Goto

Collaborating Authors

 Reinforcement Learning


Intrinsically Efficient, Stable, and Bounded Off-Policy Evaluation for Reinforcement Learning

Neural Information Processing Systems

Off-policy evaluation (OPE) in both contextual bandits and reinforcement learning allows one to evaluate novel decision policies without needing to conduct exploration, which is often costly or otherwise infeasible. The problem's importance has attracted many proposed solutions, including importance sampling (IS), self-normalized IS (SNIS), and doubly robust (DR) estimates. DR and its variants ensure semiparametric local efficiency if Q-functions are well-specified, but if they are not they can be worse than both IS and SNIS. It also does not enjoy SNIS's inherent stability and boundedness. We propose new estimators for OPE based on empirical likelihood that are always more efficient than IS, SNIS, and DR and satisfy the same stability and boundedness properties as SNIS. On the way, we categorize various properties and classify existing estimators by them.


Efficient Communication in Multi-Agent Reinforcement Learning via Variance Based Control

Neural Information Processing Systems

Multi-agent reinforcement learning (MARL) has recently received considerable attention due to its applicability to a wide range of real-world applications. However, achieving efficient communication among agents has always been an overarching problem in MARL. In this work, we propose Variance Based Control (VBC), a simple yet efficient technique to improve communication efficiency in MARL. By limiting the variance of the exchanged messages between agents during the training phase, the noisy component in the messages can be eliminated effectively, while the useful part can be preserved and utilized by the agents for better performance. Our evaluation using multiple MARL benchmarks indicates that our method achieves $2-10\times$ lower in communication overhead than state-of-the-art MARL algorithms, while allowing agents to achieve better overall performance. Papers published at the Neural Information Processing Systems Conference.


Convergent Policy Optimization for Safe Reinforcement Learning

Neural Information Processing Systems

We study the safe reinforcement learning problem with nonlinear function approximation, where policy optimization is formulated as a constrained optimization problem with both the objective and the constraint being nonconvex functions. For such a problem, we construct a sequence of surrogate convex constrained optimization problems by replacing the nonconvex functions locally with convex quadratic functions obtained from policy gradient estimators. We prove that the solutions to these surrogate problems converge to a stationary point of the original nonconvex problem. Furthermore, to extend our theoretical results, we apply our algorithm to examples of optimal control and multi-agent reinforcement learning with safety constraints. Papers published at the Neural Information Processing Systems Conference.


Real-Time Reinforcement Learning

Neural Information Processing Systems

Markov Decision Processes (MDPs), the mathematical framework underlying most algorithms in Reinforcement Learning (RL), are often used in a way that wrongfully assumes that the state of an agent's environment does not change during action selection. As RL systems based on MDPs begin to find application in real-world safety critical situations, this mismatch between the assumptions underlying classical MDPs and the reality of real-time computation may lead to undesirable outcomes. In this paper, we introduce a new framework, in which states and actions evolve simultaneously and show how it is related to the classical MDP formulation. We analyze existing algorithms under the new real-time formulation and show why they are suboptimal when used in real-time. We then use those insights to create a new algorithm Real-Time Actor Critic (RTAC) that outperforms the existing state-of-the-art continuous control algorithm Soft Actor Critic both in real-time and non-real-time settings.


Regret Minimization for Reinforcement Learning by Evaluating the Optimal Bias Function

Neural Information Processing Systems

We present an algorithm based on the \emph{Optimism in the Face of Uncertainty} (OFU) principle which is able to learn Reinforcement Learning (RL) modeled by Markov decision process (MDP) with finite state-action space efficiently. By evaluating the state-pair difference of the optimal bias function $h {*}$, the proposed algorithm achieves a regret bound of $\tilde{O}(\sqrt{SATH})$\footnote{The symbol $\tilde{O}$ means $O$ with log factors ignored. This result outperforms the best previous regret bounds $\tilde{O}(HS\sqrt{AT})$\cite{bartlett2009regal} by a factor of $\sqrt{SH}$. Furthermore, this regret bound matches the lower bound of $\Omega(\sqrt{SATH})$\cite{jaksch2010near} up to a logarithmic factor. As a consequence, we show that there is a near optimal regret bound of $\tilde{O}(\sqrt{DSAT})$ for MDPs with finite diameter $D$ compared to the lower bound of $\Omega(\sqrt{DSAT})$\cite{jaksch2010near}.


