Reinforcement Learning
SAUTE RL: Almost Surely Safe Reinforcement Learning Using State Augmentation
Sootla, Aivar, Cowen-Rivers, Alexander I., Jafferjee, Taher, Wang, Ziyan, Mguni, David, Wang, Jun, Bou-Ammar, Haitham
Satisfying safety constraints almost surely (or with probability one) can be critical for deployment of Reinforcement Learning (RL) in real-life applications. For example, plane landing and take-off should ideally occur with probability one. We address the problem by introducing Safety Augmented (Saute) Markov Decision Processes (MDPs), where the safety constraints are eliminated by augmenting them into the state-space and reshaping the objective. We show that Saute MDP satisfies the Bellman equation and moves us closer to solving Safe RL with constraints satisfied almost surely. We argue that Saute MDP allows to view Safe RL problem from a different perspective enabling new features. For instance, our approach has a plug-and-play nature, i.e., any RL algorithm can be "sauteed". Additionally, state augmentation allows for policy generalization across safety constraints. We finally show that Saute RL algorithms can outperform their state-of-the-art counterparts when constraint satisfaction is of high importance.
Quantile-Based Policy Optimization for Reinforcement Learning
Jiang, Jinyang, Hu, Jiaqiao, Peng, Yijie
Classical reinforcement learning (RL) aims to optimize the expected cumulative rewards. In this work, we consider the RL setting where the goal is to optimize the quantile of the cumulative rewards. We parameterize the policy controlling actions by neural networks and propose a novel policy gradient algorithm called Quantile-Based Policy Optimization (QPO) and its variant Quantile-Based Proximal Policy Optimization (QPPO) to solve deep RL problems with quantile objectives. QPO uses two coupled iterations running at different time scales for simultaneously estimating quantiles and policy parameters and is shown to converge to the global optimal policy under certain conditions. Our numerical results demonstrate that the proposed algorithms outperform the existing baseline algorithms under the quantile criterion.
Geometry of the Minimum Volume Confidence Sets
Lin, Heguang, Li, Mengze, Pimentel-Alarcón, Daniel, Malloy, Matthew
Computation of confidence sets is central to data science and machine learning, serving as the workhorse of A/B testing and underpinning the operation and analysis of reinforcement learning algorithms. This paper studies the geometry of the minimum-volume confidence sets for the multinomial parameter. When used in place of more standard confidence sets and intervals based on bounds and asymptotic approximation, learning algorithms can exhibit improved sample complexity. Prior work showed the minimum-volume confidence sets are the level-sets of a discontinuous function defined by an exact p-value. While the confidence sets are optimal in that they have minimum average volume, computation of membership of a single point in the set is challenging for problems of modest size. Since the confidence sets are level-sets of discontinuous functions, little is apparent about their geometry. This paper studies the geometry of the minimum volume confidence sets by enumerating and covering the continuous regions of the exact p-value function. This addresses a fundamental question in A/B testing: given two multinomial outcomes, how can one determine if their corresponding minimum volume confidence sets are disjoint? We answer this question in a restricted setting.
Bayesian Nonparametrics for Offline Skill Discovery
Villecroze, Valentin, Braviner, Harry J., Naderian, Panteha, Maddison, Chris J., Loaiza-Ganem, Gabriel
Skills or low-level policies in reinforcement learning are temporally extended actions that can speed up learning and enable complex behaviours. Recent work in offline reinforcement learning and imitation learning has proposed several techniques for skill discovery from a set of expert trajectories. While these methods are promising, the number K of skills to discover is always a fixed hyperparameter, which requires either prior knowledge about the environment or an additional parameter search to tune it. We first propose a method for offline learning of options (a particular skill framework) exploiting advances in variational inference and continuous relaxations. We then highlight an unexplored connection between Bayesian nonparametrics and offline skill discovery, and show how to obtain a nonparametric version of our model. This version is tractable thanks to a carefully structured approximate posterior with a dynamically-changing number of options, removing the need to specify K. We also show how our nonparametric extension can be applied in other skill frameworks, and empirically demonstrate that our method can outperform state-of-the-art offline skill learning algorithms across a variety of environments. Our code is available at https://github.com/layer6ai-labs/BNPO .
Distributional Reinforcement Learning via Sinkhorn Iterations
Sun, Ke, Zhao, Yingnan, Liu, Yi, Jiang, Bei, Kong, Linglong
Distributional reinforcement learning~(RL) is a class of state-of-the-art algorithms that estimate the whole distribution of the total return rather than only its expectation. The representation manner of each return distribution and the choice of distribution divergence are pivotal for the empirical success of distributional RL. In this paper, we propose a new class of \textit{Sinkhorn distributional RL} algorithm that learns a finite set of statistics, i.e., deterministic samples, from each return distribution and then leverages Sinkhorn iterations to evaluate the Sinkhorn distance between the current and target Bellmen distributions. Remarkably, as Sinkhorn divergence interpolates between the Wasserstein distance and Maximum Mean Discrepancy~(MMD). This allows our proposed Sinkhorn distributional RL algorithms to find a sweet spot leveraging the geometry of optimal transport-based distance, and the unbiased gradient estimates of MMD. Finally, experiments on a suite of Atari games reveal the competitive performance of Sinkhorn distributional RL algorithm as opposed to existing state-of-the-art algorithms.
