Reinforcement Learning
A Minimalist Approach to Offline Reinforcement Learning
Fujimoto, Scott, Gu, Shixiang Shane
Offline reinforcement learning (RL) defines the task of learning from a fixed batch of data. Due to errors in value estimation from out-of-distribution actions, most offline RL algorithms take the approach of constraining or regularizing the policy with the actions contained in the dataset. Built on pre-existing RL algorithms, modifications to make an RL algorithm work offline comes at the cost of additional complexity. Offline RL algorithms introduce new hyperparameters and often leverage secondary components such as generative models, while adjusting the underlying RL algorithm. In this paper we aim to make a deep RL algorithm work while making minimal changes. We find that we can match the performance of state-of-the-art offline RL algorithms by simply adding a behavior cloning term to the policy update of an online RL algorithm and normalizing the data. The resulting algorithm is a simple to implement and tune baseline, while more than halving the overall run time by removing the additional computational overheads of previous methods.
A Deep Reinforcement Learning Approach to Marginalized Importance Sampling with the Successor Representation
Fujimoto, Scott, Meger, David, Precup, Doina
Marginalized importance sampling (MIS), which measures the density ratio between the state-action occupancy of a target policy and that of a sampling distribution, is a promising approach for off-policy evaluation. However, current state-of-the-art MIS methods rely on complex optimization tricks and succeed mostly on simple toy problems. We bridge the gap between MIS and deep reinforcement learning by observing that the density ratio can be computed from the successor representation of the target policy. The successor representation can be trained through deep reinforcement learning methodology and decouples the reward optimization from the dynamics of the environment, making the resulting algorithm stable and applicable to high-dimensional domains. We evaluate the empirical performance of our approach on a variety of challenging Atari and MuJoCo environments.
Playing Super Mario Bros with Deep Reinforcement Learning
From this article, you will learn how to play Super Mario Bros with Deep Q-Network and Double Deep Q-Network (with code!). Super Mario Bros is a well-known video game title developed and published by Nintendo in the 1980s. It is one of the classical game titles that lived through the years and need no explanations. It is a 2D side-scrolling game, allowing the player to control the main character -- Mario. The gameplay involves moving Mario from left to right, surviving the villains, getting coins, and reaching the flag to clear stages.
A graph placement methodology for fast chip design
Chip floorplanning is the engineering task of designing the physical layout of a computer chip. Despite five decades of research1, chip floorplanning has defied automation, requiring months of intense effort by physical design engineers to produce manufacturable layouts. Here we present a deep reinforcement learning approach to chip floorplanning. In under six hours, our method automatically generates chip floorplans that are superior or comparable to those produced by humans in all key metrics, including power consumption, performance and chip area. To achieve this, we pose chip floorplanning as a reinforcement learning problem, and develop an edge-based graph convolutional neural network architecture capable of learning rich and transferable representations of the chip. As a result, our method utilizes past experience to become better and faster at solving new instances of the problem, allowing chip design to be performed by artificial agents with more experience than any human designer. Our method was used to design the next generation of Google’s artificial intelligence (AI) accelerators, and has the potential to save thousands of hours of human effort for each new generation. Finally, we believe that more powerful AI-designed hardware will fuel advances in AI, creating a symbiotic relationship between the two fields. Machine learning tools are used to greatly accelerate chip layout design, by posing chip floorplanning as a reinforcement learning problem and using neural networks to generate high-performance chip layouts.
To Beam Or Not To Beam: That is a Question of Cooperation for Language GANs
Scialom, Thomas, Dray, Paul-Alexis, Lamprier, Sylvain, Piwowarski, Benjamin, Staiano, Jacopo
Due to the discrete nature of words, language GANs require to be optimized from rewards provided by discriminator networks, via reinforcement learning methods. This is a much harder setting than for continuous tasks, which enjoy gradient flows from discriminators to generators, usually leading to dramatic learning instabilities. However, we claim that this can be solved by making discriminator and generator networks cooperate to produce output sequences during training. These cooperative outputs, inherently built to obtain higher discrimination scores, not only provide denser rewards for training, but also form a more compact artificial set for discriminator training, hence improving its accuracy and stability. In this paper, we show that our SelfGAN framework, built on this cooperative principle, outperforms Teacher Forcing and obtains state-of-the-art results on two challenging tasks, Summarization and Question Generation.
An Empirical Comparison of Off-policy Prediction Learning Algorithms on the Collision Task
Ghiassian, Sina, Sutton, Richard S.
