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 Reinforcement Learning


Policy Augmentation: An Exploration Strategy for Faster Convergence of Deep Reinforcement Learning Algorithms

arXiv.org Artificial Intelligence

Despite advancements in deep reinforcement learning algorithms, developing an effective exploration strategy is still an open problem. Most existing exploration strategies either are based on simple heuristics, or require the model of the environment, or train additional deep neural networks to generate imagination-augmented paths. In this paper, a revolutionary algorithm, called Policy Augmentation, is introduced. Policy Augmentation is based on a newly developed inductive matrix completion method. The proposed algorithm augments the values of unexplored state-action pairs, helping the agent take actions that will result in high-value returns while the agent is in the early episodes. Training deep reinforcement learning algorithms with high-value rollouts leads to the faster convergence of deep reinforcement learning algorithms. Our experiments show the superior performance of Policy Augmentation. The code can be found at: https://github.com/arashmahyari/PolicyAugmentation.


Patterns, predictions, and actions: A story about machine learning

arXiv.org Machine Learning

This graduate textbook on machine learning tells a story of how patterns in data support predictions and consequential actions. Starting with the foundations of decision making, we cover representation, optimization, and generalization as the constituents of supervised learning. A chapter on datasets as benchmarks examines their histories and scientific bases. Self-contained introductions to causality, the practice of causal inference, sequential decision making, and reinforcement learning equip the reader with concepts and tools to reason about actions and their consequences. Throughout, the text discusses historical context and societal impact. We invite readers from all backgrounds; some experience with probability, calculus, and linear algebra suffices.


Pairwise Weights for Temporal Credit Assignment

arXiv.org Artificial Intelligence

How much credit (or blame) should an action taken in a state get for a future reward? This is the fundamental temporal credit assignment problem in Reinforcement Learning (RL). One of the earliest and still most widely used heuristics is to assign this credit based on a scalar coefficient $\lambda$ (treated as a hyperparameter) raised to the power of the time interval between the state-action and the reward. In this empirical paper, we explore heuristics based on more general pairwise weightings that are functions of the state in which the action was taken, the state at the time of the reward, as well as the time interval between the two. Of course it isn't clear what these pairwise weight functions should be, and because they are too complex to be treated as hyperparameters we develop a metagradient procedure for learning these weight functions during the usual RL training of a policy. Our empirical work shows that it is often possible to learn these pairwise weight functions during learning of the policy to achieve better performance than competing approaches.


Learning State Representations from Random Deep Action-conditional Predictions

arXiv.org Artificial Intelligence

In this work, we study auxiliary prediction tasks defined by temporal-difference networks (TD networks); these networks are a language for expressing a rich space of general value function (GVF) prediction targets that may be learned efficiently with TD. Through analysis in an illustrative domain we show the benefits to learning state representations of exploiting the full richness of TD networks, including both action-conditional predictions and temporally deep predictions. Our main (and perhaps surprising) result is that deep action-conditional TD networks with random structures that create random prediction-questions about random features yield state representations that are competitive with state-of-the-art hand-crafted value prediction and pixel control auxiliary tasks in both Atari games and DeepMind Lab tasks. We also show through stop-gradient experiments that learning the state representations solely via these unsupervised random TD network prediction tasks yield agents that outperform the end-to-end-trained actor-critic baseline.


Reinforcement Learning For Constraint Satisfaction Game Agents (15-Puzzle, Minesweeper, 2048, and Sudoku)

arXiv.org Artificial Intelligence

In recent years, reinforcement learning has seen interest because of deep Q-Learning, where the model is a convolutional neural network. Deep Q-Learning has shown promising results in games such as Atari and AlphaGo. Instead of learning the entire Q-table, it learns an estimate of the Q function that determines a state's policy action. We use Q-Learning and deep Q-learning, to learn control policies of four constraint satisfaction games (15-Puzzle, Minesweeper, 2048, and Sudoku). 15-Puzzle is a sliding permutation puzzle and provides a challenge in addressing its large state space. Minesweeper and Sudoku involve partially observable states and guessing. 2048 is also a sliding puzzle but allows for easier state representation (compared to 15-Puzzle) and uses interesting reward shaping to solve the game. These games offer unique insights into the potential and limits of reinforcement learning. The Q agent is trained with no rules of the game, with only the reward corresponding to each state's action. Our unique contribution is in choosing the reward structure, state representation, and formulation of the deep neural network. For low shuffle, 15-Puzzle, achieves a 100% win rate, the medium and high shuffle achieve about 43% and 22% win rates respectively. On a standard 16x16 Minesweeper board, both low and high-density boards achieve close to 45% win rate, whereas medium density boards have a low win rate of 15%. For 2048, the 1024 win rate was achieved with significant ease (100%) with high win rates for 2048, 4096, 8192 and 16384 as 40%, 0.05%, 0.01% and 0.004% , respectively. The easy Sudoku games had a win rate of 7%, while medium and hard games had 2.1% and 1.2% win rates, respectively. This paper explores the environment complexity and behavior of a subset of constraint games using reward structures which can get us closer to understanding how humans learn.


