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 Reinforcement Learning


Softmax Policy Gradient Methods Can Take Exponential Time to Converge

arXiv.org Machine Learning

The softmax policy gradient (PG) method, which performs gradient ascent under softmax policy parameterization, is arguably one of the de facto implementations of policy optimization in modern reinforcement learning. For $\gamma$-discounted infinite-horizon tabular Markov decision processes (MDPs), remarkable progress has recently been achieved towards establishing global convergence of softmax PG methods in finding a near-optimal policy. However, prior results fall short of delineating clear dependencies of convergence rates on salient parameters such as the cardinality of the state space $\mathcal{S}$ and the effective horizon $\frac{1}{1-\gamma}$, both of which could be excessively large. In this paper, we deliver a pessimistic message regarding the iteration complexity of softmax PG methods, despite assuming access to exact gradient computation. Specifically, we demonstrate that softmax PG methods can take exponential time -- in terms of $|\mathcal{S}|$ and $\frac{1}{1-\gamma}$ -- to converge, even in the presence of a benign policy initialization and an initial state distribution amenable to exploration. This is accomplished by characterizing the algorithmic dynamics over a carefully-constructed MDP containing only three actions. Our exponential lower bound hints at the necessity of carefully adjusting update rules or enforcing proper regularization in accelerating PG methods.


MUSBO: Model-based Uncertainty Regularized and Sample Efficient Batch Optimization for Deployment Constrained Reinforcement Learning

arXiv.org Artificial Intelligence

In many contemporary applications such as healthcare, finance, robotics, and recommendation systems, continuous deployment of new policies for data collection and online learning is either cost ineffective or impractical. We consider a setting that lies between pure offline reinforcement learning (RL) and pure online RL called deployment constrained RL in which the number of policy deployments for data sampling is limited. To solve this challenging task, we propose a new algorithmic learning framework called Model-based Uncertainty regularized and Sample Efficient Batch Optimization (MUSBO). Our framework discovers novel and high quality samples for each deployment to enable efficient data collection. During each offline training session, we bootstrap the policy update by quantifying the amount of uncertainty within our collected data. In the high support region (low uncertainty), we encourage our policy by taking an aggressive update. In the low support region (high uncertainty) when the policy bootstraps into the out-of-distribution region, we downweight it by our estimated uncertainty quantification. Experimental results show that MUSBO achieves state-of-the-art performance in the deployment constrained RL setting.


Action Redundancy in Reinforcement Learning

arXiv.org Artificial Intelligence

Maximum Entropy (MaxEnt) reinforcement learning is a powerful learning paradigm which seeks to maximize return under entropy regularization. However, action entropy does not necessarily coincide with state entropy, e.g., when multiple actions produce the same transition. Instead, we propose to maximize the transition entropy, i.e., the entropy of next states. We show that transition entropy can be described by two terms; namely, model-dependent transition entropy and action redundancy. Particularly, we explore the latter in both deterministic and stochastic settings and develop tractable approximation methods in a near model-free setup. We construct algorithms to minimize action redundancy and demonstrate their effectiveness on a synthetic environment with multiple redundant actions as well as contemporary benchmarks in Atari and Mujoco. Our results suggest that action redundancy is a fundamental problem in reinforcement learning.


Stratified Experience Replay: Correcting Multiplicity Bias in Off-Policy Reinforcement Learning

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (RL) methods rely on experience replay to approximate the minibatched supervised learning setting; however, unlike supervised learning where access to lots of training data is crucial to generalization, replay-based deep RL appears to struggle in the presence of extraneous data. Recent works have shown that the performance of Deep Q-Network (DQN) degrades when its replay memory becomes too large. This suggests that outdated experiences somehow impact the performance of deep RL, which should not be the case for off-policy methods like DQN. Consequently, we re-examine the motivation for sampling uniformly over a replay memory, and find that it may be flawed when using function approximation. We show that -- despite conventional wisdom -- sampling from the uniform distribution does not yield uncorrelated training samples and therefore biases gradients during training. Our theory prescribes a special non-uniform distribution to cancel this effect, and we propose a stratified sampling scheme to efficiently implement it.


Reinforcement Learning with Prototypical Representations

arXiv.org Artificial Intelligence

Learning effective representations in image-based environments is crucial for sample efficient Reinforcement Learning (RL). Unfortunately, in RL, representation learning is confounded with the exploratory experience of the agent -- learning a useful representation requires diverse data, while effective exploration is only possible with coherent representations. Furthermore, we would like to learn representations that not only generalize across tasks but also accelerate downstream exploration for efficient task-specific training. To address these challenges we propose Proto-RL, a self-supervised framework that ties representation learning with exploration through prototypical representations. These prototypes simultaneously serve as a summarization of the exploratory experience of an agent as well as a basis for representing observations. We pre-train these task-agnostic representations and prototypes on environments without downstream task information. This enables state-of-the-art downstream policy learning on a set of difficult continuous control tasks.


