Reinforcement Learning
Offline RLWithout Off-Policy Evaluation
Most prior approaches to offline reinforcement learning (RL) have taken an iterative actor-critic approach involving off-policy evaluation. In this paper we show that simply doing one step of constrained/regularized policy improvement using an on-policy Q estimate of the behavior policy performs surprisingly well. This onestep algorithm beats the previously reported results of iterative algorithms on a large portion of the D4RL benchmark. The one-step baseline achieves this strong performance while being notably simpler and more robust to hyperparameters than previously proposed iterative algorithms. We argue that the relatively poor performance of iterative approaches is a result of the high variance inherent in doing off-policy evaluation and magnified by the repeated optimization of policies against those estimates. In addition, we hypothesize that the strong performance of the one-step algorithm is due to a combination of favorable structure in the environment and behavior policy.
Medical Dead-ends and Learning to Identify High-risk States and Treatments
Machine learning has successfully framed many sequential decision making problems as either supervised prediction, or optimal decision-making policy identification via reinforcement learning. In data-constrained offline settings, both approaches may fail as they assume fully optimal behavior or rely on exploring alternatives that may not exist. We introduce an inherently different approach that identifies possible "dead-ends" of a state space. We focus on the condition of patients in the intensive care unit, where a "medical dead-end" indicates that a patient will expire, regardless of all potential future treatment sequences. We postulate "treatment security" as avoiding treatments with probability proportional to their chance of leading to dead-ends, present a formal proof, and frame discovery as an RL problem. We then train three independent deep neural models for automated state construction, dead-end discovery and confirmation. Our empirical results discover that dead-ends exist in real clinical data among septic patients, and further reveal gaps between secure treatments and those that were administered.
Instance-Dependent Near-Optimal Policy Identification in Linear MDPs via Online Experiment Design
While much progress has been made in understanding the minimax sample complexity of reinforcement learning (RL)--the complexity of learning on the "worstcase" instance--such measures of complexity often do not capture the true difficulty of learning. In practice, on an "easy" instance, we might hope to achieve a complexity far better than that achievable on the worst-case instance. In this work we seek to understand the "instance-dependent" complexity of learning near-optimal policies (PACRL) in the setting of RL with linear function approximation. We propose an algorithm, PEDEL, which achieves a fine-grained instance-dependent measure of complexity, the first of its kind in the RL with function approximation setting, thereby capturing the difficulty of learning on each particular problem instance. Through an explicit example, we show that PEDEL yields provable gains over low-regret, minimax-optimal algorithms and that such algorithms are unable to hit the instance-optimal rate. Our approach relies on a novel online experiment design-based procedure which focuses the exploration budget on the "directions" most relevant to learning a near-optimal policy, and may be of independent interest.
Exploration-Guided Reward Shaping for Reinforcement Learning under Sparse Rewards
We study the problem of reward shaping to accelerate the training process of a reinforcement learning agent. Existing works have considered a number of different reward shaping formulations; however, they either require external domain knowledge or fail in environments with extremely sparse rewards. In this paper, we propose a novel framework, Exploration-Guided Reward Shaping (EXPLORS), that operates in a fully self-supervised manner and can accelerate an agent's learning even in sparse-reward environments. The key idea of EXPLORS is to learn an intrinsic reward function in combination with exploration-based bonuses to maximize the agent's utility w.r.t.
Exploration-Guided Reward Shaping for Reinforcement Learning under Sparse Rewards
We study the problem of reward shaping to accelerate the training process of a reinforcement learning agent. Existing works have considered a number of different reward shaping formulations; however, they either require external domain knowledge or fail in environments with extremely sparse rewards. In this paper, we propose a novel framework, Exploration-Guided Reward Shaping (EXPLORS), that operates in a fully self-supervised manner and can accelerate an agent's learning even in sparse-reward environments. The key idea of EXPLORS is to learn an intrinsic reward function in combination with exploration-based bonuses to maximize the agent's utility w.r.t.
Flexible Option Learning
Temporal abstraction in reinforcement learning (RL), offers the promise of improving generalization and knowledge transfer in complex environments, by propagating information more efficiently over time. Although option learning was initially formulated in a way that allows updating many options simultaneously, using off-policy, intra-option learning (Sutton, Precup & Singh, 1999), many of the recent hierarchical reinforcement learning approaches only update a single option at a time: the option currently executing. We revisit and extend intra-option learning in the context of deep reinforcement learning, in order to enable updating all options consistent with current primitive action choices, without introducing any additional estimates. Our method can therefore be naturally adopted in most hierarchical RL frameworks. When we combine our approach with the option-critic algorithm for option discovery, we obtain significant improvements in performance and data-efficiency across a wide variety of domains.