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 Reinforcement Learning


Inter-Level Cooperation in Hierarchical Reinforcement Learning

arXiv.org Artificial Intelligence

This article presents a novel algorithm for promoting cooperation between internal actors in a goal-conditioned hierarchical reinforcement learning (HRL) policy. Current techniques for HRL policy optimization treat the higher and lower level policies as separate entities which are trained to maximize different objective functions, rendering the HRL problem formulation more similar to a general sum game than a single-agent task. Within this setting, we hypothesize that improved cooperation between the internal agents of a hierarchy can simplify the credit assignment problem from the perspective of the high-level policies, thereby leading to significant improvements to training in situations where intricate sets of action primitives must be performed to yield improvements in performance. In order to promote cooperation within this setting, we propose the inclusion of a connected gradient term to the gradient computations of the higher level policies. Our method is demonstrated to achieve superior results to existing techniques in a set of difficult long time horizon tasks.


Simplified Action Decoder for Deep Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In recent years we have seen fast progress on a number of benchmark problems in AI, with modern methods achieving near or super human performance in Go, Poker and Dota. One common aspect of all of these challenges is that they are by design adversarial or, technically speaking, zero-sum. In contrast to these settings, success in the real world commonly requires humans to collaborate and communicate with others, in settings that are, at least partially, cooperative. In the last year, the card game Hanabi has been established as a new benchmark environment for AI to fill this gap. In particular, Hanabi is interesting to humans since it is entirely focused on theory of mind, i.e., the ability to effectively reason over the intentions, beliefs and point of view of other agents when observing their actions. Learning to be informative when observed by others is an interesting challenge for Reinforcement Learning (RL): Fundamentally, RL requires agents to explore in order to discover good policies. However, when done naively, this randomness will inherently make their actions less informative to others during training. We present a new deep multi-agent RL method, the Simplified Action Decoder (SAD), which resolves this contradiction exploiting the centralized training phase. During training SAD allows other agents to not only observe the (exploratory) action chosen, but agents instead also observe the greedy action of their team mates. By combining this simple intuition with best practices for multi-agent learning, SAD establishes a new SOTA for learning methods for 2-5 players on the self-play part of the Hanabi challenge. Our ablations show the contributions of SAD compared with the best practice components. All of our code and trained agents are available at https://github.com/facebookresearch/Hanabi_SAD.


AlgaeDICE: Policy Gradient from Arbitrary Experience

arXiv.org Artificial Intelligence

In many real-world applications of reinforcement learning (RL), interactions with the environment are limited due to cost or feasibility. This presents a challenge to traditional RL algorithms since the max-return objective involves an expectation over on-policy samples. We introduce a new formulation of max-return optimization that allows the problem to be re-expressed by an expectation over an arbitrary behavior-agnostic and off-policy data distribution. We first derive this result by considering a regularized version of the dual max-return objective before extending our findings to unregularized objectives through the use of a Lagrangian formulation of the linear programming characterization of Q-values. We show that, if auxiliary dual variables of the objective are optimized, then the gradient of the off-policy objective is exactly the on-policy policy gradient, without any use of importance weighting. In addition to revealing the appealing theoretical properties of this approach, we also show that it delivers good practical performance.


Learning to Dynamically Coordinate Multi-Robot Teams in Graph Attention Networks

arXiv.org Artificial Intelligence

Personal use of this material is permitted. Abstract -- Increasing interest in integrating advanced robotics within manufacturing has spurred a renewed concentration in developing real-time scheduling solutions to coordinate human-robot collaboration in this environment. Traditionally, the problem of scheduling agents to complete tasks with temporal and spatial constraints has been approached either with exact algorithms, which are computationally intractable for large-scale, dynamic coordination, or approximate methods that require domain experts to craft heuristics for each application. We seek to overcome the limitations of these conventional methods by developing a novel graph attention network formulation to automatically learn features of scheduling problems to allow their deployment. T o learn effective policies for combinatorial optimization problems via machine learning, we combine imitation learning on smaller problems with deep Q-learning on larger problems, in a nonparametric framework, to allow for fast, near-optimal scheduling of robot teams. We show that our network-based policy finds at least twice as many solutions over prior state-of-the-art methods in all testing scenarios. I. INTRODUCTION Advances in robotic technology are enabling the introduction of mobile robots into manufacturing environments alongside human workers. By removing the cage around traditional robot platforms and integrating dynamic, final assembly operations with human-robot teams, manufacturers can see improvements in reducing a factory's footprint and environmental costs, as well as increased productivity [1].


