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 Reinforcement Learning


Deployment-Efficient Reinforcement Learning via Model-Based Offline Optimization

arXiv.org Artificial Intelligence

Most reinforcement learning (RL) algorithms assume online access to the environment, in which one may readily interleave updates to the policy with experience collection using that policy. However, in many real-world applications such as health, education, dialogue agents, and robotics, the cost or potential risk of deploying a new data-collection policy is high, to the point that it can become prohibitive to update the data-collection policy more than a few times during learning. With this view, we propose a novel concept of deployment efficiency, measuring the number of distinct data-collection policies that are used during policy learning. We observe that na\"{i}vely applying existing model-free offline RL algorithms recursively does not lead to a practical deployment-efficient and sample-efficient algorithm. We propose a novel model-based algorithm, Behavior-Regularized Model-ENsemble (BREMEN) that can effectively optimize a policy offline using 10-20 times fewer data than prior works. Furthermore, the recursive application of BREMEN is able to achieve impressive deployment efficiency while maintaining the same or better sample efficiency, learning successful policies from scratch on simulated robotic environments with only 5-10 deployments, compared to typical values of hundreds to millions in standard RL baselines. Codes and pre-trained models are available at https://github.com/matsuolab/BREMEN .


Expert-Supervised Reinforcement Learning for Offline Policy Learning and Evaluation

arXiv.org Artificial Intelligence

Offline Reinforcement Learning (RL) is a promising approach for learning optimal policies in environments where direct exploration is expensive or unfeasible. However, the adoption of such policies in practice is often challenging, as they are hard to interpret within the application context, and lack measures of uncertainty for the learned policy value and its decisions. To overcome these issues, we propose an Expert-Supervised RL (ESRL) framework which uses uncertainty quantification for offline policy learning. In particular, we have three contributions: 1) the method can learn safe and optimal policies through hypothesis testing, 2) ESRL allows for different levels of risk aversion within the application context, and finally, 3) we propose a way to interpret ESRL's policy at every state through posterior distributions, and use this framework to compute off-policy value function posteriors. We provide theoretical guarantees for our estimators and regret bounds consistent with Posterior Sampling for RL (PSRL) that account for any risk aversion threshold. We further propose an offline version of PSRL as a special case of ESRL.


Towards Minimax Optimal Reinforcement Learning in Factored Markov Decision Processes

arXiv.org Machine Learning

We study minimax optimal reinforcement learning in episodic factored Markov decision processes (FMDPs), which are MDPs with conditionally independent transition components. Assuming the factorization is known, we propose two model-based algorithms. The first one achieves minimax optimal regret guarantees for a rich class of factored structures, while the second one enjoys better computational complexity with a slightly worse regret. A key new ingredient of our algorithms is the design of a bonus term to guide exploration. We complement our algorithms by presenting several structure-dependent lower bounds on regret for FMDPs that reveal the difficulty hiding in the intricacy of the structures.


On the Global Optimality of Model-Agnostic Meta-Learning

arXiv.org Machine Learning

Model-agnostic meta-learning (MAML) formulates meta-learning as a bilevel optimization problem, where the inner level solves each subtask based on a shared prior, while the outer level searches for the optimal shared prior by optimizing its aggregated performance over all the subtasks. Despite its empirical success, MAML remains less understood in theory, especially in terms of its global optimality, due to the nonconvexity of the meta-objective (the outer-level objective). To bridge such a gap between theory and practice, we characterize the optimality gap of the stationary points attained by MAML for both reinforcement learning and supervised learning, where the inner-level and outer-level problems are solved via first-order optimization methods. In particular, our characterization connects the optimality gap of such stationary points with (i) the functional geometry of inner-level objectives and (ii) the representation power of function approximators, including linear models and neural networks. To the best of our knowledge, our analysis establishes the global optimality of MAML with nonconvex meta-objectives for the first time.


Environment Shaping in Reinforcement Learning using State Abstraction

arXiv.org Machine Learning

One of the central challenges faced by a reinforcement learning (RL) agent is to effectively learn a (near-)optimal policy in environments with large state spaces having sparse and noisy feedback signals. In real-world applications, an expert with additional domain knowledge can help in speeding up the learning process via \emph{shaping the environment}, i.e., making the environment more learner-friendly. A popular paradigm in literature is \emph{potential-based reward shaping}, where the environment's reward function is augmented with additional local rewards using a potential function. However, the applicability of potential-based reward shaping is limited in settings where (i) the state space is very large, and it is challenging to compute an appropriate potential function, (ii) the feedback signals are noisy, and even with shaped rewards the agent could be trapped in local optima, and (iii) changing the rewards alone is not sufficient, and effective shaping requires changing the dynamics. We address these limitations of potential-based shaping methods and propose a novel framework of \emph{environment shaping using state abstraction}. Our key idea is to compress the environment's large state space with noisy signals to an abstracted space, and to use this abstraction in creating smoother and more effective feedback signals for the agent. We study the theoretical underpinnings of our abstraction-based environment shaping, and show that the agent's policy learnt in the shaped environment preserves near-optimal behavior in the original environment.


