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 Reinforcement Learning


XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) has demonstrated substantial potential across diverse fields, yet understanding its decision-making process, especially in real-world scenarios where rationality and safety are paramount, is an ongoing challenge. This paper delves in to Explainable RL (XRL), a subfield of Explainable AI (XAI) aimed at unravelling the complexities of RL models. Our focus rests on state-explaining techniques, a crucial subset within XRL methods, as they reveal the underlying factors influencing an agent's actions at any given time. Despite their significant role, the lack of a unified evaluation framework hinders assessment of their accuracy and effectiveness. To address this, we introduce XRL-Bench, a unified standardized benchmark tailored for the evaluation and comparison of XRL methods, encompassing three main modules: standard RL environments, explainers based on state importance, and standard evaluators. XRL-Bench supports both tabular and image data for state explanation. We also propose TabularSHAP, an innovative and competitive XRL method. We demonstrate the practical utility of TabularSHAP in real-world online gaming services and offer an open-source benchmark platform for the straightforward implementation and evaluation of XRL methods. Our contributions facilitate the continued progression of XRL technology.


The Edge-of-Reach Problem in Offline Model-Based Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning aims to enable agents to be trained from pre-collected datasets, however, this comes with the added challenge of estimating the value of behavior not covered in the dataset. Model-based methods offer a solution by allowing agents to collect additional synthetic data via rollouts in a learned dynamics model. The prevailing theoretical understanding is that this can then be viewed as online reinforcement learning in an approximate dynamics model, and any remaining gap is therefore assumed to be due to the imperfect dynamics model. Surprisingly, however, we find that if the learned dynamics model is replaced by the true error-free dynamics, existing model-based methods completely fail. This reveals a major misconception. Our subsequent investigation finds that the general procedure used in model-based algorithms results in the existence of a set of edge-of-reach states which trigger pathological value overestimation and collapse in Bellman-based algorithms. We term this the edge-of-reach problem. Based on this, we fill some gaps in existing theory and also explain how prior model-based methods are inadvertently addressing the true underlying edge-of-reach problem. Finally, we propose Reach-Aware Value Learning (RAVL), a simple and robust method that directly addresses the edge-of-reach problem and achieves strong performance across both proprioceptive and pixel-based benchmarks. Code open-sourced at: https://github.com/anyasims/edge-of-reach.


When Do Off-Policy and On-Policy Policy Gradient Methods Align?

arXiv.org Machine Learning

Policy gradient methods are widely adopted reinforcement learning algorithms for tasks with continuous action spaces. These methods succeeded in many application domains, however, because of their notorious sample inefficiency their use remains limited to problems where fast and accurate simulations are available. A common way to improve sample efficiency is to modify their objective function to be computable from off-policy samples without importance sampling. A well-established off-policy objective is the excursion objective. This work studies the difference between the excursion objective and the traditional on-policy objective, which we refer to as the on-off gap. We provide the first theoretical analysis showing conditions to reduce the on-off gap while establishing empirical evidence of shortfalls arising when these conditions are not met.


Class-Balanced and Reinforced Active Learning on Graphs

arXiv.org Artificial Intelligence

Graph neural networks (GNNs) have demonstrated significant success in various applications, such as node classification, link prediction, and graph classification. Active learning for GNNs aims to query the valuable samples from the unlabeled data for annotation to maximize the GNNs' performance at a lower cost. However, most existing algorithms for reinforced active learning in GNNs may lead to a highly imbalanced class distribution, especially in highly skewed class scenarios. GNNs trained with class-imbalanced labeled data are susceptible to bias toward majority classes, and the lower performance of minority classes may lead to a decline in overall performance. To tackle this issue, we propose a novel class-balanced and reinforced active learning framework for GNNs, namely, GCBR. It learns an optimal policy to acquire class-balanced and informative nodes for annotation, maximizing the performance of GNNs trained with selected labeled nodes. GCBR designs class-balance-aware states, as well as a reward function that achieves trade-off between model performance and class balance. The reinforcement learning algorithm Advantage Actor-Critic (A2C) is employed to learn an optimal policy stably and efficiently. We further upgrade GCBR to GCBR++ by introducing a punishment mechanism to obtain a more class-balanced labeled set. Extensive experiments on multiple datasets demonstrate the effectiveness of the proposed approaches, achieving superior performance over state-of-the-art baselines.