Task-Optimal Exploration in Linear Dynamical Systems

arXiv.org Machine Learning

Exploration in unknown environments is a fundamental problem in reinforcement learning and control. In this work, we study task-guided exploration and determine what precisely an agent must learn about their environment in order to complete a particular task. Formally, we study a broad class of decision-making problems in the setting of linear dynamical systems, a class that includes the linear quadratic regulator problem. We provide instance- and task-dependent lower bounds which explicitly quantify the difficulty of completing a task of interest. Motivated by our lower bound, we propose a computationally efficient experiment-design based exploration algorithm. We show that it optimally explores the environment, collecting precisely the information needed to complete the task, and provide finite-time bounds guaranteeing that it achieves the instance- and task-optimal sample complexity, up to constant factors. Through several examples of the LQR problem, we show that performing task-guided exploration provably improves on exploration schemes which do not take into account the task of interest. Along the way, we establish that certainty equivalence decision making is instance- and task-optimal, and obtain the first algorithm for the linear quadratic regulator problem which is instance-optimal. We conclude with several experiments illustrating the effectiveness of our approach in practice.


Nonstochastic Bandits with Infinitely Many Experts

arXiv.org Machine Learning

We study the problem of nonstochastic bandits with infinitely many experts: A learner aims to maximize the total reward by taking actions sequentially based on bandit feedback while benchmarking against a countably infinite set of experts. We propose a variant of Exp4.P that, for finitely many experts, enables inference of correct expert rankings while preserving the order of the regret upper bound. We then incorporate the variant into a meta-algorithm that works on infinitely many experts. We prove a high-probability upper bound of $\tilde{\mathcal{O}} \big( i^*K + \sqrt{KT} \big)$ on the regret, up to polylog factors, where $i^*$ is the unknown position of the best expert, $K$ is the number of actions, and $T$ is the time horizon. We also provide an example of structured experts and discuss how to expedite learning in such case. Our meta-learning algorithm achieves the tightest regret upper bound for the setting considered when $i^* = \tilde{\mathcal{O}} \big( \sqrt{T/K} \big)$. If a prior distribution is assumed to exist for $i^*$, the probability of satisfying a tight regret bound increases with $T$, the rate of which can be fast.


Modeling the Interaction between Agents in Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Value-based methods of multi-agent reinforcement learning (MARL), especially the value decomposition methods, have been demonstrated on a range of challenging cooperative tasks. However, current methods pay little attention to the interaction between agents, which is essential to teamwork in games or real life. This limits the efficiency of value-based MARL algorithms in the two aspects: collaborative exploration and value function estimation. In this paper, we propose a novel cooperative MARL algorithm named as interactive actor-critic~(IAC), which models the interaction of agents from the perspectives of policy and value function. On the policy side, a multi-agent joint stochastic policy is introduced by adopting a collaborative exploration module, which is trained by maximizing the entropy-regularized expected return. On the value side, we use the shared attention mechanism to estimate the value function of each agent, which takes the impact of the teammates into consideration. At the implementation level, we extend the value decomposition methods to continuous control tasks and evaluate IAC on benchmark tasks including classic control and multi-agent particle environments. Experimental results indicate that our method outperforms the state-of-the-art approaches and achieves better performance in terms of cooperation.


Bootstrapping Statistical Inference for Off-Policy Evaluation

arXiv.org Machine Learning

Bootstrapping provides a flexible and effective approach for assessing the quality of batch reinforcement learning, yet its theoretical property is less understood. In this paper, we study the use of bootstrapping in off-policy evaluation (OPE), and in particular, we focus on the fitted Q-evaluation (FQE) that is known to be minimax-optimal in the tabular and linear-model cases. We propose a bootstrapping FQE method for inferring the distribution of the policy evaluation error and show that this method is asymptotically efficient and distributionally consistent for off-policy statistical inference. To overcome the computation limit of bootstrapping, we further adapt a subsampling procedure that improves the runtime by an order of magnitude. We numerically evaluate the bootrapping method in classical RL environments for confidence interval estimation, estimating the variance of off-policy evaluator, and estimating the correlation between multiple off-policy evaluators.


Multi-Agent Coordination in Adversarial Environments through Signal Mediated Strategies

arXiv.org Artificial Intelligence

Many real-world scenarios involve teams of agents that have to coordinate their actions to reach a shared goal. We focus on the setting in which a team of agents faces an opponent in a zero-sum, imperfect-information game. Team members can coordinate their strategies before the beginning of the game, but are unable to communicate during the playing phase of the game. This is the case, for example, in Bridge, collusion in poker, and collusion in bidding. In this setting, model-free RL methods are oftentimes unable to capture coordination because agents' policies are executed in a decentralized fashion. Our first contribution is a game-theoretic centralized training regimen to effectively perform trajectory sampling so as to foster team coordination. When team members can observe each other actions, we show that this approach provably yields equilibrium strategies. Then, we introduce a signaling-based framework to represent team coordinated strategies given a buffer of past experiences. Each team member's policy is parametrized as a neural network whose output is conditioned on a suitable exogenous signal, drawn from a learned probability distribution. By combining these two elements, we empirically show convergence to coordinated equilibria in cases where previous state-of-the-art multi-agent RL algorithms did not.