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 Reinforcement Learning


Stochastic Latent Actor-Critic: Deep Reinforcement Learning with a Latent Variable Model

Neural Information Processing Systems

Deep reinforcement learning (RL) algorithms can use high-capacity deep networks to learn directly from image observations. However, these high-dimensional observation spaces present a number of challenges in practice, since the policy must now solve two problems: representation learning and task learning. In this work, we tackle these two problems separately, by explicitly learning latent representations that can accelerate reinforcement learning from images. We propose the stochastic latent actor-critic (SLAC) algorithm: a sample-efficient and high-performing RL algorithm for learning policies for complex continuous control tasks directly from high-dimensional image inputs. SLAC provides a novel and principled approach for unifying stochastic sequential models and RL into a single method, by learning a compact latent representation and then performing RL in the model's learned latent space.


Robust exploration in linear quadratic reinforcement learning

Neural Information Processing Systems

Learning to make decisions in an uncertain and dynamic environment is a task of fundamental performance in a number of domains. This paper concerns the problem of learning control policies for an unknown linear dynamical system so as to minimize a quadratic cost function. We present a method, based on convex optimization, that accomplishes this task'robustly', i.e., the worst-case cost, accounting for system uncertainty given the observed data, is minimized. The method balances exploitation and exploration, exciting the system in such a way so as to reduce uncertainty in the model parameters to which the worst-case cost is most sensitive. Numerical simulations and application to a hardware-in-the-loop servo-mechanism are used to demonstrate the approach, with appreciable performance and robustness gains over alternative methods observed in both.


Risk-Averse Bayes-Adaptive Reinforcement Learning

Neural Information Processing Systems

In this work, we address risk-averse Bayes-adaptive reinforcement learning. We pose the problem of optimising the conditional value at risk (CVaR) of the total return in Bayes-adaptive Markov decision processes (MDPs). We show that a policy optimising CVaR in this setting is risk-averse to both the epistemic uncertainty due to the prior distribution over MDPs, and the aleatoric uncertainty due to the inherent stochasticity of MDPs. We reformulate the problem as a two-player stochastic game and propose an approximate algorithm based on Monte Carlo tree search and Bayesian optimisation. Our experiments demonstrate that our approach significantly outperforms baseline approaches for this problem.


Self-Consistent Models and Values

Neural Information Processing Systems

Learned models of the environment provide reinforcement learning (RL) agents with flexible ways of making predictions about the environment.Models enable planning, i.e. using more computation to improve value functions or policies, without requiring additional environment interactions.In this work, we investigate a way of augmenting model-based RL, by additionally encouraging a learned model and value function to be jointly \emph{self-consistent}.This lies in contrast to classic planning methods like Dyna, which only update the value function to be consistent with the model.We propose a number of possible self-consistency updates, study them empirically in both the tabular and function approximation settings, and find that with appropriate choices self-consistency can be useful both for policy evaluation and control.


Near Optimal Policy Optimization via REPS

Neural Information Processing Systems

Since its introduction a decade ago, relative entropy policy search (REPS) has demonstrated successful policy learning on a number of simulated and real-world robotic domains, not to mention providing algorithmic components used by many recently proposed reinforcement learning (RL) algorithms. While REPS is commonly known in the community, there exist no guarantees on its performance when using stochastic and gradient-based solvers. In this paper we aim to fill this gap by providing guarantees and convergence rates for the sub-optimality of a policy learned using first-order optimization methods applied to the REPS objective. We first consider the setting in which we are given access to exact gradients and demonstrate how near-optimality of the objective translates to near-optimality of the policy. We then consider the practical setting of stochastic gradients, and introduce a technique that uses generative access to the underlying Markov decision process to compute parameter updates that maintain favorable convergence to the optimal regularized policy.


Towards Playing Full MOBA Games with Deep Reinforcement Learning

Neural Information Processing Systems

MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including off-policy adaption, multi-head value estimation, curriculum self-play learning, policy distillation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully.


Explicit Explore-Exploit Algorithms in Continuous State Spaces

Neural Information Processing Systems

We present a new model-based algorithm for reinforcement learning (RL) which consists of explicit exploration and exploitation phases, and is applicable in large or infinite state spaces. The algorithm maintains a set of dynamics models consistent with current experience and explores by finding policies which induce high dis- agreement between their state predictions. It then exploits using the refined set of models or experience gathered during exploration. We show that under realizability and optimal planning assumptions, our algorithm provably finds a near-optimal policy with a number of samples that is polynomial in a structural complexity measure which we show to be low in several natural settings. We then give a practical approximation using neural networks and demonstrate its performance and sample efficiency in practice.


Fault-Tolerant Federated Reinforcement Learning with Theoretical Guarantee

Neural Information Processing Systems

The growing literature of Federated Learning (FL) has recently inspired Federated Reinforcement Learning (FRL) to encourage multiple agents to federatively build a better decision-making policy without sharing raw trajectories. Despite its promising applications, existing works on FRL fail to I) provide theoretical analysis on its convergence, and II) account for random system failures and adversarial attacks. Towards this end, we propose the first FRL framework the convergence of which is guaranteed and tolerant to less than half of the participating agents being random system failures or adversarial attackers. We prove that the sample efficiency of the proposed framework is guaranteed to improve with the number of agents and is able to account for such potential failures or attacks. All theoretical results are empirically verified on various RL benchmark tasks.


Learning Mean-Field Games

Neural Information Processing Systems

This paper presents a general mean-field game (GMFG) framework for simultaneous learning and decision-making in stochastic games with a large population. It first establishes the existence of a unique Nash Equilibrium to this GMFG, and explains that naively combining Q-learning with the fixed-point approach in classical MFGs yields unstable algorithms. It then proposes a Q-learning algorithm with Boltzmann policy (GMF-Q), with analysis of convergence property and computational complexity. The experiments on repeated Ad auction problems demonstrate that this GMF-Q algorithm is efficient and robust in terms of convergence and learning accuracy. Moreover, its performance is superior in convergence, stability, and learning ability, when compared with existing algorithms for multi-agent reinforcement learning.


Sample Efficient Reinforcement Learning in Mixed Systems through Augmented Samples and Its Applications to Queueing Networks

Neural Information Processing Systems

This paper considers a class of reinforcement learning problems, which involve systems with two types of states: stochastic and pseudo-stochastic. In such systems, stochastic states follow a stochastic transition kernel while the transitions of pseudo-stochastic states are deterministic {\em given} the stochastic states/transitions. We refer to such systems as mixed systems, which are widely used in various applications, including Manufacturing systems, communication networks, and queueing networks. We propose a sample-efficient RL method that accelerates learning by generating augmented data samples. The proposed algorithm is data-driven (model-free), but it learns the policy from data samples from both real and augmented samples.