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We're releasing Procgen Benchmark, 16 procedurally-generated environments for measuring how quickly a reinforcement learning agent learns generalizable skills.


Optimal Farsighted Agents Tend to Seek Power

arXiv.org Artificial Intelligence

Some researchers have speculated that capable reinforcement learning (RL) agents pursuing misspecified objectives are often incentivized to seek resources and power in pursuit of those objectives. An agent seeking power is incentivized to behave in undesirable ways, including rationally preventing deactivation and correction. Others have voiced skepticism: humans seem idiosyncratic in their urges to power, which need not be present in the agents we design. We formalize a notion of power within the context of finite deterministic Markov decision processes (MDPs). We prove that, with respect to a wide class of reward function distributions, optimal policies tend to seek power over the environment.


Mo' States Mo' Problems: Emergency Stop Mechanisms from Observation

arXiv.org Machine Learning

In many environments, only a relatively small subset of the complete state space is necessary in order to accomplish a given task. We develop a simple technique using emergency stops (e-stops) to exploit this phenomenon. Using e-stops significantly improves sample complexity by reducing the amount of required exploration, while retaining a performance bound that efficiently trades off the rate of convergence with a small asymptotic sub-optimality gap. We analyze the regret behavior of e-stops and present empirical results in discrete and continuous settings demonstrating that our reset mechanism can provide order-of-magnitude speedups on top of existing reinforcement learning methods.


Leveraging Procedural Generation to Benchmark Reinforcement Learning

arXiv.org Machine Learning

This evidence raises the possibility that overfitting pervades classic benchmarks like the Arcade Learning Environment (ALE) (Bellemare et al., 2013), which has long served as a gold standard in RL. While the diversity between games in the ALE is one of the benchmark's greatest strengths, the low emphasis on generalization presents a significant drawback. Previous work has sought to alleviate overfitting in the ALE by introducing sticky actions (Machado et al., 2018) or by embedding natural videos as backgrounds (Zhang et al., 2018b), but these methods only superficially address the underlying problem -- that agents perpetually encounter near-identical states. For each game the question must be asked: are agents robustly learning a relevant skill, or are they approximately memorizing specific trajectories? There have been several investigations of generalization in RL (Farebrother et al., 2018; Packer et al., 2018; Zhang et al., 2018a; Lee et al., 2019), but progress has largely proved elusive. Arguably one of the principal setbacks has been the lack of environments well-suited to measure generalization.


Dream to Control: Learning Behaviors by Latent Imagination

arXiv.org Artificial Intelligence

Learned world models summarize an agent's experience to facilitate learning complex behaviors. While learning world models from high-dimensional sensory inputs is becoming feasible through deep learning, there are many potential ways for deriving behaviors from them. We present Dreamer, a reinforcement learning agent that solves long-horizon tasks from images purely by latent imagination. We efficiently learn behaviors by propagating analytic gradients of learned state values back through trajectories imagined in the compact state space of a learned world model. On 20 challenging visual control tasks, Dreamer exceeds existing approaches in data-efficiency, computation time, and final performance.


SafeLife 1.0: Exploring Side Effects in Complex Environments

arXiv.org Artificial Intelligence

We present SafeLife, a publicly available reinforcement learning environment that tests the safety of reinforcement learning agents. It contains complex, dynamic, tunable, procedurally generated levels with many opportunities for unsafe behavior. Agents are graded both on their ability to maximize their explicit reward and on their ability to operate safely without unnecessary side effects. We train agents to maximize rewards using proximal policy optimization and score them on a suite of benchmark levels. The resulting agents are performant but not safe---they tend to cause large side effects in their environments---but they form a baseline against which future safety research can be measured.