Reinforcement Learning
Reinforcement Learning through Active Inference
Tschantz, Alexander, Millidge, Beren, Seth, Anil K., Buckley, Christopher L.
The central tenet of reinforcement learning (RL) is that agents seek to maximize the sum of cumulative rewards. In contrast, active inference, an emerging framework within cognitive and computational neuroscience, proposes that agents act to maximize the evidence for a biased generative model. Here, we illustrate how ideas from active inference can augment traditional RL approaches by (i) furnishing an inherent balance of exploration and exploitation, and (ii) providing a more flexible conceptualization of reward. Inspired by active inference, we develop and implement a novel objective for decision making, which we term the free energy of the expected future. We demonstrate that the resulting algorithm successfully balances exploration and exploitation, simultaneously achieving robust performance on several challenging RL benchmarks with sparse, well-shaped, and no rewards.
Online Batch Decision-Making with High-Dimensional Covariates
We propose and investigate a class of new algorithms for sequential decision making that interacts with \textit{a batch of users} simultaneously instead of \textit{a user} at each decision epoch. This type of batch models is motivated by interactive marketing and clinical trial, where a group of people are treated simultaneously and the outcomes of the whole group are collected before the next stage of decision. In such a scenario, our goal is to allocate a batch of treatments to maximize treatment efficacy based on observed high-dimensional user covariates. We deliver a solution, named \textit{Teamwork LASSO Bandit algorithm}, that resolves a batch version of explore-exploit dilemma via switching between teamwork stage and selfish stage during the whole decision process. This is made possible based on statistical properties of LASSO estimate of treatment efficacy that adapts to a sequence of batch observations. In general, a rate of optimal allocation condition is proposed to delineate the exploration and exploitation trade-off on the data collection scheme, which is sufficient for LASSO to identify the optimal treatment for observed user covariates. An upper bound on expected cumulative regret of the proposed algorithm is provided.
Off-Policy Deep Reinforcement Learning with Analogous Disentangled Exploration
Liu, Anji, Liang, Yitao, Broeck, Guy Van den
Off-policy reinforcement learning (RL) is concerned with learning a rewarding policy by executing another policy that gathers samples of experience. While the former policy (i.e. target policy) is rewarding but in-expressive (in most cases, deterministic), doing well in the latter task, in contrast, requires an expressive policy (i.e. behavior policy) that offers guided and effective exploration. Contrary to most methods that make a trade-off between optimality and expressiveness, disentangled frameworks explicitly decouple the two objectives, which each is dealt with by a distinct separate policy. Although being able to freely design and optimize the two policies with respect to their own objectives, naively disentangling them can lead to inefficient learning or stability issues. To mitigate this problem, our proposed method Analogous Disentangled Actor-Critic (ADAC) designs analogous pairs of actors and critics. Specifically, ADAC leverages a key property about Stein variational gradient descent (SVGD) to constraint the expressive energy-based behavior policy with respect to the target one for effective exploration. Additionally, an analogous critic pair is introduced to incorporate intrinsic rewards in a principled manner, with theoretical guarantees on the overall learning stability and effectiveness. We empirically evaluate environment-reward-only ADAC on 14 continuous-control tasks and report the state-of-the-art on 10 of them. We further demonstrate ADAC, when paired with intrinsic rewards, outperform alternatives in exploration-challenging tasks.
Reinforcement Learning of Risk-Constrained Policies in Markov Decision Processes
Brazdil, Tomas, Chatterjee, Krishnendu, Novotny, Petr, Vahala, Jiri
Markov decision processes (MDPs) are the defacto frame-work for sequential decision making in the presence ofstochastic uncertainty. A classical optimization criterion forMDPs is to maximize the expected discounted-sum pay-off, which ignores low probability catastrophic events withhighly negative impact on the system. On the other hand,risk-averse policies require the probability of undesirableevents to be below a given threshold, but they do not accountfor optimization of the expected payoff. We consider MDPswith discounted-sum payoff with failure states which repre-sent catastrophic outcomes. The objective of risk-constrainedplanning is to maximize the expected discounted-sum payoffamong risk-averse policies that ensure the probability to en-counter a failure state is below a desired threshold. Our maincontribution is an efficient risk-constrained planning algo-rithm that combines UCT-like search with a predictor learnedthrough interaction with the MDP (in the style of AlphaZero)and with a risk-constrained action selection via linear pro-gramming. We demonstrate the effectiveness of our approachwith experiments on classical MDPs from the literature, in-cluding benchmarks with an order of 10^6 states.
Learning to Resolve Alliance Dilemmas in Many-Player Zero-Sum Games
Hughes, Edward, Anthony, Thomas W., Eccles, Tom, Leibo, Joel Z., Balduzzi, David, Bachrach, Yoram
Zero-sum games have long guided artificial intelligence research, since they possess both a rich strategy space of best-responses and a clear evaluation metric. What's more, competition is a vital mechanism in many real-world multi-agent systems capable of generating intelligent innovations: Darwinian evolution, the market economy and the AlphaZero algorithm, to name a few. In two-player zero-sum games, the challenge is usually viewed as finding Nash equilibrium strategies, safeguarding against exploitation regardless of the opponent. While this captures the intricacies of chess or Go, it avoids the notion of cooperation with co-players, a hallmark of the major transitions leading from unicellular organisms to human civilization. Beyond two players, alliance formation often confers an advantage; however this requires trust, namely the promise of mutual cooperation in the face of incentives to defect. Successful play therefore requires adaptation to co-players rather than the pursuit of non-exploitability. Here we argue that a systematic study of many-player zero-sum games is a crucial element of artificial intelligence research. Using symmetric zero-sum matrix games, we demonstrate formally that alliance formation may be seen as a social dilemma, and empirically that na\"ive multi-agent reinforcement learning therefore fails to form alliances. We introduce a toy model of economic competition, and show how reinforcement learning may be augmented with a peer-to-peer contract mechanism to discover and enforce alliances. Finally, we generalize our agent model to incorporate temporally-extended contracts, presenting opportunities for further work.
