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 Reinforcement Learning


Never Give Up: Learning Directed Exploration Strategies

arXiv.org Machine Learning

We propose a reinforcement learning agent to solve hard exploration games by learning a range of directed exploratory policies. We construct an episodic memory-based intrinsic reward using k-nearest neighbors over the agent's recent experience to train the directed exploratory policies, thereby encouraging the agent to repeatedly revisit all states in its environment. A self-supervised inverse dynamics model is used to train the embeddings of the nearest neighbour lookup, biasing the novelty signal towards what the agent can control. We employ the framework of Universal Value Function Approximators (UVFA) to simultaneously learn many directed exploration policies with the same neural network, with different trade-offs between exploration and exploitation. By using the same neural network for different degrees of exploration/exploitation, transfer is demonstrated from predominantly exploratory policies yielding effective exploitative policies. The proposed method can be incorporated to run with modern distributed RL agents that collect large amounts of experience from many actors running in parallel on separate environment instances. Our method doubles the performance of the base agent in all hard exploration in the Atari-57 suite while maintaining a very high score across the remaining games, obtaining a median human normalised score of 1344.0%. Notably, the proposed method is the first algorithm to achieve non-zero rewards (with a mean score of 8,400) in the game of Pitfall! without using demonstrations or hand-crafted features.


Interpretable Off-Policy Evaluation in Reinforcement Learning by Highlighting Influential Transitions

arXiv.org Machine Learning

Off-policy evaluation in reinforcement learning offers the chance of using observational data to improve future outcomes in domains such as healthcare and education, but safe deployment in high stakes settings requires ways of assessing its validity. Traditional measures such as confidence intervals may be insufficient due to noise, limited data and confounding. In this paper we develop a method that could serve as a hybrid human-AI system, to enable human experts to analyze the validity of policy evaluation estimates. This is accomplished by highlighting observations in the data whose removal will have a large effect on the OPE estimate, and formulating a set of rules for choosing which ones to present to domain experts for validation. We develop methods to compute exactly the influence functions for fitted Q-evaluation with two different function classes: kernel-based and linear least squares. Experiments on medical simulations and real-world intensive care unit data demonstrate that our method can be used to identify limitations in the evaluation process and make evaluation more robust.


Loop estimator for discounted values in Markov reward processes

arXiv.org Machine Learning

At the working heart of policy iteration algorithms commonly used and studied in the discounted setting of reinforcement learning, the policy evaluation step estimates the value of state with samples from a Markov reward process induced by following a Markov policy in a Markov decision process. We propose a simple and efficient estimator called \emph{loop estimator} that exploits the regenerative structure of Markov reward processes without explicitly estimating a full model. Our method enjoys a space complexity of $O(1)$ when estimating the value of a single positive recurrent state $s$ unlike TD (with $O(S)$) or model-based methods (with $O(S^2)$). Moreover, the regenerative structure enables us to show, without relying on the generative model approach, that the estimator has an instance-dependent convergence rate of $\widetilde{O}(\sqrt{\tau_s/T})$ over steps $T$ on a single sample path, where $\tau_s$ is the maximal expected hitting time to state $s$. In preliminary numerical experiments, the loop estimator outperforms model-free methods, such as TD(k), and is competitive with the model-based estimator.


Non-asymptotic Convergence of Adam-type Reinforcement Learning Algorithms under Markovian Sampling

arXiv.org Machine Learning

Despite the wide applications of Adam in reinforcement learning (RL), the theoretical convergence of Adam-type RL algorithms has not been established. This paper provides the first such convergence analysis for two fundamental RL algorithms of policy gradient (PG) and temporal difference (TD) learning that incorporate AMSGrad updates (a standard alternative of Adam in theoretical analysis), referred to as PG-AMSGrad and TD-AMSGrad, respectively. Moreover, our analysis focuses on Markovian sampling for both algorithms. We show that under general nonlinear function approximation, PG-AMSGrad with a constant stepsize converges to a neighborhood of a stationary point at the rate of $\mathcal{O}(1/T)$ (where $T$ denotes the number of iterations), and with a diminishing stepsize converges exactly to a stationary point at the rate of $\mathcal{O}(\log^2 T/\sqrt{T})$. Furthermore, under linear function approximation, TD-AMSGrad with a constant stepsize converges to a neighborhood of the global optimum at the rate of $\mathcal{O}(1/T)$, and with a diminishing stepsize converges exactly to the global optimum at the rate of $\mathcal{O}(\log T/\sqrt{T})$. Our study develops new techniques for analyzing the Adam-type RL algorithms under Markovian sampling.


Resource Management in Wireless Networks via Multi-Agent Deep Reinforcement Learning

