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 Reinforcement Learning


Exponential Family Model-Based Reinforcement Learning via Score Matching

arXiv.org Machine Learning

This paper studies the regret minimization problem for finite horizon, episodic reinforcement learning (RL) with infinitely large state and action spaces. Empirically, RL has achieved success in diverse domains, even when the problem size (measured in the number of states and actions) explodes [35, 44, 28]. The key to developing sample-efficient algorithms is to leverage function approximation, enabling us to generalize across different state-action pairs. Much theoretical progress has been made towards understanding function approximation in RL. Existing theory typically requires strong linearity assumptions on transition dynamics [e.g., 55, 26, 10, 36] or action-value functions [e.g., 30, 57] of the Markov Decision Process (MDP). However, most real world problems are nonlinear, and our theoretical understanding of these settings remains limited. Thus, we ask the question: Can we design provably efficient RL algorithms in nonlinear environments? Recently, Chowdhury et al. [13] introduced a nonlinear setting where the state-transition measures are finitely parameterized exponential family models, and they proposed to estimate model parameters via maximum likelihood estimation (MLE). The exponential family is a well-studied and powerful statistical framework, so it is a natural model class to consider beyond linear models.


Efficient Performance Bounds for Primal-Dual Reinforcement Learning from Demonstrations

arXiv.org Artificial Intelligence

We consider large-scale Markov decision processes with an unknown cost function and address the problem of learning a policy from a finite set of expert demonstrations. We assume that the learner is not allowed to interact with the expert and has no access to reinforcement signal of any kind. Existing inverse reinforcement learning methods come with strong theoretical guarantees, but are computationally expensive, while state-of-the-art policy optimization algorithms achieve significant empirical success, but are hampered by limited theoretical understanding. To bridge the gap between theory and practice, we introduce a novel bilinear saddle-point framework using Lagrangian duality. The proposed primal-dual viewpoint allows us to develop a model-free provably efficient algorithm through the lens of stochastic convex optimization. The method enjoys the advantages of simplicity of implementation, low memory requirements, and computational and sample complexities independent of the number of states. We further present an equivalent no-regret online-learning interpretation.


UC Berkeley Researchers Introduce the Unsupervised Reinforcement Learning Benchmark (URLB)

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Reinforcement Learning (RL) is a robust AI paradigm for handling various issues, including autonomous vehicle control, digital assistants, and resource allocation, to mention a few. However, even the best RL agents today are narrow. Most RL algorithms currently can only solve the single job they were trained on and have no cross-task or cross-domain generalization ability. The narrowness of today's RL systems has the unintended consequence of making today's RL agents incredibly data inefficient. Agents overfit to a specific extrinsic incentive, limiting their ability to generalize in RL.


Can Reinforcement Learning Find Stackelberg-Nash Equilibria in General-Sum Markov Games with Myopic Followers?

arXiv.org Machine Learning

Reinforcement learning (RL) has achieved striking empirical successes in solving real-world sequential decision-making problems (Mnih et al., 2015; Duan et al., 2016; Silver et al., 2016, 2017, 2018; Agostinelli et al., 2019; Akkaya et al., 2019). Motivated by these successes, multi-agent extensions of RL algorithms have recently become popular in decision-making problems involving multiple interacting agents (Busoniu et al., 2008; Hernandez-Leal et al., 2018, 2019; OroojlooyJadid and Hajinezhad, 2019; Zhang et al., 2019). Multi-agent RL is often modeled as a Markov game (Littman, 1994) where, at each time step, given the state of the environment, each player (agent) takes an action simultaneously, observes her own immediate reward, and the environment evolves into a next state. Here both the reward of each player and the state transition depend on the actions of all players. From the perspective of each player, her goal is to find a policy that maximizes her expected total reward in the presence of other agents. In Markov games, depending on the structure of the reward functions, the relationship among the players can be either collaborative, where each player has the same reward function, or competitive, where the sum of the reward function is equal to zero, or mixed, which corresponds to a general-sum game. While most of the existing theoretical results focus on the collaborative or two-player competitive settings, the mixed setting is oftentimes more pertinent to real-world multi-agent applications. Moreover, in addition to having diverse reward functions, the players might also have asymmetric roles in the Markov game--the players might be divided into leaders and followers, where the leaders' joint policy determines a general-sum game for the followers.


A Graph Attention Learning Approach to Antenna Tilt Optimization

arXiv.org Artificial Intelligence

6G will move mobile networks towards increasing levels of complexity. To deal with this complexity, optimization of network parameters is key to ensure high performance and timely adaptivity to dynamic network environments. The optimization of the antenna tilt provides a practical and cost-efficient method to improve coverage and capacity in the network. Previous methods based on Reinforcement Learning (RL) have shown great promise for tilt optimization by learning adaptive policies outperforming traditional tilt optimization methods. However, most existing RL methods are based on single-cell features representation, which fails to fully characterize the agent state, resulting in suboptimal performance. Also, most of such methods lack scalability, due to state-action explosion, and generalization ability. In this paper, we propose a Graph Attention Q-learning (GAQ) algorithm for tilt optimization. GAQ relies on a graph attention mechanism to select relevant neighbors information, improve the agent state representation, and update the tilt control policy based on a history of observations using a Deep Q-Network (DQN). We show that GAQ efficiently captures important network information and outperforms standard DQN with local information by a large margin. In addition, we demonstrate its ability to generalize to network deployments of different sizes and densities.


