Goto

Collaborating Authors

 Reinforcement Learning


The Gambler's Problem and Beyond

arXiv.org Machine Learning

We analyze the Gambler's problem, a simple reinforcement learning problem where the gambler has the chance to double or lose their bets until the target is reached. This is an early example introduced in the reinforcement learning textbook by Sutton and Barto (2018), where they mention an interesting pattern of the optimal value function with high-frequency components and repeating non-smooth points. It is however without further investigation. We provide the exact formula for the optimal value function for both the discrete and the continuous cases. Though simple as it might seem, the value function is pathological: fractal, self-similar, derivative taking either zero or infinity, not smooth on any interval, and not written as elementary functions. It is in fact one of the generalized Cantor functions, where it holds a complexity that has been uncharted thus far. Our analyses could lead insights into improving value function approximation, gradient-based algorithms, and Q-learning, in real applications and implementations.


Policy Poisoning in Batch Reinforcement Learning and Control

Neural Information Processing Systems

We study a security threat to batch reinforcement learning and control where the attacker aims to poison the learned policy. The victim is a reinforcement learner / controller which first estimates the dynamics and the rewards from a batch data set, and then solves for the optimal policy with respect to the estimates. The attacker can modify the data set slightly before learning happens, and wants to force the learner into learning a target policy chosen by the attacker. We present a unified framework for solving batch policy poisoning attacks, and instantiate the attack on two standard victims: tabular certainty equivalence learner in reinforcement learning and linear quadratic regulator in control. We show that both instantiation result in a convex optimization problem on which global optimality is guaranteed, and provide analysis on attack feasibility and attack cost. Experiments show the effectiveness of policy poisoning attacks.


Near-Optimal Reinforcement Learning in Dynamic Treatment Regimes

Neural Information Processing Systems

A dynamic treatment regime (DTR) consists of a sequence of decision rules, one per stage of intervention, that dictates how to determine the treatment assignment to patients based on evolving treatments and covariates' history. These regimes are particularly effective for managing chronic disorders and is arguably one of the key aspects towards more personalized decision-making. In this paper, we investigate the online reinforcement learning (RL) problem for selecting optimal DTRs provided that observational data is available. We develop the first adaptive algorithm that achieves near-optimal regret in DTRs in online settings, without any access to historical data. We further derive informative bounds on the system dynamics of the underlying DTR from confounded, observational data. Finally, we combine these results and develop a novel RL algorithm that efficiently learns the optimal DTR while leveraging the abundant, yet imperfect confounded observations.


Gossip-based Actor-Learner Architectures for Deep Reinforcement Learning

Neural Information Processing Systems

Multi-simulator training has contributed to the recent success of Deep Reinforcement Learning (Deep RL) by stabilizing learning and allowing for higher training throughputs. In this work, we propose Gossip-based Actor-Learner Architectures (GALA) where several actor-learners (such as A2C agents) are organized in a peer-to-peer communication topology, and exchange information through asynchronous gossip in order to take advantage of a large number of distributed simulators. We prove that GALA agents remain within an epsilon-ball of one-another during training when using loosely coupled asynchronous communication. By reducing the amount of synchronization between agents, GALA is more computationally efficient and scalable compared to A2C, its fully-synchronous counterpart. GALA also outperforms A2C, being more robust and sample efficient. We show that we can run several loosely coupled GALA agents in parallel on a single GPU and achieve significantly higher hardware utilization and frame-rates than vanilla A2C at comparable power draws.


Learning to Predict Without Looking Ahead: World Models Without Forward Prediction

Neural Information Processing Systems

Much of model-based reinforcement learning involves learning a model of an agent's world, and training an agent to leverage this model to perform a task more efficiently. While these models are demonstrably useful for agents, every naturally occurring model of the world of which we are aware---e.g., a brain---arose as the byproduct of competing evolutionary pressures for survival, not minimization of a supervised forward-predictive loss via gradient descent. That useful models can arise out of the messy and slow optimization process of evolution suggests that forward-predictive modeling can arise as a side-effect of optimization under the right circumstances. Crucially, this optimization process need not explicitly be a forward-predictive loss. In this work, we introduce a modification to traditional reinforcement learning which we call observational dropout, whereby we limit the agents ability to observe the real environment at each timestep. In doing so, we can coerce an agent into learning a world model to fill in the observation gaps during reinforcement learning. We show that the emerged world model, while not explicitly trained to predict the future, can help the agent learn key skills required to perform well in its environment. Videos of our results available at https://learningtopredict.github.io/