Show me the Way: Intrinsic Motivation from Demonstrations

arXiv.org Machine Learning

The study of exploration in Reinforcement Learning (RL) has a long history but it remains an unsolved problem. Recent approaches applied to Deep RL are based on the concept of intrinsic motivation and are implemented in the shape of an exploration bonus, added to the environment reward, that encourages visiting exhaustively the whole state-action space as fast as possible. This approach is supported by the vast theory of RL for which convergence to optimality assumes exhaustive exploration. Yet, Human Beings and mammals do not exhaustively explore the world and their motivation is not only based on novelty but also on diverse other factors (e.g., curiosity, fun, style, pleasure, safety, competition, etc.). They optimize for life-long learning and train to learn transferable skills in playgrounds without obvious goals. They also apply innate or learned priors to save time and stay safe. For these reasons, we propose a method for learning an exploration bonus from demonstrations that could transfer these motivations to an artificial agent without explicitly modeling them. Using an inverse RL approach, we show that different exploration behaviors can be learnt and efficiently used by RL agents to solve tasks for which exhaustive exploration is prohibitive.


Learning with AMIGo: Adversarially Motivated Intrinsic Goals

arXiv.org Artificial Intelligence

A key challenge for reinforcement learning (RL) consists of learning in environments with sparse extrinsic rewards. In contrast to current RL methods, humans are able to learn new skills with little or no reward by using various forms of intrinsic motivation. We propose AMIGo, a novel agent incorporating a goal-generating teacher that proposes Adversarially Motivated Intrinsic Goals to train a goal-conditioned "student" policy in the absence of (or alongside) environment reward. Specifically, through a simple but effective "constructively adversarial" objective, the teacher learns to propose increasingly challenging---yet achievable---goals that allow the student to learn general skills for acting in a new environment, independent of the task to be solved. We show that our method generates a natural curriculum of self-proposed goals which ultimately allows the agent to solve challenging procedurally-generated tasks where other forms of intrinsic motivation and state-of-the-art RL methods fail.


An operator view of policy gradient methods

arXiv.org Artificial Intelligence

We cast policy gradient methods as the repeated application of two operators: a policy improvement operator $\mathcal{I}$, which maps any policy $\pi$ to a better one $\mathcal{I}\pi$, and a projection operator $\mathcal{P}$, which finds the best approximation of $\mathcal{I}\pi$ in the set of realizable policies. We use this framework to introduce operator-based versions of traditional policy gradient methods such as REINFORCE and PPO, which leads to a better understanding of their original counterparts. We also use the understanding we develop of the role of $\mathcal{I}$ and $\mathcal{P}$ to propose a new global lower bound of the expected return. This new perspective allows us to further bridge the gap between policy-based and value-based methods, showing how REINFORCE and the Bellman optimality operator, for example, can be seen as two sides of the same coin.


Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning

arXiv.org Artificial Intelligence

Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput training system optimized for a single-machine setting. Our architecture combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing us to achieve throughput higher than $10^5$ environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency. We extend Sample Factory to support self-play and population-based training and apply these techniques to train highly capable agents for a multiplayer first-person shooter game. The source code is available at https://github.com/alex-petrenko/sample-factory


Ecological Reinforcement Learning

arXiv.org Artificial Intelligence

Much of the current work on reinforcement learning studies episodic settings, where the agent is reset between trials to an initial state distribution, often with well-shaped reward functions. Non-episodic settings, where the agent must learn through continuous interaction with the world without resets, and where the agent receives only delayed and sparse reward signals, is substantially more difficult, but arguably more realistic considering real-world environments do not present the learner with a convenient "reset mechanism" and easy reward shaping. In this paper, instead of studying algorithmic improvements that can address such non-episodic and sparse reward settings, we instead study the kinds of environment properties that can make learning under such conditions easier. Understanding how properties of the environment impact the performance of reinforcement learning agents can help us to structure our tasks in ways that make learning tractable. We first discuss what we term "environment shaping" -- modifications to the environment that provide an alternative to reward shaping, and may be easier to implement. We then discuss an even simpler property that we refer to as "dynamism," which describes the degree to which the environment changes independent of the agent's actions and can be measured by environment transition entropy. Surprisingly, we find that even this property can substantially alleviate the challenges associated with non-episodic RL in sparse reward settings. We provide an empirical evaluation on a set of new tasks focused on non-episodic learning with sparse rewards. Through this study, we hope to shift the focus of the community towards analyzing how properties of the environment can affect learning and the ultimate type of behavior that is learned via RL.