Reinforcement Learning
Is Q-Learning Provably Efficient?
Jin, Chi, Allen-Zhu, Zeyuan, Bubeck, Sebastien, Jordan, Michael I.
Model-free reinforcement learning (RL) algorithms directly parameterize and update value functions or policies, bypassing the modeling of the environment. They are typically simpler, more flexible to use, and thus more prevalent in modern deep RL than model-based approaches. However, empirical work has suggested that they require large numbers of samples to learn. The theoretical question of whether not model-free algorithms are in fact \emph{sample efficient} is one of the most fundamental questions in RL. The problem is unsolved even in the basic scenario with finitely many states and actions.
Distral: Robust multitask reinforcement learning
Teh, Yee, Bapst, Victor, Czarnecki, Wojciech M., Quan, John, Kirkpatrick, James, Hadsell, Raia, Heess, Nicolas, Pascanu, Razvan
Most deep reinforcement learning algorithms are data inefficient in complex and rich environments, limiting their applicability to many scenarios. One direction for improving data efficiency is multitask learning with shared neural network parameters, where efficiency may be improved through transfer across related tasks. In practice, however, this is not usually observed, because gradients from different tasks can interfere negatively, making learning unstable and sometimes even less data efficient. Another issue is the different reward schemes between tasks, which can easily lead to one task dominating the learning of a shared model. We propose a new approach for joint training of multiple tasks, which we refer to as Distral (DIStill & TRAnsfer Learning).
Context-dependent upper-confidence bounds for directed exploration
Kumaraswamy, Raksha, Schlegel, Matthew, White, Adam, White, Martha
Directed exploration strategies for reinforcement learning are critical for learning an optimal policy in a minimal number of interactions with the environment. Many algorithms use optimism to direct exploration, either through visitation estimates or upper confidence bounds, as opposed to data-inefficient strategies like e-greedy that use random, undirected exploration. Most data-efficient exploration methods require significant computation, typically relying on a learned model to guide exploration. Least-squares methods have the potential to provide some of the data-efficiency benefits of model-based approaches--because they summarize past interactions--with the computation closer to that of model-free approaches. In this work, we provide a novel, computationally efficient, incremental exploration strategy, leveraging this property of least-squares temporal difference learning (LSTD).
Deep Reinforcement Learning in a Handful of Trials using Probabilistic Dynamics Models
Chua, Kurtland, Calandra, Roberto, McAllister, Rowan, Levine, Sergey
Model-based reinforcement learning (RL) algorithms can attain excellent sample efficiency, but often lag behind the best model-free algorithms in terms of asymptotic performance. This is especially true with high-capacity parametric function approximators, such as deep networks. In this paper, we study how to bridge this gap, by employing uncertainty-aware dynamics models. We propose a new algorithm called probabilistic ensembles with trajectory sampling (PETS) that combines uncertainty-aware deep network dynamics models with sampling-based uncertainty propagation. Our comparison to state-of-the-art model-based and model-free deep RL algorithms shows that our approach matches the asymptotic performance of model-free algorithms on several challenging benchmark tasks, while requiring significantly fewer samples (e.g. 8 and 125 times fewer samples than Soft Actor Critic and Proximal Policy Optimization respectively on the half-cheetah task).
Negotiable Reinforcement Learning for Pareto Optimal Sequential Decision-Making
Desai, Nishant, Critch, Andrew, Russell, Stuart J.
It is commonly believed that an agent making decisions on behalf of two or more principals who have different utility functions should adopt a Pareto optimal policy, i.e. a policy that cannot be improved upon for one principal without making sacrifices for another. Harsanyi's theorem shows that when the principals have a common prior on the outcome distributions of all policies, a Pareto optimal policy for the agent is one that maximizes a fixed, weighted linear combination of the principals' utilities. In this paper, we derive a more precise generalization for the sequential decision setting in the case of principals with different priors on the dynamics of the environment. We refer to this generalization as the Negotiable Reinforcement Learning (NRL) framework. In this more general case, the relative weight given to each principal's utility should evolve over time according to how well the agent's observations conform with that principal's prior.
Deep Exploration via Bootstrapped DQN
Osband, Ian, Blundell, Charles, Pritzel, Alexander, Roy, Benjamin Van
Efficient exploration remains a major challenge for reinforcement learning (RL). Common dithering strategies for exploration, such as epsilon-greedy, do not carry out temporally-extended (or deep) exploration; this can lead to exponentially larger data requirements. However, most algorithms for statistically efficient RL are not computationally tractable in complex environments. Randomized value functions offer a promising approach to efficient exploration with generalization, but existing algorithms are not compatible with nonlinearly parameterized value functions. As a first step towards addressing such contexts we develop bootstrapped DQN.
On Learning Intrinsic Rewards for Policy Gradient Methods
Zheng, Zeyu, Oh, Junhyuk, Singh, Satinder
In many sequential decision making tasks, it is challenging to design reward functions that help an RL agent efficiently learn behavior that is considered good by the agent designer. A number of different formulations of the reward-design problem, or close variants thereof, have been proposed in the literature. In this paper we build on the Optimal Rewards Framework of Singh et al. that defines the optimal intrinsic reward function as one that when used by an RL agent achieves behavior that optimizes the task-specifying or extrinsic reward function. Previous work in this framework has shown how good intrinsic reward functions can be learned for lookahead search based planning agents. Whether it is possible to learn intrinsic reward functions for learning agents remains an open problem.
Cooperative Inverse Reinforcement Learning
Hadfield-Menell, Dylan, Russell, Stuart J., Abbeel, Pieter, Dragan, Anca
For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial- information game with two agents, human and robot; both are rewarded according to the human's reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.
Deep Reinforcement Learning from Human Preferences
Christiano, Paul F., Leike, Jan, Brown, Tom, Martic, Miljan, Legg, Shane, Amodei, Dario
For sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human preferences between pairs of trajectory segments. Our approach separates learning the goal from learning the behavior to achieve it. We show that this approach can effectively solve complex RL tasks without access to the reward function, including Atari games and simulated robot locomotion, while providing feedback on about 0.1% of our agent's interactions with the environment. This reduces the cost of human oversight far enough that it can be practically applied to state-of-the-art RL systems.
Lifelong Inverse Reinforcement Learning
Mendez, Jorge, Shivkumar, Shashank, Eaton, Eric
Methods for learning from demonstration (LfD) have shown success in acquiring behavior policies by imitating a user. However, even for a single task, LfD may require numerous demonstrations. For versatile agents that must learn many tasks via demonstration, this process would substantially burden the user if each task were learned in isolation. To address this challenge, we introduce the novel problem of lifelong learning from demonstration, which allows the agent to continually build upon knowledge learned from previously demonstrated tasks to accelerate the learning of new tasks, reducing the amount of demonstrations required. As one solution to this problem, we propose the first lifelong learning approach to inverse reinforcement learning, which learns consecutive tasks via demonstration, continually transferring knowledge between tasks to improve performance. Papers published at the Neural Information Processing Systems Conference.