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 Reinforcement Learning


Online Decision Based Visual Tracking via Reinforcement Learning

Neural Information Processing Systems

A deep visual tracker is typically based on either object detection or template matching while each of them is only suitable for a particular group of scenes. It is straightforward to consider fusing them together to pursue more reliable tracking. However, this is not wise as they follow different tracking principles. Unlike previous fusion-based methods, we propose a novel ensemble framework, named DTNet, with an online decision mechanism for visual tracking based on hierarchical reinforcement learning. The decision mechanism substantiates an intelligent switching strategy where the detection and the template trackers have to compete with each other to conduct tracking within different scenes that they are adept in.


Constrained Update Projection Approach to Safe Policy Optimization

Neural Information Processing Systems

Safe reinforcement learning (RL) studies problems where an intelligent agent has to not only maximize reward but also avoid exploring unsafe areas. In this study, we propose CUP, a novel policy optimization method based on Constrained Update Projection framework that enjoys rigorous safety guarantee. Central to our CUP development is the newly proposed surrogate functions along with the performance bound. Compared to previous safe reinforcement learning meth- ods, CUP enjoys the benefits of 1) CUP generalizes the surrogate functions to generalized advantage estimator (GAE), leading to strong empirical performance. To validate our CUP method, we compared CUP against a comprehensive list of safe RL baselines on a wide range of tasks.


Finite-time Analysis of Approximate Policy Iteration for the Linear Quadratic Regulator

Neural Information Processing Systems

We study the sample complexity of approximate policy iteration (PI) for the Linear Quadratic Regulator (LQR), building on a recent line of work using LQR as a testbed to understand the limits of reinforcement learning (RL) algorithms on continuous control tasks. Our analysis quantifies the tension between policy improvement and policy evaluation, and suggests that policy evaluation is the dominant factor in terms of sample complexity. Specifically, we show that to obtain a controller that is within \varepsilon of the optimal LQR controller, each step of policy evaluation requires at most (n d) 3/\varepsilon 2 samples, where n is the dimension of the state vector and d is the dimension of the input vector. On the other hand, only \log(1/\varepsilon) policy improvement steps suffice, resulting in an overall sample complexity of (n d) 3 \varepsilon {-2} \log(1/\varepsilon) . We furthermore build on our analysis and construct a simple adaptive procedure based on \varepsilon -greedy exploration which relies on approximate PI as a sub-routine and obtains T {2/3} regret, improving upon a recent result of Abbasi-Yadkori et al. 2019.


Hierarchical Skills for Efficient Exploration

Neural Information Processing Systems

In reinforcement learning, pre-trained low-level skills have the potential to greatly facilitate exploration. However, prior knowledge of the downstream task is required to strike the right balance between generality (fine-grained control) and specificity (faster learning) in skill design. In previous work on continuous control, the sensitivity of methods to this trade-off has not been addressed explicitly, as locomotion provides a suitable prior for navigation tasks, which have been of foremost interest. In this work, we analyze this trade-off for low-level policy pre-training with a new benchmark suite of diverse, sparse-reward tasks for bipedal robots. We alleviate the need for prior knowledge by proposing a hierarchical skill learning framework that acquires skills of varying complexity in an unsupervised manner.


Deciding What to Model: Value-Equivalent Sampling for Reinforcement Learning

Neural Information Processing Systems

Recently formalized as the value equivalence principle, this algorithmic technique is perhaps unavoidable as real-world reinforcement learning demands consideration of a simple, computationally-bounded agent interacting with an overwhelmingly complex environment, whose underlying dynamics likely exceed the agent's capacity for representation. In this work, we consider the scenario where agent limitations may entirely preclude identifying an exactly value-equivalent model, immediately giving rise to a trade-off between identifying a model that is simple enough to learn while only incurring bounded sub-optimality. We prove an information-theoretic, Bayesian regret bound for our algorithm that holds for any finite-horizon, episodic sequential decision-making problem. Crucially, our regret bound can be expressed in one of two possible forms, providing a performance guarantee for finding either the simplest model that achieves a desired sub-optimality gap or, alternatively, the best model given a limit on agent capacity.