Plannable Approximations to MDP Homomorphisms: Equivariance under Actions
van der Pol, Elise, Kipf, Thomas, Oliehoek, Frans A., Welling, Max
This work exploits action equivariance for representation learning in reinforcement learning. Equivariance under actions states that transitions in the input space are mirrored by equivalent transitions in latent space, while the map and transition functions should also commute. We introduce a contrastive loss function that enforces action equivariance on the learned representations. We prove that when our loss is zero, we have a homomorphism of a deterministic Markov Decision Process (MDP). Learning equivariant maps leads to structured latent spaces, allowing us to build a model on which we plan through value iteration. We show experimentally that for deterministic MDPs, the optimal policy in the abstract MDP can be successfully lifted to the original MDP. Moreover, the approach easily adapts to changes in the goal states. Empirically, we show that in such MDPs, we obtain better representations in fewer epochs compared to representation learning approaches using reconstructions, while generalizing better to new goals than model-free approaches.
Efficiently Guiding Imitation Learning Algorithms with Human Gaze
Saran, Akanksha, Zhang, Ruohan, Short, Elaine Schaertl, Niekum, Scott
Human gaze is known to be an intention-revealing signal in human demonstrations of tasks. In this work, we use gaze cues from human demonstrators to enhance the performance of state-of-the-art inverse reinforcement learning (IRL) and behavior cloning (BC) algorithms. We propose a novel approach for utilizing gaze data in a computationally efficient manner --- encoding the human's attention as part of an auxiliary loss function, without adding any additional learnable parameters to those models and without requiring gaze data at test time. The auxiliary loss encourages a network to have convolutional activations in regions where the human's gaze fixated. We show how to augment any existing convolutional architecture with our auxiliary gaze loss (coverage-based gaze loss or CGL) that can guide learning toward a better reward function or policy. We show that our proposed approach consistently improves performance of both BC and IRL methods on a variety of Atari games. We also compare against two baseline methods for utilizing gaze data with imitation learning methods. Our approach outperforms a baseline method, called gaze-modulated dropout (GMD), and is comparable to another method (AGIL) which uses gaze as input to the network and thus increases the amount of learnable parameters.
On Catastrophic Interference in Atari 2600 Games
Fedus, William, Ghosh, Dibya, Martin, John D., Bellemare, Marc G., Bengio, Yoshua, Larochelle, Hugo
Model-free deep reinforcement learning algorithms are troubled with poor sample efficiency -- learning reliable policies generally requires a vast amount of interaction with the environment. One hypothesis is that catastrophic interference between various segments within the environment is an issue. In this paper, we perform a large-scale empirical study on the presence of catastrophic interference in the Arcade Learning Environment and find that learning particular game segments frequently degrades performance on previously learned segments. In what we term the Memento observation, we show that an identically parameterized agent spawned from a state where the original agent plateaued, reliably makes further progress. This phenomenon is general -- we find consistent performance boosts across architectures, learning algorithms and environments. Our results indicate that eliminating catastrophic interference can contribute towards improved performance and data efficiency of deep reinforcement learning algorithms.
Cautious Reinforcement Learning via Distributional Risk in the Dual Domain
Zhang, Junyu, Bedi, Amrit Singh, Wang, Mengdi, Koppel, Alec
We study the estimation of risk-sensitive policies in reinforcement learning problems defined by a Markov Decision Process (MDPs) whose state and action spaces are countably finite. Prior efforts are predominately afflicted by computational challenges associated with the fact that risk-sensitive MDPs are time-inconsistent. To ameliorate this issue, we propose a new definition of risk, which we call caution, as a penalty function added to the dual objective of the linear programming (LP) formulation of reinforcement learning. The caution measures the distributional risk of a policy, which is a function of the policy's long-term state occupancy distribution. To solve this problem in an online model-free manner, we propose a stochastic variant of primal-dual method that uses Kullback-Lieber (KL) divergence as its proximal term. We establish that the number of iterations/samples required to attain approximately optimal solutions of this scheme matches tight dependencies on the cardinality of the state and action spaces, but differs in its dependence on the infinity norm of the gradient of the risk measure. Experiments demonstrate the merits of this approach for improving the reliability of reward accumulation without additional computational burdens.
ConQUR: Mitigating Delusional Bias in Deep Q-learning
Su, Andy, Ooi, Jayden, Lu, Tyler, Schuurmans, Dale, Boutilier, Craig
Delusional bias is a fundamental source of error in approximate Q-learning. To date, the only techniques that explicitly address delusion require comprehensive search using tabular value estimates. In this paper, we develop efficient methods to mitigate delusional bias by training Q-approximators with labels that are "consistent" with the underlying greedy policy class. We introduce a simple penalization scheme that encourages Q-labels used across training batches to remain (jointly) consistent with the expressible policy class. We also propose a search framework that allows multiple Q-approximators to be generated and tracked, thus mitigating the effect of premature (implicit) policy commitments. Experimental results demonstrate that these methods can improve the performance of Q-learning in a variety of Atari games, sometimes dramatically.