Goto

Collaborating Authors

 Reinforcement Learning


Universal Option Models

Neural Information Processing Systems

We consider the problem of learning models of options for real-time abstract planning, in the setting where reward functions can be specified at any time and their expected returns must be efficiently computed. We introduce a new model for an option that is independent of any reward function, called the universal option model (UOM). We prove that the UOM of an option can construct a traditional option model given a reward function, and also supports efficient computation of the option-conditional return. We extend the UOM to linear function approximation, and we show the UOM gives the TD solution of option returns and the value function of a policy over options. We provide a stochastic approximation algorithm for incrementally learning UOMs from data and prove its consistency. We demonstrate our method in two domains. The first domain is a real-time strategy game, where the controller must select the best game unit to accomplish a dynamically-specified task. The second domain is article recommendation, where each user query defines a new reward function and an article's relevance is the expected return from following a policy that follows the citations between articles. Our experiments show that UOMs are substantially more efficient than previously known methods for evaluating option returns and policies over options.


Sparse Multi-Task Reinforcement Learning

Neural Information Processing Systems

In multi-task reinforcement learning (MTRL), the objective is to simultaneously learn multiple tasks and exploit their similarity to improve the performance w.r.t.


Deep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning

Neural Information Processing Systems

The combination of modern Reinforcement Learning and Deep Learning approaches holds the promise of making significant progress on challenging applications requiring both rich perception and policy-selection. The Arcade Learning Environment (ALE) provides a set of Atari games that represent a useful benchmark set of such applications. A recent breakthrough in combining model-free reinforcement learning with deep learning, called DQN, achieves the best realtime agents thus far. Planning-based approaches achieve far higher scores than the best model-free approaches, but they exploit information that is not available to human players, and they are orders of magnitude slower than needed for real-time play. Our main goal in this work is to build a better real-time Atari game playing agent than DQN. The central idea is to use the slow planning-based agents to provide training data for a deep-learning architecture capable of real-time play. We proposed new agents based on this idea and show that they outperform DQN.


Bayes-Adaptive Simulation-based Search with Value Function Approximation Arthur Guez,1,2 Nicolas Heess 2 David Silver 2 Peter Dayan

Neural Information Processing Systems

Bayes-adaptive planning offers a principled solution to the explorationexploitation trade-off under model uncertainty. It finds the optimal policy in belief space, which explicitly accounts for the expected effect on future rewards of reductions in uncertainty. However, the Bayes-adaptive solution is typically intractable in domains with large or continuous state spaces. We present a tractable method for approximating the Bayes-adaptive solution by combining simulationbased search with a novel value function approximation technique that generalises appropriately over belief space. Our method outperforms prior approaches in both discrete bandit tasks and simple continuous navigation and control tasks.


Algorithms for CVaR Optimization in MDPs Yinlam Chow Institute of Computational & Mathematical Engineering, Stanford University Mohammad Ghavamzadeh

Neural Information Processing Systems

In many sequential decision-making problems we may want to manage risk by minimizing some measure of variability in costs in addition to minimizing a standard criterion. Conditional value-at-risk (CVaR) is a relatively new risk measure that addresses some of the shortcomings of the well-known variance-related risk measures, and because of its computational efficiencies has gained popularity in finance and operations research. In this paper, we consider the mean-CVaR optimization problem in MDPs. We first derive a formula for computing the gradient of this risk-sensitive objective function. We then devise policy gradient and actor-critic algorithms that each uses a specific method to estimate this gradient and updates the policy parameters in the descent direction. We establish the convergence of our algorithms to locally risk-sensitive optimal policies. Finally, we demonstrate the usefulness of our algorithms in an optimal stopping problem.


RAAM: The Benefits of Robustness in Approximating Aggregated MDPs in Reinforcement Learning

Neural Information Processing Systems

We describe how to use robust Markov decision processes for value function approximation with state aggregation. The robustness serves to reduce the sensitivity to the approximation error of sub-optimal policies in comparison to classical methods such as fitted value iteration.


Difference of Convex Functions Programming for Reinforcement Learning

Neural Information Processing Systems

Large Markov Decision Processes are usually solved using Approximate Dynamic Programming methods such as Approximate Value Iteration or Approximate Policy Iteration. The main contribution of this paper is to show that, alternatively, the optimal state-action value function can be estimated using Difference of Convex functions (DC) Programming.


built from n i.i.d samples, we control ||p p

Neural Information Processing Systems

In Reinforcement Learning (RL), state-of-the-art algorithms require a large number of samples per state-action pair to estimate the transition kernel p. In many problems, a good approximation of p is not needed. For instance, if from one state-action pair (s, a), one can only transit to states with the same value, learning p( |s, a) accurately is irrelevant (only its support matters). This paper aims at capturing such behavior by defining a novel hardness measure for Markov Decision Processes (MDPs) based on what we call the distribution-norm. The distributionnorm w.r.t. a measure ν is defined on zero ν-mean functions f by the standard variation of f with respect to ν. We first provide a concentration inequality for the dual of the distribution-norm.


Model-based Reinforcement Learning and the Eluder Dimension

Neural Information Processing Systems

We consider the problem of learning to optimize an unknown Markov decision process (MDP). We show that, if the MDP can be parameterized within some known function class, we can obtain regret bounds that scale with the dimensionality, rather than cardinality, of the system.


Near-optimal Reinforcement Learning in Factored MDPs

Neural Information Processing Systems

Any reinforcement learning algorithm that applies to all Markov decision processes (MDPs) will su er (Ô SAT) regret on some MDP, where T is the elapsed time and S and A are the cardinalities of the state and action spaces. This implies T = (SA) time to guarantee a near-optimal policy. In many settings of practical interest, due to the curse of dimensionality, S and A can be so enormous that this learning time is unacceptable. We establish that, if the system is known to be a factored MDP, it is possible to achieve regret that scales polynomially in the number of parameters encoding the factored MDP, which may be exponentially smaller than S or A. We provide two algorithms that satisfy near-optimal regret bounds in this context: posterior sampling reinforcement learning (PSRL) and an upper confidence bound algorithm (UCRL-Factored).