Reinforcement Learning
Mastering Rate based Curriculum Learning
Willems, Lucas, Lahlou, Salem, Bengio, Yoshua
Recently, deep reinforcement learning algorithms have been successfully applied to a wide range of domains ([1], [2], [3], [4]). However, their success relies heavily on dense rewards being given to the agent; and learning in environments with sparse rewards is still a major limitation of RL due to the low sample efficiency of the current algorithms in such scenarios. In sparse rewards settings, the sample inefficiency is essentially caused by the low likelihood of the agent obtaining a reward by random exploration. Recent attempts to tackle this issue revolve around providing the agent an intrinsic reward that encourages exploring new states of the environment, thus increasing the likelihood of reaching the reward ([5], [6], [7]). An alternative way to improve the sample efficiency is curriculum learning ([8]). It consists in first training the agent on an easy version of the task at hand, where it can get reward more easily and learn, then training on increasingly difficult versions using the previously learned policy and finally, training on the task at hand. Its usage is not limited to reinforcement learning and robotics tasks, but also to supervised tasks. Curriculum learning may be decomposed into two parts: 1. Defining the curriculum, i.e. the set of tasks the learner may be trained on.
Defending Adversarial Attacks without Adversarial Attacks in Deep Reinforcement Learning
Qu, Xinghua, Ong, Yew-Soon, Gupta, Abhishek, Sun, Zhu
Many recent studies in deep reinforcement learning (DRL) have proposed to boost adversarial robustness through policy distillation utilizing adversarial training, where additional adversarial examples are added in the training process of the student policy; this makes the robustness improvement less flexible and more computationally expensive. In contrast, we propose an efficient policy distillation paradigm called robust policy distillation that is capable of achieving an adversarially robust student policy without relying on any adversarial example during student policy training. To this end, we devise a new policy distillation loss that consists of two terms: 1) a prescription gap maximization loss aiming at simultaneously maximizing the likelihood of the action selected by the teacher policy and the entropy over the remaining actions; 2) a Jacobian regularization loss that minimizes the magnitude of Jacobian with respect to the input state. The theoretical analysis proves that our distillation loss guarantees to increase the prescription gap and the adversarial robustness. Meanwhile, experiments on five Atari games firmly verifies the superiority of our policy distillation on boosting adversarial robustness compared to other state-of-the-arts.
Deep PQR: Solving Inverse Reinforcement Learning using Anchor Actions
Geng, Sinong, Nassif, Houssam, Manzanares, Carlos A., Reppen, A. Max, Sircar, Ronnie
We propose a reward function estimation framework for inverse reinforcement learning with deep energy-based policies. We name our method PQR, as it sequentially estimates the Policy, the $Q$-function, and the Reward function by deep learning. PQR does not assume that the reward solely depends on the state, instead it allows for a dependency on the choice of action. Moreover, PQR allows for stochastic state transitions. To accomplish this, we assume the existence of one anchor action whose reward is known, typically the action of doing nothing, yielding no reward. We present both estimators and algorithms for the PQR method. When the environment transition is known, we prove that the PQR reward estimator uniquely recovers the true reward. With unknown transitions, we bound the estimation error of PQR. Finally, the performance of PQR is demonstrated by synthetic and real-world datasets.
Decentralized Reinforcement Learning: Global Decision-Making via Local Economic Transactions
Chang, Michael, Kaushik, Sidhant, Weinberg, S. Matthew, Griffiths, Thomas L., Levine, Sergey
This paper seeks to establish a framework for directing a society of simple, specialized, self-interested agents to solve what traditionally are posed as monolithic single-agent sequential decision problems. What makes it challenging to use a decentralized approach to collectively optimize a central objective is the difficulty in characterizing the equilibrium strategy profile of non-cooperative games. To overcome this challenge, we design a mechanism for defining the learning environment of each agent for which we know that the optimal solution for the global objective coincides with a Nash equilibrium strategy profile of the agents optimizing their own local objectives. The society functions as an economy of agents that learn the credit assignment process itself by buying and selling to each other the right to operate on the environment state. We derive a class of decentralized reinforcement learning algorithms that are broadly applicable not only to standard reinforcement learning but also for selecting options in semi-MDPs and dynamically composing computation graphs. Lastly, we demonstrate the potential advantages of a society's inherent modular structure for more efficient transfer learning.
Offline Meta-Reinforcement Learning with Advantage Weighting
Mitchell, Eric, Rafailov, Rafael, Peng, Xue Bin, Levine, Sergey, Finn, Chelsea
This paper introduces the offline meta-reinforcement learning (offline meta-RL) problem setting and proposes an algorithm that performs well in this setting. Offline meta-RL is analogous to the widely successful supervised learning strategy of pretraining a model on a large batch of fixed, pre-collected data (possibly from various tasks) and fine-tuning the model to a new task with relatively little data. That is, in offline meta-RL, we meta-train on fixed, pre-collected data from several tasks and adapt to a new task with a very small amount (less than 5 trajectories) of data from the new task. By nature of being offline, algorithms for offline meta-RL can utilize the largest possible pool of training data available and eliminate potentially unsafe or costly data collection during meta-training. This setting inherits the challenges of offline RL, but it differs significantly because offline RL does not generally consider a) transfer to new tasks or b) limited data from the test task, both of which we face in offline meta-RL. Targeting the offline meta-RL setting, we propose Meta-Actor Critic with Advantage Weighting (MACAW). MACAW is an optimization-based meta-learning algorithm that uses simple, supervised regression objectives for both the inner and outer loop of meta-training. On offline variants of common meta-RL benchmarks, we empirically find that this approach enables fully offline meta-reinforcement learning and achieves notable gains over prior methods. Meta-reinforcement learning (meta-RL) has emerged as a promising strategy for tackling the high sample complexity of reinforcement learning algorithms, when the goal is to ultimately learn many tasks. Meta-RL algorithms exploit shared structure among tasks during meta-training, amortizing the cost of learning across tasks and enabling rapid adaptation to new tasks during meta-testing from only a small amount of experience. Yet unlike in supervised learning, where large amounts of pre-collected data can be pooled from many sources to train a single model, existing meta-RL algorithms assume the ability to collect millions of environment interactions online during meta-training.
