Reinforcement Learning
Showing versus doing: Teaching by demonstration
Ho, Mark K., Littman, Michael, MacGlashan, James, Cushman, Fiery, Austerweil, Joseph L.
People often learn from others' demonstrations, and classic inverse reinforcement learning (IRL) algorithms have brought us closer to realizing this capacity in machines. In contrast, teaching by demonstration has been less well studied computationally. Here, we develop a novel Bayesian model for teaching by demonstration. Stark differences arise when demonstrators are intentionally teaching a task versus simply performing a task. In two experiments, we show that human participants systematically modify their teaching behavior consistent with the predictions of our model.
Sample Complexity of Episodic Fixed-Horizon Reinforcement Learning
Dann, Christoph, Brunskill, Emma
Recently, there has been significant progress in understanding reinforcement learning in discounted infinite-horizon Markov decision processes (MDPs) by deriving tight sample complexity bounds. However, in many real-world applications, an interactive learning agent operates for a fixed or bounded period of time, for example tutoring students for exams or handling customer service requests. Such scenarios can often be better treated as episodic fixed-horizon MDPs, for which only looser bounds on the sample complexity exist. A natural notion of sample complexity in this setting is the number of episodes required to guarantee a certain performance with high probability (PAC guarantee). In this paper, we derive an upper PAC bound of order O( S ² A H² log(1/δ)/ɛ²) and a lower PAC bound Ω( S A H² log(1/(δ c))/ɛ²) (ignoring log-terms) that match up to log-terms and an additional linear dependency on the number of states S .
Is the Bellman residual a bad proxy?
Geist, Matthieu, Piot, Bilal, Pietquin, Olivier
This paper aims at theoretically and empirically comparing two standard optimization criteria for Reinforcement Learning: i) maximization of the mean value and ii) minimization of the Bellman residual. For that purpose, we place ourselves in the framework of policy search algorithms, that are usually designed to maximize the mean value, and derive a method that minimizes the residual $\ T_* v_\pi - v_\pi\ _{1, u}$ over policies. A theoretical analysis shows how good this proxy is to policy optimization, and notably that it is better than its value-based counterpart. We also propose experiments on randomly generated generic Markov decision processes, specifically designed for studying the influence of the involved concentrability coefficient. They show that the Bellman residual is generally a bad proxy to policy optimization and that directly maximizing the mean value is much better, despite the current lack of deep theoretical analysis.
Inequity aversion improves cooperation in intertemporal social dilemmas
Hughes, Edward, Leibo, Joel Z., Phillips, Matthew, Tuyls, Karl, Dueñez-Guzman, Edgar, Castañeda, Antonio García, Dunning, Iain, Zhu, Tina, McKee, Kevin, Koster, Raphael, Roff, Heather, Graepel, Thore
Groups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix games. Recently, multi-agent reinforcement learning has been applied to generalize social dilemma problems to temporally and spatially extended Markov games. However, this has not yet generated an agent that learns to cooperate in social dilemmas as humans do. A key insight is that many, but not all, human individuals have inequity averse social preferences.
Data-Efficient Hierarchical Reinforcement Learning
Nachum, Ofir, Gu, Shixiang (Shane), Lee, Honglak, Levine, Sergey
Hierarchical reinforcement learning (HRL) is a promising approach to extend traditional reinforcement learning (RL) methods to solve more complex tasks. Yet, the majority of current HRL methods require careful task-specific design and on-policy training, making them difficult to apply in real-world scenarios. In this paper, we study how we can develop HRL algorithms that are general, in that they do not make onerous additional assumptions beyond standard RL algorithms, and efficient, in the sense that they can be used with modest numbers of interaction samples, making them suitable for real-world problems such as robotic control. For generality, we develop a scheme where lower-level controllers are supervised with goals that are learned and proposed automatically by the higher-level controllers. To address efficiency, we propose to use off-policy experience for both higher- and lower-level training.
Shallow Updates for Deep Reinforcement Learning
Levine, Nir, Zahavy, Tom, Mankowitz, Daniel J., Tamar, Aviv, Mannor, Shie
Deep reinforcement learning (DRL) methods such as the Deep Q-Network (DQN) have achieved state-of-the-art results in a variety of challenging, high-dimensional domains. This success is mainly attributed to the power of deep neural networks to learn rich domain representations for approximating the value function or policy. Batch reinforcement learning methods with linear representations, on the other hand, are more stable and require less hyper parameter tuning. Yet, substantial feature engineering is necessary to achieve good results. In this work we propose a hybrid approach -- the Least Squares Deep Q-Network (LS-DQN), which combines rich feature representations learned by a DRL algorithm with the stability of a linear least squares method.
Deep Reinforcement Learning of Marked Temporal Point Processes
Upadhyay, Utkarsh, De, Abir, Rodriguez, Manuel Gomez
Can we design online interventions that will help humans achieve certain goals in such asynchronous setting? In this paper, we address the above problem from the perspective of deep reinforcement learning of marked temporal point processes, where both the actions taken by an agent and the feedback it receives from the environment are asynchronous stochastic discrete events characterized using marked temporal point processes. In doing so, we define the agent's policy using the intensity and mark distribution of the corresponding process and then derive a flexible policy gradient method, which embeds the agent's actions and the feedback it receives into real-valued vectors using deep recurrent neural networks. Our method does not make any assumptions on the functional form of the intensity and mark distribution of the feedback and it allows for arbitrarily complex reward functions. We apply our methodology to two different applications in viral marketing and personalized teaching and, using data gathered from Twitter and Duolingo, we show that it may be able to find interventions to help marketers and learners achieve their goals more effectively than alternatives.
Q-learning with Nearest Neighbors
We consider model-free reinforcement learning for infinite-horizon discounted Markov Decision Processes (MDPs) with a continuous state space and unknown transition kernel, when only a single sample path under an arbitrary policy of the system is available. We consider the Nearest Neighbor Q-Learning (NNQL) algorithm to learn the optimal Q function using nearest neighbor regression method. As the main contribution, we provide tight finite sample analysis of the convergence rate. In particular, for MDPs with a $d$-dimensional state space and the discounted factor $\gamma \in (0,1)$, given an arbitrary sample path with covering time'' $L$, we establish that the algorithm is guaranteed to output an $\varepsilon$-accurate estimate of the optimal Q-function using $\Ot(L/(\varepsilon 3(1-\gamma) 7))$ samples. Indeed, we establish a lower bound that argues that the dependence of $ \Omegat(1/\varepsilon {d 2})$ is necessary.
Reinforcement Learning under Model Mismatch
Roy, Aurko, Xu, Huan, Pokutta, Sebastian
We study reinforcement learning under model misspecification, where we do not have access to the true environment but only to a reasonably close approximation to it. We address this problem by extending the framework of robust MDPs to the model-free Reinforcement Learning setting, where we do not have access to the model parameters, but can only sample states from it. We define robust versions of Q-learning, Sarsa, and TD-learning and prove convergence to an approximately optimal robust policy and approximate value function respectively. We scale up the robust algorithms to large MDPs via function approximation and prove convergence under two different settings. We prove convergence of robust approximate policy iteration and robust approximate value iteration for linear architectures (under mild assumptions).
Playing hard exploration games by watching YouTube
Aytar, Yusuf, Pfaff, Tobias, Budden, David, Paine, Thomas, Wang, Ziyu, Freitas, Nando de
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent's exact environment setup and the demonstrator's action and reward trajectories. Here we propose a method that overcomes these limitations in two stages. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i.e.