Reinforcement Learning
Robust Offline Reinforcement Learning with Gradient Penalty and Constraint Relaxation
Gao, Chengqian, Xu, Ke, Liu, Liu, Ye, Deheng, Zhao, Peilin, Xu, Zhiqiang
A promising paradigm for offline reinforcement learning (RL) is to constrain the learned policy to stay close to the dataset behaviors, known as policy constraint offline RL. However, existing works heavily rely on the purity of the data, exhibiting performance degradation or even catastrophic failure when learning from contaminated datasets containing impure trajectories of diverse levels. e.g., expert level, medium level, etc., while offline contaminated data logs exist commonly in the real world. To mitigate this, we first introduce gradient penalty over the learned value function to tackle the exploding Q-functions. We then relax the closeness constraints towards non-optimal actions with critic weighted constraint relaxation. Experimental results show that the proposed techniques effectively tame the non-optimal trajectories for policy constraint offline RL methods, evaluated on a set of contaminated D4RL Mujoco and Adroit datasets.
Learning Multi-Objective Curricula for Robotic Policy Learning
Kang, Jikun, Liu, Miao, Gupta, Abhinav, Pal, Chris, Liu, Xue, Fu, Jie
Various automatic curriculum learning (ACL) methods have been proposed to improve the sample efficiency and final performance of deep reinforcement learning (DRL). They are designed to control how a DRL agent collects data, which is inspired by how humans gradually adapt their learning processes to their capabilities. For example, ACL can be used for subgoal generation, reward shaping, environment generation, or initial state generation. However, prior work only considers curriculum learning following one of the aforementioned predefined paradigms. It is unclear which of these paradigms are complementary, and how the combination of them can be learned from interactions with the environment. Therefore, in this paper, we propose a unified automatic curriculum learning framework to create multi-objective but coherent curricula that are generated by a set of parametric curriculum modules. Each curriculum module is instantiated as a neural network and is responsible for generating a particular curriculum. In order to coordinate those potentially conflicting modules in unified parameter space, we propose a multi-task hyper-net learning framework that uses a single hyper-net to parameterize all those curriculum modules. In addition to existing hand-designed curricula paradigms, we further design a flexible memory mechanism to learn an abstract curriculum, which may otherwise be difficult to design manually. We evaluate our method on a series of robotic manipulation tasks and demonstrate its superiority over other state-of-the-art ACL methods in terms of sample efficiency and final performance.
When to Ask for Help: Proactive Interventions in Autonomous Reinforcement Learning
Xie, Annie, Tajwar, Fahim, Sharma, Archit, Finn, Chelsea
A long-term goal of reinforcement learning is to design agents that can autonomously interact and learn in the world. A critical challenge to such autonomy is the presence of irreversible states which require external assistance to recover from, such as when a robot arm has pushed an object off of a table. While standard agents require constant monitoring to decide when to intervene, we aim to design proactive agents that can request human intervention only when needed. To this end, we propose an algorithm that efficiently learns to detect and avoid states that are irreversible, and proactively asks for help in case the agent does enter them. On a suite of continuous control environments with unknown irreversible states, we find that our algorithm exhibits better sample- and intervention-efficiency compared to existing methods. Our code is publicly available at https://sites.google.com/view/proactive-interventions
Curriculum Reinforcement Learning using Optimal Transport via Gradual Domain Adaptation
Huang, Peide, Xu, Mengdi, Zhu, Jiacheng, Shi, Laixi, Fang, Fei, Zhao, Ding
Curriculum Reinforcement Learning (CRL) aims to create a sequence of tasks, starting from easy ones and gradually learning towards difficult tasks. In this work, we focus on the idea of framing CRL as interpolations between a source (auxiliary) and a target task distribution. Although existing studies have shown the great potential of this idea, it remains unclear how to formally quantify and generate the movement between task distributions. Inspired by the insights from gradual domain adaptation in semi-supervised learning, we create a natural curriculum by breaking down the potentially large task distributional shift in CRL into smaller shifts. We propose GRADIENT, which formulates CRL as an optimal transport problem with a tailored distance metric between tasks. Specifically, we generate a sequence of task distributions as a geodesic interpolation (i.e., Wasserstein barycenter) between the source and target distributions. Different from many existing methods, our algorithm considers a task-dependent contextual distance metric and is capable of handling nonparametric distributions in both continuous and discrete context settings. In addition, we theoretically show that GRADIENT enables smooth transfer between subsequent stages in the curriculum under certain conditions. We conduct extensive experiments in locomotion and manipulation tasks and show that our proposed GRADIENT achieves higher performance than baselines in terms of learning efficiency and asymptotic performance.
Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning
Wei, Hua, Chen, Jingxiao, Ji, Xiyang, Qin, Hongyang, Deng, Minwen, Li, Siqin, Wang, Liang, Zhang, Weinan, Yu, Yong, Liu, Lin, Huang, Lanxiao, Ye, Deheng, Fu, Qiang, Yang, Wei
This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available at https://github.com/tencent-ailab/hok_env . The documentation is available at https://aiarena.tencent.com/hok/doc/ .