Microsoft's AI Model Identifies When Medical Treatments Harm More Than Help
Microsoft researchers have built an AI model that can identify when medical treatments meant to help patients actually ended up harming them. The model, Dead-end Discovery, uses the reinforcement learning ML framework – where an agent learns from trial and error – because it is well-suited to health care. Health care is characterized by sequential decision-making: After looking at a patient's condition, providers apply a treatment and observe the results. If the patient improves, the process repeats. Medical care today is characterized by a focus on what to do to help the patient recover.
Transfer Reinforcement Learning for Differing Action Spaces via Q-Network Representations
Beck, Nathan, Rajasekharan, Abhiramon, Tran, Hieu
Transfer learning approaches in reinforcement learning aim to assist agents in learning their target domains by leveraging the knowledge learned from other agents that have been trained on similar source domains. For example, recent research focus within this space has been placed on knowledge transfer between tasks that have different transition dynamics and reward functions; however, little focus has been placed on knowledge transfer between tasks that have different action spaces. In this paper, we approach the task of transfer learning between domains that differ in action spaces. We present a reward shaping method based on source embedding similarity that is applicable to domains with both discrete and continuous action spaces. The efficacy of our approach is evaluated on transfer to restricted action spaces in the Acrobot-v1 and Pendulum-v0 domains. A comparison with two baselines shows that our method does not outperform these baselines in these continuous action spaces but does show an improvement in these discrete action spaces. We conclude our analysis with future directions for this work.
CUP: A Conservative Update Policy Algorithm for Safe Reinforcement Learning
Yang, Long, Ji, Jiaming, Dai, Juntao, Zhang, Yu, Li, Pengfei, Pan, Gang
Safe reinforcement learning (RL) is still very challenging since it requires the agent to consider both return maximization and safe exploration. In this paper, we propose CUP, a Conservative Update Policy algorithm with a theoretical safety guarantee. We derive the CUP based on the new proposed performance bounds and surrogate functions. Although using bounds as surrogate functions to design safe RL algorithms have appeared in some existing works, we develop them at least three aspects: (i) We provide a rigorous theoretical analysis to extend the surrogate functions to generalized advantage estimator (GAE). GAE significantly reduces variance empirically while maintaining a tolerable level of bias, which is an efficient step for us to design CUP; (ii) The proposed bounds are tighter than existing works, i.e., using the proposed bounds as surrogate functions are better local approximations to the objective and safety constraints. (iii) The proposed CUP provides a non-convex implementation via first-order optimizers, which does not depend on any convex approximation. Finally, extensive experiments show the effectiveness of CUP where the agent satisfies safe constraints. We have opened the source code of CUP at https://github.com/RL-boxes/Safe-RL.
Interpretable Reinforcement Learning with Multilevel Subgoal Discovery
Demin, Alexander, Ponomaryov, Denis
We propose a novel Reinforcement Learning model for discrete environments, which is inherently interpretable and supports the discovery of deep subgoal hierarchies. In the model, an agent learns information about environment in the form of probabilistic rules, while policies for (sub)goals are learned as combinations thereof. No reward function is required for learning; an agent only needs to be given a primary goal to achieve. Subgoals of a goal G from the hierarchy are computed as descriptions of states, which if previously achieved increase the total efficiency of the available policies for G. These state descriptions are introduced as new sensor predicates into the rule language of the agent, which allows for sensing important intermediate states and for updating environment rules and policies accordingly.
Understanding Value Decomposition Algorithms in Deep Cooperative Multi-Agent Reinforcement Learning
Dou, Zehao, Kuba, Jakub Grudzien, Yang, Yaodong
Value function decomposition is becoming a popular rule of thumb for scaling up multi-agent reinforcement learning (MARL) in cooperative games. For such a decomposition rule to hold, the assumption of the individual-global max (IGM) principle must be made; that is, the local maxima on the decomposed value function per every agent must amount to the global maximum on the joint value function. This principle, however, does not have to hold in general. As a result, the applicability of value decomposition algorithms is concealed and their corresponding convergence properties remain unknown. In this paper, we make the first effort to answer these questions. Specifically, we introduce the set of cooperative games in which the value decomposition methods find their validity, which is referred as decomposable games. In decomposable games, we theoretically prove that applying the multi-agent fitted Q-Iteration algorithm (MA-FQI) will lead to an optimal Q-function. In non-decomposable games, the estimated Q-function by MA-FQI can still converge to the optimum under the circumstance that the Q-function needs projecting into the decomposable function space at each iteration. In both settings, we consider value function representations by practical deep neural networks and derive their corresponding convergence rates. To summarize, our results, for the first time, offer theoretical insights for MARL practitioners in terms of when value decomposition algorithms converge and why they perform well.