Reinforcement Learning
Balancing Reinforcement Learning Training Experiences in Interactive Information Retrieval
Chen, Limin, Tang, Zhiwen, Yang, Grace Hui
Interactive Information Retrieval (IIR) and Reinforcement Learning (RL) share many commonalities, including an agent who learns while interacts, a long-term and complex goal, and an algorithm that explores and adapts. To successfully apply RL methods to IIR, one challenge is to obtain sufficient relevance labels to train the RL agents, which are infamously known as sample inefficient. However, in a text corpus annotated for a given query, it is not the relevant documents but the irrelevant documents that predominate. This would cause very unbalanced training experiences for the agent and prevent it from learning any policy that is effective. Our paper addresses this issue by using domain randomization to synthesize more relevant documents for the training. Our experimental results on the Text REtrieval Conference (TREC) Dynamic Domain (DD) 2017 Track show that the proposed method is able to boost an RL agent's learning effectiveness by 22\% in dealing with unseen situations.
Visual Transfer for Reinforcement Learning via Wasserstein Domain Confusion
We introduce Wasserstein Adversarial Proximal Policy Optimization (WAPPO), a novel algorithm for visual transfer in Reinforcement Learning that explicitly learns to align the distributions of extracted features between a source and target task. WAPPO approximates and minimizes the Wasserstein-1 distance between the distributions of features from source and target domains via a novel Wasserstein Confusion objective. WAPPO outperforms the prior state-of-the-art in visual transfer and successfully transfers policies across Visual Cartpole and two instantiations of 16 OpenAI Procgen environments.
Refined Continuous Control of DDPG Actors via Parametrised Activation
Hossny, Mohammed, Iskander, Julie, Attia, Mohammed, Saleh, Khaled
In this paper, we propose enhancing actor-critic reinforcement learning agents by parameterising the final actor layer which produces the actions in order to accommodate the behaviour discrepancy of different actuators, under different load conditions during interaction with the environment. We propose branching the action producing layer in the actor to learn the tuning parameter controlling the activation layer (e.g. Tanh and Sigmoid). The learned parameters are then used to create tailored activation functions for each actuator. We ran experiments on three OpenAI Gym environments, i.e. Pendulum-v0, LunarLanderContinuous-v2 and BipedalWalker-v2. Results have shown an average of 23.15% and 33.80% increase in total episode reward of the LunarLanderContinuous-v2 and BipedalWalker-v2 environments, respectively. There was no significant improvement in Pendulum-v0 environment but the proposed method produces a more stable actuation signal compared to the state-of-the-art method. The proposed method allows the reinforcement learning actor to produce more robust actions that accommodate the discrepancy in the actuators' response functions. This is particularly useful for real life scenarios where actuators exhibit different response functions depending on the load and the interaction with the environment. This also simplifies the transfer learning problem by fine tuning the parameterised activation layers instead of retraining the entire policy every time an actuator is replaced. Finally, the proposed method would allow better accommodation to biological actuators (e.g. muscles) in biomechanical systems.
Active Preference-Based Gaussian Process Regression for Reward Learning
Bıyık, Erdem, Huynh, Nicolas, Kochenderfer, Mykel J., Sadigh, Dorsa
Designing reward functions is a challenging problem in AI and robotics. Humans usually have a difficult time directly specifying all the desirable behaviors that a robot needs to optimize. One common approach is to learn reward functions from collected expert demonstrations. However, learning reward functions from demonstrations introduces many challenges: some methods require highly structured models, e.g. reward functions that are linear in some predefined set of features, while others adopt less structured reward functions that on the other hand require tremendous amount of data. In addition, humans tend to have a difficult time providing demonstrations on robots with high degrees of freedom, or even quantifying reward values for given demonstrations. To address these challenges, we present a preference-based learning approach, where as an alternative, the human feedback is only in the form of comparisons between trajectories. Furthermore, we do not assume highly constrained structures on the reward function. Instead, we model the reward function using a Gaussian Process (GP) and propose a mathematical formulation to actively find a GP using only human preferences. Our approach enables us to tackle both inflexibility and data-inefficiency problems within a preference-based learning framework. Our results in simulations and a user study suggest that our approach can efficiently learn expressive reward functions for robotics tasks.
Causality and Batch Reinforcement Learning: Complementary Approaches To Planning In Unknown Domains
Bannon, James, Windsor, Brad, Song, Wenbo, Li, Tao
Reinforcement learning algorithms have had tremendous successes in online learning settings. However, these successes have relied on low-stakes interactions between the algorithmic agent and its environment. In many settings where RL could be of use, such as health care and autonomous driving, the mistakes made by most online RL algorithms during early training come with unacceptable costs. These settings require developing reinforcement learning algorithms that can operate in the so-called batch setting, where the algorithms must learn from set of data that is fixed, finite, and generated from some (possibly unknown) policy. Evaluating policies different from the one that collected the data is called off-policy evaluation, and naturally poses counter-factual questions. In this project we show how off-policy evaluation and the estimation of treatment effects in causal inference are two approaches to the same problem, and compare recent progress in these two areas.
