Reinforcement Learning
Investigation of Independent Reinforcement Learning Algorithms in Multi-Agent Environments
Lee, Ken Ming, Subramanian, Sriram Ganapathi, Crowley, Mark
Independent reinforcement learning algorithms have no theoretical guarantees for finding the best policy in multi-agent settings. However, in practice, prior works have reported good performance with independent algorithms in some domains and bad performance in others. Moreover, a comprehensive study of the strengths and weaknesses of independent algorithms is lacking in the literature. In this paper, we carry out an empirical comparison of the performance of independent algorithms on four PettingZoo environments that span the three main categories of multi-agent environments, i.e., cooperative, competitive, and mixed. We show that in fully-observable environments, independent algorithms can perform on par with multi-agent algorithms in cooperative and competitive settings. For the mixed environments, we show that agents trained via independent algorithms learn to perform well individually, but fail to learn to cooperate with allies and compete with enemies. We also show that adding recurrence improves the learning of independent algorithms in cooperative partially observable environments.
On the Expressivity of Markov Reward
Abel, David, Dabney, Will, Harutyunyan, Anna, Ho, Mark K., Littman, Michael L., Precup, Doina, Singh, Satinder
Reward is the driving force for reinforcement-learning agents. This paper is dedicated to understanding the expressivity of reward as a way to capture tasks that we would want an agent to perform. We frame this study around three new abstract notions of "task" that might be desirable: (1) a set of acceptable behaviors, (2) a partial ordering over behaviors, or (3) a partial ordering over trajectories. Our main results prove that while reward can express many of these tasks, there exist instances of each task type that no Markov reward function can capture. We then provide a set of polynomial-time algorithms that construct a Markov reward function that allows an agent to optimize tasks of each of these three types, and correctly determine when no such reward function exists. We conclude with an empirical study that corroborates and illustrates our theoretical findings.
Settling the Horizon-Dependence of Sample Complexity in Reinforcement Learning
Li, Yuanzhi, Wang, Ruosong, Yang, Lin F.
Reinforcement learning (RL) is one of the most important paradigms in machine learning. What makes RL different from other paradigms is that it models the long-term effects in decision-making problems. For instance, in a finite-horizon Markov decision process (MDP), which is one of the most fundamental models for RL, an agent interacts with the environment for a total of H steps and receives a sequence of H random reward values, along with stochastic state transitions, as feedback. The goal of the agent is to find a policy to maximize the expected sum of these rewards values instead of any single one of them. Since decisions made at early stages could significantly impact the future, the agent must take possible future transitions into consideration when choosing the policy. On the other hand, when H 1, RL reduces to the contextual bandits problem in which it suffices to act myopically to achieve optimality. Due to the important role of the horizon length in RL, Jiang and Agarwal [JA18] propose to study how the sample complexity of RL depends on the horizon length. More formally, let us consider the episodic RL setting, where the horizon length is H and the underlying MDP has unknown and time invariant transition probabilities and rewards.
Making RL tractable by learning more informative reward functions: example-based control, meta-learning, and normalized maximum likelihood
After the user provides a few examples of desired outcomes, MURAL automatically infers a reward function that takes into account these examples and the agent's uncertainty for each state. Although reinforcement learning has shown success in domains such as robotics, chip placement and playing video games, it is usually intractable in its most general form. In particular, deciding when and how to visit new states in the hopes of learning more about the environment can be challenging, especially when the reward signal is uninformative. These questions of reward specification and exploration are closely connected -- the more directed and "well shaped" a reward function is, the easier the problem of exploration becomes. The answer to the question of how to explore most effectively is likely to be closely informed by the particular choice of how we specify rewards.