Off-policy prediction -- learning the value function for one policy from data generated while following another policy -- is one of the most challenging subproblems in reinforcement learning. This paper presents empirical results with eleven prominent off-policy learning algorithms that use linear function approximation: five Gradient-TD methods, two Emphatic-TD methods, Off-policy TD($\lambda$), Vtrace, and versions of Tree Backup and ABQ modified to apply to a prediction setting. Our experiments used the Collision task, a small idealized off-policy problem analogous to that of an autonomous car trying to predict whether it will collide with an obstacle. We assessed the performance of the algorithms according to their learning rate, asymptotic error level, and sensitivity to step-size and bootstrapping parameters. By these measures, the eleven algorithms can be partially ordered on the Collision task. In the top tier, the two Emphatic-TD algorithms learned the fastest, reached the lowest errors, and were robust to parameter settings. In the middle tier, the five Gradient-TD algorithms and Off-policy TD($\lambda$) were more sensitive to the bootstrapping parameter. The bottom tier comprised Vtrace, Tree Backup, and ABQ; these algorithms were no faster and had higher asymptotic error than the others. Our results are definitive for this task, though of course experiments with more tasks are needed before an overall assessment of the algorithms' merits can be made.
Safe Reinforcement Learning with Linear Function Approximation
Amani, Sanae, Thrampoulidis, Christos, Yang, Lin F.
Safety in reinforcement learning has become increasingly important in recent years. Yet, existing solutions either fail to strictly avoid choosing unsafe actions, which may lead to catastrophic results in safety-critical systems, or fail to provide regret guarantees for settings where safety constraints need to be learned. In this paper, we address both problems by first modeling safety as an unknown linear cost function of states and actions, which must always fall below a certain threshold. We then present algorithms, termed SLUCB-QVI and RSLUCB-QVI, for episodic Markov decision processes (MDPs) with linear function approximation. We show that SLUCB-QVI and RSLUCB-QVI, while with \emph{no safety violation}, achieve a $\tilde{\mathcal{O}}\left(\kappa\sqrt{d^3H^3T}\right)$ regret, nearly matching that of state-of-the-art unsafe algorithms, where $H$ is the duration of each episode, $d$ is the dimension of the feature mapping, $\kappa$ is a constant characterizing the safety constraints, and $T$ is the total number of action plays. We further present numerical simulations that corroborate our theoretical findings.
A New Formalism, Method and Open Issues for Zero-Shot Coordination
Treutlein, Johannes, Dennis, Michael, Oesterheld, Caspar, Foerster, Jakob
In many coordination problems, independently reasoning humans are able to discover mutually compatible policies. In contrast, independently trained self-play policies are often mutually incompatible. Zero-shot coordination (ZSC) has recently been proposed as a new frontier in multi-agent reinforcement learning to address this fundamental issue. Prior work approaches the ZSC problem by assuming players can agree on a shared learning algorithm but not on labels for actions and observations, and proposes other-play as an optimal solution. However, until now, this "label-free" problem has only been informally defined. We formalize this setting as the label-free coordination (LFC) problem by defining the label-free coordination game. We show that other-play is not an optimal solution to the LFC problem as it fails to consistently break ties between incompatible maximizers of the other-play objective. We introduce an extension of the algorithm, other-play with tie-breaking, and prove that it is optimal in the LFC problem and an equilibrium in the LFC game. Since arbitrary tie-breaking is precisely what the ZSC setting aims to prevent, we conclude that the LFC problem does not reflect the aims of ZSC. To address this, we introduce an alternative informal operationalization of ZSC as a starting point for future work.
Preferential Temporal Difference Learning
Anand, Nishanth, Precup, Doina
Temporal-Difference (TD) learning is a general and very useful tool for estimating the value function of a given policy, which in turn is required to find good policies. Generally speaking, TD learning updates states whenever they are visited. When the agent lands in a state, its value can be used to compute the TD-error, which is then propagated to other states. However, it may be interesting, when computing updates, to take into account other information than whether a state is visited or not. For example, some states might be more important than others (such as states which are frequently seen in a successful trajectory). Or, some states might have unreliable value estimates (for example, due to partial observability or lack of data), making their values less desirable as targets. We propose an approach to re-weighting states used in TD updates, both when they are the input and when they provide the target for the update. We prove that our approach converges with linear function approximation and illustrate its desirable empirical behaviour compared to other TD-style methods.
Policy Gradient Bayesian Robust Optimization for Imitation Learning
Javed, Zaynah, Brown, Daniel S., Sharma, Satvik, Zhu, Jerry, Balakrishna, Ashwin, Petrik, Marek, Dragan, Anca D., Goldberg, Ken
The difficulty in specifying rewards for many real-world problems has led to an increased focus on learning rewards from human feedback, such as demonstrations. However, there are often many different reward functions that explain the human feedback, leaving agents with uncertainty over what the true reward function is. While most policy optimization approaches handle this uncertainty by optimizing for expected performance, many applications demand risk-averse behavior. We derive a novel policy gradient-style robust optimization approach, PG-BROIL, that optimizes a soft-robust objective that balances expected performance and risk. To the best of our knowledge, PG-BROIL is the first policy optimization algorithm robust to a distribution of reward hypotheses which can scale to continuous MDPs. Results suggest that PG-BROIL can produce a family of behaviors ranging from risk-neutral to risk-averse and outperforms state-of-the-art imitation learning algorithms when learning from ambiguous demonstrations by hedging against uncertainty, rather than seeking to uniquely identify the demonstrator's reward function.