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 Reinforcement Learning


Recurrent Off-policy Baselines for Memory-based Continuous Control

arXiv.org Artificial Intelligence

When the environment is partially observable (PO), a deep reinforcement learning (RL) agent must learn a suitable temporal representation of the entire history in addition to a strategy to control. This problem is not novel, and there have been model-free and model-based algorithms proposed for this problem. However, inspired by recent success in model-free image-based RL, we noticed the absence of a model-free baseline for history-based RL that (1) uses full history and (2) incorporates recent advances in off-policy continuous control. Therefore, we implement recurrent versions of DDPG, TD3, and SAC (RDPG, RTD3, and RSAC) in this work, evaluate them on short-term and long-term PO domains, and investigate key design choices. Our experiments show that RDPG and RTD3 can surprisingly fail on some domains and that RSAC is the most reliable, reaching near-optimal performance on nearly all domains. However, one task that requires systematic exploration still proved to be difficult, even for RSAC. These results show that model-free RL can learn good temporal representation using only reward signals; the primary difficulty seems to be computational cost and exploration.


Self-Consistent Models and Values

arXiv.org Machine Learning

Learned models of the environment provide reinforcement learning (RL) agents with flexible ways of making predictions about the environment. In particular, models enable planning, i.e. using more computation to improve value functions or policies, without requiring additional environment interactions. In this work, we investigate a way of augmenting model-based RL, by additionally encouraging a learned model and value function to be jointly \emph{self-consistent}. Our approach differs from classic planning methods such as Dyna, which only update values to be consistent with the model. We propose multiple self-consistency updates, evaluate these in both tabular and function approximation settings, and find that, with appropriate choices, self-consistency helps both policy evaluation and control.


Which Model To Trust: Assessing the Influence of Models on the Performance of Reinforcement Learning Algorithms for Continuous Control Tasks

arXiv.org Machine Learning

The need for algorithms able to solve Reinforcement Learning (RL) problems with few trials has motivated the advent of model-based RL methods. The reported performance of model-based algorithms has dramatically increased within recent years. However, it is not clear how much of the recent progress is due to improved algorithms or due to improved models. While different modeling options are available to choose from when applying a model-based approach, the distinguishing traits and particular strengths of different models are not clear. The main contribution of this work lies precisely in assessing the model influence on the performance of RL algorithms. A set of commonly adopted models is established for the purpose of model comparison. These include Neural Networks (NNs), ensembles of NNs, two different approximations of Bayesian NNs (BNNs), that is, the Concrete Dropout NN and the Anchored Ensembling, and Gaussian Processes (GPs). The model comparison is evaluated on a suite of continuous control benchmarking tasks. Our results reveal that significant differences in model performance do exist. The Concrete Dropout NN reports persistently superior performance. We summarize these differences for the benefit of the modeler and suggest that the model choice is tailored to the standards required by each specific application.


Decomposed Inductive Procedure Learning

arXiv.org Artificial Intelligence

Recent advances in machine learning have made it possible to train artificially intelligent agents that perform with super-human accuracy on a great diversity of complex tasks. However, the process of training these capabilities often necessitates millions of annotated examples -- far more than humans typically need in order to achieve a passing level of mastery on similar tasks. Thus, while contemporary methods in machine learning can produce agents that exhibit super-human performance, their rate of learning per opportunity in many domains is decidedly lower than human-learning. In this work we formalize a theory of Decomposed Inductive Procedure Learning (DIPL) that outlines how different forms of inductive symbolic learning can be used in combination to build agents that learn educationally relevant tasks such as mathematical, and scientific procedures, at a rate similar to human learners. We motivate the construction of this theory along Marr's concepts of the computational, algorithmic, and implementation levels of cognitive modeling, and outline at the computational-level six learning capacities that must be achieved to accurately model human learning. We demonstrate that agents built along the DIPL theory are amenable to satisfying these capacities, and demonstrate, both empirically and theoretically, that DIPL enables the creation of agents that exhibit human-like learning performance.


What Would Jiminy Cricket Do? Towards Agents That Behave Morally

arXiv.org Artificial Intelligence

When making everyday decisions, people are guided by their conscience, an internal sense of right and wrong. By contrast, artificial agents are not currently endowed with a moral sense. As a consequence, they may unknowingly act immorally, especially when trained on environments that disregard moral concerns such as violent video games. With the advent of generally capable agents that pretrain on many environments, it will become necessary to mitigate inherited biases from such environments that teach immoral behavior. To facilitate the development of agents that avoid causing wanton harm, we introduce Jiminy Cricket, an environment suite of 25 text-based adventure games with thousands of diverse, morally salient scenarios. By annotating every possible game state, the Jiminy Cricket environments robustly evaluate whether agents can act morally while maximizing reward. Using models with commonsense moral knowledge, we create an elementary artificial conscience that assesses and guides agents. In extensive experiments, we find that the artificial conscience approach can steer agents towards moral behavior without sacrificing performance.


