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 Reinforcement Learning


Generalization of Reinforcement Learners with Working and Episodic Memory

arXiv.org Machine Learning

Memory is an important aspect of intelligence and plays a role in many deep reinforcement learning models. However, little progress has been made in understanding when specific memory systems help more than others and how well they generalize. The field also has yet to see a prevalent consistent and rigorous approach for evaluating agent performance on holdout data. In this paper, we aim to develop a comprehensive methodology to test different kinds of memory in an agent and assess how well the agent can apply what it learns in training to a holdout set that differs from the training set along dimensions that we suggest are relevant for evaluating memory-specific generalization. To that end, we first construct a diverse set of memory tasks that allow us to evaluate test-time generalization across multiple dimensions. Second, we develop and perform multiple ablations on an agent architecture that combines multiple memory systems, observe its baseline models, and investigate its performance against the task suite.


Constrained Reinforcement Learning Has Zero Duality Gap

arXiv.org Machine Learning

Autonomous agents must often deal with conflicting requirements, such as completing tasks using the least amount of time/energy, learning multiple tasks, or dealing with multiple opponents. In the context of reinforcement learning~(RL), these problems are addressed by (i)~designing a reward function that simultaneously describes all requirements or (ii)~combining modular value functions that encode them individually. Though effective, these methods have critical downsides. Designing good reward functions that balance different objectives is challenging, especially as the number of objectives grows. Moreover, implicit interference between goals may lead to performance plateaus as they compete for resources, particularly when training on-policy. Similarly, selecting parameters to combine value functions is at least as hard as designing an all-encompassing reward, given that the effect of their values on the overall policy is not straightforward. The later is generally addressed by formulating the conflicting requirements as a constrained RL problem and solved using Primal-Dual methods. These algorithms are in general not guaranteed to converge to the optimal solution since the problem is not convex. This work provides theoretical support to these approaches by establishing that despite its non-convexity, this problem has zero duality gap, i.e., it can be solved exactly in the dual domain, where it becomes convex. Finally, we show this result basically holds if the policy is described by a good parametrization~(e.g., neural networks) and we connect this result with primal-dual algorithms present in the literature and we establish the convergence to the optimal solution.


Entity Abstraction in Visual Model-Based Reinforcement Learning

arXiv.org Machine Learning

This paper tests the hypothesis that modeling a scene in terms of entities and their local interactions, as opposed to modeling the scene globally, provides a significant benefit in generalizing to physical tasks in a combinatorial space the learner has not encountered before. We present object-centric perception, prediction, and planning (OP3), which to the best of our knowledge is the first entity-centric dynamic latent variable framework for model-based reinforcement learning that acquires entity representations from raw visual observations without supervision and uses them to predict and plan. OP3 enforces entity-abstraction -- symmetric processing of each entity representation with the same locally-scoped function -- which enables it to scale to model different numbers and configurations of objects from those in training. Our approach to solving the key technical challenge of grounding these entity representations to actual objects in the environment is to frame this variable binding problem as an inference problem, and we developing an interactive inference algorithm that uses temporal continuity and interactive feedback to bind information about object properties to the entity variables. On block-stacking tasks, OP3 generalizes to novel block configurations and more objects than observed during training, outperforming an oracle model that assumes access to object supervision and achieving two to three times better accuracy than a state-of-the-art video prediction model.


On Connections between Constrained Optimization and Reinforcement Learning

arXiv.org Machine Learning

Dynamic Programming (DP) provides standard algorithms to solve Markov Decision Processes. However, these algorithms generally do not optimize a scalar objective function. In this paper, we draw connections between DP and (constrained) convex optimization. Specifically, we show clear links in the algorithmic structure between three DP schemes and optimization algorithms. We link Conservative Policy Iteration to Frank-Wolfe, Mirror-Descent Modified Policy Iteration to Mirror Descent, and Politex (Policy Iteration Using Expert Prediction) to Dual Averaging. These abstract DP schemes are representative of a number of (deep) Reinforcement Learning (RL) algorithms. By highlighting these connections (most of which have been noticed earlier, but in a scattered way), we would like to encourage further studies linking RL and convex optimization, that could lead to the design of new, more efficient, and better understood RL algorithms.


How is Machine Learning the key to Digital Transformation in ecommerce?

#artificialintelligence

Reinforcement Learning: Reinforcement Learning is a type of Machine Learning that allows the learning system to observe the environment and learn the ideal behavior -based on the idea of a cumulative reward. E.g: Manufacturing units use robots to identify a device from one box and put it in a container. The robot learns this by means of a rewards-based learning system, which incentivizes it for the right action.


