Reinforcement Learning
Implicit Offline Reinforcement Learning via Supervised Learning
Piche, Alexandre, Pardinas, Rafael, Vazquez, David, Mordatch, Igor, Pal, Chris
Offline Reinforcement Learning (RL) via Supervised Learning is a simple and effective way to learn robotic skills from a dataset collected by policies of different expertise levels. It is as simple as supervised learning and Behavior Cloning (BC), but takes advantage of return information. On datasets collected by policies of similar expertise, implicit BC has been shown to match or outperform explicit BC. Despite the benefits of using implicit models to learn robotic skills via BC, offline RL via Supervised Learning algorithms have been limited to explicit models. We show how implicit models can leverage return information and match or outperform explicit algorithms to acquire robotic skills from fixed datasets. Furthermore, we show the close relationship between our implicit methods and other popular RL via Supervised Learning algorithms to provide a unified framework. Finally, we demonstrate the effectiveness of our method on high-dimension manipulation and locomotion tasks.
Text Editing as Imitation Game
Shi, Ning, Tang, Bin, Yuan, Bo, Huang, Longtao, Pu, Yewen, Fu, Jie, Lin, Zhouhan
Text editing, such as grammatical error correction, arises naturally from imperfect textual data. Recent works frame text editing as a multi-round sequence tagging task, where operations -- such as insertion and substitution -- are represented as a sequence of tags. While achieving good results, this encoding is limited in flexibility as all actions are bound to token-level tags. In this work, we reformulate text editing as an imitation game using behavioral cloning. Specifically, we convert conventional sequence-to-sequence data into state-to-action demonstrations, where the action space can be as flexible as needed. Instead of generating the actions one at a time, we introduce a dual decoders structure to parallel the decoding while retaining the dependencies between action tokens, coupled with trajectory augmentation to alleviate the distribution shift that imitation learning often suffers. In experiments on a suite of Arithmetic Equation benchmarks, our model consistently outperforms the autoregressive baselines in terms of performance, efficiency, and robustness. We hope our findings will shed light on future studies in reinforcement learning applying sequence-level action generation to natural language processing.
online and lightweight kernel-based approximated policy iteration for dynamic p-norm linear adaptive filtering
Akiyama, Yuki, Vu, Minh, Slavakis, Konstantinos
This paper introduces a solution to the problem of selecting dynamically (online) the ``optimal'' p-norm to combat outliers in linear adaptive filtering without any knowledge on the probability density function of the outliers. The proposed online and data-driven framework is built on kernel-based reinforcement learning (KBRL). To this end, novel Bellman mappings on reproducing kernel Hilbert spaces (RKHSs) are introduced. These mappings do not require any knowledge on transition probabilities of Markov decision processes, and are nonexpansive with respect to the underlying Hilbertian norm. The fixed-point sets of the proposed Bellman mappings are utilized to build an approximate policy-iteration (API) framework for the problem at hand. To address the ``curse of dimensionality'' in RKHSs, random Fourier features are utilized to bound the computational complexity of the API. Numerical tests on synthetic data for several outlier scenarios demonstrate the superior performance of the proposed API framework over several non-RL and KBRL schemes.
Provable General Function Class Representation Learning in Multitask Bandits and MDPs
Lu, Rui, Zhao, Andrew, Du, Simon S., Huang, Gao
While multitask representation learning has become a popular approach in reinforcement learning (RL) to boost the sample efficiency, the theoretical understanding of why and how it works is still limited. Most previous analytical works could only assume that the representation function is already known to the agent or from linear function class, since analyzing general function class representation encounters non-trivial technical obstacles such as generalization guarantee, formulation of confidence bound in abstract function space, etc. However, linear-case analysis heavily relies on the particularity of linear function class, while real-world practice usually adopts general non-linear representation functions like neural networks. This significantly reduces its applicability. In this work, we extend the analysis to general function class representations. Specifically, we consider an agent playing $M$ contextual bandits (or MDPs) concurrently and extracting a shared representation function $\phi$ from a specific function class $\Phi$ using our proposed Generalized Functional Upper Confidence Bound algorithm (GFUCB). We theoretically validate the benefit of multitask representation learning within general function class for bandits and linear MDP for the first time. Lastly, we conduct experiments to demonstrate the effectiveness of our algorithm with neural net representation.
Palm up: Playing in the Latent Manifold for Unsupervised Pretraining
Liu, Hao, Zahavy, Tom, Mnih, Volodymyr, Singh, Satinder
Large and diverse datasets have been the cornerstones of many impressive advancements in artificial intelligence. Intelligent creatures, however, learn by interacting with the environment, which changes the input sensory signals and the state of the environment. In this work, we aim to bring the best of both worlds and propose an algorithm that exhibits an exploratory behavior whilst it utilizes large diverse datasets. Our key idea is to leverage deep generative models that are pretrained on static datasets and introduce a dynamic model in the latent space. The transition dynamics simply mixes an action and a random sampled latent. It then applies an exponential moving average for temporal persistency, the resulting latent is decoded to image using pretrained generator. We then employ an unsupervised reinforcement learning algorithm to explore in this environment and perform unsupervised representation learning on the collected data. We further leverage the temporal information of this data to pair data points as a natural supervision for representation learning. Our experiments suggest that the learned representations can be successfully transferred to downstream tasks in both vision and reinforcement learning domains.