Deep Black-Box Reinforcement Learning with Movement Primitives
Otto, Fabian, Celik, Onur, Zhou, Hongyi, Ziesche, Hanna, Vien, Ngo Anh, Neumann, Gerhard
\Episode-based reinforcement learning (ERL) algorithms treat reinforcement learning (RL) as a black-box optimization problem where we learn to select a parameter vector of a controller, often represented as a movement primitive, for a given task descriptor called a context. ERL offers several distinct benefits in comparison to step-based RL. It generates smooth control trajectories, can handle non-Markovian reward definitions, and the resulting exploration in parameter space is well suited for solving sparse reward settings. Yet, the high dimensionality of the movement primitive parameters has so far hampered the effective use of deep RL methods. In this paper, we present a new algorithm for deep ERL. It is based on differentiable trust region layers, a successful on-policy deep RL algorithm. These layers allow us to specify trust regions for the policy update that are solved exactly for each state using convex optimization, which enables policies learning with the high precision required for the ERL. We compare our ERL algorithm to state-of-the-art step-based algorithms in many complex simulated robotic control tasks. In doing so, we investigate different reward formulations - dense, sparse, and non-Markovian. While step-based algorithms perform well only on dense rewards, ERL performs favorably on sparse and non-Markovian rewards. Moreover, our results show that the sparse and the non-Markovian rewards are also often better suited to define the desired behavior, allowing us to obtain considerably higher quality policies compared to step-based RL.
Robust Reinforcement Learning using Offline Data
Panaganti, Kishan, Xu, Zaiyan, Kalathil, Dileep, Ghavamzadeh, Mohammad
The goal of robust reinforcement learning (RL) is to learn a policy that is robust against the uncertainty in model parameters. Parameter uncertainty commonly occurs in many real-world RL applications due to simulator modeling errors, changes in the real-world system dynamics over time, and adversarial disturbances. Robust RL is typically formulated as a max-min problem, where the objective is to learn the policy that maximizes the value against the worst possible models that lie in an uncertainty set. In this work, we propose a robust RL algorithm called Robust Fitted Q-Iteration (RFQI), which uses only an offline dataset to learn the optimal robust policy. Robust RL with offline data is significantly more challenging than its non-robust counterpart because of the minimization over all models present in the robust Bellman operator. This poses challenges in offline data collection, optimization over the models, and unbiased estimation. In this work, we propose a systematic approach to overcome these challenges, resulting in our RFQI algorithm. We prove that RFQI learns a near-optimal robust policy under standard assumptions and demonstrate its superior performance on standard benchmark problems.
Commonsense Knowledge from Scene Graphs for Textual Environments
Tanaka, Tsunehiko, Kimura, Daiki, Tatsubori, Michiaki
Text-based games are becoming commonly used in reinforcement learning as real-world simulation environments. They are usually imperfect information games, and their interactions are only in the textual modality. To challenge these games, it is effective to complement the missing information by providing knowledge outside the game, such as human common sense. However, such knowledge has only been available from textual information in previous works. In this paper, we investigate the advantage of employing commonsense reasoning obtained from visual datasets such as scene graph datasets. In general, images convey more comprehensive information compared with text for humans. This property enables to extract commonsense relationship knowledge more useful for acting effectively in a game. We compare the statistics of spatial relationships available in Visual Genome (a scene graph dataset) and ConceptNet (a text-based knowledge) to analyze the effectiveness of introducing scene graph datasets. We also conducted experiments on a text-based game task that requires commonsense reasoning. Our experimental results demonstrated that our proposed methods have higher and competitive performance than existing state-of-the-art methods.
A Reinforcement Learning Approach in Multi-Phase Second-Price Auction Design
Ai, Rui, Lyu, Boxiang, Wang, Zhaoran, Yang, Zhuoran, Jordan, Michael I.
We study reserve price optimization in multi-phase second price auctions, where seller's prior actions affect the bidders' later valuations through a Markov Decision Process (MDP). Compared to the bandit setting in existing works, the setting in ours involves three challenges. First, from the seller's perspective, we need to efficiently explore the environment in the presence of potentially nontruthful bidders who aim to manipulates seller's policy. Second, we want to minimize the seller's revenue regret when the market noise distribution is unknown. Third, the seller's per-step revenue is unknown, nonlinear, and cannot even be directly observed from the environment. We propose a mechanism addressing all three challenges. To address the first challenge, we use a combination of a new technique named "buffer periods" and inspirations from Reinforcement Learning (RL) with low switching cost to limit bidders' surplus from untruthful bidding, thereby incentivizing approximately truthful bidding. The second one is tackled by a novel algorithm that removes the need for pure exploration when the market noise distribution is unknown. The third challenge is resolved by an extension of LSVI-UCB, where we use the auction's underlying structure to control the uncertainty of the revenue function. The three techniques culminate in the $\underline{\rm C}$ontextual-$\underline{\rm L}$SVI-$\underline{\rm U}$CB-$\underline{\rm B}$uffer (CLUB) algorithm which achieves $\tilde{ \mathcal{O}}(H^{5/2}\sqrt{K})$ revenue regret when the market noise is known and $\tilde{ \mathcal{O}}(H^{3}\sqrt{K})$ revenue regret when the noise is unknown with no assumptions on bidders' truthfulness.
Unpacking Reward Shaping: Understanding the Benefits of Reward Engineering on Sample Complexity
Gupta, Abhishek, Pacchiano, Aldo, Zhai, Yuexiang, Kakade, Sham M., Levine, Sergey
Reinforcement learning provides an automated framework for learning behaviors from high-level reward specifications, but in practice the choice of reward function can be crucial for good results -- while in principle the reward only needs to specify what the task is, in reality practitioners often need to design more detailed rewards that provide the agent with some hints about how the task should be completed. The idea of this type of ``reward-shaping'' has been often discussed in the literature, and is often a critical part of practical applications, but there is relatively little formal characterization of how the choice of reward shaping can yield benefits in sample complexity. In this work, we build on the framework of novelty-based exploration to provide a simple scheme for incorporating shaped rewards into RL along with an analysis tool to show that particular choices of reward shaping provably improve sample efficiency. We characterize the class of problems where these gains are expected to be significant and show how this can be connected to practical algorithms in the literature. We confirm that these results hold in practice in an experimental evaluation, providing an insight into the mechanisms through which reward shaping can significantly improve the complexity of reinforcement learning while retaining asymptotic performance.