Reinforcement Learning
Diversity driven Query Rewriting in Search Advertising
Mohankumar, Akash Kumar, Begwani, Nikit, Singh, Amit
Retrieving keywords (bidwords) with the same intent as query, referred to as close variant keywords, is of prime importance for effective targeted search advertising. For head and torso search queries, sponsored search engines use a huge repository of same intent queries and keywords, mined ahead of time. Online, this repository is used to rewrite the query and then lookup the rewrite in a repository of bid keywords contributing to significant revenue. Recently generative retrieval models have been shown to be effective at the task of generating such query rewrites. We observe two main limitations of such generative models. First, rewrites generated by these models exhibit low lexical diversity, and hence the rewrites fail to retrieve relevant keywords that have diverse linguistic variations. Second, there is a misalignment between the training objective - the likelihood of training data, v/s what we desire - improved quality and coverage of rewrites. In this work, we introduce CLOVER, a framework to generate both high-quality and diverse rewrites by optimizing for human assessment of rewrite quality using our diversity-driven reinforcement learning algorithm. We use an evaluation model, trained to predict human judgments, as the reward function to finetune the generation policy. We empirically show the effectiveness of our proposed approach through offline experiments on search queries across geographies spanning three major languages. We also perform online A/B experiments on Bing, a large commercial search engine, which shows (i) better user engagement with an average increase in clicks by 12.83% accompanied with an average defect reduction by 13.97%, and (ii) improved revenue by 21.29%.
Correcting Momentum in Temporal Difference Learning
Bengio, Emmanuel, Pineau, Joelle, Precup, Doina
A common optimization tool used in deep reinforcement learning is momentum, which consists in accumulating and discounting past gradients, reapplying them at each iteration. We argue that, unlike in supervised learning, momentum in Temporal Difference (TD) learning accumulates gradients that become doubly stale: not only does the gradient of the loss change due to parameter updates, the loss itself changes due to bootstrapping. We first show that this phenomenon exists, and then propose a first-order correction term to momentum. We show that this correction term improves sample efficiency in policy evaluation by correcting target value drift. An important insight of this work is that deep RL methods are not always best served by directly importing techniques from the supervised setting.
Closed-Form Analytical Results for Maximum Entropy Reinforcement Learning
Arriojas, Argenis, Tiomkin, Stas, Kulkarni, Rahul V.
We introduce a mapping between Maximum Entropy Reinforcement Learning (MaxEnt RL) and Markovian processes conditioned on rare events. In the long time limit, this mapping allows us to derive analytical expressions for the optimal policy, dynamics and initial state distributions for the general case of stochastic dynamics in MaxEnt RL. We find that soft-$\mathcal{Q}$ functions in MaxEnt RL can be obtained from the Perron-Frobenius eigenvalue and the corresponding left eigenvector of a regular, non-negative matrix derived from the underlying Markov Decision Process (MDP). The results derived lead to novel algorithms for model-based and model-free MaxEnt RL, which we validate by numerical simulations. The mapping established in this work opens further avenues for the application of novel analytical and computational approaches to problems in MaxEnt RL. We make our code available at: https://github.com/argearriojas/maxent-rl-mdp-scripts
The Power of Exploiter: Provable Multi-Agent RL in Large State Spaces
Jin, Chi, Liu, Qinghua, Yu, Tiancheng
Modern reinforcement learning (RL) commonly engages practical problems with large state spaces, where function approximation must be deployed to approximate either the value function or the policy. While recent progresses in RL theory address a rich set of RL problems with general function approximation, such successes are mostly restricted to the single-agent setting. It remains elusive how to extend these results to multi-agent RL, especially due to the new challenges arising from its game-theoretical nature. This paper considers two-player zero-sum Markov Games (MGs). We propose a new algorithm that can provably find the Nash equilibrium policy using a polynomial number of samples, for any MG with low multi-agent Bellman-Eluder dimension -- a new complexity measure adapted from its single-agent version (Jin et al., 2021). A key component of our new algorithm is the exploiter, which facilitates the learning of the main player by deliberately exploiting her weakness. Our theoretical framework is generic, which applies to a wide range of models including but not limited to tabular MGs, MGs with linear or kernel function approximation, and MGs with rich observations.
Beyond Target Networks: Improving Deep $Q$-learning with Functional Regularization
Piché, Alexandre, Marino, Joseph, Marconi, Gian Maria, Pal, Christopher, Khan, Mohammad Emtiyaz
Target networks are at the core of recent success in Reinforcement Learning. They stabilize the training by using old parameters to estimate the $Q$-values, but this also limits the propagation of newly-encountered rewards which could ultimately slow down the training. In this work, we propose an alternative training method based on functional regularization which does not have this deficiency. Unlike target networks, our method uses up-to-date parameters to estimate the target $Q$-values, thereby speeding up training while maintaining stability. Surprisingly, in some cases, we can show that target networks are a special, restricted type of functional regularizers. Using this approach, we show empirical improvements in sample efficiency and performance across a range of Atari and simulated robotics environments.