Information-Theoretic Confidence Bounds for Reinforcement Learning

Neural Information Processing Systems

We integrate information-theoretic concepts into the design and analysis of optimistic algorithms and Thompson sampling. By making a connection between information-theoretic quantities and confidence bounds, we obtain results that relate the per-period performance of the agent with its information gain about the environment, thus explicitly characterizing the exploration-exploitation tradeoff. The resulting cumulative regret bound depends on the agent's uncertainty over the environment and quantifies the value of prior information. We show applicability of this approach to several environments, including linear bandits, tabular MDPs, and factored MDPs. These examples demonstrate the potential of a general information-theoretic approach for the design and analysis of reinforcement learning algorithms.


Sample-Efficient Deep Reinforcement Learning via Episodic Backward Update

Neural Information Processing Systems

We propose Episodic Backward Update (EBU) – a novel deep reinforcement learning algorithm with a direct value propagation. Our computationally efficient recursive algorithm allows sparse and delayed rewards to propagate directly through all transitions of the sampled episode. We theoretically prove the convergence of the EBU method and experimentally demonstrate its performance in both deterministic and stochastic environments. Especially in 49 games of Atari 2600 domain, EBU achieves the same mean and median human normalized performance of DQN by using only 5% and 10% of samples, respectively. Papers published at the Neural Information Processing Systems Conference.


Generalized Off-Policy Actor-Critic

Neural Information Processing Systems

We propose a new objective, the counterfactual objective, unifying existing objectives for off-policy policy gradient algorithms in the continuing reinforcement learning (RL) setting. Compared to the commonly used excursion objective, which can be misleading about the performance of the target policy when deployed, our new objective better predicts such performance. We prove the Generalized Off-Policy Policy Gradient Theorem to compute the policy gradient of the counterfactual objective and use an emphatic approach to get an unbiased sample from this policy gradient, yielding the Generalized Off-Policy Actor-Critic (Geoff-PAC) algorithm. We demonstrate the merits of Geoff-PAC over existing algorithms in Mujoco robot simulation tasks, the first empirical success of emphatic algorithms in prevailing deep RL benchmarks. Papers published at the Neural Information Processing Systems Conference.


Hierarchical Reinforcement Learning with Advantage-Based Auxiliary Rewards

Neural Information Processing Systems

Hierarchical Reinforcement Learning (HRL) is a promising approach to solving long-horizon problems with sparse and delayed rewards. Many existing HRL algorithms either use pre-trained low-level skills that are unadaptable, or require domain-specific information to define low-level rewards. In this paper, we aim to adapt low-level skills to downstream tasks while maintaining the generality of reward design. We propose an HRL framework which sets auxiliary rewards for low-level skill training based on the advantage function of the high-level policy. This auxiliary reward enables efficient, simultaneous learning of the high-level policy and low-level skills without using task-specific knowledge.


Finding Friend and Foe in Multi-Agent Games

Neural Information Processing Systems

Recent breakthroughs in AI for multi-agent games like Go, Poker, and Dota, have seen great strides in recent years. Yet none of these games address the real-life challenge of cooperation in the presence of unknown and uncertain teammates. This challenge is a key game mechanism in hidden role games. Here we develop the DeepRole algorithm, a multi-agent reinforcement learning agent that we test on "The Resistance: Avalon", the most popular hidden role game. DeepRole combines counterfactual regret minimization (CFR) with deep value networks trained through self-play.