Reinforcement Learning
Transferring Domain Knowledge with an Adviser in Continuous Tasks
Wijesinghe, Rukshan, Vithanage, Kasun, Tissera, Dumindu, Xavier, Alex, Fernando, Subha, Samarawickrama, Jayathu
Recent advances in Reinforcement Learning (RL) have surpassed human-level performance in many simulated environments. However, existing reinforcement learning techniques are incapable of explicitly incorporating already known domain-specific knowledge into the learning process. Therefore, the agents have to explore and learn the domain knowledge independently through a trial and error approach, which consumes both time and resources to make valid responses. Hence, we adapt the Deep Deterministic Policy Gradient (DDPG) algorithm to incorporate an adviser, which allows integrating domain knowledge in the form of pre-learned policies or pre-defined relationships to enhance the agent's learning process. Our experiments on OpenAi Gym benchmark tasks show that integrating domain knowledge through advisers expedites the learning and improves the policy towards better optima.
Causal Markov Decision Processes: Learning Good Interventions Efficiently
Lu, Yangyi, Meisami, Amirhossein, Tewari, Ambuj
We introduce causal Markov Decision Processes (C-MDPs), a new formalism for sequential decision making which combines the standard MDP formulation with causal structures over state transition and reward functions. Many contemporary and emerging application areas such as digital healthcare and digital marketing can benefit from modeling with C-MDPs due to the causal mechanisms underlying the relationship between interventions and states/rewards. We propose the causal upper confidence bound value iteration (C-UCBVI) algorithm that exploits the causal structure in C-MDPs and improves the performance of standard reinforcement learning algorithms that do not take causal knowledge into account. We prove that C-UCBVI satisfies an $\tilde{O}(HS\sqrt{ZT})$ regret bound, where $T$ is the the total time steps, $H$ is the episodic horizon, and $S$ is the cardinality of the state space. Notably, our regret bound does not scale with the size of actions/interventions ($A$), but only scales with a causal graph dependent quantity $Z$ which can be exponentially smaller than $A$. By extending C-UCBVI to the factored MDP setting, we propose the causal factored UCBVI (CF-UCBVI) algorithm, which further reduces the regret exponentially in terms of $S$. Furthermore, we show that RL algorithms for linear MDP problems can also be incorporated in C-MDPs. We empirically show the benefit of our causal approaches in various settings to validate our algorithms and theoretical results.
Learning from Demonstrations using Signal Temporal Logic
Puranic, Aniruddh G., Deshmukh, Jyotirmoy V., Nikolaidis, Stefanos
Learning-from-demonstrations is an emerging paradigm to obtain effective robot control policies for complex tasks via reinforcement learning without the need to explicitly design reward functions. However, it is susceptible to imperfections in demonstrations and also raises concerns of safety and interpretability in the learned control policies. To address these issues, we use Signal Temporal Logic to evaluate and rank the quality of demonstrations. Temporal logic-based specifications allow us to create non-Markovian rewards, and also define interesting causal dependencies between tasks such as sequential task specifications. We validate our approach through experiments on discrete-world and OpenAI Gym environments, and show that our approach outperforms the state-of-the-art Maximum Causal Entropy Inverse Reinforcement Learning.
Inverse Reinforcement Learning in the Continuous Setting with Formal Guarantees
Dexter, Gregory, Bello, Kevin, Honorio, Jean
Inverse Reinforcement Learning (IRL) is the problem of finding a reward function which describes observed/known expert behavior. IRL is useful for automated control in situations where the reward function is difficult to specify manually, which impedes reinforcement learning. We provide a new IRL algorithm for the continuous state space setting with unknown transition dynamics by modeling the system using a basis of orthonormal functions. We provide a proof of correctness and formal guarantees on the sample and time complexity of our algorithm.
Almost Optimal Algorithms for Two-player Markov Games with Linear Function Approximation
Chen, Zixiang, Zhou, Dongruo, Gu, Quanquan
Multi-agent reinforcement learning (MARL) has achieved tremendous practical success across a wide range of machine learning tasks, including large-scale strategy games such as GO (Silver et al., 2016), TexasHold'em poker (Brown and Sandholm, 2019), real-time video games such as Starcraft (Vinyals et al., 2019), and autonomous driving (Shalev-Shwartz et al., 2016). Among these models used in MARL, two-player zero-sum Markov games (MG) (Shapley, 1953; Littman, 1994) is probably one of the most widely studied models and can be regarded as a generalization of the Markov Decision Processes (MDP) (Puterman, 2014). In two-player Markov games, the two players share states, play actions simultaneously and independently, and observe the same reward. One player (i.e., max-player) aims to maximize the return while the other (i.e., min-player) aims to minimize it. A special case of general Markov games (i.e., simultaneous-move games) is turn-based games, where only one player can take action in each step, i.e., the max and min players take turns to play the game. The players aim to find the Nash equilibrium for this game.