Learning What to Memorize: Using Intrinsic Motivation to Form Useful Memory in Partially Observable Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning faces an important challenge in partial observable environments that has long-term dependencies. In order to learn in an ambiguous environment, an agent has to keep previous perceptions in a memory. Earlier memory based approaches use a fixed method to determine what to keep in the memory, which limits them to certain problems. In this study, we follow the idea of giving the control of the memory to the agent by allowing it to have memory-changing actions. This learning mechanism is supported by an intrinsic motivation to memorize rare observations that can help the agent to disambiguate its state in the environment. Our approach is experimented and analyzed on several partial observable tasks with long-term dependencies and compared with other memory based methods.


Safely Bridging Offline and Online Reinforcement Learning

arXiv.org Machine Learning

A key challenge to deploying reinforcement learning in practice is exploring safely. We propose a natural safety property -- \textit{uniformly} outperforming a conservative policy (adaptively estimated from all data observed thus far), up to a per-episode exploration budget. We then design an algorithm that uses a UCB reinforcement learning policy for exploration, but overrides it as needed to ensure safety with high probability. We experimentally validate our results on a sepsis treatment task, demonstrating that our algorithm can learn while ensuring good performance compared to the baseline policy for every patient.


Can Q-Learning be Improved with Advice?

arXiv.org Machine Learning

Despite rapid progress in theoretical reinforcement learning (RL) over the last few years, most of the known guarantees are worst-case in nature, failing to take advantage of structure that may be known a priori about a given RL problem at hand. In this paper we address the question of whether worst-case lower bounds for regret in online learning of Markov decision processes (MDPs) can be circumvented when information about the MDP, in the form of predictions about its optimal $Q$-value function, is given to the algorithm. We show that when the predictions about the optimal $Q$-value function satisfy a reasonably weak condition we call distillation, then we can improve regret bounds by replacing the set of state-action pairs with the set of state-action pairs on which the predictions are grossly inaccurate. This improvement holds for both uniform regret bounds and gap-based ones. Further, we are able to achieve this property with an algorithm that achieves sublinear regret when given arbitrary predictions (i.e., even those which are not a distillation). Our work extends a recent line of work on algorithms with predictions, which has typically focused on simple online problems such as caching and scheduling, to the more complex and general problem of reinforcement learning.


Learning Stochastic Shortest Path with Linear Function Approximation

arXiv.org Machine Learning

The Stochastic Shortest Path (SSP) model refers to a type of reinforcement learning (RL) problems where an agent repeatedly interacts with a stochastic environment and aims to reach some specific goal state while minimizing the cumulative cost. Compared with other popular RL settings such as episodic and infinite-horizon Markov Decision Processes (MDPs), the horizon length in SSP is random, varies across different policies, and can potentially be infinite because the interaction only stops when arriving at the goal state. Therefore, the SSP model includes both episodic and infinitehorizon MDPs as special cases, and is comparably more general and of broader applicability. In particular, many goal-oriented real-world problems fit better into the SSP model, such as navigation and GO game (Andrychowicz et al., 2017; Nasiriany et al., 2019). In recent years, there emerges a line of works on developing efficient algorithms and the corresponding analyses for learning SSP. Most of them consider the episodic setting, where the interaction between the agent and the environment proceeds in K episodes (Cohen et al., 2020; Tarbouriech et al., 2020a). For tabular SSP models where the sizes of the action and state space are finite, Cohen et al. (2021) developed a finite-horizon reduction algorithm that achieves the minimax


SCORE: Spurious COrrelation REduction for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) aims to learn the optimal policy from a pre-collected dataset without online interactions. Most of the existing studies focus on distributional shift caused by out-of-distribution actions. However, even in-distribution actions can raise serious problems. Since the dataset only contains limited information about the underlying model, offline RL is vulnerable to spurious correlations, i.e., the agent tends to prefer actions that by chance lead to high returns, resulting in a highly suboptimal policy. To address such a challenge, we propose a practical and theoretically guaranteed algorithm SCORE that reduces spurious correlations by combing an uncertainty penalty into policy evaluation. We show that this is consistent with the pessimism principle studied in theory, and the proposed algorithm converges to the optimal policy with a sublinear rate under mild assumptions. By conducting extensive experiments on existing benchmarks, we show that SCORE not only benefits from a solid theory but also obtains strong empirical results on a variety of tasks.