Invariant Policy Learning: A Causal Perspective
Saengkyongam, Sorawit, Thams, Nikolaj, Peters, Jonas, Pfister, Niklas
In the past decade, contextual bandit and reinforcement learning algorithms have been successfully used in various interactive learning systems such as online advertising, recommender systems, and dynamic pricing. However, they have yet to be widely adopted in high-stakes application domains, such as healthcare. One reason may be that existing approaches assume that the underlying mechanisms are static in the sense that they do not change over time or over different environments. In many real world systems, however, the mechanisms are subject to shifts across environments which may invalidate the static environment assumption. In this paper, we tackle the problem of environmental shifts under the framework of offline contextual bandits. We view the environmental shift problem through the lens of causality and propose multi-environment contextual bandits that allow for changes in the underlying mechanisms. We adopt the concept of invariance from the causality literature and introduce the notion of policy invariance. We argue that policy invariance is only relevant if unobserved confounders are present and show that, in that case, an optimal invariant policy is guaranteed, under certain assumptions, to generalize across environments. Our results do not only provide a solution to the environmental shift problem but also establish concrete connections among causality, invariance and contextual bandits.
SoftDICE for Imitation Learning: Rethinking Off-policy Distribution Matching
Sun, Mingfei, Mahajan, Anuj, Hofmann, Katja, Whiteson, Shimon
We present SoftDICE, which achieves state-of-the-art performance for imitation learning. SoftDICE fixes several key problems in ValueDICE, an off-policy distribution matching approach for sample-efficient imitation learning. Specifically, the objective of ValueDICE contains logarithms and exponentials of expectations, for which the mini-batch gradient estimate is always biased. Second, ValueDICE regularizes the objective with replay buffer samples when expert demonstrations are limited in number, which however changes the original distribution matching problem. Third, the re-parametrization trick used to derive the off-policy objective relies on an implicit assumption that rarely holds in training. We leverage a novel formulation of distribution matching and consider an entropy-regularized off-policy objective, which yields a completely offline algorithm called SoftDICE. Our empirical results show that SoftDICE recovers the expert policy with only one demonstration trajectory and no further on-policy/off-policy samples. SoftDICE also stably outperforms ValueDICE and other baselines in terms of sample efficiency on Mujoco benchmark tasks.
3D UAV Trajectory and Data Collection Optimisation via Deep Reinforcement Learning
Nguyen, Khoi Khac, Duong, Trung Q., Do-Duy, Tan, Claussen, Holger, Hanzo, and Lajos
Unmanned aerial vehicles (UAVs) are now beginning to be deployed for enhancing the network performance and coverage in wireless communication. However, due to the limitation of their on-board power and flight time, it is challenging to obtain an optimal resource allocation scheme for the UAV-assisted Internet of Things (IoT). In this paper, we design a new UAV-assisted IoT systems relying on the shortest flight path of the UAVs while maximising the amount of data collected from IoT devices. Then, a deep reinforcement learning-based technique is conceived for finding the optimal trajectory and throughput in a specific coverage area. After training, the UAV has the ability to autonomously collect all the data from user nodes at a significant total sum-rate improvement while minimising the associated resources used. Numerical results are provided to highlight how our techniques strike a balance between the throughput attained, trajectory, and the time spent. More explicitly, we characterise the attainable performance in terms of the UAV trajectory, the expected reward and the total sum-rate.
AppBuddy: Learning to Accomplish Tasks in Mobile Apps via Reinforcement Learning
Shvo, Maayan, Hu, Zhiming, Icarte, Rodrigo Toro, Mohomed, Iqbal, Jepson, Allan, McIlraith, Sheila A.
Human beings, even small children, quickly become adept at figuring out how to use applications on their mobile devices. Learning to use a new app is often achieved via trial-and-error, accelerated by transfer of knowledge from past experiences with like apps. The prospect of building a smarter smartphone - one that can learn how to achieve tasks using mobile apps - is tantalizing. In this paper we explore the use of Reinforcement Learning (RL) with the goal of advancing this aspiration. We introduce an RL-based framework for learning to accomplish tasks in mobile apps. RL agents are provided with states derived from the underlying representation of on-screen elements, and rewards that are based on progress made in the task. Agents can interact with screen elements by tapping or typing. Our experimental results, over a number of mobile apps, show that RL agents can learn to accomplish multi-step tasks, as well as achieve modest generalization across different apps. More generally, we develop a platform which addresses several engineering challenges to enable an effective RL training environment. Our AppBuddy platform is compatible with OpenAI Gym and includes a suite of mobile apps and benchmark tasks that supports a diversity of RL research in the mobile app setting.
Distributional Reinforcement Learning with Unconstrained Monotonic Neural Networks
Théate, Thibaut, Wehenkel, Antoine, Bolland, Adrien, Louppe, Gilles, Ernst, Damien
A distributional RL algorithm may be characterised by two main components, namely the representation and parameterisation of the distribution and the probability metric defining the loss. This research considers the unconstrained monotonic neural network (UMNN) architecture, a universal approximator of continuous monotonic functions which is particularly well suited for modelling different representations of a distribution (PDF, CDF, quantile function). This property enables the decoupling of the effect of the function approximator class from that of the probability metric. The paper firstly introduces a methodology for learning different representations of the random return distribution. Secondly, a novel distributional RL algorithm named unconstrained monotonic deep Q-network (UMDQN) is presented. Lastly, in light of this new algorithm, an empirical comparison is performed between three probability quasimetrics, namely the Kullback-Leibler divergence, Cramer distance and Wasserstein distance. The results call for a reconsideration of all probability metrics in distributional RL, which contrasts with the dominance of the Wasserstein distance in recent publications.