Reinforcement Learning
Fully Differentiable Procedural Content Generation through Generative Playing Networks
Bontrager, Philip, Togelius, Julian
To procedurally create interactive content such as environments or game levels, we need agents that can evaluate the content; but to train such agents, we need content they can train on. Generative Playing Networks is a framework that learns agent policies and generates environments in tandem through a symbiotic process. Policies are learned using an actor-critic reinforcement learning algorithm so as to master the environment, and environments are created by a generator network which tries to provide an appropriate level of challenge for the agent. This is accomplished by the generator learning to make content based on estimates by the critic. Thus, this process provides an implicit curriculum for the agent, creating more complex environments over time. Unlike previous approaches to procedural content generation, Generative Playing Networks is end-to-end differentiable and does not require human-designed examples or domain knowledge. We demonstrate the capability of this framework by training an agent and level generator for a 2D dungeon crawler game.
Connectivity-driven Communication in Multi-agent Reinforcement Learning through Diffusion Processes on Graphs
Pesce, Emanuele, Montana, Giovanni
We discuss the problem of learning collaborative behaviour in multi-agent systems using deep reinforcement learning (DRL). A connectivity-driven communication (CDC) algorithm is proposed to address three key aspects: what agents to involve in the communication, what information content to share, and how often to share it. We introduce the notion of a connectivity network, modelled as a weighted graph, where nodes represent agents and edges represent the degree of connectivity between pairs of agents. The optimal graph topology is learned end-to-end concurrently with the stochastic policy so as to maximise future expected returns. The communication patterns depend on the graph's topology through a diffusion process on the graph, the heat kernel, which is found by exponentiating the Laplacian eigensystem through time and is fully differentiable. Empirical results show that CDC is capable of superior performance over alternative algorithms for a range of cooperative navigation tasks.
Data Efficient Training for Reinforcement Learning with Adaptive Behavior Policy Sharing
Liu, Ge, Wu, Rui, Cheng, Heng-Tze, Wang, Jing, Ooi, Jayden, Li, Lihong, Li, Ang, Li, Wai Lok Sibon, Boutilier, Craig, Chi, Ed
Deep Reinforcement Learning (RL) is proven powerful for decision making in simulated environments. However, training deep RL model is challenging in real world applications such as production-scale health-care or recommender systems because of the expensiveness of interaction and limitation of budget at deployment. One aspect of the data inefficiency comes from the expensive hyper-parameter tuning when optimizing deep neural networks. We propose Adaptive Behavior Policy Sharing (ABPS), a data-efficient training algorithm that allows sharing of experience collected by behavior policy that is adaptively selected from a pool of agents trained with an ensemble of hyper-parameters. We further extend ABPS to evolve hyper-parameters during training by hybridizing ABPS with an adapted version of Population Based Training (ABPS-PBT). We conduct experiments with multiple Atari games with up to 16 hyper-parameter/architecture setups. ABPS achieves superior overall performance, reduced variance on top 25% agents, and equivalent performance on the best agent compared to conventional hyper-parameter tuning with independent training, even though ABPS only requires the same number of environmental interactions as training a single agent. We also show that ABPS-PBT further improves the convergence speed and reduces the variance.
Reward-rational (implicit) choice: A unifying formalism for reward learning
Jeon, Hong Jun, Milli, Smitha, Dragan, Anca D.
It is often difficult to hand-specify what the correct reward function is for a task, so researchers have instead aimed to learn reward functions from human behavior or feedback. The types of behavior interpreted as evidence of the reward function have expanded greatly in recent years. We've gone from demonstrations, to comparisons, to reading into the information leaked when the human is pushing the robot away or turning it off. And surely, there is more to come. How will a robot make sense of all these diverse types of behavior? Our key insight is that different types of behavior can be interpreted in a single unifying formalism - as a reward-rational choice that the human is making, often implicitly. The formalism offers both a unifying lens with which to view past work, as well as a recipe for interpreting new sources of information that are yet to be uncovered. We provide two examples to showcase this: interpreting a new feedback type, and reading into how the choice of feedback itself leaks information about the reward.
Social diversity and social preferences in mixed-motive reinforcement learning
McKee, Kevin R., Gemp, Ian, McWilliams, Brian, Duรฉรฑez-Guzmรกn, Edgar A., Hughes, Edward, Leibo, Joel Z.
Recent research on reinforcement learning in pure-conflict and pure-common interest games has emphasized the importance of population heterogeneity. In contrast, studies of reinforcement learning in mixed-motive games have primarily leveraged homogeneous approaches. Given the defining characteristic of mixed-motive games--the imperfect correlation of incentives between group members--we study the effect of population heterogeneity on mixed-motive reinforcement learning. We draw on interdependence theory from social psychology and imbue reinforcement learning agents with Social Value Orientation (SVO), a flexible formalization of preferences over group outcome distributions. We subsequently explore the effects of diversity in SVO on populations of reinforcement learning agents in two mixed-motive Markov games. We demonstrate that heterogeneity in SVO generates meaningful and complex behavioral variation among agents similar to that suggested by interdependence theory. Empirical results in these mixed-motive dilemmas suggest agents trained in heterogeneous populations develop particularly generalized, high-performing policies relative to those trained in homogeneous populations.