Replacing Rewards with Examples: Example-Based Policy Search via Recursive Classification

Neural Information Processing Systems

Reinforcement learning (RL) algorithms assume that users specify tasks by manually writing down a reward function. However, this process can be laborious and demands considerable technical expertise. Can we devise RL algorithms that instead enable users to specify tasks simply by providing examples of successful outcomes? In this paper, we derive a control algorithm that maximizes the future probability of these successful outcome examples. Prior work has approached similar problems with a two-stage process, first learning a reward function and then optimizing this reward function using another reinforcement learning algorithm.


Offline Minimax Soft-Q-learning Under Realizability and Partial Coverage

Neural Information Processing Systems

We consider offline reinforcement learning (RL) where we only have only access to offline data. In contrast to numerous offline RL algorithms that necessitate the uniform coverage of the offline data over state and action space, we propose value-based algorithms with PAC guarantees under partial coverage, specifically, coverage of offline data against a single policy, and realizability of soft Q-function (a.k.a., entropy-regularized Q-function) and another function, which is defined as a solution to a saddle point of certain minimax optimization problem). Furthermore, we show the analogous result for Q-functions instead of soft Q-functions. To attain these guarantees, we use novel algorithms with minimax loss functions to accurately estimate soft Q-functions and Q-functions with -convergence guarantees measured on the offline data. We introduce these loss functions by casting the estimation problems into nonlinear convex optimization problems and taking the Lagrange functions.


Conservative Data Sharing for Multi-Task Offline Reinforcement Learning

Neural Information Processing Systems

Offline reinforcement learning (RL) algorithms have shown promising results in domains where abundant pre-collected data is available. However, prior methods focus on solving individual problems from scratch with an offline dataset without considering how an offline RL agent can acquire multiple skills. We argue that a natural use case of offline RL is in settings where we can pool large amounts of data collected in various scenarios for solving different tasks, and utilize all of this data to learn behaviors for all the tasks more effectively rather than training each one in isolation. However, sharing data across all tasks in multi-task offline RL performs surprisingly poorly in practice. Thorough empirical analysis, we find that sharing data can actually exacerbate the distributional shift between the learned policy and the dataset, which in turn can lead to divergence of the learned policy and poor performance. To address this challenge, we develop a simple technique for data- sharing in multi-task offline RL that routes data based on the improvement over the task-specific data.


Improving Generative Adversarial Networks via Adversarial Learning in Latent Space

Neural Information Processing Systems

For Generative Adversarial Networks which map a latent distribution to the target distribution, in this paper, we study how the sampling in latent space can affect the generation performance, especially for images. We observe that, as the neural generator is a continuous function, two close samples in latent space would be mapped into two nearby images, while their quality can differ much as the quality generally does not exhibit a continuous nature in pixel space. From such a continuous mapping function perspective, it is also possible that two distant latent samples can be mapped into two close images (if not exactly the same). In particular, if the latent samples are mapped in aggregation into a single mode, mode collapse occurs. Accordingly, we propose adding an implicit latent transform before the mapping function to improve latent z from its initial distribution, e.g., Gaussian.


A Long N -step Surrogate Stage Reward for Deep Reinforcement Learning

Neural Information Processing Systems

We introduce a new stage reward estimator named the long N -step surrogate stage (LNSS) reward for deep reinforcement learning (RL). It aims at mitigating the high variance problem, which has shown impeding successful convergence of learning, hurting task performance, and hindering applications of deep RL in continuous control problems. In this paper we show that LNSS, which utilizes a long reward trajectory of rewards of future steps, provides consistent performance improvement measured by average reward, convergence speed, learning success rate,and variance reduction in Q values and rewards. Our evaluations are based on a variety of environments in DeepMind Control Suite and OpenAI Gym by using LNSS in baseline deep RL algorithms such as DDPG, D4PG, and TD3. We show that LNSS reward has enabled good results that have been challenging to obtain by deep RL previously. Our analysis also shows that LNSS exponentially reduces the upper bound on the variances of Q values from respective single-step methods.