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 Reinforcement Learning


Provably Efficient Reinforcement Learning with Linear Function Approximation under Adaptivity Constraints

Neural Information Processing Systems

We study reinforcement learning (RL) with linear function approximation under the adaptivity constraint. We consider two popular limited adaptivity models: the batch learning model and the rare policy switch model, and propose two efficient online RL algorithms for episodic linear Markov decision processes, where the transition probability and the reward function can be represented as a linear function of some known feature mapping. In specific, for the batch learning model, our proposed LSVI-UCB-Batch algorithm achieves an \tilde O(\sqrt{d 3H 3T} dHT/B) regret, where d is the dimension of the feature mapping, H is the episode length, T is the number of interactions and B is the number of batches. Our algorithms achieve the same regret as the LSVI-UCB algorithm \citep{jin2020provably}, yet with a substantially smaller amount of adaptivity. We also establish a lower bound for the batch learning model, which suggests that the dependency on B in our regret bound is tight.


Upper Confidence Primal-Dual Reinforcement Learning for CMDP with Adversarial Loss

Neural Information Processing Systems

We consider online learning for episodic stochastically constrained Markov decision processes (CMDP), which plays a central role in ensuring the safety of reinforcement learning. Here the loss function can vary arbitrarily across the episodes, whereas both the loss received and the budget consumption are revealed at the end of each episode. Previous works solve this problem under the restrictive assumption that the transition model of the MDP is known a priori and establish regret bounds that depend polynomially on the cardinalities of the state space \mathcal{S} and the action space \mathcal{A} . In this work, we propose a new \emph{upper confidence primal-dual} algorithm, which only requires the trajectories sampled from the transition model. In particular, we prove that the proposed algorithm achieves \widetilde{\mathcal{O}}(L \mathcal{S} \sqrt{ \mathcal{A} T}) upper bounds of both the regret and the constraint violation, where L is the length of each episode.


Emergent Graphical Conventions in a Visual Communication Game

Neural Information Processing Systems

Humans communicate with graphical sketches apart from symbolic languages. Primarily focusing on the latter, recent studies of emergent communication overlook the sketches; they do not account for the evolution process through which symbolic sign systems emerge in the trade-off between iconicity and symbolicity. In this work, we take the very first step to model and simulate this process via two neural agents playing a visual communication game; the sender communicates with the receiver by sketching on a canvas. We devise a novel reinforcement learning method such that agents are evolved jointly towards successful communication and abstract graphical conventions. To inspect the emerged conventions, we define three key properties -- iconicity, symbolicity, and semanticity -- and design evaluation methods accordingly.


Meta-Gradient Reinforcement Learning with an Objective Discovered Online

Neural Information Processing Systems

Deep reinforcement learning includes a broad family of algorithms that parameterise an internal representation, such as a value function or policy, by a deep neural network. Each algorithm optimises its parameters with respect to an objective, such as Q-learning or policy gradient, that defines its semantics. In this work, we propose an algorithm based on meta-gradient descent that discovers its own objective, flexibly parameterised by a deep neural network, solely from interactive experience with its environment. Over time, this allows the agent to learn how to learn increasingly effectively. Furthermore, because the objective is discovered online, it can adapt to changes over time.


Learning to Incentivize Other Learning Agents

Neural Information Processing Systems

The challenge of developing powerful and general Reinforcement Learning (RL) agents has received increasing attention in recent years. Much of this effort has focused on the single-agent setting, in which an agent maximizes a predefined extrinsic reward function. However, a long-term question inevitably arises: how will such independent agents cooperate when they are continually learning and acting in a shared multi-agent environment? Observing that humans often provide incentives to influence others' behavior, we propose to equip each RL agent in a multi-agent environment with the ability to give rewards directly to other agents, using a learned incentive function. Each agent learns its own incentive function by explicitly accounting for its impact on the learning of recipients and, through them, the impact on its own extrinsic objective. We demonstrate in experiments that such agents significantly outperform standard RL and opponent-shaping agents in challenging general-sum Markov games, often by finding a near-optimal division of labor.


