their setting. Critically, in most real-world settings, this pipeline must only involve the use of historical data. Inspired by statistical model selection methods for supervised learning, we introduce a task- and method-agnostic pipeline for automatically training, comparing, selecting, and deploying the best policy when the provided dataset is limited in size.


MAVEN: Multi-Agent Variational Exploration

Neural Information Processing Systems

Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments. We specifically focus on QMIX, the current state-of-the-art in this domain. We show that the representation constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control.


You Only Live Once: Single-Life Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning algorithms are typically designed to learn a performant policy that can repeatedly and autonomously complete a task, usually starting from scratch. However, in many real-world situations, the goal might not be to learn a policy that can do the task repeatedly, but simply to perform a new task successfully once in a single trial. For example, imagine a disaster relief robot tasked with retrieving an item from a fallen building, where it cannot get direct supervision from humans. It must retrieve this object within one test-time trial, and must do so while tackling unknown obstacles, though it may leverage knowledge it has of the building before the disaster. We formalize this problem setting, which we call single-life reinforcement learning (SLRL), where an agent must complete a task within a single episode without interventions, utilizing its prior experience while contending with some form of novelty. SLRL provides a natural setting to study the challenge of autonomously adapting to unfamiliar situations, and we find that algorithms designed for standard episodic reinforcement learning often struggle to recover from out-of-distribution states in this setting.


Provable Defense against Backdoor Policies in Reinforcement Learning

Neural Information Processing Systems

We propose a provable defense mechanism against backdoor policies in reinforcement learning under subspace trigger assumption. A backdoor policy is a security threat where an adversary publishes a seemingly well-behaved policy which in fact allows hidden triggers. During deployment, the adversary can modify observed states in a particular way to trigger unexpected actions and harm the agent. We assume the agent does not have the resources to re-train a good policy. Instead, our defense mechanism sanitizes the backdoor policy by projecting observed states to a safe subspace', estimated from a small number of interactions with a clean (non-triggered) environment.


Finite-Time Analysis for Double Q-learning

Neural Information Processing Systems

Although Q-learning is one of the most successful algorithms for finding the best action-value function (and thus the optimal policy) in reinforcement learning, its implementation often suffers from large overestimation of Q-function values incurred by random sampling. The double Q-learning algorithm proposed in \citet{hasselt2010double} overcomes such an overestimation issue by randomly switching the update between two Q-estimators, and has thus gained significant popularity in practice. However, the theoretical understanding of double Q-learning is rather limited. So far only the asymptotic convergence has been established, which does not characterize how fast the algorithm converges. In this paper, we provide the first non-asymptotic (i.e., finite-time) analysis for double Q-learning. We show that both synchronous and asynchronous double Q-learning are guaranteed to converge to an \epsilon -accurate neighborhood of the global optimum by taking \tilde{\Omega}\left(\left( \frac{1}{(1-\gamma) 6\epsilon 2}\right) {\frac{1}{\omega}} \left(\frac{1}{1-\gamma}\right) {\frac{1}{1-\omega}}\right) iterations, where \omega\in(0,1) is the decay parameter of the learning rate, and \gamma is the discount factor.


Uniform-PAC Bounds for Reinforcement Learning with Linear Function Approximation

Neural Information Processing Systems

We study reinforcement learning (RL) with linear function approximation. Existing algorithms for this problem only have high-probability regret and/or Probably Approximately Correct (PAC) sample complexity guarantees, which cannot guarantee the convergence to the optimal policy. In this paper, in order to overcome the limitation of existing algorithms, we propose a new algorithm called FLUTE, which enjoys uniform-PAC convergence to the optimal policy with high probability. The uniform-PAC guarantee is the strongest possible guarantee for reinforcement learning in the literature, which can directly imply both PAC and high probability regret bounds, making our algorithm superior to all existing algorithms with linear function approximation. At the core of our algorithm is a novel minimax value function estimator and a multi-level partition scheme to select the training samples from historical observations.


A Composable Specification Language for Reinforcement Learning Tasks

Neural Information Processing Systems

Reinforcement learning is a promising approach for learning control policies for robot tasks. However, specifying complex tasks (e.g., with multiple objectives and safety constraints) can be challenging, since the user must design a reward function that encodes the entire task. Furthermore, the user often needs to manually shape the reward to ensure convergence of the learning algorithm. We propose a language for specifying complex control tasks, along with an algorithm that compiles specifications in our language into a reward function and automatically performs reward shaping. We implement our approach in a tool called SPECTRL, and show that it outperforms several state-of-the-art baselines.