Mapping State Space using Landmarks for Universal Goal Reaching

Neural Information Processing Systems

An agent that has well understood the environment should be able to apply its skills for any given goals, leading to the fundamental problem of learning the Universal Value Function Approximator (UVFA). A UVFA learns to predict the cumulative rewards between all state-goal pairs. However, empirically, the value function for long-range goals is always hard to estimate and may consequently result in failed policy. This has presented challenges to the learning process and the capability of neural networks. We propose a method to address this issue in large MDPs with sparse rewards, in which exploration and routing across remote states are both extremely challenging. Our method explicitly models the environment in a hierarchical manner, with a high-level dynamic landmark-based map abstracting the visited state space, and a low-level value network to derive precise local decisions. We use farthest point sampling to select landmark states from past experience, which has improved exploration compared with simple uniform sampling. Experimentally we showed that our method enables the agent to reach long-range goals at the early training stage, and achieve better performance than standard RL algorithms for a number of challenging tasks.


Reinforcement Learning with Goal-Distance Gradient

arXiv.org Machine Learning

Reinforcement learning usually uses the feedback rewards of environmental to train agents. But the rewards in the actual environment are sparse, and even some environments will not rewards. Most of the current methods are difficult to get a good performance in a sparse reward environment. For environments without feedback rewards, a reward must be artificially defined. We present a method that does not rely on environmental rewards to solve the problem of sparse rewards. At the same time, the above two problems are solved, and it can be applied to more complicated environments and real-world environments. We used the number of steps transferred between states as the distance to replace the rewards of environmental. In order to solve the problem caused by the long distance between the start and the goal in a more complicated environment, we add bridge points to our method to establish a connection between the start and the goal. Experiments show that our method can be applied to more environments where distance cannot be estimated in advance.


Stochastic Recursive Variance Reduction for Efficient Smooth Non-Convex Compositional Optimization

arXiv.org Machine Learning

Stochastic compositional optimization arises in many important machine learning tasks such as value function evaluation in reinforcement learning and portfolio management. The objective function is the composition of two expectations of stochastic functions, and is more challenging to optimize than vanilla stochastic optimization problems. In this paper, we investigate the stochastic compositional optimization in the general smooth non-convex setting. We employ a recently developed idea of \textit{Stochastic Recursive Gradient Descent} to design a novel algorithm named SARAH-Compositional, and prove a sharp Incremental First-order Oracle (IFO) complexity upper bound for stochastic compositional optimization: $\mathcal{O}((n+m)^{1/2} \varepsilon^{-2})$ in the finite-sum case and $\mathcal{O}(\varepsilon^{-3})$ in the online case. Such a complexity is known to be the best one among IFO complexity results for non-convex stochastic compositional optimization, and is believed to be optimal. Our experiments validate the theoretical performance of our algorithm.


Reward-Conditioned Policies

arXiv.org Machine Learning

Reinforcement learning offers the promise of automating the acquisition of complex behavioral skills. However, compared to commonly used and well-understood supervised learning methods, reinforcement learning algorithms can be brittle, difficult to use and tune, and sensitive to seemingly innocuous implementation decisions. In contrast, imitation learning utilizes standard and well-understood supervised learning methods, but requires near-optimal expert data. Can we learn effective policies via supervised learning without demonstrations? The main idea that we explore in this work is that non-expert trajectories collected from sub-optimal policies can be viewed as optimal supervision, not for maximizing the reward, but for matching the reward of the given trajectory. By then conditioning the policy on the numerical value of the reward, we can obtain a policy that generalizes to larger returns. We show how such an approach can be derived as a principled method for policy search, discuss several variants, and compare the method experimentally to a variety of current reinforcement learning methods on standard benchmarks.


Representation Internal-Manipulation (RIM): A Neuro-Inspired Computational Theory of Consciousness

arXiv.org Artificial Intelligence

Many theories, based on neuroscientific and psychological empirical evidence and on computational concepts, have been elaborated to explain the emergence of consciousness in the central nervous system. These theories propose key fundamental mechanisms to explain consciousness, but they only partially connect such mechanisms to the possible functional and adaptive role of consciousness. Recently, some cognitive and neuroscientific models try to solve this gap by linking consciousness to various aspects of goal-directed behaviour, the pivotal cognitive process that allows mammals to flexibly act in challenging environments. Here we propose the Representation Internal-Manipulation (RIM) theory of consciousness, a theory that links the main elements of consciousness theories to components and functions of goal-directed behaviour, ascribing a central role for consciousness to the goal-directed manipulation of internal representations. This manipulation relies on four specific computational operations to perform the flexible internal adaptation of all key elements of goal-directed computation, from the representations of objects to those of goals, actions, and plans. Finally, we propose the concept of `manipulation agency' relating the sense of agency to the internal manipulation of representations. This allows us to propose that the subjective experience of consciousness is associated to the human capacity to generate and control a simulated internal reality that is vividly perceived and felt through the same perceptual and emotional mechanisms used to tackle the external world.