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 Reinforcement Learning


Provably Efficient Representation Learning in Low-rank Markov Decision Processes

arXiv.org Machine Learning

The success of deep reinforcement learning (DRL) is due to the power of learning a representation that is suitable for the underlying exploration and exploitation task. However, existing provable reinforcement learning algorithms with linear function approximation often assume the feature representation is known and fixed. In order to understand how representation learning can improve the efficiency of RL, we study representation learning for a class of low-rank Markov Decision Processes (MDPs) where the transition kernel can be represented in a bilinear form. We propose a provably efficient algorithm called ReLEX that can simultaneously learn the representation and perform exploration. We show that ReLEX always performs no worse than a state-of-the-art algorithm without representation learning, and will be strictly better in terms of sample efficiency if the function class of representations enjoys a certain mild "coverage'' property over the whole state-action space.


Local policy search with Bayesian optimization

arXiv.org Machine Learning

Reinforcement learning (RL) aims to find an optimal policy by interaction with an environment. Consequently, learning complex behavior requires a vast number of samples, which can be prohibitive in practice. Nevertheless, instead of systematically reasoning and actively choosing informative samples, policy gradients for local search are often obtained from random perturbations. These random samples yield high variance estimates and hence are sub-optimal in terms of sample complexity. Actively selecting informative samples is at the core of Bayesian optimization, which constructs a probabilistic surrogate of the objective from past samples to reason about informative subsequent ones. In this paper, we propose to join both worlds. We develop an algorithm utilizing a probabilistic model of the objective function and its gradient. Based on the model, the algorithm decides where to query a noisy zeroth-order oracle to improve the gradient estimates. The resulting algorithm is a novel type of policy search method, which we compare to existing black-box algorithms. The comparison reveals improved sample complexity and reduced variance in extensive empirical evaluations on synthetic objectives. Further, we highlight the benefits of active sampling on popular RL benchmarks.


A Unified Framework for Conservative Exploration

arXiv.org Machine Learning

We study bandits and reinforcement learning (RL) subject to a conservative constraint where the agent is asked to perform at least as well as a given baseline policy. This setting is particular relevant in real-world domains including digital marketing, healthcare, production, finance, etc. For multi-armed bandits, linear bandits and tabular RL, specialized algorithms and theoretical analyses were proposed in previous work. In this paper, we present a unified framework for conservative bandits and RL, in which our core technique is to calculate the necessary and sufficient budget obtained from running the baseline policy. For lower bounds, our framework gives a black-box reduction that turns a certain lower bound in the nonconservative setting into a new lower bound in the conservative setting. We strengthen the existing lower bound for conservative multi-armed bandits and obtain new lower bounds for conservative linear bandits, tabular RL and low-rank MDP. For upper bounds, our framework turns a certain nonconservative upper-confidence-bound (UCB) algorithm into a conservative algorithm with a simple analysis. For multi-armed bandits, linear bandits and tabular RL, our new upper bounds tighten or match existing ones with significantly simpler analyses. We also obtain a new upper bound for conservative low-rank MDP.


Uniform-PAC Bounds for Reinforcement Learning with Linear Function Approximation

arXiv.org Machine Learning

We study reinforcement learning (RL) with linear function approximation. Existing algorithms for this problem only have high-probability regret and/or Probably Approximately Correct (PAC) sample complexity guarantees, which cannot guarantee the convergence to the optimal policy. In this paper, in order to overcome the limitation of existing algorithms, we propose a new algorithm called FLUTE, which enjoys uniform-PAC convergence to the optimal policy with high probability. The uniform-PAC guarantee is the strongest possible guarantee for reinforcement learning in the literature, which can directly imply both PAC and high probability regret bounds, making our algorithm superior to all existing algorithms with linear function approximation. At the core of our algorithm is a novel minimax value function estimator and a multi-level partition scheme to select the training samples from historical observations. Both of these techniques are new and of independent interest.