The Value-Improvement Path: Towards Better Representations for Reinforcement Learning
Dabney, Will, Barreto, André, Rowland, Mark, Dadashi, Robert, Quan, John, Bellemare, Marc G., Silver, David
In value-based reinforcement learning (RL), unlike in supervised learning, the agent faces not a single, stationary, approximation problem, but a sequence of value prediction problems. Each time the policy improves, the nature of the problem changes, shifting both the distribution of states and their values. In this paper we take a novel perspective, arguing that the value prediction problems faced by an RL agent should not be addressed in isolation, but rather as a single, holistic, prediction problem. An RL algorithm generates a sequence of policies that, at least approximately, improve towards the optimal policy. We explicitly characterize the associated sequence of value functions and call it the value-improvement path. Our main idea is to approximate the value-improvement path holistically, rather than to solely track the value function of the current policy. Specifically, we discuss the impact that this holistic view of RL has on representation learning. We demonstrate that a representation that spans the past value-improvement path will also provide an accurate value approximation for future policy improvements. We use this insight to better understand existing approaches to auxiliary tasks and to propose new ones. To test our hypothesis empirically, we augmented a standard deep RL agent with an auxiliary task of learning the value-improvement path. In a study of Atari 2600 games, the augmented agent achieved approximately double the mean and median performance of the baseline agent.
Diversity Actor-Critic: Sample-Aware Entropy Regularization for Sample-Efficient Exploration
Han, Seungyul, Sung, Youngchul
Policy entropy regularization is commonly used for better exploration in deep reinforcement learning (RL). However, policy entropy regularization is sample-inefficient in off-policy learning since it does not take the distribution of previous samples stored in the replay buffer into account. In order to take advantage of the previous sample distribution from the replay buffer for sample-efficient exploration, we propose sample-aware entropy regularization which maximizes the entropy of weighted sum of the policy action distribution and the sample action distribution from the replay buffer. We formulate the problem of sample-aware entropy regularized policy iteration, prove its convergence, and provide a practical algorithm named diversity actor-critic (DAC) which is a generalization of soft actor-critic (SAC). Numerical results show that DAC outperforms SAC and other state-of-the-art RL algorithms.
Combining Reinforcement Learning and Constraint Programming for Combinatorial Optimization
Cappart, Quentin, Moisan, Thierry, Rousseau, Louis-Martin, Prémont-Schwarz, Isabeau, Cire, Andre
Combinatorial optimization has found applications in numerous fields, from aerospace to transportation planning and economics. The goal is to find an optimal solution among a finite set of possibilities. The well-known challenge one faces with combinatorial optimization is the state-space explosion problem: the number of possibilities grows exponentially with the problem size, which makes solving intractable for large problems. In the last years, deep reinforcement learning (DRL) has shown its promise for designing good heuristics dedicated to solve NP-hard combinatorial optimization problems. However, current approaches have two shortcomings: (1) they mainly focus on the standard travelling salesman problem and they cannot be easily extended to other problems, and (2) they only provide an approximate solution with no systematic ways to improve it or to prove optimality. In another context, constraint programming (CP) is a generic tool to solve combinatorial optimization problems. Based on a complete search procedure, it will always find the optimal solution if we allow an execution time large enough. A critical design choice, that makes CP non-trivial to use in practice, is the branching decision, directing how the search space is explored. In this work, we propose a general and hybrid approach, based on DRL and CP, for solving combinatorial optimization problems. The core of our approach is based on a dynamic programming formulation, that acts as a bridge between both techniques. We experimentally show that our solver is efficient to solve two challenging problems: the traveling salesman problem with time windows, and the 4-moments portfolio optimization problem. Results obtained show that the framework introduced outperforms the stand-alone RL and CP solutions, while being competitive with industrial solvers.
Energy-Based Imitation Learning
Liu, Minghuan, He, Tairan, Xu, Minkai, Zhang, Weinan
We tackle a common scenario in imitation learning (IL), where agents try to recover the optimal policy from expert demonstrations without further access to the expert or environment reward signals. The classical inverse reinforcement learning (IRL) solution involves bi-level optimization and is of high computational cost. Recent generative adversarial methods formulate the IL problem as occupancy measure matching, which, however, suffer from the notorious training instability and mode-dropping problems. Inspired by recent progress in energy-based model (EBM), in this paper, we propose a novel IL framework named Energy-Based Imitation Learning (EBIL), solving the IL problem via directly estimating the expert energy as the surrogate reward function through score matching. EBIL combines the idea of both EBM and occupancy measure matching, which enjoys: (1) high model flexibility for expert policy distribution estimation; (2) efficient computation that avoids the previous alternate training fashion. Though motivated by matching the policy between the expert and the agent, we surprisingly find a nontrivial connection between EBIL and Max-Entropy IRL (MaxEnt IRL) approaches, and further show that EBIL can be seen as a simpler and more efficient solution of MaxEnt IRL, which support flexible and general candidates on training the expert's EBM. Extensive experiments show that EBIL can always achieve comparable or better performance against SoTA IL methods.
Temporally-Extended {\epsilon}-Greedy Exploration
Dabney, Will, Ostrovski, Georg, Barreto, André
Recent work on exploration in reinforcement learning (RL) has led to a series of increasingly complex solutions to the problem. This increase in complexity often comes at the expense of generality. Recent empirical studies suggest that, when applied to a broader set of domains, some sophisticated exploration methods are outperformed by simpler counterparts, such as {\epsilon}-greedy. In this paper we propose an exploration algorithm that retains the simplicity of {\epsilon}-greedy while reducing dithering. We build on a simple hypothesis: the main limitation of {\epsilon}-greedy exploration is its lack of temporal persistence, which limits its ability to escape local optima. We propose a temporally extended form of {\epsilon}-greedy that simply repeats the sampled action for a random duration. It turns out that, for many duration distributions, this suffices to improve exploration on a large set of domains. Interestingly, a class of distributions inspired by ecological models of animal foraging behaviour yields particularly strong performance.