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 Reinforcement Learning


Explaining Reinforcement Learning with Shapley Values

arXiv.org Artificial Intelligence

For reinforcement learning systems to be widely adopted, their users must understand and trust them. We present a theoretical analysis of explaining reinforcement learning using Shapley values, following a principled approach from game theory for identifying the contribution of individual players to the outcome of a cooperative game. We call this general framework Shapley Values for Explaining Reinforcement Learning (SVERL). Our analysis exposes the limitations of earlier uses of Shapley values in reinforcement learning. We then develop an approach that uses Shapley values to explain agent performance. In a variety of domains, SVERL produces meaningful explanations that match and supplement human intuition.


Self-Paced Absolute Learning Progress as a Regularized Approach to Curriculum Learning

arXiv.org Artificial Intelligence

The usability of Reinforcement Learning is restricted by the large computation times it requires. Curriculum Reinforcement Learning speeds up learning by defining a helpful order in which an agent encounters tasks, i.e. from simple to hard. Curricula based on Absolute Learning Progress (ALP) have proven successful in different environments, but waste computation on repeating already learned behaviour in new tasks. We solve this problem by introducing a new regularization method based on Self-Paced (Deep) Learning, called Self-Paced Absolute Learning Progress (SPALP). We evaluate our method in three different environments. Our method achieves performance comparable to original ALP in all cases, and reaches it quicker than ALP in two of them. We illustrate possibilities to further improve the efficiency and performance of SPALP.


An End-to-End Reinforcement Learning Approach for Job-Shop Scheduling Problems Based on Constraint Programming

arXiv.org Artificial Intelligence

Constraint Programming (CP) is a declarative programming paradigm that allows for modeling and solving combinatorial optimization problems, such as the Job-Shop Scheduling Problem (JSSP). While CP solvers manage to find optimal or near-optimal solutions for small instances, they do not scale well to large ones, i.e., they require long computation times or yield low-quality solutions. Therefore, real-world scheduling applications often resort to fast, handcrafted, priority-based dispatching heuristics to find a good initial solution and then refine it using optimization methods. This paper proposes a novel end-to-end approach to solving scheduling problems by means of CP and Reinforcement Learning (RL). In contrast to previous RL methods, tailored for a given problem by including procedural simulation algorithms, complex feature engineering, or handcrafted reward functions, our neural-network architecture and training algorithm merely require a generic CP encoding of some scheduling problem along with a set of small instances. Our approach leverages existing CP solvers to train an agent learning a Priority Dispatching Rule (PDR) that generalizes well to large instances, even from separate datasets. We evaluate our method on seven JSSP datasets from the literature, showing its ability to find higher-quality solutions for very large instances than obtained by static PDRs and by a CP solver within the same time limit.


Divide and Repair: Using Options to Improve Performance of Imitation Learning Against Adversarial Demonstrations

arXiv.org Artificial Intelligence

We consider the problem of learning to perform a task from demonstrations given by teachers or experts, when some of the experts' demonstrations might be adversarial and demonstrate an incorrect way to perform the task. We propose a novel technique that can identify parts of demonstrated trajectories that have not been significantly modified by the adversary and utilize them for learning, using temporally extended policies or options. We first define a trajectory divergence measure based on the spatial and temporal features of demonstrated trajectories to detect and discard parts of the trajectories that have been significantly modified by an adversarial expert, and, could degrade the learner's performance, if used for learning, We then use an options-based algorithm that partitions trajectories and learns only from the parts of trajectories that have been determined as admissible. We provide theoretical results of our technique to show that repairing partial trajectories improves the sample efficiency of the demonstrations without degrading the learner's performance. We then evaluate the proposed algorithm for learning to play an Atari-like, computer-based game called LunarLander in the presence of different types and degrees of adversarial attacks of demonstrated trajectories. Our experimental results show that our technique can identify adversarially modified parts of the demonstrated trajectories and successfully prevent the learning performance from degrading due to adversarial demonstrations.