Towards Disturbance-Free Visual Mobile Manipulation
Ni, Tianwei, Ehsani, Kiana, Weihs, Luca, Salvador, Jordi
Deep reinforcement learning has shown promising results on an abundance of robotic tasks in simulation, including visual navigation and manipulation. Prior work generally aims to build embodied agents that solve their assigned tasks as quickly as possible, while largely ignoring the problems caused by collision with objects during interaction. This lack of prioritization is understandable: there is no inherent cost in breaking virtual objects. As a result, "well-trained" agents frequently collide with objects before achieving their primary goals, a behavior that would be catastrophic in the real world. In this paper, we study the problem of training agents to complete the task of visual mobile manipulation in the ManipulaTHOR environment while avoiding unnecessary collision (disturbance) with objects. We formulate disturbance avoidance as a penalty term in the reward function, but find that directly training with such penalized rewards often results in agents being unable to escape poor local optima. Instead, we propose a two-stage training curriculum where an agent is first allowed to freely explore and build basic competencies without penalization, after which a disturbance penalty is introduced to refine the agent's behavior. Results on testing scenes show that our curriculum not only avoids these poor local optima, but also leads to 10% absolute gains in success rate without disturbance, compared to our state-of-the-art baselines. Moreover, our curriculum is significantly more performant than a safe RL algorithm that casts collision avoidance as a constraint. Finally, we propose a novel disturbance-prediction auxiliary task that accelerates learning.
Counterfactual Explanations for Reinforcement Learning
Gajcin, Jasmina, Dusparic, Ivana
While AI algorithms have shown remarkable success in various fields, their lack of transparency hinders their application to real-life tasks. Although explanations targeted at non-experts are necessary for user trust and human-AI collaboration, the majority of explanation methods for AI are focused on developers and expert users. Counterfactual explanations are local explanations that offer users advice on what can be changed in the input for the output of the black-box model to change. Counterfactuals are user-friendly and provide actionable advice for achieving the desired output from the AI system. While extensively researched in supervised learning, there are few methods applying them to reinforcement learning (RL). In this work, we explore the reasons for the underrepresentation of a powerful explanation method in RL. We start by reviewing the current work in counterfactual explanations in supervised learning. Additionally, we explore the differences between counterfactual explanations in supervised learning and RL and identify the main challenges that prevent adoption of methods from supervised in reinforcement learning. Finally, we redefine counterfactuals for RL and propose research directions for implementing counterfactuals in RL.
Integrating Policy Summaries with Reward Decomposition for Explaining Reinforcement Learning Agents
Septon, Yael, Huber, Tobias, André, Elisabeth, Amir, Ofra
Explaining the behavior of reinforcement learning agents operating in sequential decision-making settings is challenging, as their behavior is affected by a dynamic environment and delayed rewards. Methods that help users understand the behavior of such agents can roughly be divided into local explanations that analyze specific decisions of the agents and global explanations that convey the general strategy of the agents. In this work, we study a novel combination of local and global explanations for reinforcement learning agents. Specifically, we combine reward decomposition, a local explanation method that exposes which components of the reward function influenced a specific decision, and HIGHLIGHTS, a global explanation method that shows a summary of the agent's behavior in decisive states. We conducted two user studies to evaluate the integration of these explanation methods and their respective benefits. Our results show significant benefits for both methods. In general, we found that the local reward decomposition was more useful for identifying the agents' priorities. However, when there was only a minor difference between the agents' preferences, then the global information provided by HIGHLIGHTS additionally improved participants' understanding.
Random Actions vs Random Policies: Bootstrapping Model-Based Direct Policy Search
Hanna, Elias, Coninx, Alex, Doncieux, Stéphane
This paper studies the impact of the initial data gathering method on the subsequent learning of a dynamics model. Dynamics models approximate the true transition function of a given task, in order to perform policy search directly on the model rather than on the costly real system. This study aims to determine how to bootstrap a model as efficiently as possible, by comparing initialization methods employed in two different policy search frameworks in the literature. The study focuses on the model performance under the episode-based framework of Evolutionary methods using probabilistic ensembles. Experimental results show that various task-dependant factors can be detrimental to each method, suggesting to explore hybrid approaches.
Action Model Learning • AI Blog
Action model learning is a subfield of machine learning that focuses on learning how to perform actions in the world. This can include learning how to control robots, navigate in virtual environments, and much more. Action model learning focuses on giving machines the ability to learn from and predict actions. This can be done by observing and interactively exploring the environment, or by using reinforcement learning methods. Action model learning is an important area of research because it has the potential to create systems that can autonomously learn how to perform tasks by imitating human or animal behavior.