Reinforcement Learning
Training Agents using Upside-Down Reinforcement Learning
Srivastava, Rupesh Kumar, Shyam, Pranav, Mutz, Filipe, Jaśkowski, Wojciech, Schmidhuber, Jürgen
Traditional Reinforcement Learning (RL) algorithms either predict rewards with value functions or maximize them using policy search. We study an alternative: Upside-Down Reinforcement Learning (Upside-Down RL or UDRL), that solves RL problems primarily using supervised learning techniques. Many of its main principles are outlined in a companion report [34]. Here we present the first concrete implementation of UDRL and demonstrate its feasibility on certain episodic learning problems. Experimental results show that its performance can be surprisingly competitive with, and even exceed that of traditional baseline algorithms developed over decades of research.
Reinforcement Learning Upside Down: Don't Predict Rewards -- Just Map Them to Actions
We transform reinforcement learning (RL) into a form of supervised learning (SL) by turning traditional RL on its head, calling this Upside Down RL (UDRL). Standard RL predicts rewards, while UDRL instead uses rewards as task-defining inputs, together with representations of time horizons and other computable functions of historic and desired future data. UDRL learns to interpret these input observations as commands, mapping them to actions (or action probabilities) through SL on past (possibly accidental) experience. UDRL generalizes to achieve high rewards or other goals, through input commands such as: get lots of reward within at most so much time! A separate paper [61] on first experiments with UDRL shows that even a pilot version of UDRL can outperform traditional baseline algorithms on certain challenging RL problems. We also introduce a related simple but general approach for teaching a robot to imitate humans. First videotape humans imitating the robot's current behaviors, then let the robot learn through SL to map the videos (as input commands) to these behaviors, then let it generalize and imitate videos of humans executing previously unknown behavior. This Imitate-Imitator concept may actually explain why biological evolution has resulted in parents who imitate the babbling of their babies.
Reinforcement Learning with Non-Markovian Rewards
The standard RL world model is that of a Markov Decision Process (MDP). A basic premise of MDPs is that the rewards depend on the last state and action only. Yet, many real-world rewards are non-Markovian. For example, a reward for bringing coffee only if requested earlier and not yet served, is non-Markovian if the state only records current requests and deliveries. Past work considered the problem of modeling and solving MDPs with non-Markovian rewards (NMR), but we know of no principled approaches for RL with NMR. Here, we address the problem of policy learning from experience with such rewards. We describe and evaluate empirically four combinations of the classical RL algorithm Q-learning and R-max with automata learning algorithms to obtain new RL algorithms for domains with NMR. We also prove that some of these variants converge to an optimal policy in the limit.
Iterative Policy-Space Expansion in Reinforcement Learning
Lichtenberg, Jan Malte, Şimşek, Özgür
Humans and animals solve a difficult problem much more easily when they are presented with a sequence of problems that starts simple and slowly increases in difficulty. We explore this idea in the context of reinforcement learning. Rather than providing the agent with an externally provided curriculum of progressively more difficult tasks, the agent solves a single task utilizing a decreasingly constrained policy space. The algorithm we propose first learns to categorize features into positive and negative before gradually learning a more refined policy. Experimental results in Tetris demonstrate superior learning rate of our approach when compared to existing algorithms.
r/MachineLearning - [R] Leveraging Procedural Generation to Benchmark Reinforcement Learning
Abstract: In this report, we introduce Procgen Benchmark, a suite of 16 procedurally generated game-like environments designed to benchmark both sample efficiency and generalization in reinforcement learning. We believe that the community will benefit from increased access to high quality training environments, and we provide detailed experimental protocols for using this benchmark. We empirically demonstrate that diverse environment distributions are essential to adequately train and evaluate RL agents, thereby motivating the extensive use of procedural content generation. We then use this benchmark to investigate the effects of scaling model size, finding that larger models significantly improve both sample efficiency and generalization.
Improving Policies via Search in Cooperative Partially Observable Games
Lerer, Adam, Hu, Hengyuan, Foerster, Jakob, Brown, Noam
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and communicate with other agents in cooperative partially observable environments as well. These settings commonly require participants to both interpret the actions of others and to act in a way that is informative when being interpreted. Those abilities are typically summarized as theory of mind and are seen as crucial for social interactions. In this paper we propose two different search techniques that can be applied to improve an arbitrary agreed-upon policy in a cooperative partially observable game. The first one, single-agent search, effectively converts the problem into a single agent setting by making all but one of the agents play according to the agreed-upon policy. In contrast, in multi-agent search all agents carry out the same common-knowledge search procedure whenever doing so is computationally feasible, and fall back to playing according to the agreed-upon policy otherwise. We prove that these search procedures are theoretically guaranteed to at least maintain the original performance of the agreed-upon policy (up to a bounded approximation error). In the benchmark challenge problem of Hanabi, our search technique greatly improves the performance of every agent we tested and when applied to a policy trained using RL achieves a new state-of-the-art score of 24.61 / 25 in the game, compared to a previous-best of 24.08 / 25. Introduction Real-world situations such as driving require humans to coordinate with others in a partially-observable environment with limited communication. In such environments, humans have a mental model of how other agents will behave in different situations (theory of mind). This model allows them to change their beliefs about the world based on why they think an agent acted as they did, as well as predict how their own actions will affect others' future behavior. Together, these capabilities allow humans to search for a good action to take while accounting for the behavior of others.
Deep Model Compression via Deep Reinforcement Learning
Besides accuracy, the storage of convolutional neural networks (CNN) models is another important factor considering limited hardware resources in practical applications. For example, autonomous driving requires the design of accurate yet fast CNN for low latency in object detection and classification. To fulfill the need, we aim at obtaining CNN models with both high testing accuracy and small size/storage to address resource constraints in many embedded systems. In particular, this paper focuses on proposing a generic reinforcement learning based model compression approach in a two-stage compression pipeline: pruning and quantization. The first stage of compression, i.e., pruning, is achieved via exploiting deep reinforcement learning (DRL) to co-learn the accuracy of CNN models updated after layer-wise channel pruning on a testing dataset and the FLOPs, number of floating point operations in each layer, updated after kernel-wise variational pruning using information dropout. Layer-wise channel pruning is to remove unimportant kernels from the input channel dimension while kernel-wise variational pruning is to remove unimportant kernels from the 2D-kernel dimensions, namely, height and width. The second stage, i.e., quantization, is achieved via a similar DRL approach but focuses on obtaining the optimal weight bits for individual layers. We further conduct experimental results on CIFAR-10 and ImageNet datasets. For the CIFAR-10 dataset, the proposed method can reduce the size of VGGNet by 9x from 20.04MB to 2.2MB with 0.2% accuracy increase. For the ImageNet dataset, the proposed method can reduce the size of VGG-16 by 33x from 138MB to 4.14MB with no accuracy loss.
Inter-Level Cooperation in Hierarchical Reinforcement Learning
Kreidieh, Abdul Rahman, Parajuli, Samyak, Lichtle, Nathan, You, Yiling, Nasr, Rayyan, Bayen, Alexandre M.
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
Hu, Hengyuan, Foerster, Jakob N
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
Nachum, Ofir, Dai, Bo, Kostrikov, Ilya, Chow, Yinlam, Li, Lihong, Schuurmans, Dale
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.