Learning Structured Communication for Multi-agent Reinforcement Learning
Sheng, Junjie, Wang, Xiangfeng, Jin, Bo, Yan, Junchi, Li, Wenhao, Chang, Tsung-Hui, Wang, Jun, Zha, Hongyuan
This work explores the large-scale multi-agent communication mechanism under a multi-agent reinforcement learning (MARL) setting. We summarize the general categories of topology for communication structures in MARL literature, which are often manually specified. Then we propose a novel framework termed as Learning Structured Communication (LSC) by using a more flexible and efficient communication topology. Our framework allows for adaptive agent grouping to form different hierarchical formations over episodes, which is generated by an auxiliary task combined with a hierarchical routing protocol. Given each formed topology, a hierarchical graph neural network is learned to enable effective message information generation and propagation among inter- and intra-group communications. In contrast to existing communication mechanisms, our method has an explicit while learnable design for hierarchical communication. Experiments on challenging tasks show the proposed LSC enjoys high communication efficiency, scalability, and global cooperation capability.
Objective Mismatch in Model-based Reinforcement Learning
Lambert, Nathan, Amos, Brandon, Yadan, Omry, Calandra, Roberto
Model-based reinforcement learning (MBRL) has been shown to be a powerful framework for data-efficiently learning control of continuous tasks. Recent work in MBRL has mostly focused on using more advanced function approximators and planning schemes, with little development of the general framework. In this paper, we identify a fundamental issue of the standard MBRL framework -- what we call the objective mismatch issue. Objective mismatch arises when one objective is optimized in the hope that a second, often uncorrelated, metric will also be optimized. In the context of MBRL, we characterize the objective mismatch between training the forward dynamics model w.r.t.~the likelihood of the one-step ahead prediction, and the overall goal of improving performance on a downstream control task. For example, this issue can emerge with the realization that dynamics models effective for a specific task do not necessarily need to be globally accurate, and vice versa globally accurate models might not be sufficiently accurate locally to obtain good control performance on a specific task. In our experiments, we study this objective mismatch issue and demonstrate that the likelihood of one-step ahead predictions is not always correlated with control performance. This observation highlights a critical limitation in the MBRL framework which will require further research to be fully understood and addressed. We propose an initial method to mitigate the mismatch issue by re-weighting dynamics model training. Building on it, we conclude with a discussion about other potential directions of research for addressing this issue.
Confounding-Robust Policy Evaluation in Infinite-Horizon Reinforcement Learning
Off-policy evaluation of sequential decision policies from observational data is necessary in applications of batch reinforcement learning such as education and healthcare. In such settings, however, observed actions are often confounded with transitions by unobserved variables, rendering exact evaluation of new policies impossible, i.e., unidentifiable. We develop a robust approach that estimates sharp bounds on the (unidentifiable) value of a given policy in an infinite-horizon problem given data from another policy with unobserved confounding subject to a sensitivity model. We phrase the problem precisely as computing the support function of the set of all stationary state-occupancy ratios that agree with both the data and the sensitivity model. We show how to express this set using a new partially identified estimating equation and prove convergence to the sharp bounds, as we collect more confounded data. We prove that membership in the set can be checked by solving a linear program, while the support function is given by a difficult nonconvex optimization problem. We leverage an analytical solution for the finite-state-space case to develop approximations based on nonconvex projected gradient descent. We demonstrate the resulting bounds empirically.
Learning to Switch Between Machines and Humans
Meresht, Vahid Balazadeh, De, Abir, Singla, Adish, Gomez-Rodriguez, Manuel
Reinforcement learning algorithms have been mostly developed and evaluated under the assumption that they will operate in a fully autonomous manner---they will take all actions. However, in safety critical applications, full autonomy faces a variety of technical, societal and legal challenges, which have precluded the use of reinforcement learning policies in real-world systems. In this work, our goal is to develop algorithms that, by learning to switch control between machines and humans, allow existing reinforcement learning policies to operate under different automation levels. More specifically, we first formally define the learning to switch problem using finite horizon Markov decision processes. Then, we show that, if the human policy is known, we can find the optimal switching policy directly by solving a set of recursive equations using backwards induction. However, in practice, the human policy is often unknown. To overcome this, we develop an algorithm that uses upper confidence bounds on the human policy to find a sequence of switching policies whose total regret with respect to the optimal switching policy is sublinear. Simulation experiments on two important tasks in autonomous driving---lane keeping and obstacle avoidance---demonstrate the effectiveness of the proposed algorithms and illustrate our theoretical findings.
Hyper-Meta Reinforcement Learning with Sparse Reward
Hua, Yun, Wang, Xiangfeng, Jin, Bo, Li, Wenhao, Yan, Junchi, He, Xiaofeng, Zha, Hongyuan
Despite their success, existing meta reinforcement learning methods still have difficulty in learning a meta policy effectively for RL problems with sparse reward. To this end, we develop a novel meta reinforcement learning framework, Hyper-Meta RL (HMRL), for sparse reward RL problems. It consists of meta state embedding, meta reward shaping and meta policy learning modules: The cross-environment meta state embedding module constructs a common meta state space to adapt to different environments; The meta state based environment-specific meta reward shaping effectively extends the original sparse reward trajectory by cross-environmental knowledge complementarity; As a consequence, the meta policy then achieves better generalization and efficiency with the shaped meta reward. Experiments with sparse reward show the superiority of HMRL on both transferability and policy learning efficiency.