Model-Based Offline Reinforcement Learning with Pessimism-Modulated Dynamics Belief

Neural Information Processing Systems

Model-based offline reinforcement learning (RL) aims to find highly rewarding policy, by leveraging a previously collected static dataset and a dynamics model. While the dynamics model learned through reuse of the static dataset, its generalization ability hopefully promotes policy learning if properly utilized. To that end, several works propose to quantify the uncertainty of predicted dynamics, and explicitly apply it to penalize reward. However, as the dynamics and the reward are intrinsically different factors in context of MDP, characterizing the impact of dynamics uncertainty through reward penalty may incur unexpected tradeoff between model utilization and risk avoidance. In this work, we instead maintain a belief distribution over dynamics, and evaluate/optimize policy through biased sampling from the belief.


Offline Goal-Conditioned Reinforcement Learning via f-Advantage Regression

Neural Information Processing Systems

Offline goal-conditioned reinforcement learning (GCRL) promises general-purpose skill learning in the form of reaching diverse goals from purely offline datasets. We propose Goal-conditioned f-Advantage Regression (GoFAR), a novel regressionbased offline GCRL algorithm derived from a state-occupancy matching perspective; the key intuition is that the goal-reaching task can be formulated as a stateoccupancy matching problem between a dynamics-abiding imitator agent and an expert agent that directly teleports to the goal. In contrast to prior approaches, GoFAR does not require any hindsight relabeling and enjoys uninterleaved optimization for its value and policy networks. These distinct features confer GoFAR with much better offline performance and stability as well as statistical performance guarantee that is unattainable for prior methods. Furthermore, we demonstrate that GoFAR's training objectives can be re-purposed to learn an agent-independent goal-conditioned planner from purely offline source-domain data, which enables zero-shot transfer to new target domains.


Offline Multi-Agent Reinforcement Learning with Knowledge Distillation, Lin Yen-Chen

Neural Information Processing Systems

We introduce an offline multi-agent reinforcement learning (offline MARL) framework that utilizes previously collected data without additional online data collection. Our method reformulates offline MARL as a sequence modeling problem and thus builds on top of the simplicity and scalability of the Transformer architecture. In the fashion of centralized training and decentralized execution, we propose to first train a teacher policy who has the privilege to access every agent's observations, actions, and rewards. After the teacher policy has identified and recombined the "good" behavior in the dataset, we create separate student policies and distill not only the teacher policy's features but also its structural relations among different agents' features to student policies. We show that our framework significantly improves performances on a range of tasks and outperforms state-of-the-art offline MARL baselines. Furthermore, we demonstrate that the proposed method has a better convergence rate, is more sample efficient, and is more robust to various demonstration qualities compared with baselines.


0113ef4642264adc2e6924a3cbbdf532-Paper-Conference.pdf

Neural Information Processing Systems

Strong inductive biases give humans the ability to quickly learn to perform a variety of tasks. Although meta-learning is a method to endow neural networks with useful inductive biases, agents trained by meta-learning may sometimes acquire very different strategies from humans. We show that co-training these agents on predicting representations from natural language task descriptions and programs induced to generate such tasks guides them toward more humanlike inductive biases. Human-generated language descriptions and program induction models that add new learned primitives both contain abstract concepts that can compress description length. Co-training on these representations result in more human-like behavior in downstream meta-reinforcement learning agents than less abstract controls (synthetic language descriptions, program induction without learned primitives), suggesting that the abstraction supported by these representations is key.


Checklist

Neural Information Processing Systems

In the main text we present the TD and ETD algorithms for policy evaluation under linear function approximation, as a way to recognize the existing literature on emphatic algorithms [27]. We here present the derivation for policy evaluation under general function approximation. Following standard notation [41], capital letters for states, actions or rewards represent the random variable at time t (i.e. S


Adaptive Interest for Emphatic Reinforcement Learning

Neural Information Processing Systems

Emphatic algorithms have shown great promise in stabilizing and improving reinforcement learning by selectively emphasizing the update rule. Although the emphasis fundamentally depends on an interest function which defines the intrinsic importance of each state, most approaches simply adopt a uniform interest over all states (except where a hand-designed interest is possible based on domain knowledge). In this paper, we investigate adaptive methods that allow the interest function to dynamically vary over states and iterations. In particular, we leverage meta-gradients to automatically discover online an interest function that would accelerate the agent's learning process. Empirical evaluations on a wide range of environments show that adapting the interest is key to provide significant gains. Qualitative analysis indicates that the learned interest function emphasizes states of particular importance, such as bottlenecks, which can be especially useful in a transfer learning setting.