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 Reinforcement Learning


Sufficient Exploration for Convex Q-learning

arXiv.org Artificial Intelligence

Ever since the introduction of Watkins' Q-learning algorithm in the 1980s, the research community has searched for a general theory beyond the so-called tabular settings (in which the function class spans all possible functions of state and action). The natural extension of Q-learning to general function approximation setting seeks to solve what is known as a projected Bellman equation (PBE). There are few results available giving sufficient conditions for the existence of a solution, or convergence of the algorithm if a solution does exist [24, 17, 10]. Counterexamples show that conditions on the function class are required in general, even in a linear function approximation setting [1, 25, 6]. The GQ-algorithm of [14] is one success story, based on a relaxation of the PBE. Even if existence and stability of the algorithm were settled, we would still face the challenge of interpreting the output of a Q-learning algorithm based on the PBE criterion.


On the convergence of policy gradient methods to Nash equilibria in general stochastic games

arXiv.org Artificial Intelligence

Learning in stochastic games is a notoriously difficult problem because, in addition to each other's strategic decisions, the players must also contend with the fact that the game itself evolves over time, possibly in a very complicated manner. Because of this, the convergence properties of popular learning algorithms - like policy gradient and its variants - are poorly understood, except in specific classes of games (such as potential or two-player, zero-sum games). In view of this, we examine the long-run behavior of policy gradient methods with respect to Nash equilibrium policies that are second-order stationary (SOS) in a sense similar to the type of sufficiency conditions used in optimization. Our first result is that SOS policies are locally attracting with high probability, and we show that policy gradient trajectories with gradient estimates provided by the REINFORCE algorithm achieve an $\mathcal{O}(1/\sqrt{n})$ distance-squared convergence rate if the method's step-size is chosen appropriately. Subsequently, specializing to the class of deterministic Nash policies, we show that this rate can be improved dramatically and, in fact, policy gradient methods converge within a finite number of iterations in that case.


PerfectDou: Dominating DouDizhu with Perfect Information Distillation

arXiv.org Artificial Intelligence

As a challenging multi-player card game, DouDizhu has recently drawn much attention for analyzing competition and collaboration in imperfect-information games. In this paper, we propose PerfectDou, a state-of-the-art DouDizhu AI system that dominates the game, in an actor-critic framework with a proposed technique named perfect information distillation. In detail, we adopt a perfect-training-imperfect-execution framework that allows the agents to utilize the global information to guide the training of the policies as if it is a perfect information game and the trained policies can be used to play the imperfect information game during the actual gameplay. To this end, we characterize card and game features for DouDizhu to represent the perfect and imperfect information. To train our system, we adopt proximal policy optimization with generalized advantage estimation in a parallel training paradigm. In experiments we show how and why PerfectDou beats all existing AI programs, and achieves state-of-the-art performance.


PTDE: Personalized Training with Distillated Execution for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Centralized Training with Decentralized Execution (CTDE) has been a very popular paradigm for multi-agent reinforcement learning. One of its main features is making full use of the global information to learn a better joint $Q$-function or centralized critic. In this paper, we in turn explore how to leverage the global information to directly learn a better individual $Q$-function or individual actor. We find that applying the same global information to all agents indiscriminately is not enough for good performance, and thus propose to specify the global information for each agent to obtain agent-specific global information for better performance. Furthermore, we distill such agent-specific global information into the agent's local information, which is used during decentralized execution without too much performance degradation. We call this new paradigm Personalized Training with Distillated Execution (PTDE). PTDE can be easily combined with many state-of-the-art algorithms to further improve their performance, which is verified in both SMAC and Google Research Football scenarios.


You Only Live Once: Single-Life Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning algorithms are typically designed to learn a performant policy that can repeatedly and autonomously complete a task, usually starting from scratch. However, in many real-world situations, the goal might not be to learn a policy that can do the task repeatedly, but simply to perform a new task successfully once in a single trial. For example, imagine a disaster relief robot tasked with retrieving an item from a fallen building, where it cannot get direct supervision from humans. It must retrieve this object within one test-time trial, and must do so while tackling unknown obstacles, though it may leverage knowledge it has of the building before the disaster. We formalize this problem setting, which we call single-life reinforcement learning (SLRL), where an agent must complete a task within a single episode without interventions, utilizing its prior experience while contending with some form of novelty. SLRL provides a natural setting to study the challenge of autonomously adapting to unfamiliar situations, and we find that algorithms designed for standard episodic reinforcement learning often struggle to recover from out-of-distribution states in this setting. Motivated by this observation, we propose an algorithm, $Q$-weighted adversarial learning (QWALE), which employs a distribution matching strategy that leverages the agent's prior experience as guidance in novel situations. Our experiments on several single-life continuous control problems indicate that methods based on our distribution matching formulation are 20-60% more successful because they can more quickly recover from novel states.


