Reinforcement Learning
Showing versus Doing: Teaching by Demonstration
People often learn from others' demonstrations, and inverse reinforcement learning (IRL) techniques have realized this capacity in machines. In contrast, teaching by demonstration has been less well studied computationally. Here, we develop a Bayesian model for teaching by demonstration. Stark differences arise when demonstrators are intentionally teaching (i.e.
VIME: Variational Information Maximizing Exploration, Yan Duan
Scalable and effective exploration remains a key challenge in reinforcement learning (RL). While there are methods with optimality guarantees in the setting of discrete state and action spaces, these methods cannot be applied in high-dimensional deep RL scenarios. As such, most contemporary RL relies on simple heuristics such as ษ-greedy exploration or adding Gaussian noise to the controls. This paper introduces Variational Information Maximizing Exploration (VIME), an exploration strategy based on maximization of information gain about the agent's belief of environment dynamics. We propose a practical implementation, using variational inference in Bayesian neural networks which efficiently handles continuous state and action spaces. VIME modifies the MDP reward function, and can be applied with several different underlying RL algorithms. We demonstrate that VIME achieves significantly better performance compared to heuristic exploration methods across a variety of continuous control tasks and algorithms, including tasks with very sparse rewards.
Guided Policy Search via Approximate Mirror Descent
Guided policy search algorithms can be used to optimize complex nonlinear policies, such as deep neural networks, without directly computing policy gradients in the high-dimensional parameter space. Instead, these methods use supervised learning to train the policy to mimic a "teacher" algorithm, such as a trajectory optimizer or a trajectory-centric reinforcement learning method. Guided policy search methods provide asymptotic local convergence guarantees by construction, but it is not clear how much the policy improves within a small, finite number of iterations. We show that guided policy search algorithms can be interpreted as an approximate variant of mirror descent, where the projection onto the constraint manifold is not exact. We derive a new guided policy search algorithm that is simpler and provides appealing improvement and convergence guarantees in simplified convex and linear settings, and show that in the more general nonlinear setting, the error in the projection step can be bounded. We provide empirical results on several simulated robotic navigation and manipulation tasks that show that our method is stable and achieves similar or better performance when compared to prior guided policy search methods, with a simpler formulation and fewer hyperparameters.
Safe Policy Improvement by Minimizing Robust Baseline Regret
An important problem in sequential decision-making under uncertainty is to use limited data to compute a safe policy, which is guaranteed to outperform a given baseline strategy. In this paper, we develop and analyze a new model-based approach that computes a safe policy, given an inaccurate model of the system's dynamics and guarantees on the accuracy of this model. The new robust method uses this model to directly minimize the (negative) regret w.r.t. the baseline policy. Contrary to existing approaches, minimizing the regret allows one to improve the baseline policy in states with accurate dynamics and to seamlessly fall back to the baseline policy, otherwise. We show that our formulation is NP-hard and propose a simple approximate algorithm. Our empirical results on several domains further show that even the simple approximate algorithm can outperform standard approaches.
Accelerating Stochastic Composition Optimization Mengdi Wang โค, Ji Liu
Consider the stochastic composition optimization problem where the objective is a composition of two expected-value functions. We propose a new stochastic firstorder method, namely the accelerated stochastic compositional proximal gradient (ASC-PG) method, which updates based on queries to the sampling oracle using two different timescales. The ASC-PG is the first proximal gradient method for the stochastic composition problem that can deal with nonsmooth regularization penalty. We show that the ASC-PG exhibits faster convergence than the best known algorithms, and that it achieves the optimal sample-error complexity in several important special cases. We further demonstrate the application of ASC-PG to reinforcement learning and conduct numerical experiments.
Deep Exploration via Bootstrapped DQN Ian Osband
E cient exploration remains a major challenge for reinforcement learning (RL). Common dithering strategies for exploration, such as '-greedy, do not carry out temporally-extended (or deep) exploration; this can lead to exponentially larger data requirements. However, most algorithms for statistically e cient RL are not computationally tractable in complex environments. Randomized value functions o er a promising approach to e cient exploration with generalization, but existing algorithms are not compatible with nonlinearly parameterized value functions. As a first step towards addressing such contexts we develop bootstrapped DQN. We demonstrate that bootstrapped DQN can combine deep exploration with deep neural networks for exponentially faster learning than any dithering strategy. In the Arcade Learning Environment bootstrapped DQN substantially improves learning speed and cumulative performance across most games.
Tree-Structured Reinforcement Learning for Sequential Object Localization
Existing object proposal algorithms usually search for possible object regions over multiple locations and scales separately, which ignore the interdependency among different objects and deviate from the human perception procedure. To incorporate global interdependency between objects into object localization, we propose an effective Tree-structured Reinforcement Learning (Tree-RL) approach to sequentially search for objects by fully exploiting both the current observation and historical search paths. The Tree-RL approach learns multiple searching policies through maximizing the long-term reward that reflects localization accuracies over all the objects. Starting with taking the entire image as a proposal, the Tree-RL approach allows the agent to sequentially discover multiple objects via a tree-structured traversing scheme. Allowing multiple near-optimal policies, Tree-RL offers more diversity in search paths and is able to find multiple objects with a single feedforward pass. Therefore, Tree-RL can better cover different objects with various scales which is quite appealing in the context of object proposal. Experiments on PASCAL VOC 2007 and 2012 validate the effectiveness of the Tree-RL, which can achieve comparable recalls with current object proposal algorithms via much fewer candidate windows.
Learning values across many orders of magnitude
Most learning algorithms are not invariant to the scale of the signal that is being approximated. We propose to adaptively normalize the targets used in the learning updates. This is important in value-based reinforcement learning, where the magnitude of appropriate value approximations can change over time when we update the policy of behavior. Our main motivation is prior work on learning to play Atari games, where the rewards were clipped to a predetermined range. This clipping facilitates learning across many different games with a single learning algorithm, but a clipped reward function can result in qualitatively different behavior. Using adaptive normalization we can remove this domain-specific heuristic without diminishing overall performance.
PAC Reinforcement Learning with Rich Observations
We propose and study a new model for reinforcement learning with rich observations, generalizing contextual bandits to sequential decision making. These models require an agent to take actions based on observations (features) with the goal of achieving long-term performance competitive with a large set of policies. To avoid barriers to sample-efficient learning associated with large observation spaces and general POMDPs, we focus on problems that can be summarized by a small number of hidden states and have long-term rewards that are predictable by a reactive function class. In this setting, we design and analyze a new reinforcement learning algorithm, Least Squares Value Elimination by Exploration. We prove that the algorithm learns near optimal behavior after a number of episodes that is polynomial in all relevant parameters, logarithmic in the number of policies, and independent of the size of the observation space. Our result provides theoretical justification for reinforcement learning with function approximation.