Reinforcement Learning
Towards Safe Reinforcement Learning with a Safety Editor Policy
We consider the safe reinforcement learning (RL) problem of maximizing utility with extremely low constraint violation rates. Assuming no prior knowledge or pre-training of the environment safety model given a task, an agent has to learn, via exploration, which states and actions are safe. A popular approach in this line of research is to combine a model-free RL algorithm with the Lagrangian method to adjust the weight of the constraint reward relative to the utility reward dynamically. It relies on a single policy to handle the conflict between utility and constraint rewards, which is often challenging. We present SEditor, a two-policy approach that learns a safety editor policy transforming potentially unsafe actions proposed by a utility maximizer policy into safe ones.
Policy Poisoning in Batch Reinforcement Learning and Control
We study a security threat to batch reinforcement learning and control where the attacker aims to poison the learned policy. The victim is a reinforcement learner / controller which first estimates the dynamics and the rewards from a batch data set, and then solves for the optimal policy with respect to the estimates. The attacker can modify the data set slightly before learning happens, and wants to force the learner into learning a target policy chosen by the attacker. We present a unified framework for solving batch policy poisoning attacks, and instantiate the attack on two standard victims: tabular certainty equivalence learner in reinforcement learning and linear quadratic regulator in control. We show that both instantiation result in a convex optimization problem on which global optimality is guaranteed, and provide analysis on attack feasibility and attack cost.
Meta-Inverse Reinforcement Learning with Probabilistic Context Variables
Reinforcement learning demands a reward function, which is often difficult to provide or design in real world applications. While inverse reinforcement learning (IRL) holds promise for automatically learning reward functions from demonstrations, several major challenges remain. First, existing IRL methods learn reward functions from scratch, requiring large numbers of demonstrations to correctly infer the reward for each task the agent may need to perform. Second, and more subtly, existing methods typically assume demonstrations for one, isolated behavior or task, while in practice, it is significantly more natural and scalable to provide datasets of heterogeneous behaviors. To this end, we propose a deep latent variable model that is capable of learning rewards from unstructured, multi-task demonstration data, and critically, use this experience to infer robust rewards for new, structurally-similar tasks from a single demonstration.
The Phenomenon of Policy Churn
We identify and study the phenomenon of policy churn, that is, the rapid change of the greedy policy in value-based reinforcement learning. Policy churn operates at a surprisingly rapid pace, changing the greedy action in a large fraction of states within a handful of learning updates (in a typical deep RL set-up such as DQN on Atari). We characterise the phenomenon empirically, verifying that it is not limited to specific algorithm or environment properties. A number of ablations help whittle down the plausible explanations on why churn occurs to just a handful, all related to deep learning. Finally, we hypothesise that policy churn is a beneficial but overlooked form of implicit exploration that casts \epsilon -greedy exploration in a fresh light, namely that \epsilon -noise plays a much smaller role than expected.
Beyond Uniform Sampling: Offline Reinforcement Learning with Imbalanced Datasets
Offline reinforcement learning (RL) enables learning a decision-making policy without interaction with the environment. This makes it particularly beneficial in situations where such interactions are costly. However, a known challenge for offline RL algorithms is the distributional mismatch between the state-action distributions of the learned policy and the dataset, which can significantly impact performance. State-of-the-art algorithms address it by constraining the policy to align with the state-action pairs in the dataset. However, this strategy struggles on datasets that predominantly consist of trajectories collected by low-performing policies and only a few trajectories from high-performing ones. Indeed, the constraint to align with the data leads the policy to imitate low-performing behaviors predominating the dataset.
Environment Generation for Zero-Shot Compositional Reinforcement Learning
Many real-world problems are compositional – solving them requires completing interdependent sub-tasks, either in series or in parallel, that can be represented as a dependency graph. Deep reinforcement learning (RL) agents often struggle to learn such complex tasks due to the long time horizons and sparse rewards. To address this problem, we present Compositional Design of Environments (CoDE), which trains a Generator agent to automatically build a series of compositional tasks tailored to the RL agent's current skill level. This automatic curriculum not only enables the agent to learn more complex tasks than it could have otherwise, but also selects tasks where the agent's performance is weak, enhancing its robustness and ability to generalize zero-shot to unseen tasks at test-time. We analyze why current environment generation techniques are insufficient for the problem of generating compositional tasks, and propose a new algorithm that addresses these issues.
Open-Ended Reinforcement Learning with Neural Reward Functions
Inspired by the great success of unsupervised learning in Computer Vision and Natural Language Processing, the Reinforcement Learning community has recently started to focus more on unsupervised discovery of skills. We propose a different approach that uses reward functions encoded by neural networks. These are trained iteratively to reward more complex behavior. In high-dimensional robotic environments our approach learns a wide range of interesting skills including front-flips for Half-Cheetah and one-legged running for Humanoid. It is the first skill discovery algorithm that can learn such skills without relying on any form of feature engineering.
Towards Instance-Optimal Offline Reinforcement Learning with Pessimism
We study the \emph{offline reinforcement learning} (offline RL) problem, where the goal is to learn a reward-maximizing policy in an unknown \emph{Markov Decision Process} (MDP) using the data coming from a policy \mu . In particular, we consider the sample complexity problems of offline RL for the finite horizon MDPs. Prior works derive the information-theoretical lower bounds based on different data-coverage assumptions and their upper bounds are expressed by the covering coefficients which lack the explicit characterization of system quantities. Here \pi \star is a optimal policy, \mu is the behavior policy and d(s_h,a_h) is the marginal state-action probability. We call this adaptive bound the \emph{intrinsic offline reinforcement learning bound} since it directly implies all the existing optimal results: minimax rate under uniform data-coverage assumption, horizon-free setting, single policy concentrability, and the tight problem-dependent results.
IQ-Learn: Inverse soft-Q Learning for Imitation
In many sequential decision-making problems (e.g., robotics control, game playing, sequential prediction), human or expert data is available containing useful information about the task. However, imitation learning (IL) from a small amount of expert data can be challenging in high-dimensional environments with complex dynamics. Behavioral cloning is a simple method that is widely used due to its simplicity of implementation and stable convergence but doesn't utilize any information involving the environment's dynamics. Many existing methods that exploit dynamics information are difficult to train in practice due to an adversarial optimization process over reward and policy approximators or biased, high variance gradient estimators. We introduce a method for dynamics-aware IL which avoids adversarial training by learning a single Q-function, implicitly representing both reward and policy.
Reinforcement Learning for Control with Multiple Frequencies
Many real-world sequential decision problems involve multiple action variables whose control frequencies are different, such that actions take their effects at different periods. While these problems can be formulated with the notion of multiple action persistences in factored-action MDP (FA-MDP), it is non-trivial to solve them efficiently since an action-persistent policy constructed from a stationary policy can be arbitrarily suboptimal, rendering solution methods for the standard FA-MDPs hardly applicable. In this paper, we formalize the problem of multiple control frequencies in RL and provide its efficient solution method. Our proposed method, Action-Persistent Policy Iteration (AP-PI), provides a theoretical guarantee on the convergence to an optimal solution while incurring only a factor of A increase in time complexity during policy improvement step, compared to the standard policy iteration for FA-MDPs. In the experiments, we demonstrate that AP-AC significantly outperforms the baselines on several continuous control tasks and a traffic control simulation, which highlights the effectiveness of our method that directly optimizes the periodic non-stationary policy for tasks with multiple control frequencies.