Professional Basketball Player Behavior Synthesis via Planning with Diffusion

arXiv.org Artificial Intelligence

Dynamically planning in multi-agent systems has been explored to improve decision-making in various domains. Professional basketball serves as a compelling example of a dynamic spatio-temporal game, encompassing both concealed strategic policies and decision-making. However, processing the diverse on-court signals and navigating the vast space of potential actions and outcomes makes it difficult for existing approaches to swiftly identify optimal strategies in response to evolving circumstances. In this study, we first formulate the sequential decision-making process as a conditional trajectory generation process. We further introduce PLAYBEST (PLAYer BEhavior SynThesis), a method for enhancing player decision-making. We extend the state-of-the-art generative model, diffusion probabilistic model, to learn challenging multi-agent environmental dynamics from historical National Basketball Association (NBA) player motion tracking data. To incorporate data-driven strategies, an auxiliary value function is trained using the play-by-play data with corresponding rewards acting as the plan guidance. To accomplish reward-guided trajectory generation, conditional sampling is introduced to condition the diffusion model on the value function and conduct classifier-guided sampling. We validate the effectiveness of PLAYBEST via comprehensive simulation studies from real-world data, contrasting the generated trajectories and play strategies with those employed by professional basketball teams. Our results reveal that the model excels at generating high-quality basketball trajectories that yield efficient plays, surpassing conventional planning techniques in terms of adaptability, flexibility, and overall performance. Moreover, the synthesized play strategies exhibit a remarkable alignment with professional tactics, highlighting the model's capacity to capture the intricate dynamics of basketball games.


Beyond Reward: Offline Preference-guided Policy Optimization

arXiv.org Artificial Intelligence

This study focuses on the topic of offline preference-based reinforcement learning (PbRL), a variant of conventional reinforcement learning that dispenses with the need for online interaction or specification of reward functions. Instead, the agent is provided with fixed offline trajectories and human preferences between pairs of trajectories to extract the dynamics and task information, respectively. Since the dynamics and task information are orthogonal, a naive approach would involve using preference-based reward learning followed by an off-the-shelf offline RL algorithm. However, this requires the separate learning of a scalar reward function, which is assumed to be an information bottleneck of the learning process. To address this issue, we propose the offline preference-guided policy optimization (OPPO) paradigm, which models offline trajectories and preferences in a one-step process, eliminating the need for separately learning a reward function. OPPO achieves this by introducing an offline hindsight information matching objective for optimizing a contextual policy and a preference modeling objective for finding the optimal context. OPPO further integrates a well-performing decision policy by optimizing the two objectives iteratively. Our empirical results demonstrate that OPPO effectively models offline preferences and outperforms prior competing baselines, including offline RL algorithms performed over either true or pseudo reward function specifications. Our code is available on the project website: https://sites.google.com/view/oppo-icml-2023 .


Deep Laplacian-based Options for Temporally-Extended Exploration

arXiv.org Artificial Intelligence

Selecting exploratory actions that generate a rich stream of experience for better learning is a fundamental challenge in reinforcement learning (RL). An approach to tackle this problem consists in selecting actions according to specific policies for an extended period of time, also known as options. A recent line of work to derive such exploratory options builds upon the eigenfunctions of the graph Laplacian. Importantly, until now these methods have been mostly limited to tabular domains where (1) the graph Laplacian matrix was either given or could be fully estimated, (2) performing eigendecomposition on this matrix was computationally tractable, and (3) value functions could be learned exactly. Additionally, these methods required a separate option discovery phase. These assumptions are fundamentally not scalable. In this paper we address these limitations and show how recent results for directly approximating the eigenfunctions of the Laplacian can be leveraged to truly scale up options-based exploration. To do so, we introduce a fully online deep RL algorithm for discovering Laplacian-based options and evaluate our approach on a variety of pixel-based tasks. We compare to several state-of-the-art exploration methods and show that our approach is effective, general, and especially promising in non-stationary settings.


