Reinforcement Learning
Improving Generalization in Meta Reinforcement Learning using Learned Objectives
Kirsch, Louis, van Steenkiste, Sjoerd, Schmidhuber, Jürgen
A BSTRACT Biological evolution has distilled the experiences of many learners into the general learning algorithms of humans. Our novel meta-reinforcement learning algorithm MetaGenRL is inspired by this process. MetaGenRL distills the experiences of many complex agents to meta-learn a low-complexity neural objective function that affects how future individuals will learn. Unlike recent meta-RL algorithms, MetaGenRL can generalize to new environments that are entirely different from those used for meta-training. In some cases, it even outperforms human-engineered RL algorithms. MetaGenRL uses off-policy second-order gradients during meta-training that greatly increase its sample efficiency. 1 I NTRODUCTION The process of evolution has equipped humans with incredibly general learning algorithms. They allow us to flexibly solve a wide range of problems, even in the absence of many related prior experiences. The inductive biases that give rise to these capabilities are the result of distilling the collective experiences of many learners throughout the course of natural evolution. By essentially learning from learning experiences in this way, this knowledge can be compactly encoded in the genetic code of an individual to give rise to the general learning capabilities that we observe today. In contrast, Reinforcement Learning (RL) in artificial agents rarely proceeds in this way. The learning rules that are used to train agents are the result of years of human engineering and design, (e.g. Correspondingly, artificial agents are inherently limited by the ability of the designer to incorporate the right inductive biases in order to learn from previous experiences.
Model-Based Reinforcement Learning Exploiting State-Action Equivalence
Asadi, Mahsa, Talebi, Mohammad Sadegh, Bourel, Hippolyte, Maillard, Odalric-Ambrym
Leveraging an equivalence property in the state-space of a Markov Decision Process (MDP) has been investigated in several studies. This paper studies equivalence structure in the reinforcement learning (RL) setup, where transition distributions are no longer assumed to be known. We present a notion of similarity between transition probabilities of various state-action pairs of an MDP, which naturally defines an equivalence structure in the state-action space. We present equivalence-aware confidence sets for the case where the learner knows the underlying structure in advance. These sets are provably smaller than their corresponding equivalence-oblivious counterparts. In the more challenging case of an unknown equivalence structure, we present an algorithm called ApproxEquivalence that seeks to find an (approximate) equivalence structure, and define confidence sets using the approximate equivalence. To illustrate the efficacy of the presented confidence sets, we present C-UCRL, as a natural modification of UCRL2 for RL in undiscounted MDPs. In the case of a known equivalence structure, we show that C-UCRL improves over UCRL2 in terms of regret by a factor of $\sqrt{SA/C}$, in any communicating MDP with $S$ states, $A$ actions, and $C$ classes, which corresponds to a massive improvement when $C \ll SA$. To the best of our knowledge, this is the first work providing regret bounds for RL when an equivalence structure in the MDP is efficiently exploited. In the case of an unknown equivalence structure, we show through numerical experiments that C-UCRL combined with ApproxEquivalence outperforms UCRL2 in ergodic MDPs.
Fast Task-Adaptation for Tasks Labeled Using Natural Language in Reinforcement Learning
Hutsebaut-Buysse, Matthias, Mets, Kevin, Latré, Steven
Over its lifetime, a reinforcement learning agent is often tasked with different tasks. How to efficiently adapt a previously learned control policy from one task to another, remains an open research question. In this paper, we investigate how instructions formulated in natural language can enable faster and more effective task adaptation. This can serve as the basis for developing language instructed skills, which can be used in a lifelong learning setting. Our method is capable of assessing, given a set of developed base control policies, which policy will adapt best to a new unseen task.
Is a Good Representation Sufficient for Sample Efficient Reinforcement Learning?
Du, Simon S., Kakade, Sham M., Wang, Ruosong, Yang, Lin F.
Modern deep learning methods provide an effective means to learn good representations. However, is a good representation itself sufficient for efficient reinforcement learning? This question is largely unexplored, and the extant body of literature mainly focuses on conditions which permit efficient reinforcement learning with little understanding of what are necessary conditions for efficient reinforcement learning. This work provides strong negative results for reinforcement learning methods with function approximation for which a good representation (feature extractor) is known to the agent, focusing on natural representational conditions relevant to value-based learning and policy-based learning. For value-based learning, we show that even if the agent has a highly accurate linear representation, the agent still needs to sample exponentially many trajectories in order to find a near-optimal policy. For policy-based learning, we show even if the agent's linear representation is capable of perfectly representing the optimal policy, the agent still needs to sample exponentially many trajectories in order to find a near-optimal policy. These lower bounds highlight the fact that having a good (value-based or policy-based) representation in and of itself is insufficient for efficient reinforcement learning. In particular, these results provide new insights into why the existing provably efficient reinforcement learning methods rely on further assumptions, which are often model-based in nature. Additionally, our lower bounds imply exponential separations in the sample complexity between 1) value-based learning with perfect representation and value-based learning with a good-but-not-perfect representation, 2) value-based learning and policy-based learning, 3) policy-based learning and supervised learning and 4) reinforcement learning and imitation learning.
Reinforcement Learning Concept on Cart-Pole with DQN
CartPole, also known as inverted pendulum, is a game in which you try to balance the pole as long as possible. It is assumed that at the tip of the pole, there is an object which makes it unstable and very likely to fall over. The goal of this task is to move the cart left and right so that the pole can stand (within a certain angle) as long as possible. In this post, we will look at reinforcement learning, a field in artificial intelligence where the AI explores the environment all by itself by playing the game many many times until it learns the right way to play the game. As you can see here, at the beginning of the training, the agent has no idea of where to move a cart.