arXiv.org Machine Learning

We propose a mechanism for distributed radio resource management using multi-agent deep reinforcement learning (RL) for interference mitigation in wireless networks. We equip each transmitter in the network with a deep RL agent, which receives partial delayed observations from its associated users, while also exchanging observations with its neighboring agents, and decides on which user to serve and what transmit power to use at each scheduling interval. Our proposed framework enables the agents to make decisions simultaneously and in a distributed manner, without any knowledge about the concurrent decisions of other agents. Moreover, our design of the agents' observation and action spaces is scalable, in the sense that an agent trained on a scenario with a specific number of transmitters and receivers can be readily applied to scenarios with different numbers of transmitters and/or receivers. Simulation results demonstrate the superiority of our proposed approach compared to decentralized baselines in terms of the tradeoff between average and 5 th percentile user rates, while achieving performance close to, and even in certain cases outperforming, that of a centralized information-theoretic scheduling algorithm. We also show that our trained agents are robust and maintain their performance gains when experiencing mismatches between training and testing deployments. I. INTRODUCTION One of the key drivers for improving throughput in future wireless networks, including fifth generation mobile networks (5G), is the densification achieved by deploying more base stations. The authors are with Intel Corporation, Santa Clara, CA 95054. The rise of such ultra-dense network paradigms implies that the limited physical wireless resources (in time, frequency, etc.) need to support an increasing number of simultaneous transmissions. Effective radio resource management procedures are, therefore, critical to mitigate the interference among such concurrent transmissions and achieve the desired performance enhancement in these ultra-dense environments. The radio resource management problem is in general non-convex and therefore computationally complex, especially as the network size increases. There is a rich literature of centralized and distributed algorithms for radio resource management, using various techniques in different areas such as geometric programming [1], weighted minimum mean square optimization [2], game theory [3], information theory [4], [5], and fractional programming [6].


Robust Reinforcement Learning via Adversarial training with Langevin Dynamics

arXiv.org Machine Learning

We introduce a sampling perspective to tackle the challenging task of training robust Reinforcement Learning (RL) agents. Leveraging the powerful Stochastic Gradient Langevin Dynamics, we present a novel, scalable two-player RL algorithm, which is a sampling variant of the two-player policy gradient method. Our algorithm consistently outperforms existing baselines, in terms of generalization across different training and testing conditions, on several MuJoCo environments. Our experiments also show that, even for objective functions that entirely ignore potential environmental shifts, our sampling approach remains highly robust in comparison to standard RL algorithms.


Jelly Bean World: A Testbed for Never-Ending Learning

arXiv.org Artificial Intelligence

Machine learning has shown growing success in recent years. However, current machine learning systems are highly specialized, trained for particular problems or domains, and typically on a single narrow dataset. Human learning, on the other hand, is highly general and adaptable. Never-ending learning is a machine learning paradigm that aims to bridge this gap, with the goal of encouraging researchers to design machine learning systems that can learn to perform a wider variety of inter-related tasks in more complex environments. To date, there is no environment or testbed to facilitate the development and evaluation of never-ending learning systems. To this end, we propose the Jelly Bean World testbed. The Jelly Bean World allows experimentation over two-dimensional grid worlds which are filled with items and in which agents can navigate. This testbed provides environments that are sufficiently complex and where more generally intelligent algorithms ought to perform better than current state-of-the-art reinforcement learning approaches. It does so by producing non-stationary environments and facilitating experimentation with multi-task, multi-agent, multi-modal, and curriculum learning settings. We hope that this new freely-available software will prompt new research and interest in the development and evaluation of never-ending learning systems and more broadly, general intelligence systems.


Deep RL Agent for a Real-Time Action Strategy Game

arXiv.org Artificial Intelligence

We introduce a reinforcement learning environment based on Heroic - Magic Duel, a 1 v 1 action strategy game. This domain is non-trivial for several reasons: it is a real-time game, the state space is large, the information given to the player before and at each step of a match is imperfect, and distribution of actions is dynamic. Our main contribution is a deep reinforcement learning agent playing the game at a competitive level that we trained using PPO and self-play with multiple competing agents, employing only a simple reward of $\pm 1$ depending on the outcome of a single match. Our best self-play agent, obtains around $65\%$ win rate against the existing AI and over $50\%$ win rate against a top human player.


Reinforcement Learning Enhanced Quantum-inspired Algorithm for Combinatorial Optimization

arXiv.org Artificial Intelligence

Quantum hardware and quantum-inspired algorithms are becoming increasingly popular for combinatorial optimization. However, these algorithms may require careful hyperparameter tuning for each problem instance. We use a reinforcement learning agent in conjunction with a quantum-inspired algorithm to solve the Ising energy minimization problem, which is equivalent to the Maximum Cut problem. The agent controls the algorithm by tuning one of its parameters with the goal of improving recently seen solutions. We propose a new Rescaled Ranked Reward (R3) method that enables stable single-player version of self-play training that helps the agent to escape local optima. The training on any problem instance can be accelerated by applying transfer learning from an agent trained on randomly generated problems. Our approach allows sampling high-quality solutions to the Ising problem with high probability and outperforms both baseline heuristics and a black-box hyperparameter optimization approach.


Explore, Discover and Learn: Unsupervised Discovery of State-Covering Skills

arXiv.org Artificial Intelligence

Acquiring abilities in the absence of a task-oriented reward function is at the frontier of reinforcement learning research. This problem has been studied through the lens of empowerment, which draws a connection between option discovery and information theory. Information-theoretic skill discovery methods have garnered much interest from the community, but little research has been conducted in understanding their limitations. Through theoretical analysis and empirical evidence, we show that existing algorithms suffer from a common limitation -- they discover options that provide a poor coverage of the state space. In light of this, we propose 'Explore, Discover and Learn' (EDL), an alternative approach to information-theoretic skill discovery. Crucially, EDL optimizes the same information-theoretic objective derived from the empowerment literature, but addresses the optimization problem using different machinery. We perform an extensive evaluation of skill discovery methods on controlled environments and show that EDL offers significant advantages, such as overcoming the coverage problem, reducing the dependence of learned skills on the initial state, and allowing the user to define a prior over which behaviors should be learned.