Reinforcement Learning
Fundamental Limits of Reinforcement Learning in Environment with Endogeneous and Exogeneous Uncertainty
Online reinforcement learning (RL) has been widely applied in information processing scenarios, which usually exhibit much uncertainty due to the intrinsic randomness of channels and service demands. In this paper, we consider an un-discounted RL in general Markov decision processes (MDPs) with both endogeneous and exogeneous uncertainty, where both the rewards and state transition probability are unknown to the RL agent and evolve with the time as long as their respective variations do not exceed certain dynamic budget (i.e., upper bound). We first develop a variation-aware Bernstein-based upper confidence reinforcement learning (VB-UCRL), which we allow to restart according to a schedule dependent on the variations. We successfully overcome the challenges due to the exogeneous uncertainty and establish a regret bound of saving at most $\sqrt{S}$ or $S^{\frac{1}{6}}T^{\frac{1}{12}}$ compared with the latest results in the literature, where $S$ denotes the state size of the MDP and $T$ indicates the iteration index of learning steps.
The very basics of Reinforcement Learning
So, say if we want to predict the future, rather than using the whole history, we can use the Markov State. The Markov State essentially contains no less information than the history. So, here the probability of getting to a future state St 1 given state St is the same as getting to St 1 given all the previous states. This is because the state St already contains the information about the previous states embedded in it. Say, we have a game in which there is a waiter at a restaurant.
Population-coding and Dynamic-neurons improved Spiking Actor Network for Reinforcement Learning
Zhang, Duzhen, Zhang, Tielin, Jia, Shuncheng, Cheng, Xiang, Xu, Bo
With the Deep Neural Networks (DNNs) as a powerful function approximator, Deep Reinforcement Learning (DRL) has been excellently demonstrated on robotic control tasks. Compared to DNNs with vanilla artificial neurons, the biologically plausible Spiking Neural Network (SNN) contains a diverse population of spiking neurons, making it naturally powerful on state representation with spatial and temporal information. Based on a hybrid learning framework, where a spike actor-network infers actions from states and a deep critic network evaluates the actor, we propose a Population-coding and Dynamic-neurons improved Spiking Actor Network (PDSAN) for efficient state representation from two different scales: input coding and neuronal coding. For input coding, we apply population coding with dynamically receptive fields to directly encode each input state component. For neuronal coding, we propose different types of dynamic-neurons (containing 1st-order and 2nd-order neuronal dynamics) to describe much more complex neuronal dynamics. Finally, the PDSAN is trained in conjunction with deep critic networks using the Twin Delayed Deep Deterministic policy gradient algorithm (TD3-PDSAN). Extensive experimental results show that our TD3-PDSAN model achieves better performance than state-of-the-art models on four OpenAI gym benchmark tasks. It is an important attempt to improve RL with SNN towards the effective computation satisfying biological plausibility.
Sample Efficient Reinforcement Learning In Continuous State Spaces: A Perspective Beyond Linearity
Malik, Dhruv, Pacchiano, Aldo, Srinivasan, Vishwak, Li, Yuanzhi
Reinforcement learning (RL) is empirically successful in complex nonlinear Markov decision processes (MDPs) with continuous state spaces. By contrast, the majority of theoretical RL literature requires the MDP to satisfy some form of linear structure, in order to guarantee sample efficient RL. Such efforts typically assume the transition dynamics or value function of the MDP are described by linear functions of the state features. To resolve this discrepancy between theory and practice, we introduce the Effective Planning Window (EPW) condition, a structural condition on MDPs that makes no linearity assumptions. We demonstrate that the EPW condition permits sample efficient RL, by providing an algorithm which provably solves MDPs satisfying this condition. Our algorithm requires minimal assumptions on the policy class, which can include multi-layer neural networks with nonlinear activation functions. Notably, the EPW condition is directly motivated by popular gaming benchmarks, and we show that many classic Atari games satisfy this condition. We additionally show the necessity of conditions like EPW, by demonstrating that simple MDPs with slight nonlinearities cannot be solved sample efficiently.
On-Policy Deep Reinforcement Learning for the Average-Reward Criterion
We develop theory and algorithms for average-reward on-policy Reinforcement Learning (RL). We first consider bounding the difference of the long-term average reward for two policies. We show that previous work based on the discounted return (Schulman et al., 2015; Achiam et al., 2017) results in a non-meaningful bound in the average-reward setting. By addressing the average-reward criterion directly, we then derive a novel bound which depends on the average divergence between the two policies and Kemeny's constant. Based on this bound, we develop an iterative procedure which produces a sequence of monotonically improved policies for the average reward criterion. This iterative procedure can then be combined with classic DRL (Deep Reinforcement Learning) methods, resulting in practical DRL algorithms that target the long-run average reward criterion. In particular, we demonstrate that Average-Reward TRPO (ATRPO), which adapts the on-policy TRPO algorithm to the average-reward criterion, significantly outperforms TRPO in the most challenging MuJuCo environments.
