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 Reinforcement Learning


Group Retention when Using Machine Learning in Sequential Decision Making: the Interplay between User Dynamics and Fairness

Neural Information Processing Systems

Machine Learning (ML) models trained on data from multiple demographic groups can inherit representation disparity (Hashimoto et al., 2018) that may exist in the data: the model may be less favorable to groups contributing less to the training process; this in turn can degrade population retention in these groups over time, and exacerbate representation disparity in the long run. In this study, we seek to understand the interplay between ML decisions and the underlying group representation, how they evolve in a sequential framework, and how the use of fairness criteria plays a role in this process. We show that the representation disparity can easily worsen over time under a natural user dynamics (arrival and departure) model when decisions are made based on a commonly used objective and fairness criteria, resulting in some groups diminishing entirely from the sample pool in the long run. It highlights the fact that fairness criteria have to be defined while taking into consideration the impact of decisions on user dynamics. Toward this end, we explain how a proper fairness criterion can be selected based on a general user dynamics model.


Finite-Sample Analysis of Contractive Stochastic Approximation Using Smooth Convex Envelopes

Neural Information Processing Systems

Stochastic Approximation (SA) is a popular approach for solving fixed-point equations where the information is corrupted by noise. In this paper, we consider an SA involving a contraction mapping with respect to an arbitrary norm, and show its finite-sample error bounds while using different stepsizes. The idea is to construct a smooth Lyapunov function using the generalized Moreau envelope, and show that the iterates of SA have negative drift with respect to that Lyapunov function. Our result is applicable in Reinforcement Learning (RL). In particular, we use it to establish the first-known convergence rate of the V-trace algorithm for off-policy TD-learning [18].


One Solution is Not All You Need: Few-Shot Extrapolation via Structured MaxEnt RL

Neural Information Processing Systems

While reinforcement learning algorithms can learn effective policies for complex tasks, these policies are often brittle to even minor task variations, especially when variations are not explicitly provided during training. One natural approach to this problem is to train agents with manually specified variation in the training task or environment. However, this may be infeasible in practical situations, either because making perturbations is not possible, or because it is unclear how to choose suitable perturbation strategies without sacrificing performance. The key insight of this work is that learning diverse behaviors for accomplishing a task can directly lead to behavior that generalizes to varying environments, without needing to perform explicit perturbations during training. By identifying multiple solutions for the task in a single environment during training, our approach can generalize to new situations by abandoning solutions that are no longer effective and adopting those that are.


TacticZero: Learning to Prove Theorems from Scratch with Deep Reinforcement Learning

Neural Information Processing Systems

We propose a novel approach to interactive theorem-proving (ITP) using deep reinforcement learning. The proposed framework is able to learn proof search strategies as well as tactic and arguments prediction in an end-to-end manner. We formulate the process of ITP as a Markov decision process (MDP) in which each state represents a set of potential derivation paths. This structure allows us to introduce a novel backtracking mechanism which enables the agent to efficiently discard (predicted) dead-end derivations and restart the derivation from promising alternatives. We implement the framework in the HOL theorem prover.


Robust Reinforcement Learning via Adversarial training with Langevin Dynamics

Neural Information Processing Systems

We introduce a \emph{sampling} perspective to tackle the challenging task of training robust Reinforcement Learning (RL) agents. Leveraging the powerful Stochastic Gradient Langevin Dynamics, we present a novel, scalable two-player RL algorithm, which is a sampling variant of the two-player policy gradient method. Our algorithm consistently outperforms existing baselines, in terms of generalization across different training and testing conditions, on several MuJoCo environments. Our experiments also show that, even for objective functions that entirely ignore potential environmental shifts, our sampling approach remains highly robust in comparison to standard RL algorithms.


