Reinforcement Learning
A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning
Lanctot, Marc, Zambaldi, Vinicius, Gruslys, Audrunas, Lazaridou, Angeliki, Tuyls, Karl, Perolat, Julien, Silver, David, Graepel, Thore
There has been a resurgence of interest in multiagent reinforcement learning (MARL), due partly to the recent success of deep neural networks. The simplest form of MARL is independent reinforcement learning (InRL), where each agent treats all of its experience as part of its (non stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe a meta-algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game theoretic analysis to compute meta-strategies for policy selection.
Successor Features for Transfer in Reinforcement Learning
Barreto, Andre, Dabney, Will, Munos, Remi, Hunt, Jonathan J., Schaul, Tom, Hasselt, Hado P. van, Silver, David
Transfer in reinforcement learning refers to the notion that generalization should occur not only within a task but also across tasks. We propose a transfer framework for the scenario where the reward function changes between tasks but the environment's dynamics remain the same. Our approach rests on two key ideas: "successor features", a value function representation that decouples the dynamics of the environment from the rewards, and "generalized policy improvement", a generalization of dynamic programming's policy improvement operation that considers a set of policies rather than a single one. Put together, the two ideas lead to an approach that integrates seamlessly within the reinforcement learning framework and allows the free exchange of information across tasks. The proposed method also provides performance guarantees for the transferred policy even before any learning has taken place.
Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation
Kulkarni, Tejas D., Narasimhan, Karthik, Saeedi, Ardavan, Tenenbaum, Josh
Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning.
Scalable Coordinated Exploration in Concurrent Reinforcement Learning
Dimakopoulou, Maria, Osband, Ian, Roy, Benjamin Van
We consider a team of reinforcement learning agents that concurrently operate in a common environment, and we develop an approach to efficient coordinated exploration that is suitable for problems of practical scale. Our approach builds on the seed sampling concept introduced in Dimakopoulou and Van Roy (2018) and on a randomized value function learning algorithm from Osband et al. (2016). We demonstrate that, for simple tabular contexts, the approach is competitive with those previously proposed in Dimakopoulou and Van Roy (2018) and with a higher-dimensional problem and a neural network value function representation, the approach learns quickly with far fewer agents than alternative exploration schemes. Papers published at the Neural Information Processing Systems Conference.
Data Generation as Sequential Decision Making
Bachman, Philip, Precup, Doina
We connect a broad class of generative models through their shared reliance on sequential decision making. Motivated by this view, we develop extensions to an existing model, and then explore the idea further in the context of data imputation -- perhaps the simplest setting in which to investigate the relation between unconditional and conditional generative modelling. We formulate data imputation as an MDP and develop models capable of representing effective policies for it. We construct the models using neural networks and train them using a form of guided policy search. Our models generate predictions through an iterative process of feedback and refinement.
Interpolated Policy Gradient: Merging On-Policy and Off-Policy Gradient Estimation for Deep Reinforcement Learning
Gu, Shixiang (Shane), Lillicrap, Timothy, Turner, Richard E., Ghahramani, Zoubin, Schölkopf, Bernhard, Levine, Sergey
Off-policy model-free deep reinforcement learning methods using previously collected data can improve sample efficiency over on-policy policy gradient techniques. On the other hand, on-policy algorithms are often more stable and easier to use. This paper examines, both theoretically and empirically, approaches to merging on- and off-policy updates for deep reinforcement learning. Theoretical results show that off-policy updates with a value function estimator can be interpolated with on-policy policy gradient updates whilst still satisfying performance bounds. Our analysis uses control variate methods to produce a family of policy gradient algorithms, with several recently proposed algorithms being special cases of this family.
A multi-agent reinforcement learning model of common-pool resource appropriation
Pérolat, Julien, Leibo, Joel Z., Zambaldi, Vinicius, Beattie, Charles, Tuyls, Karl, Graepel, Thore
Humanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria---a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible. Most of that work was based on laboratory experiments where participants only make a single choice: how much to appropriate.
Adaptive Batch Size for Safe Policy Gradients
Papini, Matteo, Pirotta, Matteo, Restelli, Marcello
Policy gradient methods are among the best Reinforcement Learning (RL) techniques to solve complex control problems. In real-world RL applications, it is common to have a good initial policy whose performance needs to be improved and it may not be acceptable to try bad policies during the learning process. Although several methods for choosing the step size exist, research paid less attention to determine the batch size, that is the number of samples used to estimate the gradient direction for each update of the policy parameters. In this paper, we propose a set of methods to jointly optimize the step and the batch sizes that guarantee (with high probability) to improve the policy performance after each update. Besides providing theoretical guarantees, we show numerical simulations to analyse the behaviour of our methods.
Data center cooling using model-predictive control
Lazic, Nevena, Boutilier, Craig, Lu, Tyler, Wong, Eehern, Roy, Binz, Ryu, MK, Imwalle, Greg
Despite impressive recent advances in reinforcement learning (RL), its deployment in real-world physical systems is often complicated by unexpected events, limited data, and the potential for expensive failures. In this paper, we describe an application of RL "in the wild" to the task of regulating temperatures and airflow inside a large-scale data center (DC). Adopting a data-driven, model-based approach, we demonstrate that an RL agent with little prior knowledge is able to effectively and safely regulate conditions on a server floor after just a few hours of exploration, while improving operational efficiency relative to existing PID controllers. Papers published at the Neural Information Processing Systems Conference.
Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning
Zahavy, Tom, Haroush, Matan, Merlis, Nadav, Mankowitz, Daniel J., Mannor, Shie
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulations demonstrate a considerable speedup and added robustness over vanilla DQN in text-based games with over a thousand discrete actions.