Learning Transferable Graph Exploration

arXiv.org Machine Learning

This paper considers the problem of efficient exploration of unseen environments, a key challenge in AI. We propose a `learning to explore' framework where we learn a policy from a distribution of environments. At test time, presented with an unseen environment from the same distribution, the policy aims to generalize the exploration strategy to visit the maximum number of unique states in a limited number of steps. We particularly focus on environments with graph-structured state-spaces that are encountered in many important real-world applications like software testing and map building. We formulate this task as a reinforcement learning problem where the `exploration' agent is rewarded for transitioning to previously unseen environment states and employ a graph-structured memory to encode the agent's past trajectory. Experimental results demonstrate that our approach is extremely effective for exploration of spatial maps; and when applied on the challenging problems of coverage-guided software-testing of domain-specific programs and real-world mobile applications, it outperforms methods that have been hand-engineered by human experts.


Certified Adversarial Robustness for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep Neural Network-based systems are now the state-of-the-art in many robotics tasks, but their application in safety-critical domains remains dangerous without formal guarantees on network robustness. Small perturbations to sensor inputs (from noise or adversarial examples) are often enough to change network-based decisions, which was already shown to cause an autonomous vehicle to swerve into oncoming traffic. In light of these dangers, numerous algorithms have been developed as defensive mechanisms from these adversarial inputs, some of which provide formal robustness guarantees or certificates. This work leverages research on certified adversarial robustness to develop an online certified defense for deep reinforcement learning algorithms. The proposed defense computes guaranteed lower bounds on state-action values during execution to identify and choose the optimal action under a worst-case deviation in input space due to possible adversaries or noise. The approach is demonstrated on a Deep Q-Network policy and is shown to increase robustness to noise and adversaries in pedestrian collision avoidance scenarios and a classic control task.


Generalization in Reinforcement Learning with Selective Noise Injection and Information Bottleneck

arXiv.org Machine Learning

The ability for policies to generalize to new environments is key to the broad application of RL agents. A promising approach to prevent an agent's policy from overfitting to a limited set of training environments is to apply regularization techniques originally developed for supervised learning. However, there are stark differences between supervised learning and RL. We discuss those differences and propose modifications to existing regularization techniques in order to better adapt them to RL. In particular, we focus on regularization techniques relying on the injection of noise into the learned function, a family that includes some of the most widely used approaches such as Dropout and Batch Normalization. To adapt them to RL, we propose Selective Noise Injection (SNI), which maintains the regularizing effect the injected noise has, while mitigating the adverse effects it has on the gradient quality. Furthermore, we demonstrate that the Information Bottleneck (IB) is a particularly well suited regularization technique for RL as it is effective in the low-data regime encountered early on in training RL agents. Combining the IB with SNI, we significantly outperform current state of the art results, including on the recently proposed generalization benchmark Coinrun.


Neural Architecture Evolution in Deep Reinforcement Learning for Continuous Control

arXiv.org Machine Learning

Current Deep Reinforcement Learning algorithms still heavily rely on handcrafted neural network architectures. We propose a novel approach to automatically find strong topologies for continuous control tasks while only adding a minor overhead in terms of interactions in the environment. To achieve this, we combine Neuroevolution techniques with off-policy training and propose a novel architecture mutation operator. Experiments on five continuous control benchmarks show that the proposed Actor-Critic Neuroevolution algorithm often outperforms the strong Actor-Critic baseline and is capable of automatically finding topologies in a sample-efficient manner which would otherwise have to be found by expensive architecture search.


Minimax Weight and Q-Function Learning for Off-Policy Evaluation

arXiv.org Machine Learning

We provide theoretical investigations into off-policy evaluation in reinforcement learning using function approximators for (marginalized) importance weights and value functions. Our contributions include: (1) A new estimator, MWL, that directly estimates importance ratios over the state-action distributions, removing the reliance on knowledge of the behavior policy as in prior work (Liu et al., 2018). (2) Another new estimator, MQL, obtained by swapping the roles of importance weights and value-functions in MWL. MQL has an intuitive interpretation of minimizing average Bellman errors and can be combined with MWL in a doubly robust manner. (3) Several additional results that offer further insights into these methods, including the sample complexity analyses of MWL and MQL, their asymptotic optimality in the tabular setting, how the learned importance weights depend the choice of the discriminator class, and how our methods provide a unified view of some old and new algorithms in RL.