Visuomotor Mechanical Search: Learning to Retrieve Target Objects in Clutter
Kurenkov, Andrey, Taglic, Joseph, Kulkarni, Rohun, Dominguez-Kuhne, Marcus, Garg, Animesh, Martรญn-Martรญn, Roberto, Savarese, Silvio
When searching for objects in cluttered environments, it is often necessary to perform complex interactions in order to move occluding objects out of the way and fully reveal the object of interest and make it graspable. Due to the complexity of the physics involved and the lack of accurate models of the clutter, planning and controlling precise predefined interactions with accurate outcome is extremely hard, when not impossible. In problems where accurate (forward) models are lacking, Deep Reinforcement Learning (RL) has shown to be a viable solution to map observations (e.g. images) to good interactions in the form of close-loop visuomotor policies. However, Deep RL is sample inefficient and fails when applied directly to the problem of unoccluding objects based on images. In this work we present a novel Deep RL procedure that combines i) teacher-aided exploration, ii) a critic with privileged information, and iii) mid-level representations, resulting in sample efficient and effective learning for the problem of uncovering a target object occluded by a heap of unknown objects. Our experiments show that our approach trains faster and converges to more efficient uncovering solutions than baselines and ablations, and that our uncovering policies lead to an average improvement in the graspability of the target object, facilitating downstream retrieval applications.
PC-PG: Policy Cover Directed Exploration for Provable Policy Gradient Learning
Agarwal, Alekh, Henaff, Mikael, Kakade, Sham, Sun, Wen
Direct policy gradient methods for reinforcement learning are a successful approach for a variety of reasons: they are model free, they directly optimize the performance metric of interest, and they allow for richly parameterized policies. Their primary drawback is that, by being local in nature, they fail to adequately explore the environment. In contrast, while model-based approaches and Q-learning directly handle exploration through the use of optimism, their ability to handle model misspecification and function approximation is far less evident. This work introduces the the Policy Cover-Policy Gradient (PC-PG) algorithm, which provably balances the exploration vs. exploitation tradeoff using an ensemble of learned policies (the policy cover). PC-PG enjoys polynomial sample complexity and run time for both tabular MDPs and, more generally, linear MDPs in an infinite dimensional RKHS. Furthermore, PC-PG also has strong guarantees under model misspecification that go beyond the standard worst case $\ell_{\infty}$ assumptions; this includes approximation guarantees for state aggregation under an average case error assumption, along with guarantees under a more general assumption where the approximation error under distribution shift is controlled. We complement the theory with empirical evaluation across a variety of domains in both reward-free and reward-driven settings.
Reinforcement Learning with Trajectory Feedback
Efroni, Yonathan, Merlis, Nadav, Mannor, Shie
The computational model of reinforcement learning is based upon the ability to query a score of every visited state-action pair, i.e., to observe a per state-action reward signal. However, in practice, it is often the case such a score is not readily available to the algorithm designer. In this work, we relax this assumption and require a weaker form of feedback, which we refer to as \emph{trajectory feedback}. Instead of observing the reward from every visited state-action pair, we assume we only receive a score that represents the quality of the whole trajectory observed by the agent. We study natural extensions of reinforcement learning algorithms to this setting, based on least-squares estimation of the unknown reward, for both the known and unknown transition model cases, and study the performance of these algorithms by analyzing the regret. For cases where the transition model is unknown, we offer a hybrid optimistic-Thompson Sampling approach that results in a computationally efficient algorithm.
Evaluating the Performance of Reinforcement Learning Algorithms
Jordan, Scott M., Chandak, Yash, Cohen, Daniel, Zhang, Mengxue, Thomas, Philip S.
Performance evaluations are critical for quantifying algorithmic advances in reinforcement learning. Recent reproducibility analyses have shown that reported performance results are often inconsistent and difficult to replicate. In this work, we argue that the inconsistency of performance stems from the use of flawed evaluation metrics. Taking a step towards ensuring that reported results are consistent, we propose a new comprehensive evaluation methodology for reinforcement learning algorithms that produces reliable measurements of performance both on a single environment and when aggregated across environments. We demonstrate this method by evaluating a broad class of reinforcement learning algorithms on standard benchmark tasks.
DeepMind & Google Are Betting Big On Reinforcement Learning
Recently, researchers from DeepMind and Google introduced methods for choosing the best policy in offline reinforcement learning (ORL) known as offline hyperparameter selection (OHS). It uses logged data from a set of many policies that are trained using different hyperparameters. Reinforcement learning has become one of the most critical techniques in AI which has been used to attain Artificial General Intelligence. Offline reinforcement learning has now become a fundamental approach for deploying RL techniques in real-world scenarios. According to this blog post, offline reinforcement learning can assist in pre-training a reinforcement learning agent using the existing data.