Policy Mirror Ascent for Efficient and Independent Learning in Mean Field Games

arXiv.org Artificial Intelligence

Mean-field games have been used as a theoretical tool to obtain an approximate Nash equilibrium for symmetric and anonymous $N$-player games. However, limiting applicability, existing theoretical results assume variations of a "population generative model", which allows arbitrary modifications of the population distribution by the learning algorithm. Moreover, learning algorithms typically work on abstract simulators with population instead of the $N$-player game. Instead, we show that $N$ agents running policy mirror ascent converge to the Nash equilibrium of the regularized game within $\widetilde{\mathcal{O}}(\varepsilon^{-2})$ samples from a single sample trajectory without a population generative model, up to a standard $\mathcal{O}(\frac{1}{\sqrt{N}})$ error due to the mean field. Taking a divergent approach from the literature, instead of working with the best-response map we first show that a policy mirror ascent map can be used to construct a contractive operator having the Nash equilibrium as its fixed point. We analyze single-path TD learning for $N$-agent games, proving sample complexity guarantees by only using a sample path from the $N$-agent simulator without a population generative model. Furthermore, we demonstrate that our methodology allows for independent learning by $N$ agents with finite sample guarantees.


Causal Deep Reinforcement Learning Using Observational Data

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) requires the collection of interventional data, which is sometimes expensive and even unethical in the real world, such as in the autonomous driving and the medical field. Offline reinforcement learning promises to alleviate this issue by exploiting the vast amount of observational data available in the real world. However, observational data may mislead the learning agent to undesirable outcomes if the behavior policy that generates the data depends on unobserved random variables (i.e., confounders). In this paper, we propose two deconfounding methods in DRL to address this problem. The methods first calculate the importance degree of different samples based on the causal inference technique, and then adjust the impact of different samples on the loss function by reweighting or resampling the offline dataset to ensure its unbiasedness. These deconfounding methods can be flexibly combined with existing model-free DRL algorithms such as soft actor-critic and deep Q-learning, provided that a weak condition can be satisfied by the loss functions of these algorithms. We prove the effectiveness of our deconfounding methods and validate them experimentally.


Overcoming the Long Horizon Barrier for Sample-Efficient Reinforcement Learning with Latent Low-Rank Structure

arXiv.org Artificial Intelligence

The practicality of reinforcement learning algorithms has been limited due to poor scaling with respect to the problem size, as the sample complexity of learning an $\epsilon$-optimal policy is $\tilde{\Omega}\left(|S||A|H^3 / \epsilon^2\right)$ over worst case instances of an MDP with state space $S$, action space $A$, and horizon $H$. We consider a class of MDPs for which the associated optimal $Q^*$ function is low rank, where the latent features are unknown. While one would hope to achieve linear sample complexity in $|S|$ and $|A|$ due to the low rank structure, we show that without imposing further assumptions beyond low rank of $Q^*$, if one is constrained to estimate the $Q$ function using only observations from a subset of entries, there is a worst case instance in which one must incur a sample complexity exponential in the horizon $H$ to learn a near optimal policy. We subsequently show that under stronger low rank structural assumptions, given access to a generative model, Low Rank Monte Carlo Policy Iteration (LR-MCPI) and Low Rank Empirical Value Iteration (LR-EVI) achieve the desired sample complexity of $\tilde{O}\left((|S|+|A|)\mathrm{poly}(d,H)/\epsilon^2\right)$ for a rank $d$ setting, which is minimax optimal with respect to the scaling of $|S|, |A|$, and $\epsilon$. In contrast to literature on linear and low-rank MDPs, we do not require a known feature mapping, our algorithm is computationally simple, and our results hold for long time horizons. Our results provide insights on the minimal low-rank structural assumptions required on the MDP with respect to the transition kernel versus the optimal action-value function.