Reinforcement Learning
Learning Expected Emphatic Traces for Deep RL
Jiang, Ray, Zhang, Shangtong, Chelu, Veronica, White, Adam, van Hasselt, Hado
Off-policy sampling and experience replay are key for improving sample efficiency and scaling model-free temporal difference learning methods. When combined with function approximation, such as neural networks, this combination is known as the deadly triad and is potentially unstable. Recently, it has been shown that stability and good performance at scale can be achieved by combining emphatic weightings and multi-step updates. This approach, however, is generally limited to sampling complete trajectories in order, to compute the required emphatic weighting. In this paper we investigate how to combine emphatic weightings with non-sequential, off-line data sampled from a replay buffer. We develop a multi-step emphatic weighting that can be combined with replay, and a time-reversed $n$-step TD learning algorithm to learn the required emphatic weighting. We show that these state weightings reduce variance compared with prior approaches, while providing convergence guarantees. We tested the approach at scale on Atari 2600 video games, and observed that the new X-ETD($n$) agent improved over baseline agents, highlighting both the scalability and broad applicability of our approach.
Recent Advances in Leveraging Human Guidance for Sequential Decision-Making Tasks
Zhang, Ruohan, Torabi, Faraz, Warnell, Garrett, Stone, Peter
With respect to artificial learning agents in particular, humans must provide some specification of what the agent should learn to perform. One method by which humans typically provide this specification is by designing a stationary reward function. This function provides a reward to the agent when it correctly performs the desired task and, perhaps, punishment when the agent does not. Artificial learning agents may then approach the task-learning process using reinforcement learning (RL) techniques (Sutton and Barto, 2018) that seek to find a policy (i.e., an explicit function that the agent uses to make decisions) that allows the agent to gather as much reward as possible. Another popular way in which humans specify tasks for artificial agents to learn is by demonstrating the task themselves. Typically, this is accomplished by having the human perform the task while the learning agent observes the actions that the human takes (e.g., the human physically moving a robot arm). In these cases, artificial agents may use approaches from imitation learning (IL) (Schaal, 1999; Argall et al., 2009; Osa et al., 2018) in order to find policies that allow them to perform the demonstrated task.
Cautious Policy Programming: Exploiting KL Regularization in Monotonic Policy Improvement for Reinforcement Learning
Zhu, Lingwei, Kitamura, Toshinori, Matsubara, Takamitsu
In this paper, we propose cautious policy programming (CPP), a novel value-based reinforcement learning (RL) algorithm that can ensure monotonic policy improvement during learning. Based on the nature of entropy-regularized RL, we derive a new entropy regularization-aware lower bound of policy improvement that only requires estimating the expected policy advantage function. CPP leverages this lower bound as a criterion for adjusting the degree of a policy update for alleviating policy oscillation. Different from similar algorithms that are mostly theory-oriented, we also propose a novel interpolation scheme that makes CPP better scale in high dimensional control problems. We demonstrate that the proposed algorithm can trade o? performance and stability in both didactic classic control problems and challenging high-dimensional Atari games.
Carle's Game: An Open-Ended Challenge in Exploratory Machine Creativity
This paper is both an introduction and an invitation. It is an introduction to CARLE, a Life-like cellular automata simulator and reinforcement learning environment. It is also an invitation to Carle's Game, a challenge in open-ended machine exploration and creativity. Inducing machine agents to excel at creating interesting patterns across multiple cellular automata universes is a substantial challenge, and approaching this challenge is likely to require contributions from the fields of artificial life, AI, machine learning, and complexity, at multiple levels of interest. Carle's Game is based on machine agent interaction with CARLE, a Cellular Automata Reinforcement Learning Environment. CARLE is flexible, capable of simulating any of the 262,144 different rules defining Life-like cellular automaton universes. CARLE is also fast and can simulate automata universes at a rate of tens of thousands of steps per second through a combination of vectorization and GPU acceleration. Finally, CARLE is simple. Compared to high-fidelity physics simulators and video games designed for human players, CARLE's two-dimensional grid world offers a discrete, deterministic, and atomic universal playground, despite its complexity. In combination with CARLE, Carle's Game offers an initial set of agent policies, learning and meta-learning algorithms, and reward wrappers that can be tailored to encourage exploration or specific tasks.
Reinforcement Learning based Proactive Control for Transmission Grid Resilience to Wildfire
Kadir, Salah U., Majumder, Subir, Chhokra, Ajay D., Dubey, Abhishek, Neema, Himanshu, Laszka, Aron, Srivastava, Anurag K.
Power grid operation subject to an extreme event requires decision-making by human operators under stressful condition with high cognitive load. Decision support under adverse dynamic events, specially if forecasted, can be supplemented by intelligent proactive control. Power system operation during wildfires require resiliency-driven proactive control for load shedding, line switching and resource allocation considering the dynamics of the wildfire and failure propagation. However, possible number of line- and load-switching in a large system during an event make traditional prediction-driven and stochastic approaches computationally intractable, leading operators to often use greedy algorithms. We model and solve the proactive control problem as a Markov decision process and introduce an integrated testbed for spatio-temporal wildfire propagation and proactive power-system operation. We transform the enormous wildfire-propagation observation space and utilize it as part of a heuristic for proactive de-energization of transmission assets. We integrate this heuristic with a reinforcement-learning based proactive policy for controlling the generating assets. Our approach allows this controller to provide setpoints for a part of the generation fleet, while a myopic operator can determine the setpoints for the remaining set, which results in a symbiotic action. We evaluate our approach utilizing the IEEE 24-node system mapped on a hypothetical terrain. Our results show that the proposed approach can help the operator to reduce load loss during an extreme event, reduce power flow through lines that are to be de-energized, and reduce the likelihood of infeasible power-flow solutions, which would indicate violation of short-term thermal limits of transmission lines.