Wasserstein Flow Meets Replicator Dynamics: A Mean-Field Analysis of Representation Learning in Actor-Critic

arXiv.org Machine Learning

Actor-critic (AC) algorithms, empowered by neural networks, have had significant empirical success in recent years. However, most of the existing theoretical support for AC algorithms focuses on the case of linear function approximations, or linearized neural networks, where the feature representation is fixed throughout training. Such a limitation fails to capture the key aspect of representation learning in neural AC, which is pivotal in practical problems. In this work, we take a mean-field perspective on the evolution and convergence of feature-based neural AC. Specifically, we consider a version of AC where the actor and critic are represented by overparameterized two-layer neural networks and are updated with two-timescale learning rates. The critic is updated by temporal-difference (TD) learning with a larger stepsize while the actor is updated via proximal policy optimization (PPO) with a smaller stepsize. In the continuous-time and infinite-width limiting regime, when the timescales are properly separated, we prove that neural AC finds the globally optimal policy at a sublinear rate. Additionally, we prove that the feature representation induced by the critic network is allowed to evolve within a neighborhood of the initial one.


Multiagent Model-based Credit Assignment for Continuous Control

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) has recently shown great promise in robotic continuous control tasks. Nevertheless, prior research in this vein center around the centralized learning setting that largely relies on the communication availability among all the components of a robot. However, agents in the real world often operate in a decentralised fashion without communication due to latency requirements, limited power budgets and safety concerns. By formulating robotic components as a system of decentralised agents, this work presents a decentralised multiagent reinforcement learning framework for continuous control. To this end, we first develop a cooperative multiagent PPO framework that allows for centralized optimisation during training and decentralised operation during execution. However, the system only receives a global reward signal which is not attributed towards each agent. To address this challenge, we further propose a generic game-theoretic credit assignment framework which computes agent-specific reward signals. Last but not least, we also incorporate a model-based RL module into our credit assignment framework, which leads to significant improvement in sample efficiency. We demonstrate the effectiveness of our framework on experimental results on Mujoco locomotion control tasks. For a demo video please visit: https://youtu.be/gFyVPm4svEY.


All You Need to Know About Unsupervised Reinforcement Learning

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Unsupervised learning can be considered as the approach to learning from the huge amount of unannotated data and reinforcement learning can be considered as the approach to learning from the very low amount of data. A combination of these learning methods can be considered as unsupervised reinforcement learning which is basically a betterment in reinforcement learning. In this article, we are going to discuss unsupervised Reinforcement learning in detail along with special features and application areas. The major points that we will discuss here are listed below. Unsupervised reinforcement learning is a combination of unsupervised learning and reinforcement learning.


Machine Learning -- Categories of Machine Learning

#artificialintelligence

Machine learning evolved from left to right as shown in the above diagram. Initially, researchers started out with Supervised Learning. This is the case of housing price prediction discussed earlier. This was followed by unsupervised learning, where the machine is made to learn on its own without any supervision. Scientists discovered further that it may be a good idea to reward the machine when it does the job the expected way and there came the Reinforcement Learning.


The Statistical Complexity of Interactive Decision Making

arXiv.org Machine Learning

A fundamental challenge in interactive learning and decision making, ranging from bandit problems to reinforcement learning, is to provide sample-efficient, adaptive learning algorithms that achieve near-optimal regret. This question is analogous to the classical problem of optimal (supervised) statistical learning, where there are well-known complexity measures (e.g., VC dimension and Rademacher complexity) that govern the statistical complexity of learning. However, characterizing the statistical complexity of interactive learning is substantially more challenging due to the adaptive nature of the problem. The main result of this work provides a complexity measure, the Decision-Estimation Coefficient, that is proven to be both necessary and sufficient for sample-efficient interactive learning. In particular, we provide: 1. a lower bound on the optimal regret for any interactive decision making problem, establishing the Decision-Estimation Coefficient as a fundamental limit. 2. a unified algorithm design principle, Estimation-to-Decisions (E2D), which transforms any algorithm for supervised estimation into an online algorithm for decision making. E2D attains a regret bound matching our lower bound, thereby achieving optimal sample-efficient learning as characterized by the Decision-Estimation Coefficient. Taken together, these results constitute a theory of learnability for interactive decision making. When applied to reinforcement learning settings, the Decision-Estimation Coefficient recovers essentially all existing hardness results and lower bounds. More broadly, the approach can be viewed as a decision-theoretic analogue of the classical Le Cam theory of statistical estimation; it also unifies a number of existing approaches -- both Bayesian and frequentist.