Reinforcement Learning
Preference-based Reinforcement Learning with Finite-Time Guarantees
Xu, Yichong, Wang, Ruosong, Yang, Lin F., Singh, Aarti, Dubrawski, Artur
Preference-based Reinforcement Learning (PbRL) replaces reward values in traditional reinforcement learning by preferences to better elicit human opinion on the target objective, especially when numerical reward values are hard to design or interpret. Despite promising results in applications, the theoretical understanding of PbRL is still in its infancy. In this paper, we present the first finite-time analysis for general PbRL problems. We first show that a unique optimal policy may not exist if preferences over trajectories are deterministic for PbRL. If preferences are stochastic, and the preference probability relates to the hidden reward values, we present algorithms for PbRL, both with and without a simulator, that are able to identify the best policy up to accuracy $\varepsilon$ with high probability. Our method explores the state space by navigating to under-explored states, and solves PbRL using a combination of dueling bandits and policy search. Experiments show the efficacy of our method when it is applied to real-world problems.
META-Learning Eligibility Traces for More Sample Efficient Temporal Difference Learning
Temporal-Difference (TD) learning is a standard and very successful reinforcement learning approach, at the core of both algorithms that learn the value of a given policy, as well as algorithms which learn how to improve policies. TD-learning with eligibility traces provides a way to do temporal credit assignment, i.e. decide which portion of a reward should be assigned to predecessor states that occurred at different previous times, controlled by a parameter $\lambda$. However, tuning this parameter can be time-consuming, and not tuning it can lead to inefficient learning. To improve the sample efficiency of TD-learning, we propose a meta-learning method for adjusting the eligibility trace parameter, in a state-dependent manner. The adaptation is achieved with the help of auxiliary learners that learn distributional information about the update targets online, incurring roughly the same computational complexity per step as the usual value learner. Our approach can be used both in on-policy and off-policy learning. We prove that, under some assumptions, the proposed method improves the overall quality of the update targets, by minimizing the overall target error. This method can be viewed as a plugin which can also be used to assist prediction with function approximation by meta-learning feature (observation)-based $\lambda$ online, or even in the control case to assist policy improvement. Our empirical evaluation demonstrates significant performance improvements, as well as improved robustness of the proposed algorithm to learning rate variation.
Learning Bounds for Risk-sensitive Learning
Lee, Jaeho, Park, Sejun, Shin, Jinwoo
The systematic minimization of the quantifiable uncertainty, or risk [22], is one of the core objectives in all disciplines involving decision-making, e.g., economics and finance. Within machine learning contexts, strategies for risk-aversion have been most actively studied under sequential decision-making and reinforcement learning frameworks [21, 8], giving birth to a number of algorithms based on Markov decision processes (MDPs) and multi-armed bandits. In those works, various risk-averse measures of loss have been used as a minimization objective, instead of the risk-neutral expected loss; popular risk measures include entropic risk [21, 6, 7], mean-variance [39, 13, 28], and a slightly more modern alternative known as conditional value-at-risk (CVaR [15, 10, 42]). Yet, with growing interest to the societal impacts of machine intelligence, the importance of risk-aversion under non-sequential scenarios has also been spotlighted recently. For instance, Williamson and Menon [45] give an axiomatic characterization of the fairness risk measures, and propose a convex fairness-aware objective based on CVaR.
Meta-Reinforcement Learning Robust to Distributional Shift via Model Identification and Experience Relabeling
Mendonca, Russell, Geng, Xinyang, Finn, Chelsea, Levine, Sergey
Reinforcement learning algorithms can acquire policies for complex tasks autonomously. However, the number of samples required to learn a diverse set of skills can be prohibitively large. While meta-reinforcement learning methods have enabled agents to leverage prior experience to adapt quickly to new tasks, their performance depends crucially on how close the new task is to the previously experienced tasks. Current approaches are either not able to extrapolate well, or can do so at the expense of requiring extremely large amounts of data for on-policy meta-training. In this work, we present model identification and experience relabeling (MIER), a meta-reinforcement learning algorithm that is both efficient and extrapolates well when faced with out-of-distribution tasks at test time. Our method is based on a simple insight: we recognize that dynamics models can be adapted efficiently and consistently with off-policy data, more easily than policies and value functions. These dynamics models can then be used to continue training policies and value functions for out-of-distribution tasks without using meta-reinforcement learning at all, by generating synthetic experience for the new task.
Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games
McAleer, Stephen, Lanier, John, Fox, Roy, Baldi, Pierre
Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable general method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of $10^{50}$. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots.
