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 Reinforcement Learning


Provably Efficient Q-learning with Function Approximation via Distribution Shift Error Checking Oracle

Neural Information Processing Systems

Q-learning with function approximation is one of the most popular methods in reinforcement learning. Though the idea of using function approximation was proposed at least 60 years ago, even in the simplest setup, i.e, approximating Q-functions with linear functions, it is still an open problem how to design a provably efficient algorithm that learns a near-optimal policy. The key challenges are how to efficiently explore the state space and how to decide when to stop exploring in conjunction with the function approximation scheme. The current paper presents a provably efficient algorithm for Q-learning with linear function approximation. Under certain regularity assumptions, our algorithm, Difference Maximization Q-learning, combined with linear function approximation, returns a near-optimal policy using polynomial number of trajectories.


Provably Efficient Q-Learning with Low Switching Cost

Neural Information Processing Systems

We take initial steps in studying PAC-MDP algorithms with limited adaptivity, that is, algorithms that change its exploration policy as infrequently as possible during regret minimization. This is motivated by the difficulty of running fully adaptive algorithms in real-world applications (such as medical domains), and we propose to quantify adaptivity using the notion of \emph{local switching cost}. Our main contribution, Q-Learning with UCB2 exploration, is a model-free algorithm for $H$-step episodic MDP that achieves sublinear regret whose local switching cost in $K$ episodes is $O(H 3SA\log K)$, and we provide a lower bound of $\Omega(HSA)$ on the local switching cost for any no-regret algorithm. Our algorithm can be naturally adapted to the concurrent setting \citep{guo2015concurrent}, which yields nontrivial results that improve upon prior work in certain aspects. Papers published at the Neural Information Processing Systems Conference.


SMILe: Scalable Meta Inverse Reinforcement Learning through Context-Conditional Policies

Neural Information Processing Systems

Imitation Learning (IL) has been successfully applied to complex sequential decision-making problems where standard Reinforcement Learning (RL) algorithms fail. A number of recent methods extend IL to few-shot learning scenarios, where a meta-trained policy learns to quickly master new tasks using limited demonstrations. However, although Inverse Reinforcement Learning (IRL) often outperforms Behavioral Cloning (BC) in terms of imitation quality, most of these approaches build on BC due to its simple optimization objective. In this work, we propose SMILe, a scalable framework for Meta Inverse Reinforcement Learning (Meta-IRL) based on maximum entropy IRL, which can learn high-quality policies from few demonstrations. We examine the efficacy of our method on a variety of high-dimensional simulated continuous control tasks and observe that SMILe significantly outperforms Meta-BC.


A Unified Bellman Optimality Principle Combining Reward Maximization and Empowerment

Neural Information Processing Systems

Empowerment is an information-theoretic method that can be used to intrinsically motivate learning agents. It attempts to maximize an agent's control over the environment by encouraging visiting states with a large number of reachable next states. Empowered learning has been shown to lead to complex behaviors, without requiring an explicit reward signal. In this paper, we investigate the use of empowerment in the presence of an extrinsic reward signal. We hypothesize that empowerment can guide reinforcement learning (RL) agents to find good early behavioral solutions by encouraging highly empowered states.


MAVEN: Multi-Agent Variational Exploration

Neural Information Processing Systems

Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments. We specifically focus on QMIX, the current state-of-the-art in this domain. We show that the representation constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control. The value-based agents condition their behaviour on the shared latent variable controlled by a hierarchical policy.


Constrained Reinforcement Learning Has Zero Duality Gap

Neural Information Processing Systems

Autonomous agents must often deal with conflicting requirements, such as completing tasks using the least amount of time/energy, learning multiple tasks, or dealing with multiple opponents. In the context of reinforcement learning (RL), these problems are addressed by (i) designing a reward function that simultaneously describes all requirements or (ii) combining modular value functions that encode them individually. Though effective, these methods have critical downsides. Designing good reward functions that balance different objectives is challenging, especially as the number of objectives grows. Moreover, implicit interference between goals may lead to performance plateaus as they compete for resources, particularly when training on-policy.


Explicit Planning for Efficient Exploration in Reinforcement Learning

Neural Information Processing Systems

Efficient exploration is crucial to achieving good performance in reinforcement learning. Existing systematic exploration strategies (R-MAX, MBIE, UCRL, etc.), despite being promising theoretically, are essentially greedy strategies that follow some predefined heuristics. When the heuristics do not match the dynamics of Markov decision processes (MDPs) well, an excessive amount of time can be wasted in travelling through already-explored states, lowering the overall efficiency. We argue that explicit planning for exploration can help alleviate such a problem, and propose a Value Iteration for Exploration Cost (VIEC) algorithm which computes the optimal exploration scheme by solving an augmented MDP. We then present a detailed analysis of the exploration behaviour of some popular strategies, showing how these strategies can fail and spend O(n 2 md) or O(n 2 m nmd) steps to collect sufficient data in some tower-shaped MDPs, while the optimal exploration scheme, which can be obtained by VIEC, only needs O(nmd), where n, m are the numbers of states and actions and d is the data demand.


Non-Stationary Markov Decision Processes, a Worst-Case Approach using Model-Based Reinforcement Learning

Neural Information Processing Systems

This work tackles the problem of robust zero-shot planning in non-stationary stochastic environments. We study Markov Decision Processes (MDPs) evolving over time and consider Model-Based Reinforcement Learning algorithms in this setting. We make two hypotheses: 1) the environment evolves continuously with a bounded evolution rate; 2) a current model is known at each decision epoch but not its evolution. Our contribution can be presented in four points. We introduce the notion of regular evolution by making an hypothesis of Lipschitz-Continuity on the transition and reward functions w.r.t.


VIREL: A Variational Inference Framework for Reinforcement Learning

Neural Information Processing Systems

Applying probabilistic models to reinforcement learning (RL) enables the uses of powerful optimisation tools such as variational inference in RL. However, existing inference frameworks and their algorithms pose significant challenges for learning optimal policies, e.g., the lack of mode capturing behaviour in pseudo-likelihood methods, difficulties learning deterministic policies in maximum entropy RL based approaches, and a lack of analysis when function approximators are used. We propose VIREL, a theoretically grounded probabilistic inference framework for RL that utilises a parametrised action-value function to summarise future dynamics of the underlying MDP, generalising existing approaches. VIREL also benefits from a mode-seeking form of KL divergence, the ability to learn deterministic optimal polices naturally from inference, and the ability to optimise value functions and policies in separate, iterative steps. In applying variational expectation-maximisation to VIREL, we thus show that the actor-critic algorithm can be reduced to expectation-maximisation, with policy improvement equivalent to an E-step and policy evaluation to an M-step.


On the Correctness and Sample Complexity of Inverse Reinforcement Learning

Neural Information Processing Systems

Inverse reinforcement learning (IRL) is the problem of finding a reward function that generates a given optimal policy for a given Markov Decision Process. This paper looks at an algorithmic-independent geometric analysis of the IRL problem with finite states and actions. A L1-regularized Support Vector Machine formulation of the IRL problem motivated by the geometric analysis is then proposed with the basic objective of the inverse reinforcement problem in mind: to find a reward function that generates a specified optimal policy. The paper further analyzes the proposed formulation of inverse reinforcement learning with $n$ states and $k$ actions, and shows a sample complexity of $O(d 2 \log (nk))$ for transition probability matrices with at most $d$ non-zeros per row, for recovering a reward function that generates a policy that satisfies Bellman's optimality condition with respect to the true transition probabilities. Papers published at the Neural Information Processing Systems Conference.