Reinforcement learning for PHY layer communications

arXiv.org Artificial Intelligence

In this chapter, we will give comprehensive examples of applying RL in optimizing the physical layer of wireless communications by defining different class of problems and the possible solutions to handle them. In Section 9.2, we present all the basic theory needed to address a RL problem, i.e. Markov decision process (MDP), Partially observable Markov decision process (POMDP), but also two very important and widely used algorithms for RL, i.e. the Q-learning and SARSA algorithms. We also introduce the deep reinforcement learning (DRL) paradigm and the section ends with an introduction to the multi-armed bandits (MAB) framework. Section 9.3 focuses on some toy examples to illustrate how the basic concepts of RL are employed in communication systems. We present applications extracted from literature with simplified system models using similar notation as in Section 9.2 of this Chapter. In Section 9.3, we also focus on modeling RL problems, i.e. how action and state spaces and rewards are chosen. The Chapter is concluded in Section 9.4 with a prospective thought on RL trends and it ends with a review of a broader state of the art in Section 9.5.


Explore, Exploit or Listen: Combining Human Feedback and Policy Model to Speed up Deep Reinforcement Learning in 3D Worlds

arXiv.org Artificial Intelligence

We describe a method to use discrete human feedback to enhance the performance of deep learning agents in virtual three-dimensional environments by extending deep-reinforcement learning to model the confidence and consistency of human feedback. This enables deep reinforcement learning algorithms to determine the most appropriate time to listen to the human feedback, exploit the current policy model, or explore the agent's environment. Managing the trade-off between these three strategies allows DRL agents to be robust to inconsistent or intermittent human feedback. Through experimentation using a synthetic oracle, we show that our technique improves the training speed and overall performance of deep reinforcement learning in navigating three-dimensional environments using Minecraft. We further show that our technique is robust to highly innacurate human feedback and can also operate when no human feedback is given.


A Quick Primer on Self-Play in Deep Reinforcement Learning

#artificialintelligence

"Train tirelessly to defeat the greatest enemy, yourself, and to discover the greatest master, yourself" DeepMind has created AI that will crush any human player in Go, Chess, Shogi, and Starcraft 2. OpenAI has made similar strides in complex strategy games, notably in Dota 2. The agents in these games all achieved mastery using deep reinforcement learning. Yet, this is only part of the story. What was the magic sauce that sent these systems' playing ability out of the atmosphere? A simple framework called self-play, where your opponent is yourself. Self-play is a framework where an agent learns to play a game by playing against itself.


Evolution, rewards, and artificial intelligence

#artificialintelligence

Last week, I wrote an analysis of Reward Is Enough, a paper by scientists at DeepMind. As the title suggests, the researchers hypothesize that the right reward is all you need to create the abilities associated with intelligence, such as perception, motor functions, and language. This is in contrast with AI systems that try to replicate specific functions of natural intelligence such as classifying images, navigating physical environments, or completing sentences. The researchers go as far as suggesting that with well-defined reward, a complex environment, and the right reinforcement learning algorithm, we will be able to reach artificial general intelligence, the kind of problem-solving and cognitive abilities found in humans and, to a lesser degree, in animals. The article and the paper triggered a heated debate on social media, with reactions going from full support of the idea to outright rejection.


Emphatic Algorithms for Deep Reinforcement Learning

arXiv.org Machine Learning

Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-policy sampling - this is known as the ''deadly triad''. Emphatic temporal difference (ETD($\lambda$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($\lambda$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($\lambda$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.


Analytically Tractable Bayesian Deep Q-Learning

arXiv.org Machine Learning

Reinforcement learning (RL) has gained increasing interest since the demonstration it was able to reach human performance on video game benchmarks using deep Q-learning (DQN). The current consensus for training neural networks on such complex environments is to rely on gradient-based optimization. Although alternative Bayesian deep learning methods exist, most of them still rely on gradient-based optimization, and they typically do not scale on benchmarks such as the Atari game environment. Moreover none of these approaches allow performing the analytical inference for the weights and biases defining the neural network. In this paper, we present how we can adapt the temporal difference Q-learning framework to make it compatible with the tractable approximate Gaussian inference (TAGI), which allows learning the parameters of a neural network using a closed-form analytical method. Throughout the experiments with on- and off-policy reinforcement learning approaches, we demonstrate that TAGI can reach a performance comparable to backpropagation-trained networks while using fewer hyperparameters, and without relying on gradient-based optimization.