Reinforcement Learning with Supervision from Noisy Demonstrations
Ning, Kun-Peng, Huang, Sheng-Jun
Reinforcement learning has achieved great success in various applications. To learn an effective policy for the agent, it usually requires a huge amount of data by interacting with the environment, which could be computational costly and time consuming. To overcome this challenge, the framework called Reinforcement Learning with Expert Demonstrations (RLED) was proposed to exploit the supervision from expert demonstrations. Although the RLED methods can reduce the number of learning iterations, they usually assume the demonstrations are perfect, and thus may be seriously misled by the noisy demonstrations in real applications. In this paper, we propose a novel framework to adaptively learn the policy by jointly interacting with the environment and exploiting the expert demonstrations. Specifically, for each step of the demonstration trajectory, we form an instance, and define a joint loss function to simultaneously maximize the expected reward and minimize the difference between agent behaviors and demonstrations. Most importantly, by calculating the expected gain of the value function, we assign each instance with a weight to estimate its potential utility, and thus can emphasize the more helpful demonstrations while filter out noisy ones. Experimental results in various environments with multiple popular reinforcement learning algorithms show that the proposed approach can learn robustly with noisy demonstrations, and achieve higher performance in fewer iterations.
Tackling Morpion Solitaire with AlphaZero-likeRanked Reward Reinforcement Learning
Wang, Hui, Preuss, Mike, Emmerich, Michael, Plaat, Aske
Morpion Solitaire is a popular single player game, performed with paper and pencil. Due to its large state space (on the order of the game of Go) traditional search algorithms, such as MCTS, have not been able to find good solutions. A later algorithm, Nested Rollout Policy Adaptation, was able to find a new record of 82 steps, albeit with large computational resources. After achieving this record, to the best of our knowledge, there has been no further progress reported, for about a decade. In this paper we take the recent impressive performance of deep self-learning reinforcement learning approaches from AlphaGo/AlphaZero as inspiration to design a searcher for Morpion Solitaire. A challenge of Morpion Solitaire is that the state space is sparse, there are few win/loss signals. Instead, we use an approach known as ranked reward to create a reinforcement learning self-play framework for Morpion Solitaire. This enables us to find medium-quality solutions with reasonable computational effort. Our record is a 67 steps solution, which is very close to the human best (68) without any other adaptation to the problem than using ranked reward. We list many further avenues for potential improvement.
Comparative Evaluation of Multi-Agent Deep Reinforcement Learning Algorithms
Papoudakis, Georgios, Christianos, Filippos, Schรคfer, Lukas, Albrecht, Stefano V.
Multi-agent deep reinforcement learning (MARL) suffers from a lack of commonly-used evaluation tasks and criteria, making comparisons between approaches difficult. In this work, we evaluate and compare three different classes of MARL algorithms (independent learners, centralised training with decentralised execution, and value decomposition) in a diverse range of multi-agent learning tasks. Our results show that (1) algorithm performance depends strongly on environment properties and no algorithm learns efficiently across all learning tasks; (2) independent learners often achieve equal or better performance than more complex algorithms; (3) tested algorithms struggle to solve multi-agent tasks with sparse rewards. We report detailed empirical data, including a reliability analysis, and provide insights into the limitations of the tested algorithms.
Optimistic Distributionally Robust Policy Optimization
Trust Region Policy Optimization (TRPO) and Proximal Policy Optimization (PPO), as the widely employed policy based reinforcement learning (RL) methods, are prone to converge to a sub-optimal solution as they limit the policy representation to a particular parametric distribution class. To address this issue, we develop an innovative Optimistic Distributionally Robust Policy Optimization (ODRPO) algorithm, which effectively utilizes Optimistic Distributionally Robust Optimization (DRO) approach to solve the trust region constrained optimization problem without parameterizing the policies. Our algorithm improves TRPO and PPO with a higher sample efficiency and a better performance of the final policy while attaining the learning stability. Moreover, it achieves a globally optimal policy update that is not promised in the prevailing policy based RL algorithms. Experiments across tabular domains and robotic locomotion tasks demonstrate the effectiveness of our approach.
A Finite Time Analysis of Two Time-Scale Actor Critic Methods
Wu, Yue, Zhang, Weitong, Xu, Pan, Gu, Quanquan
Actor-critic (AC) methods have exhibited great empirical success compared with other reinforcement learning algorithms, where the actor uses the policy gradient to improve the learning policy and the critic uses temporal difference learning to estimate the policy gradient. Under the two time-scale learning rate schedule, the asymptotic convergence of AC has been well studied in the literature. However, the non-asymptotic convergence and finite sample complexity of actor-critic methods are largely open. In this work, we provide a non-asymptotic analysis for two time-scale actor-critic methods under non-i.i.d. setting. We prove that the actor-critic method is guaranteed to find a first-order stationary point (i.e., $\|\nabla J(\boldsymbol{\theta})\|_2^2 \le \epsilon$) of the non-concave performance function $J(\boldsymbol{\theta})$, with $\mathcal{\tilde{O}}(\epsilon^{-2.5})$ sample complexity. To the best of our knowledge, this is the first work providing finite-time analysis and sample complexity bound for two time-scale actor-critic methods.