Sample-Efficient Reinforcement Learning of Partially Observable Markov Games

arXiv.org Artificial Intelligence

This paper considers the challenging tasks of Multi-Agent Reinforcement Learning (MARL) under partial observability, where each agent only sees her own individual observations and actions that reveal incomplete information about the underlying state of system. This paper studies these tasks under the general model of multiplayer general-sum Partially Observable Markov Games (POMGs), which is significantly larger than the standard model of Imperfect Information Extensive-Form Games (IIEFGs). We identify a rich subclass of POMGs -- weakly revealing POMGs -- in which sample-efficient learning is tractable. In the self-play setting, we prove that a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to find approximate Nash equilibria, correlated equilibria, as well as coarse correlated equilibria of weakly revealing POMGs, in a polynomial number of samples when the number of agents is small. In the setting of playing against adversarial opponents, we show that a variant of our optimistic MLE algorithm is capable of achieving sublinear regret when being compared against the optimal maximin policies. To our best knowledge, this work provides the first line of sample-efficient results for learning POMGs.


Factored Adaptation for Non-Stationary Reinforcement Learning

arXiv.org Artificial Intelligence

Dealing with non-stationarity in environments (e.g., in the transition dynamics) and objectives (e.g., in the reward functions) is a challenging problem that is crucial in real-world applications of reinforcement learning (RL). While most current approaches model the changes as a single shared embedding vector, we leverage insights from the recent causality literature to model non-stationarity in terms of individual latent change factors, and causal graphs across different environments. In particular, we propose Factored Adaptation for Non-Stationary RL (FANS-RL), a factored adaption approach that learns jointly both the causal structure in terms of a factored MDP, and a factored representation of the individual time-varying change factors. We prove that under standard assumptions, we can completely recover the causal graph representing the factored transition and reward function, as well as a partial structure between the individual change factors and the state components. Through our general framework, we can consider general non-stationary scenarios with different function types and changing frequency, including changes across episodes and within episodes. Experimental results demonstrate that FANS-RL outperforms existing approaches in terms of return, compactness of the latent state representation, and robustness to varying degrees of non-stationarity.


Know Thyself: Transferable Visual Control Policies Through Robot-Awareness

arXiv.org Artificial Intelligence

Training visual control policies from scratch on a new robot typically requires generating large amounts of robot-specific data. How might we leverage data previously collected on another robot to reduce or even completely remove this need for robot-specific data? We propose a "robot-aware control" paradigm that achieves this by exploiting readily available knowledge about the robot. This also enables us to set up visual planning costs that separately consider the robot agent and the world. Our experiments on tabletop manipulation tasks with simulated and real robots demonstrate that these plug-in improvements dramatically boost the transferability of visual model-based RL policies, even permitting zero-shot transfer of visual manipulation skills onto new robots. Raw visual observations provide a versatile, high-bandwidth, and low-cost information stream for robot control policies. However, despite the huge strides in machine learning for computer vision tasks in the last decade, extracting actionable information from images remains challenging. As a result, even simple robotic tasks such as vision-based planar object pushing commonly require data collected over many hours of robot interaction to learn effective policies. This data collection cost would be amortized if the learned policies could transfer reliably and easily to new target robots. For example, a hospital adding a new robot to its robot fleet could simply plug in their existing policies and start using it immediately. Going further, other hospitals looking to automate the same tasks could purchase a robot of their choice and download the same policy models. However, such transferable policies are difficult to achieve in practice. Even when the task setting, such as the hospital, remains unchanged, the changed visual appearance of the robot itself leads to out-of-distribution inputs for visual policies pre-trained on other robots. This issue particularly affects manipulation tasks: manipulation involves operating in intimate proximity with the environment, and any cameras set up to observe the environment cannot avoid also observing the robot. There is a way out of this bind: most robots are capable of highly precise proprioception and kinesthesis to sense body poses and movements through internal sensors.


Boosting Offline Reinforcement Learning via Data Rebalancing

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) is challenged by the distributional shift between learning policies and datasets. To address this problem, existing works mainly focus on designing sophisticated algorithms to explicitly or implicitly constrain the learned policy to be close to the behavior policy. The constraint applies not only to well-performing actions but also to inferior ones, which limits the performance upper bound of the learned policy. Instead of aligning the densities of two distributions, aligning the supports gives a relaxed constraint while still being able to avoid out-of-distribution actions. Therefore, we propose a simple yet effective method to boost offline RL algorithms based on the observation that resampling a dataset keeps the distribution support unchanged. More specifically, we construct a better behavior policy by resampling each transition in an old dataset according to its episodic return. We dub our method ReD (Return-based Data Rebalance), which can be implemented with less than 10 lines of code change and adds negligible running time. Extensive experiments demonstrate that ReD is effective at boosting offline RL performance and orthogonal to decoupling strategies in long-tailed classification. New state-of-the-arts are achieved on the D4RL benchmark.


LobsDICE: Offline Learning from Observation via Stationary Distribution Correction Estimation

arXiv.org Artificial Intelligence

We consider the problem of learning from observation (LfO), in which the agent aims to mimic the expert's behavior from the state-only demonstrations by experts. We additionally assume that the agent cannot interact with the environment but has access to the action-labeled transition data collected by some agents with unknown qualities. This offline setting for LfO is appealing in many real-world scenarios where the ground-truth expert actions are inaccessible and the arbitrary environment interactions are costly or risky. In this paper, we present LobsDICE, an offline LfO algorithm that learns to imitate the expert policy via optimization in the space of stationary distributions. Our algorithm solves a single convex minimization problem, which minimizes the divergence between the two state-transition distributions induced by the expert and the agent policy. Through an extensive set of offline LfO tasks, we show that LobsDICE outperforms strong baseline methods.