Deep Reinforcement Learning for Dynamic Spectrum Sharing of LTE and NR

arXiv.org Artificial Intelligence

In this paper, a proactive dynamic spectrum sharing scheme between 4G and 5G systems is proposed. In particular, a controller decides on the resource split between NR and LTE every subframe while accounting for future network states such as high interference subframes and multimedia broadcast single frequency network (MBSFN) subframes. To solve this problem, a deep reinforcement learning (RL) algorithm based on Monte Carlo Tree Search (MCTS) is proposed. The introduced deep RL architecture is trained offline whereby the controller predicts a sequence of future states of the wireless access network by simulating hypothetical bandwidth splits over time starting from the current network state. The action sequence resulting in the best reward is then assigned. This is realized by predicting the quantities most directly relevant to planning, i.e., the reward, the action probabilities, and the value for each network state. Simulation results show that the proposed scheme is able to take actions while accounting for future states instead of being greedy in each subframe. The results also show that the proposed framework improves system-level performance.


Program Synthesis Guided Reinforcement Learning

arXiv.org Artificial Intelligence

A key challenge for reinforcement learning is solving long-horizon planning and control problems. Recent work has proposed leveraging programs to help guide the learning algorithm in these settings. However, these approaches impose a high manual burden on the user since they must provide a guiding program for every new task they seek to achieve. We propose an approach that leverages program synthesis to automatically generate the guiding program. A key challenge is how to handle partially observable environments. We propose model predictive program synthesis, which trains a generative model to predict the unobserved portions of the world, and then synthesizes a program based on samples from this model in a way that is robust to its uncertainty. We evaluate our approach on a set of challenging benchmarks, including a 2D Minecraft-inspired ``craft'' environment where the agent must perform a complex sequence of subtasks to achieve its goal, a box-world environment that requires abstract reasoning, and a variant of the craft environment where the agent is a MuJoCo Ant. Our approach significantly outperforms several baselines, and performs essentially as well as an oracle that is given an effective program.


Towards Causal Representation Learning

arXiv.org Artificial Intelligence

The two fields of machine learning and graphical causality arose and developed separately. However, there is now cross-pollination and increasing interest in both fields to benefit from the advances of the other. In the present paper, we review fundamental concepts of causal inference and relate them to crucial open problems of machine learning, including transfer and generalization, thereby assaying how causality can contribute to modern machine learning research. This also applies in the opposite direction: we note that most work in causality starts from the premise that the causal variables are given. A central problem for AI and causality is, thus, causal representation learning, the discovery of high-level causal variables from low-level observations. Finally, we delineate some implications of causality for machine learning and propose key research areas at the intersection of both communities.


Improved Learning of Robot Manipulation Tasks via Tactile Intrinsic Motivation

arXiv.org Artificial Intelligence

In this paper we address the challenge of exploration in deep reinforcement learning for robotic manipulation tasks. In sparse goal settings, an agent does not receive any positive feedback until randomly achieving the goal, which becomes infeasible for longer control sequences. Inspired by touch-based exploration observed in children, we formulate an intrinsic reward based on the sum of forces between a robot's force sensors and manipulation objects that encourages physical interaction. Furthermore, we introduce contact-prioritized experience replay, a sampling scheme that prioritizes contact rich episodes and transitions. We show that our solution accelerates the exploration and outperforms state-of-the-art methods on three fundamental robot manipulation benchmarks.


Improved Context-Based Offline Meta-RL with Attention and Contrastive Learning

arXiv.org Artificial Intelligence

Meta-learning for offline reinforcement learning (OMRL) is an understudied problem with tremendous potential impact by enabling RL algorithms in many real-world applications. A popular solution to the problem is to infer task identity as augmented state using a context-based encoder, for which efficient learning of task representations remains an open challenge. In this work, we improve upon one of the SOTA OMRL algorithms, FOCAL, by incorporating intra-task attention mechanism and inter-task contrastive learning objectives for more effective task inference and learning of control. Theoretical analysis and experiments are presented to demonstrate the superior performance, efficiency and robustness of our end-to-end and model free method compared to prior algorithms across multiple meta-RL benchmarks.