Reinforcement Learning
Deep vs. Deep Bayesian: Reinforcement Learning on a Multi-Robot Competitive Experiment
Deep Reinforcement Learning (RL) experiments are commonly performed in simulated environment, due to the tremendous training sample demand from deep neural networks. However, model-based Deep Bayesian RL, such as Deep PILCO, allows a robot to learn good policies within few trials in the real world. Although Deep PILCO has been applied on many single-robot tasks, in here we propose, for the first time, an application of Deep PILCO on a multi-robot confrontation game, and compare the algorithm with a model-free Deep RL algorithm, Deep Q-Learning. Our experiments show that Deep PILCO significantly outperforms Deep Q-Learning in learning efficiency and scalability. We conclude that sample-efficient Deep Bayesian learning algorithms have great prospects on competitive games where the agent aims to win the opponents in the real world, as opposed to simulated applications.
EMaQ: Expected-Max Q-Learning Operator for Simple Yet Effective Offline and Online RL
Ghasemipour, Seyed Kamyar Seyed, Schuurmans, Dale, Gu, Shixiang Shane
Off-policy reinforcement learning (RL) holds the promise of sample-efficient learning of decision-making policies by leveraging past experience. However, in the offline RL setting -- where a fixed collection of interactions are provided and no further interactions are allowed -- it has been shown that standard off-policy RL methods can significantly underperform. Recently proposed methods aim to address this shortcoming by regularizing learned policies to remain close to the given dataset of interactions. However, these methods involve several configurable components such as learning a separate policy network on top of a behavior cloning actor, and explicitly constraining action spaces through clipping or reward penalties. Striving for simultaneous simplicity and performance, in this work we present a novel backup operator, Expected-Max Q-Learning (EMaQ), which naturally restricts learned policies to remain within the support of the offline dataset \emph{without any explicit regularization}, while retaining desirable theoretical properties such as contraction. We demonstrate that EMaQ is competitive with Soft Actor Critic (SAC) in online RL, and surpasses SAC in the deployment-efficient setting. In the offline RL setting -- the main focus of this work -- through EMaQ we are able to make important observations regarding key components of offline RL, and the nature of standard benchmark tasks. Lastly but importantly, we observe that EMaQ achieves state-of-the-art performance with fewer moving parts such as one less function approximation, making it a strong, yet easy to implement baseline for future work.
Adaptive Traffic Control with Deep Reinforcement Learning: Towards State-of-the-art and Beyond
Alemzadeh, Siavash, Moslemi, Ramin, Sharma, Ratnesh, Mesbahi, Mehran
In this work, we study adaptive data-guided traffic planning and control using Reinforcement Learning (RL). We shift from the plain use of classic methods towards state-of-the-art in deep RL community. We embed several recent techniques in our algorithm that improve the original Deep Q-Networks (DQN) for discrete control and discuss the traffic-related interpretations that follow. We propose a novel DQN-based algorithm for Traffic Control (called TC-DQN+) as a tool for fast and more reliable traffic decision-making. We introduce a new form of reward function which is further discussed using illustrative examples with comparisons to traditional traffic control methods.
RL Unplugged: Benchmarks for Offline Reinforcement Learning
Gulcehre, Caglar, Wang, Ziyu, Novikov, Alexander, Paine, Tom Le, Colmenarejo, Sergio Gomez, Zolna, Konrad, Agarwal, Rishabh, Merel, Josh, Mankowitz, Daniel, Paduraru, Cosmin, Dulac-Arnold, Gabriel, Li, Jerry, Norouzi, Mohammad, Hoffman, Matt, Nachum, Ofir, Tucker, George, Heess, Nicolas, de Freitas, Nando
Offline methods for reinforcement learning have a potential to help bridge the gap between reinforcement learning research and real-world applications. They make it possible to learn policies from offline datasets, thus overcoming concerns associated with online data collection in the real-world, including cost, safety, or ethical concerns. In this paper, we propose a benchmark called RL Unplugged to evaluate and compare offline RL methods. RL Unplugged includes data from a diverse range of domains including games (e.g., Atari benchmark) and simulated motor control problems (e.g., DM Control Suite). The datasets include domains that are partially or fully observable, use continuous or discrete actions, and have stochastic vs. deterministic dynamics. We propose detailed evaluation protocols for each domain in RL Unplugged and provide an extensive analysis of supervised learning and offline RL methods using these protocols. We will release data for all our tasks and open-source all algorithms presented in this paper. We hope that our suite of benchmarks will increase the reproducibility of experiments and make it possible to study challenging tasks with a limited computational budget, thus making RL research both more systematic and more accessible across the community. Moving forward, we view RL Unplugged as a living benchmark suite that will evolve and grow with datasets contributed by the research community and ourselves. Our project page is available on https://git.io/JJUhd.
DeepMind's AI automatically generates reinforcement learning algorithms
In a study published on the preprint server Arxiv.org, DeepMind researchers describe a reinforcement learning algorithm-generating technique that discovers what to predict and how to learn it by interacting with environments. They claim the generated algorithms perform well on a range of challenging Atari video games, achieving "non-trivial" performance indicative of the technique's generalizability. Reinforcement learning algorithms -- algorithms that enable software agents to learn in environments by trial and error using feedback -- update an agent's parameters according to one of several rules. These rules are usually discovered through years of research, and automating their discovery from data could lead to more efficient algorithms, or algorithms better adapted to specific environments. DeepMind's solution is a meta-learning framework that jointly discovers what a particular agent should predict and how to use the predictions for policy improvement.