Online Sub-Sampling for Reinforcement Learning with General Function Approximation
Kong, Dingwen, Salakhutdinov, Ruslan, Wang, Ruosong, Yang, Lin F.
Designing provably efficient algorithms with general function approximation is an important open problem in reinforcement learning. Recently, Wang et al.~[2020c] establish a value-based algorithm with general function approximation that enjoys $\widetilde{O}(\mathrm{poly}(dH)\sqrt{K})$\footnote{Throughout the paper, we use $\widetilde{O}(\cdot)$ to suppress logarithm factors. } regret bound, where $d$ depends on the complexity of the function class, $H$ is the planning horizon, and $K$ is the total number of episodes. However, their algorithm requires $\Omega(K)$ computation time per round, rendering the algorithm inefficient for practical use. In this paper, by applying online sub-sampling techniques, we develop an algorithm that takes $\widetilde{O}(\mathrm{poly}(dH))$ computation time per round on average, and enjoys nearly the same regret bound. Furthermore, the algorithm achieves low switching cost, i.e., it changes the policy only $\widetilde{O}(\mathrm{poly}(dH))$ times during its execution, making it appealing to be implemented in real-life scenarios. Moreover, by using an upper-confidence based exploration-driven reward function, the algorithm provably explores the environment in the reward-free setting. In particular, after $\widetilde{O}(\mathrm{poly}(dH))/\epsilon^2$ rounds of exploration, the algorithm outputs an $\epsilon$-optimal policy for any given reward function.
Learning-Aided Heuristics Design for Storage System
Tang, Yingtian, Lu, Han, Li, Xijun, Chen, Lei, Yuan, Mingxuan, Zeng, Jia
Computer systems such as storage systems normally require transparent white-box algorithms that are interpretable for human experts. In this work, we propose a learning-aided heuristic design method, which automatically generates human-readable strategies from Deep Reinforcement Learning (DRL) agents. This method benefits from the power of deep learning but avoids the shortcoming of its black-box property. Besides the white-box advantage, experiments in our storage productions resource allocation scenario also show that this solution outperforms the systems default settings and the elaborately handcrafted strategy by human experts.
Bandit Modeling of Map Selection in Counter-Strike: Global Offensive
Petri, Guido, Stanley, Michael H., Hon, Alec B., Dong, Alexander, Xenopoulos, Peter, Silva, Cláudio
Many esports use a pick and ban process to define the parameters of a match before it starts. In Counter-Strike: Global Offensive (CSGO) matches, two teams first pick and ban maps, or virtual worlds, to play. Teams typically ban and pick maps based on a variety of factors, such as banning maps which they do not practice, or choosing maps based on the team's recent performance. We introduce a contextual bandit framework to tackle the problem of map selection in CSGO and to investigate teams' pick and ban decision-making. Using a data set of over 3,500 CSGO matches and over 25,000 map selection decisions, we consider different framings for the problem, different contexts, and different reward metrics. We find that teams have suboptimal map choice policies with respect to both picking and banning. We also define an approach for rewarding bans, which has not been explored in the bandit setting, and find that incorporating ban rewards improves model performance. Finally, we determine that usage of our model could improve teams' predicted map win probability by up to 11% and raise overall match win probabilities by 19.8% for evenly-matched teams.
Which Mutual-Information Representation Learning Objectives are Sufficient for Control?
Rakelly, Kate, Gupta, Abhishek, Florensa, Carlos, Levine, Sergey
Mutual information maximization provides an appealing formalism for learning representations of data. In the context of reinforcement learning (RL), such representations can accelerate learning by discarding irrelevant and redundant information, while retaining the information necessary for control. Much of the prior work on these methods has addressed the practical difficulties of estimating mutual information from samples of high-dimensional observations, while comparatively less is understood about which mutual information objectives yield representations that are sufficient for RL from a theoretical perspective. In this paper, we formalize the sufficiency of a state representation for learning and representing the optimal policy, and study several popular mutual-information based objectives through this lens. Surprisingly, we find that two of these objectives can yield insufficient representations given mild and common assumptions on the structure of the MDP. We corroborate our theoretical results with empirical experiments on a simulated game environment with visual observations.
Learning Intrusion Prevention Policies through Optimal Stopping
We study automated intrusion prevention using reinforcement learning. In a novel approach, we formulate the problem of intrusion prevention as an optimal stopping problem. This formulation allows us insight into the structure of the optimal policies, which turn out to be threshold based. Since the computation of the optimal defender policy using dynamic programming is not feasible for practical cases, we approximate the optimal policy through reinforcement learning in a simulation environment. To define the dynamics of the simulation, we emulate the target infrastructure and collect measurements. Our evaluations show that the learned policies are close to optimal and that they indeed can be expressed using thresholds.