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 Reinforcement Learning


A Unified Bellman Optimality Principle Combining Reward Maximization and Empowerment

Neural Information Processing Systems

Empowerment is an information-theoretic method that can be used to intrinsically motivate learning agents. It attempts to maximize an agent's control over the environment by encouraging visiting states with a large number of reachable next states. Empowered learning has been shown to lead to complex behaviors, without requiring an explicit reward signal. In this paper, we investigate the use of empowerment in the presence of an extrinsic reward signal. We hypothesize that empowerment can guide reinforcement learning (RL) agents to find good early behavioral solutions by encouraging highly empowered states.


Learning to Dispatch for Job Shop Scheduling via Deep Reinforcement Learning

Neural Information Processing Systems

Priority dispatching rule (PDR) is widely used for solving real-world Job-shop scheduling problem (JSSP). However, the design of effective PDRs is a tedious task, requiring a myriad of specialized knowledge and often delivering limited performance. In this paper, we propose to automatically learn PDRs via an end-to-end deep reinforcement learning agent. We exploit the disjunctive graph representation of JSSP, and propose a Graph Neural Network based scheme to embed the states encountered during solving. The resulting policy network is size-agnostic, effectively enabling generalization on large-scale instances.


Finding Counterfactually Optimal Action Sequences in Continuous State Spaces

Neural Information Processing Systems

Whenever a clinician reflects on the efficacy of a sequence of treatment decisions for a patient, they may try to identify critical time steps where, had they made different decisions, the patient's health would have improved. While recent methods at the intersection of causal inference and reinforcement learning promise to aid human experts, as the clinician above, to retrospectively analyze sequential decision making processes, they have focused on environments with finitely many discrete states. However, in many practical applications, the state of the environment is inherently continuous in nature. In this paper, we aim to fill this gap. We start by formally characterizing a sequence of discrete actions and continuous states using finite horizon Markov decision processes and a broad class of bijective structural causal models.


Accountability in Offline Reinforcement Learning: Explaining Decisions with a Corpus of Examples

Neural Information Processing Systems

Learning controllers with offline data in decision-making systems is an essential area of research due to its potential to reduce the risk of applications in real-world systems. However, in responsibility-sensitive settings such as healthcare, decision accountability is of paramount importance, yet has not been adequately addressed by the literature.This paper introduces the Accountable Offline Controller (AOC) that employs the offline dataset as the Decision Corpus and performs accountable control based on a tailored selection of examples, referred to as the Corpus Subset. AOC operates effectively in low-data scenarios, can be extended to the strictly offline imitation setting, and displays qualities of both conservation and adaptability.We assess AOC's performance in both simulated and real-world healthcare scenarios, emphasizing its capability to manage offline control tasks with high levels of performance while maintaining accountability.


Discovery of Useful Questions as Auxiliary Tasks

Neural Information Processing Systems

Arguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent.


A Unifying View of Optimism in Episodic Reinforcement Learning

Neural Information Processing Systems

In this paper we provide a general framework for designing, analyzing and implementing such algorithms in the episodic reinforcement learning problem. This framework is built upon Lagrangian duality, and demonstrates that every model-optimistic algorithm that constructs an optimistic MDP has an equivalent representation as a value-optimistic dynamic programming algorithm. Typically, it was thought that these two classes of algorithms were distinct, with model-optimistic algorithms benefiting from a cleaner probabilistic analysis while value-optimistic algorithms are easier to implement and thus more practical. With the framework developed in this paper, we show that it is possible to get the best of both worlds by providing a class of algorithms which have a computationally efficient dynamic-programming implementation and also a simple probabilistic analysis. Besides being able to capture many existing algorithms in the tabular setting, our framework can also address large-scale problems under realizable function approximation, where it enables a simple model-based analysis of some recently proposed methods.


Learning to Execute: Efficient Learning of Universal Plan-Conditioned Policies in Robotics

Neural Information Processing Systems

Applications of Reinforcement Learning (RL) in robotics are often limited by high data demand. On the other hand, approximate models are readily available in many robotics scenarios, making model-based approaches like planning a data-efficient alternative. Still, the performance of these methods suffers if the model is imprecise or wrong. In this sense, the respective strengths and weaknesses of RL and model-based planners are complementary. In the present work, we investigate how both approaches can be integrated into one framework that combines their strengths.


There Is No Turning Back: A Self-Supervised Approach for Reversibility-Aware Reinforcement Learning

Neural Information Processing Systems

We propose to learn to distinguish reversible from irreversible actions for better informed decision-making in Reinforcement Learning (RL). From theoretical considerations, we show that approximate reversibility can be learned through a simple surrogate task: ranking randomly sampled trajectory events in chronological order. Intuitively, pairs of events that are always observed in the same order are likely to be separated by an irreversible sequence of actions. Conveniently, learning the temporal order of events can be done in a fully self-supervised way, which we use to estimate the reversibility of actions from experience, without any priors.We propose two different strategies that incorporate reversibility in RL agents, one strategy for exploration (RAE) and one strategy for control (RAC). We demonstrate the potential of reversibility-aware agents in several environments, including the challenging Sokoban game.


Replay-Guided Adversarial Environment Design

Neural Information Processing Systems

Deep reinforcement learning (RL) agents may successfully generalize to new settings if trained on an appropriately diverse set of environment and task configurations. Unsupervised Environment Design (UED) is a promising self-supervised RL paradigm, wherein the free parameters of an underspecified environment are automatically adapted during training to the agent's capabilities, leading to the emergence of diverse training environments. Here, we cast Prioritized Level Replay (PLR), an empirically successful but theoretically unmotivated method that selectively samples randomly-generated training levels, as UED. We argue that by curating completely random levels, PLR, too, can generate novel and complex levels for effective training. This insight reveals a natural class of UED methods we call Dual Curriculum Design (DCD).


Learning to search efficiently for causally near-optimal treatments

Neural Information Processing Systems

Finding an effective medical treatment often requires a search by trial and error. Making this search more efficient by minimizing the number of unnecessary trials could lower both costs and patient suffering. We give a model-based dynamic programming algorithm which learns from observational data while being robust to unmeasured confounding. To reduce time complexity, we suggest a greedy algorithm which bounds the near-optimality constraint. The methods are evaluated on synthetic and real-world healthcare data and compared to model-free reinforcement learning.