Training Larger Networks for Deep Reinforcement Learning
Ota, Kei, Jha, Devesh K., Kanezaki, Asako
The success of deep learning in the computer vision and natural language processing communities can be attributed to training of very deep neural networks with millions or billions of parameters which can then be trained with massive amounts of data. However, similar trend has largely eluded training of deep reinforcement learning (RL) algorithms where larger networks do not lead to performance improvement. Previous work has shown that this is mostly due to instability during training of deep RL agents when using larger networks. In this paper, we make an attempt to understand and address training of larger networks for deep RL. We first show that naively increasing network capacity does not improve performance. Then, we propose a novel method that consists of 1) wider networks with DenseNet connection, 2) decoupling representation learning from training of RL, 3) a distributed training method to mitigate overfitting problems. Using this three-fold technique, we show that we can train very large networks that result in significant performance gains. We present several ablation studies to demonstrate the efficacy of the proposed method and some intuitive understanding of the reasons for performance gain. We show that our proposed method outperforms other baseline algorithms on several challenging locomotion tasks.
How RL Agents Behave When Their Actions Are Modified
Langlois, Eric D., Everitt, Tom
Reinforcement learning in complex environments may require supervision to prevent the agent from attempting dangerous actions. As a result of supervisor intervention, the executed action may differ from the action specified by the policy. How does this affect learning? We present the Modified-Action Markov Decision Process, an extension of the MDP model that allows actions to differ from the policy. We analyze the asymptotic behaviours of common reinforcement learning algorithms in this setting and show that they adapt in different ways: some completely ignore modifications while others go to various lengths in trying to avoid action modifications that decrease reward. By choosing the right algorithm, developers can prevent their agents from learning to circumvent interruptions or constraints, and better control agent responses to other kinds of action modification, like self-damage.
Does Standard Backpropagation Forget Less Catastrophically Than Adam?
Ashley, Dylan R., Ghiassian, Sina, Sutton, Richard S.
Catastrophic forgetting remains a severe hindrance to the broad application of artificial neural networks (ANNs), however, it continues to be a poorly understood phenomenon. Despite the extensive amount of work on catastrophic forgetting, we argue that it is still unclear how exactly the phenomenon should be quantified, and, moreover, to what degree all of the choices we make when designing learning systems affect the amount of catastrophic forgetting. We use various testbeds from the reinforcement learning and supervised learning literature to (1) provide evidence that the choice of which modern gradient-based optimization algorithm is used to train an ANN has a significant impact on the amount of catastrophic forgetting and show that--surprisingly--in many instances classical algorithms such as vanilla SGD experience less catastrophic forgetting than the more modern algorithms such as Adam. We empirically compare four different existing metrics for quantifying catastrophic forgetting and (2) show that the degree to which the learning systems experience catastrophic forgetting is sufficiently sensitive to the metric used that a change from one principled metric to another is enough to change the conclusions of a study dramatically. Our results suggest that a much more rigorous experimental methodology is required when looking at catastrophic forgetting. Based on our results, we recommend inter-task forgetting in supervised learning must be measured with both retention and relearning metrics concurrently, and intra-task forgetting in reinforcement learning must--at the very least--be measured with pairwise interference.
Seeing by haptic glance: reinforcement learning-based 3D object Recognition
Riou, Kevin, Ling, Suiyi, Gallot, Guillaume, Callet, Patrick Le
Human is able to conduct 3D recognition by a limited number of haptic contacts between the target object and his/her fingers without seeing the object. This capability is defined as `haptic glance' in cognitive neuroscience. Most of the existing 3D recognition models were developed based on dense 3D data. Nonetheless, in many real-life use cases, where robots are used to collect 3D data by haptic exploration, only a limited number of 3D points could be collected. In this study, we thus focus on solving the intractable problem of how to obtain cognitively representative 3D key-points of a target object with limited interactions between the robot and the object. A novel reinforcement learning based framework is proposed, where the haptic exploration procedure (the agent iteratively predicts the next position for the robot to explore) is optimized simultaneously with the objective 3D recognition with actively collected 3D points. As the model is rewarded only when the 3D object is accurately recognized, it is driven to find the sparse yet efficient haptic-perceptual 3D representation of the object. Experimental results show that our proposed model outperforms the state of the art models.
Cooperation and Reputation Dynamics with Reinforcement Learning
Anastassacos, Nicolas, García, Julian, Hailes, Stephen, Musolesi, Mirco
Creating incentives for cooperation is a challenge in natural and artificial systems. One potential answer is reputation, whereby agents trade the immediate cost of cooperation for the future benefits of having a good reputation. Game theoretical models have shown that specific social norms can make cooperation stable, but how agents can independently learn to establish effective reputation mechanisms on their own is less understood. We use a simple model of reinforcement learning to show that reputation mechanisms generate two coordination problems: agents need to learn how to coordinate on the meaning of existing reputations and collectively agree on a social norm to assign reputations to others based on their behavior. These coordination problems exhibit multiple equilibria, some of which effectively establish cooperation. When we train agents with a standard Q-learning algorithm in an environment with the presence of reputation mechanisms, convergence to undesirable equilibria is widespread. We propose two mechanisms to alleviate this: (i) seeding a proportion of the system with fixed agents that steer others towards good equilibria; and (ii), intrinsic rewards based on the idea of introspection, i.e., augmenting agents' rewards by an amount proportionate to the performance of their own strategy against themselves. A combination of these simple mechanisms is successful in stabilizing cooperation, even in a fully decentralized version of the problem where agents learn to use and assign reputations simultaneously. We show how our results relate to the literature in Evolutionary Game Theory, and discuss implications for artificial, human and hybrid systems, where reputations can be used as a way to establish trust and cooperation.