MOReL : Model-Based Offline Reinforcement Learning
Kidambi, Rahul, Rajeswaran, Aravind, Netrapalli, Praneeth, Joachims, Thorsten
In offline reinforcement learning (RL), the goal is to learn a highly rewarding policy based solely on a dataset of historical interactions with the environment. The ability to train RL policies offline can greatly expand the applicability of RL, its data efficiency, and its experimental velocity. Prior work in offline RL has been confined almost exclusively to model-free RL approaches. In this work, we present MOReL, an algorithmic framework for model-based offline RL. This framework consists of two steps: (a) learning a pessimistic MDP (P-MDP) using the offline dataset; and (b) learning a near-optimal policy in this P-MDP. The learned P-MDP has the property that for any policy, the performance in the real environment is approximately lower-bounded by the performance in the P-MDP. This enables it to serve as a good surrogate for purposes of policy evaluation and learning, and overcome common pitfalls of model-based RL like model exploitation. Theoretically, we show that MOReL is minimax optimal (up to log factors) for offline RL. Through experiments, we show that MOReL matches or exceeds state-of-the-art results in widely studied offline RL benchmarks. Moreover, the modular design of MOReL enables future advances in its components (e.g. generative modeling, uncertainty estimation, planning etc.) to directly translate into advances for offline RL.
Interpretable Control by Reinforcement Learning
Hein, Daniel, Limmer, Steffen, Runkler, Thomas A.
In this paper, three recently introduced reinforcement learning (RL) methods are used to generate human-interpretable policies for the cart-pole balancing benchmark. The novel RL methods learn human-interpretable policies in the form of compact fuzzy controllers and simple algebraic equations. The representations as well as the achieved control performances are compared with two classical controller design methods and three non-interpretable RL methods. All eight methods utilize the same previously generated data batch and produce their controller offline - without interaction with the real benchmark dynamics. The experiments show that the novel RL methods are able to automatically generate well-performing policies which are at the same time human-interpretable. Furthermore, one of the methods is applied to automatically learn an equation-based policy for a hardware cart-pole demonstrator by using only human-player-generated batch data. The solution generated in the first attempt already represents a successful balancing policy, which demonstrates the methods applicability to real-world problems.
Multi-agent Reinforcement Learning in Bayesian Stackelberg Markov Games for Adaptive Moving Target Defense
Sengupta, Sailik, Kambhampati, Subbarao
The field of cybersecurity has mostly been a cat-and-mouse game with the discovery of new attacks leading the way. To take away an attacker's advantage of reconnaissance, researchers have proposed proactive defense methods such as Moving Target Defense (MTD). To find good movement strategies, researchers have modeled MTD as leader-follower games between the defender and a cyber-adversary. We argue that existing models are inadequate in sequential settings when there is incomplete information about a rational adversary and yield sub-optimal movement strategies. Further, while there exists an array of work on learning defense policies in sequential settings for cyber-security, they are either unpopular due to scalability issues arising out of incomplete information or tend to ignore the strategic nature of the adversary simplifying the scenario to use single-agent reinforcement learning techniques. To address these concerns, we propose (1) a unifying game-theoretic model, called the Bayesian Stackelberg Markov Games (BSMGs), that can model uncertainty over attacker types and the nuances of an MTD system and (2) a Bayesian Strong Stackelberg Q-learning (BSS-Q) approach that can, via interaction, learn the optimal movement policy for BSMGs within a reasonable time. We situate BSMGs in the landscape of incomplete-information Markov games and characterize the notion of Strong Stackelberg Equilibrium (SSE) in them. We show that our learning approach converges to an SSE of a BSMG and then highlight that the learned movement policy (1) improves the state-of-the-art in MTD for web-application security and (2) converges to an optimal policy in MTD domains with incomplete information about adversaries even when prior information about rewards and transitions is absent.
Unlocking the Potential of Deep Counterfactual Value Networks
Zarick, Ryan, Pellegrino, Bryan, Brown, Noam, Banister, Caleb
Deep counterfactual value networks combined with continual resolving provide a way to conduct depth-limited search in imperfect-information games. However, since their introduction in the DeepStack poker AI, deep counterfactual value networks have not seen widespread adoption. In this paper we introduce several improvements to deep counterfactual value networks, as well as counterfactual regret minimization, and analyze the effects of each change. We combined these improvements to create the poker AI Supremus. We show that while a reimplementation of DeepStack loses head-to-head against the strong benchmark agent Slumbot, Supremus successfully beats Slumbot by an extremely large margin and also achieves a lower exploitability than DeepStack against a local best response. Together, these results show that with our key improvements, deep counterfactual value networks can achieve state-of-the-art performance.
Battlesnake Challenge: A Multi-agent Reinforcement Learning Playground with Human-in-the-loop
Chung, Jonathan, Luo, Anna, Raffin, Xavier, Perry, Scott
We present the Battlesnake Challenge, a framework for multi-agent reinforcement learning with Human-In-the-Loop Learning (HILL). It is developed upon Battlesnake, a multiplayer extension of the traditional Snake game in which 2 or more snakes compete for the final survival. The Battlesnake Challenge consists of an offline module for model training and an online module for live competitions. We develop a simulated game environment for the offline multi-agent model training and identify a set of baseline heuristics that can be instilled to improve learning. Our framework is agent-agnostic and heuristics-agnostic such that researchers can design their own algorithms, train their models, and demonstrate in the online Battlesnake competition. We validate the framework and baseline heuristics with our preliminary experiments. Our results show that agents with the proposed HILL methods consistently outperform agents without HILL. Besides, heuristics of reward manipulation had the best performance in the online competition. We open source our framework at https://github.com/awslabs/sagemaker-battlesnake-ai.