Towards Better Laplacian Representation in Reinforcement Learning with Generalized Graph Drawing
Wang, Kaixin, Zhou, Kuangqi, Zhang, Qixin, Shao, Jie, Hooi, Bryan, Feng, Jiashi
The Laplacian representation recently gains increasing attention for reinforcement learning as it provides succinct and informative representation for states, by taking the eigenvectors of the Laplacian matrix of the state-transition graph as state embeddings. Such representation captures the geometry of the underlying state space and is beneficial to RL tasks such as option discovery and reward shaping. To approximate the Laplacian representation in large (or even continuous) state spaces, recent works propose to minimize a spectral graph drawing objective, which however has infinitely many global minimizers other than the eigenvectors. As a result, their learned Laplacian representation may differ from the ground truth. To solve this problem, we reformulate the graph drawing objective into a generalized form and derive a new learning objective, which is proved to have eigenvectors as its unique global minimizer. It enables learning high-quality Laplacian representations that faithfully approximate the ground truth. We validate this via comprehensive experiments on a set of gridworld and continuous control environments. Moreover, we show that our learned Laplacian representations lead to more exploratory options and better reward shaping.
CoBERL: Contrastive BERT for Reinforcement Learning
Banino, Andrea, Badia, Adrià Puidomenech, Walker, Jacob, Scholtes, Tim, Mitrovic, Jovana, Blundell, Charles
Many reinforcement learning (RL) agents require a large amount of experience to solve tasks. We propose Contrastive BERT for RL (CoBERL), an agent that combines a new contrastive loss and a hybrid LSTM-transformer architecture to tackle the challenge of improving data efficiency. CoBERL enables efficient, robust learning from pixels across a wide range of domains. We use bidirectional masked prediction in combination with a generalization of recent contrastive methods to learn better representations for transformers in RL, without the need of hand engineered data augmentations. We find that CoBERL consistently improves performance across the full Atari suite, a set of control tasks and a challenging 3D environment.
Cautious Actor-Critic
Zhu, Lingwei, Kitamura, Toshinori, Matsubara, Takamitsu
The oscillating performance of off-policy learning and persisting errors in the actor-critic (AC) setting call for algorithms that can conservatively learn to suit the stability-critical applications better. In this paper, we propose a novel off-policy AC algorithm cautious actor-critic (CAC). The name cautious comes from the doubly conservative nature that we exploit the classic policy interpolation from conservative policy iteration for the actor and the entropy-regularization of conservative value iteration for the critic. Our key observation is the entropy-regularized critic facilitates and simplifies the unwieldy interpolated actor update while still ensuring robust policy improvement. We compare CAC to state-of-the-art AC methods on a set of challenging continuous control problems and demonstrate that CAC achieves comparable performance while significantly stabilizes learning.
A Simple Reward-free Approach to Constrained Reinforcement Learning
In a wide range of modern reinforcement learning (RL) applications, it is not sufficient for the learning agents to only maximize a scalar reward. More importantly, they must satisfy various constraints. For instance, such constraints can be the physical limit of power consumption or torque in motors for robotics tasks [27]; the budget for computation and the frequency of actions for real-time strategy games [28]; and the requirement for safety, fuel efficiency and human comfort for autonomous drive [16]. In addition, constraints are also crucial in tasks such as dynamic pricing with limited supply [5, 4], scheduling of resources on a computer cluster [18], imitation learning [26, 35, 25], as well as reinforcement learning with fairness [12]. These huge demand in practice gives rise to a subfield--constrained RL, which focuses on designing efficient algorithms to find near-optimal policies for RL problems under linear or general convex constraints. Most constrained RL works directly combine the existing techniques such as value iteration and optimism from unconstrained literature, with new techniques specifically designed to deal with linear constraints [9, 8, 22] or general convex constraints [7, 32]. The end product is a single new complex algorithm which is tasked to solve all the challenges of learning dynamics, exploration, planning as well as constraints satisfaction simultaneously.
BASALT Minecraft competition aims to advance reinforcement learning
Deep reinforcement learning, a subfield of machine learning that combines reinforcement learning and deep learning, takes what's known as a reward function and learns to maximize the expected total reward. This works remarkably well, enabling systems to figure out how to solve Rubik's Cubes, beat world champions at chess, and more. But existing algorithms have a problem: They implicitly assume access to a perfect specification. In reality, tasks don't come prepackaged with rewards -- those rewards come from imperfect human reward designers. And it can be difficult to translate conceptual preferences into reward functions environments can calculate. To solve this problem, researchers at DeepMind and the University of California, Berkeley, have launched a competition called BASALT, where the goal of an AI system must be communicated through demonstrations, preferences, or some other form of human feedback.