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 Reinforcement Learning


Guided Meta-Policy Search

Neural Information Processing Systems

Reinforcement learning (RL) algorithms have demonstrated promising results on complex tasks, yet often require impractical numbers of samples because they learn from scratch. Meta-RL aims to address this challenge by leveraging experience from previous tasks so as to more quickly solve new tasks. However, in practice, these algorithms generally also require large amounts of on-policy experience during the \emph{meta-training} process, making them impractical for use in many problems. To this end, we propose to learn a reinforcement learning procedure in a federated way, where individual off-policy learners can solve the individual meta-training tasks, and then consolidate these solutions into a single meta-learner. Since the central meta-learner learns by imitating the solutions to the individual tasks, it can accommodate either the standard meta-RL problem setting, or a hybrid setting where some or all tasks are provided with example demonstrations.


Non-Cooperative Inverse Reinforcement Learning

Neural Information Processing Systems

Making decisions in the presence of a strategic opponent requires one to take into account the opponent's ability to actively mask its intended objective. To describe such strategic situations, we introduce the non-cooperative inverse reinforcement learning (N-CIRL) formalism. The N-CIRL formalism consists of two agents with completely misaligned objectives, where only one of the agents knows the true objective function. As a result of the one-sided incomplete information, the multi-stage game can be decomposed into a sequence of single- stage games expressed by a recursive formula. Solving this recursive formula yields the value of the N-CIRL game and the more informed player's equilibrium strategy.


Language as an Abstraction for Hierarchical Deep Reinforcement Learning

Neural Information Processing Systems

Solving complex, temporally-extended tasks is a long-standing problem in reinforcement learning (RL). We hypothesize that one critical element of solving such problems is the notion of compositionality. With the ability to learn sub-skills that can be composed to solve longer tasks, i.e. hierarchical RL, we can acquire temporally-extended behaviors. However, acquiring effective yet general abstractions for hierarchical RL is remarkably challenging. In this paper, we propose to use language as the abstraction, as it provides unique compositional structure, enabling fast learning and combinatorial generalization, while retaining tremendous flexibility, making it suitable for a variety of problems.


Explicit Explore-Exploit Algorithms in Continuous State Spaces

Neural Information Processing Systems

We present a new model-based algorithm for reinforcement learning (RL) which consists of explicit exploration and exploitation phases, and is applicable in large or infinite state spaces. The algorithm maintains a set of dynamics models consistent with current experience and explores by finding policies which induce high dis- agreement between their state predictions. It then exploits using the refined set of models or experience gathered during exploration. We show that under realizability and optimal planning assumptions, our algorithm provably finds a near-optimal policy with a number of samples that is polynomial in a structural complexity measure which we show to be low in several natural settings. We then give a practical approximation using neural networks and demonstrate its performance and sample efficiency in practice.


Discovery of Useful Questions as Auxiliary Tasks

Neural Information Processing Systems

Arguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent.


Budgeted Reinforcement Learning in Continuous State Space

Neural Information Processing Systems

A Budgeted Markov Decision Process (BMDP) is an extension of a Markov Decision Process to critical applications requiring safety constraints. It relies on a notion of risk implemented in the shape of an upper bound on a constrains violation signal that -- importantly -- can be modified in real-time. So far, BMDPs could only be solved in the case of finite state spaces with known dynamics. This work extends the state-of-the-art to continuous spaces environments and unknown dynamics. We show that the solution to a BMDP is the fixed point of a novel Budgeted Bellman Optimality operator.


Finite-time Analysis of Approximate Policy Iteration for the Linear Quadratic Regulator

Neural Information Processing Systems

We study the sample complexity of approximate policy iteration (PI) for the Linear Quadratic Regulator (LQR), building on a recent line of work using LQR as a testbed to understand the limits of reinforcement learning (RL) algorithms on continuous control tasks. Our analysis quantifies the tension between policy improvement and policy evaluation, and suggests that policy evaluation is the dominant factor in terms of sample complexity. Specifically, we show that to obtain a controller that is within $\varepsilon$ of the optimal LQR controller, each step of policy evaluation requires at most $(n d) 3/\varepsilon 2$ samples, where $n$ is the dimension of the state vector and $d$ is the dimension of the input vector. On the other hand, only $\log(1/\varepsilon)$ policy improvement steps suffice, resulting in an overall sample complexity of $(n d) 3 \varepsilon {-2} \log(1/\varepsilon)$. We furthermore build on our analysis and construct a simple adaptive procedure based on $\varepsilon$-greedy exploration which relies on approximate PI as a sub-routine and obtains $T {2/3}$ regret, improving upon a recent result of Abbasi-Yadkori et al. 2019.


Characterizing the Exact Behaviors of Temporal Difference Learning Algorithms Using Markov Jump Linear System Theory

Neural Information Processing Systems

In this paper, we provide a unified analysis of temporal difference learning algorithms with linear function approximators by exploiting their connections to Markov jump linear systems (MJLS). We tailor the MJLS theory developed in the control community to characterize the exact behaviors of the first and second order moments of a large family of temporal difference learning algorithms. For both the IID and Markov noise cases, we show that the evolution of some augmented versions of the mean and covariance matrix of the TD estimation error exactly follows the trajectory of a deterministic linear time-invariant (LTI) dynamical system. Applying the well-known LTI system theory, we obtain closed-form expressions for the mean and covariance matrix of the TD estimation error at any time step. We provide a tight matrix spectral radius condition to guarantee the convergence of the covariance matrix of the TD estimation error, and perform a perturbation analysis to characterize the dependence of the TD behaviors on learning rate.


Provably Global Convergence of Actor-Critic: A Case for Linear Quadratic Regulator with Ergodic Cost

Neural Information Processing Systems

Despite the empirical success of the actor-critic algorithm, its theoretical understanding lags behind. In a broader context, actor-critic can be viewed as an online alternating update algorithm for bilevel optimization, whose convergence is known to be fragile. To understand the instability of actor-critic, we focus on its application to linear quadratic regulators, a simple yet fundamental setting of reinforcement learning. We establish a nonasymptotic convergence analysis of actor- critic in this setting. In particular, we prove that actor-critic finds a globally optimal pair of actor (policy) and critic (action-value function) at a linear rate of convergence.


Robust Deep Reinforcement Learning against Adversarial Perturbations on Observations

arXiv.org Machine Learning

Deep Reinforcement Learning (DRL) is vulnerable to small adversarial perturbations on state observations. These perturbations do not alter the environment directly but can mislead the agent into making suboptimal decisions. We analyze the Markov Decision Process (MDP) under this threat model and utilize tools from the neural net-work verification literature to enable robust train-ing for DRL under observational perturbations. Our techniques are general and can be applied to both Deep Q Networks (DQN) and Deep Deterministic Policy Gradient (DDPG) algorithms for discrete and continuous action control problems. We demonstrate that our proposed training procedure significantly improves the robustness of DQN and DDPG agents under a suite of strong white-box attacks on observations, including a few novel attacks we specifically craft. Additionally, our training procedure can produce provable certificates for the robustness of a Deep RL agent.