Towards Human-Level Bimanual Dexterous Manipulation with Reinforcement Learning

Neural Information Processing Systems

Achieving human-level dexterity is an important open problem in robotics. However, tasks of dexterous hand manipulation even at the baby level are challenging to solve through reinforcement learning (RL). The difficulty lies in the high degrees of freedom and the required cooperation among heterogeneous agents (e.g., joints of fingers). In this study, we propose the Bimanual Dexterous Hands Benchmark (Bi-DexHands), a simulator that involves two dexterous hands with tens of bimanual manipulation tasks and thousands of target objects. Tasks in Bi-DexHands are first designed to match human-level motor skills according to literature in cognitive science, and then are built in Issac Gym; this enables highly efficient RL trainings, reaching 30,000 FPS by only one single NVIDIA RTX 3090.


Percentile Criterion Optimization in Offline Reinforcement Learning

Neural Information Processing Systems

In reinforcement learning, robust policies for high-stakes decision-making problems with limited data are usually computed by optimizing the percentile criterion. The percentile criterion is optimized by constructing an uncertainty set that contains the true model with high probability and optimizing the policy for the worst model in the set. Since the percentile criterion is non-convex, constructing these sets itself is challenging. Existing works use Bayesian credible regions as uncertainty sets, but they are often unnecessarily large and result in learning overly conservative policies. To overcome these shortcomings, we propose a novel Value-at-Risk based dynamic programming algorithm to optimize the percentile criterion without explicitly constructing any uncertainty sets.


Pontryagin Differentiable Programming: An End-to-End Learning and Control Framework

Neural Information Processing Systems

This paper develops a Pontryagin differentiable programming (PDP) methodology, which establishes a unified framework to solve a broad class of learning and control tasks. The PDP distinguishes from existing methods by two novel techniques: first, we differentiate through Pontryagin's Maximum Principle, and this allows to obtain the analytical derivative of a trajectory with respect to tunable parameters within an optimal control system, enabling end-to-end learning of dynamics, policies, or/and control objective functions; and second, we propose an auxiliary control system in the backward pass of the PDP framework, and the output of this auxiliary control system is the analytical derivative of the original system's trajectory with respect to the parameters, which can be iteratively solved using standard control tools. We investigate three learning modes of the PDP: inverse reinforcement learning, system identification, and control/planning. We demonstrate the capability of the PDP in each learning mode on different high-dimensional systems, including multilink robot arm, 6-DoF maneuvering UAV, and 6-DoF rocket powered landing.


Improving Generalization in Reinforcement Learning with Mixture Regularization

Neural Information Processing Systems

Deep reinforcement learning (RL) agents trained in a limited set of environments tend to suffer overfitting and fail to generalize to unseen testing environments. To improve their generalizability, data augmentation approaches (e.g. However, we find these approaches only locally perturb the observations regardless of the training environments, showing limited effectiveness on enhancing the data diversity and the generalization performance. In this work, we introduce a simple approach, named mixreg, which trains agents on a mixture of observations from different training environments and imposes linearity constraints on the observation interpolations and the supervision (e.g. Mixreg increases the data diversity more effectively and helps learn smoother policies.


Understanding Deep Neural Function Approximation in Reinforcement Learning via \epsilon -Greedy Exploration

Neural Information Processing Systems

This paper provides a theoretical study of deep neural function approximation in reinforcement learning (RL) with the \epsilon -greedy exploration under the online setting. This problem setting is motivated by the successful deep Q-networks (DQN) framework that falls in this regime. In this work, we provide an initial attempt on theoretical understanding deep RL from the perspective of function class and neural networks architectures (e.g., width and depth) beyond the linear'' regime. To be specific, we focus on the value based algorithm with the \epsilon -greedy exploration via deep (and two-layer) neural networks endowed by Besov (and Barron) function spaces, respectively, which aims at approximating an \alpha -smooth Q-function in a d -dimensional feature space. Moreover, for a two layer neural network endowed by the Barron space, scaling the width \Omega(\sqrt{T}) is sufficient.