New Deep Reinforcement Learning Technique Helps AI To Evolve - AI Summary
Humans have an upright posture that frees their arms and lets them see the far horizon, hands and nimble fingers that can manipulate objects, and a brain that makes them the best social creatures and problem solvers on the planet. While these approaches speed up the process and reduce the costs of training and evolving AI agents, they also limit the flexibility and variety of results that can be achieved. DERL uses Darwinian evolution to search the morphological space for optimal solutions, which means that when a new generation of AI agents are spawned, they only inherit the physical and architectural traits of their parents (along with slight mutations). "DERL opens the door to performing large-scale in silico experiments to yield scientific insights into how learning and evolution cooperatively create sophisticated relationships between environmental complexity, morphological intelligence, and the learnability of control tasks," the researchers wrote. "Intriguingly, the existence of this morphological Baldwin effect could be exploited in future studies to create embodied agents with lower sample complexity and higher generalization capacity," the researchers wrote.
One Step at a Time: Pros and Cons of Multi-Step Meta-Gradient Reinforcement Learning
Bonnet, Clรฉment, Caron, Paul, Barrett, Thomas, Davies, Ian, Laterre, Alexandre
Self-tuning algorithms that adapt the learning process online encourage more effective and robust learning. Among all the methods available, meta-gradients have emerged as a promising approach. They leverage the differentiability of the learning rule with respect to some hyper-parameters to adapt them in an online fashion. Although meta-gradients can be accumulated over multiple learning steps to avoid myopic updates, this is rarely used in practice. In this work, we demonstrate that whilst multi-step meta-gradients do provide a better learning signal in expectation, this comes at the cost of a significant increase in variance, hindering performance. In the light of this analysis, we introduce a novel method mixing multiple inner steps that enjoys a more accurate and robust meta-gradient signal, essentially trading off bias and variance in meta-gradient estimation. When applied to the Snake game, the mixing meta-gradient algorithm can cut the variance by a factor of 3 while achieving similar or higher performance.
Intrusion Prevention through Optimal Stopping
We study automated intrusion prevention using reinforcement learning. Following a novel approach, we formulate the problem of intrusion prevention as an (optimal) multiple stopping problem. This formulation gives us insight into the structure of optimal policies, which we show to have threshold properties. For most practical cases, it is not feasible to obtain an optimal defender policy using dynamic programming. We therefore develop a reinforcement learning approach to approximate an optimal policy. Our method for learning and validating policies includes two systems: a simulation system where defender policies are incrementally learned and an emulation system where statistics are produced that drive simulation runs and where learned policies are evaluated. We show that our approach can produce effective defender policies for a practical IT infrastructure of limited size. Inspection of the learned policies confirms that they exhibit threshold properties.
Convergence and Optimality of Policy Gradient Methods in Weakly Smooth Settings
Zhang, Matthew Shunshi, Erdogdu, Murat, Garg, Animesh
Policy gradient methods have been frequently applied to problems in control and reinforcement learning with great success, yet existing convergence analysis still relies on non-intuitive, impractical and often opaque conditions. In particular, existing rates are achieved in limited settings, under strict smoothness and bounded conditions. In this work, we establish explicit convergence rates of policy gradient methods without relying on these conditions, instead extending the convergence regime to weakly smooth policy classes with $L_2$ integrable gradient. We provide intuitive examples to illustrate the insight behind these new conditions. We also characterize the sufficiency conditions for the ergodicity of near-linear MDPs, which represent an important class of problems. Notably, our analysis also shows that fast convergence rates are achievable for both the standard policy gradient and the natural policy gradient algorithms under these assumptions. Lastly we provide conditions and analysis for optimality of the converged policies.
New deep reinforcement learning technique helps AI to evolve
Hundreds of millions of years of evolution have produced a variety of life-forms, each intelligent in its own fashion. Each species has evolved to develop innate skills, learning capacities, and a physical form that ensures survival in its environment. But despite being inspired by nature and evolution, the field of artificial intelligence has largely focused on creating the elements of intelligence separately and fusing them together after the development process. While this approach has yielded great results, it has also limited the flexibility of AI agents in some of the basic skills found in even the simplest life-forms. In a new paper published in the scientific journal Nature, AI researchers at Stanford University present a new technique that can help take steps toward overcoming some of these limits.