Deep Value Model Predictive Control
Farshidian, Farbod, Hoeller, David, Hutter, Marco
In this paper, we introduce an actor-critic algorithm called Deep Value Model Predictive Control (DMPC), which combines model-based trajectory optimization with value function estimation. The DMPC actor is a Model Predictive Control (MPC) optimizer with an objective function defined in terms of a value function estimated by the critic. We show that our MPC actor is an importance sampler, which minimizes an upper bound of the cross-entropy to the state distribution of the optimal sampling policy. In our experiments with a Ballbot system, we show that our algorithm can work with sparse and binary reward signals to efficiently solve obstacle avoidance and target reaching tasks. Compared to previous work, we show that including the value function in the running cost of the trajectory optimizer speeds up the convergence. We also discuss the necessary strategies to robustify the algorithm in practice.
AI Assisted Annotator using Reinforcement Learning
Saripalli, V. Ratna, Avinash, Gopal, Anderson, Charles W.
Healthcare data suffers from both noise and lack of ground truth. The cost of data increases as it is cleaned and annotated in healthcare. Unlike other data sets, medical data annotation, which is critical to accurate ground truth, requires medical domain expertise for a better patient outcome. In this work, we report on the use of reinforcement learning to mimic the decision making process of annotators for medical events, to automate annotation and labelling. The reinforcement agent learns to annotate alarm data based on annotations done by an expert. Our method shows promising results on medical alarm data sets. We trained DQN and A2C agents using the data from monitoring devices annotated by an expert. Initial results from these RL agents learning the expert annotation behavior are promising. The A2C agent performs better in terms of learning the sparse events in a given state, thereby choosing more right actions compared to DQN agent. To the best of our knowledge, this is the first reinforcement learning application for the automation of medical events annotation, which has far-reaching practical use.
Ctrl-Z: Recovering from Instability in Reinforcement Learning
Dasagi, Vibhavari, Bruce, Jake, Peynot, Thierry, Leitner, Jürgen
-- When learning behavior, training data is often generated by the learner itself; this can result in unstable training dynamics, and this problem has particularly important applications in safety-sensitive real-world control tasks such as robotics. In this work, we propose a principled and model-agnostic approach to mitigate the issue of unstable learning dynamics by maintaining a history of a reinforcement learning agent over the course of training, and reverting to the parameters of a previous agent whenever performance significantly decreases. We develop techniques for evaluating this performance through statistical hypothesis testing of continued improvement, and evaluate them on a standard suite of challenging benchmark tasks involving continuous control of simulated robots. We show improvements over state-of- the-art reinforcement learning algorithms in performance and robustness to hyperparameters, outperforming DDPG in 5 out of 6 evaluation environments and showing no decrease in performance with TD3, which is known to be relatively stable. In this way, our approach takes an important step towards increasing data efficiency and stability in training for real-world robotic applications. Online behavior learning, typically in the form of deep reinforcement learning (RL), has demonstrated significant successes in recent years [1, 2, 3, 4].
Receding Horizon Curiosity
Schultheis, Matthias, Belousov, Boris, Abdulsamad, Hany, Peters, Jan
Sample-efficient exploration is crucial not only for discovering rewarding experiences but also for adapting to environment changes in a task-agnostic fashion. A principled treatment of the problem of optimal input synthesis for system identification is provided within the framework of sequential Bayesian experimental design. In this paper, we present an effective trajectory-optimization-based approximate solution of this otherwise intractable problem that models optimal exploration in an unknown Markov decision process (MDP). By interleaving episodic exploration with Bayesian nonlinear system identification, our algorithm takes advantage of the inductive bias to explore in a directed manner, without assuming prior knowledge of the MDP. Empirical evaluations indicate a clear advantage of the proposed algorithm in terms of the rate of convergence and the final model fidelity when compared to intrinsic-motivation-based algorithms employing exploration bonuses such as prediction error and information gain. Moreover, our method maintains a computational advantage over a recent model-based active exploration (MAX) algorithm, by focusing on the information gain along trajectories instead of seeking a global exploration policy. A reference implementation of our algorithm and the conducted experiments is publicly available.
TorchBeast: A PyTorch Platform for Distributed RL
Küttler, Heinrich, Nardelli, Nantas, Lavril, Thibaut, Selvatici, Marco, Sivakumar, Viswanath, Rocktäschel, Tim, Grefenstette, Edward
TorchBeast is a platform for reinforcement learning (RL) research in PyTorch. It implements a version of the popular IMPALA algorithm for fast, asynchronous, parallel training of RL agents. Additionally, TorchBeast has simplicity as an explicit design goal: We provide both a pure-Python implementation ("MonoBeast") as well as a multi-machine high-performance version ("PolyBeast"). In the latter, parts of the implementation are written in C++, but all parts pertaining to machine learning are kept in simple Python using PyTorch, with the environments provided using the OpenAI Gym interface. This enables researchers to conduct scalable RL research using TorchBeast without any programming knowledge beyond Python and PyTorch. In this paper, we describe the TorchBeast design principles and implementation and demonstrate that it performs on-par with IMPALA on Atari. TorchBeast is released as an open-source package under the Apache 2.0 license and is available at \url{https://github.com/facebookresearch/torchbeast}.