Almost Optimal Model-Free Reinforcement Learningvia Reference-Advantage Decomposition

Neural Information Processing Systems

We study the reinforcement learning problem in the setting of finite-horizon1episodic Markov Decision Processes (MDPs) with S states, A actions, and episode length H. We propose a model-free algorithm UCB-ADVANTAGE and prove that it achieves \tilde{O}(\sqrt{H 2 SAT}) regret where T KH and K is the number of episodes to play. Our regret bound improves upon the results of [Jin et al., 2018] and matches the best known model-based algorithms as well as the information theoretic lower bound up to logarithmic factors. We also show that UCB-ADVANTAGE achieves low local switching cost and applies to concurrent reinforcement learning, improving upon the recent results of [Bai et al., 2019].


Pre-Trained Image Encoder for Generalizable Visual Reinforcement Learning

Neural Information Processing Systems

Learning generalizable policies that can adapt to unseen environments remains challenging in visual Reinforcement Learning (RL). Existing approaches try to acquire a robust representation via diversifying the appearances of in-domain observations for better generalization. Limited by the specific observations of the environment, these methods ignore the possibility of exploring diverse real-world image datasets. In this paper, we investigate how a visual RL agent would benefit from the off-the-shelf visual representations. Surprisingly, we find that the early layers in an ImageNet pre-trained ResNet model could provide rather generalizable representations for visual RL.


A neurally plausible model learns successor representations in partially observable environments

Neural Information Processing Systems

Animals need to devise strategies to maximize returns while interacting with their environment based on incoming noisy sensory observations. Task-relevant states, such as the agent's location within an environment or the presence of a predator, are often not directly observable but must be inferred using available sensory information. Successor representations (SR) have been proposed as a middle-ground between model-based and model-free reinforcement learning strategies, allowing for fast value computation and rapid adaptation to changes in the reward function or goal locations. Indeed, recent studies suggest that features of neural responses are consistent with the SR framework. However, it is not clear how such representations might be learned and computed in partially observed, noisy environments.


Knowledge Transfer in Multi-Task Deep Reinforcement Learning for Continuous Control

Neural Information Processing Systems

While Deep Reinforcement Learning (DRL) has emerged as a promising approach to many complex tasks, it remains challenging to train a single DRL agent that is capable of undertaking multiple different continuous control tasks. In this paper, we present a Knowledge Transfer based Multi-task Deep Reinforcement Learning framework (KTM-DRL) for continuous control, which enables a single DRL agent to achieve expert-level performance in multiple different tasks by learning from task-specific teachers. In KTM-DRL, the multi-task agent first leverages an offline knowledge transfer algorithm designed particularly for the actor-critic architecture to quickly learn a control policy from the experience of task-specific teachers, and then it employs an online learning algorithm to further improve itself by learning from new online transition samples under the guidance of those teachers. We perform a comprehensive empirical study with two commonly-used benchmarks in the MuJoCo continuous control task suite. The experimental results well justify the effectiveness of KTM-DRL and its knowledge transfer and online learning algorithms, as well as its superiority over the state-of-the-art by a large margin.


Avalon: A Benchmark for RL Generalization Using Procedurally Generated Worlds

Neural Information Processing Systems

Despite impressive successes, deep reinforcement learning (RL) systems still fall short of human performance on generalization to new tasks and environments that differ from their training. As a benchmark tailored for studying RL generalization, we introduce Avalon, a set of tasks in which embodied agents in highly diverse procedural 3D worlds must survive by navigating terrain, hunting or gathering food, and avoiding hazards. Avalon is unique among existing RL benchmarks in that the reward function, world dynamics, and action space are the same for every task, with tasks differentiated solely by altering the environment; its 20 tasks, ranging in complexity from eat and throw to hunt and navigate, each create worlds in which the agent must perform specific skills in order to survive. This setup enables investigations of generalization within tasks, between tasks, and to compositional tasks that require combining skills learned from previous tasks. Avalon includes a highly efficient simulator, a library of baselines, and a benchmark with scoring metrics evaluated against hundreds of hours of human performance, all of which are open-source and publicly available.