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 Reinforcement Learning


MAVEN: Multi-Agent Variational Exploration

arXiv.org Machine Learning

Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments [43]. We specifically focus on QMIX [40], the current state-of-the-art in this domain. We show that the representational constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control. The value-based agents condition their behaviour on the shared latent variable controlled by a hierarchical policy. This allows MAVEN to achieve committed, temporally extended exploration, which is key to solving complex multi-agent tasks. Our experimental results show that MAVEN achieves significant performance improvements on the challenging SMAC domain [43].


Conditional Importance Sampling for Off-Policy Learning

arXiv.org Machine Learning

The principal contribution of this paper is a conceptual framework for off-policy reinforcement learning, based on conditional expectations of importance sampling ratios. This framework yields new perspectives and understanding of existing off-policy algorithms, and reveals a broad space of unexplored algorithms. We theoretically analyse this space, and concretely investigate several algorithms that arise from this framework.


Adaptive Trade-Offs in Off-Policy Learning

arXiv.org Machine Learning

A great variety of off-policy learning algorithms exist in the literature, and new breakthroughs in this area continue to be made, improving theoretical understanding and yielding state-of-the-art reinforcement learning algorithms. In this paper, we take a unifying view of this space of algorithms, and consider their trade-offs of three fundamental quantities: update variance, fixed-point bias, and contraction rate. This leads to new perspectives of existing methods, and also naturally yields novel algorithms for off-policy evaluation and control. We develop one such algorithm, C-trace, demonstrating that it is able to more efficiently make these trade-offs than existing methods in use, and that it can be scaled to yield state-of-the-art performance in large-scale environments.


Creativity in Robot Manipulation with Deep Reinforcement Learning

arXiv.org Machine Learning

Deep Reinforcement Learning (DRL) has emerged as a powerful control technique in robotic science. In contrast to control theory, DRL is more robust in the thorough exploration of the environment. This capability of DRL generates more human-like behaviour and intelligence when applied to the robots. To explore this capability, we designed challenging manipulation tasks to observe robots strategy to handle complex scenarios. We observed that robots not only perform tasks successfully, but also transpire a creative and non intuitive solution. We also observed robot's persistence in tasks that are close to success and its striking ability in discerning to continue or give up.


Teacher algorithms for curriculum learning of Deep RL in continuously parameterized environments

arXiv.org Machine Learning

We consider the problem of how a teacher algorithm can enable an unknown Deep Reinforcement Learning (DRL) student to become good at a skill over a wide range of diverse environments. To do so, we study how a teacher algorithm can learn to generate a learning curriculum, whereby it sequentially samples parameters controlling a stochastic procedural generation of environments. Because it does not initially know the capacities of its student, a key challenge for the teacher is to discover which environments are easy, difficult or unlearnable, and in what order to propose them to maximize the efficiency of learning over the learnable ones. To achieve this, this problem is transformed into a surrogate continuous bandit problem where the teacher samples environments in order to maximize absolute learning progress of its student. We present a new algorithm modeling absolute learning progress with Gaussian mixture models (ALP-GMM). We also adapt existing algorithms and provide a complete study in the context of DRL. Using parameterized variants of the BipedalWalker environment, we study their efficiency to personalize a learning curriculum for different learners (embodiments), their robustness to the ratio of learnable/unlearnable environments, and their scalability to non-linear and high-dimensional parameter spaces. Videos and code are available at https://github.com/flowersteam/teachDeepRL.


Doubly Robust Bias Reduction in Infinite Horizon Off-Policy Estimation

arXiv.org Artificial Intelligence

Infinite horizon off-policy policy evaluation is a highly challenging task due to the excessively large variance of typical importance sampling (IS) estimators. Recently, Liu et al. (2018a) proposed an approach that significantly reduces the variance of infinite-horizon off-policy evaluation by estimating the stationary density ratio, but at the cost of introducing potentially high biases due to the error in density ratio estimation. In this paper, we develop a bias-reduced augmentation of their method, which can take advantage of a learned value function to obtain higher accuracy. Our method is doubly robust in that the bias vanishes when either the density ratio or the value function estimation is perfect. In general, when either of them is accurate, the bias can also be reduced. Both theoretical and empirical results show that our method yields significant advantages over previous methods.


7 Platforms You Can Use To Build & Test Robotics Applications

#artificialintelligence

Recently, researchers of Google Brain and UC Berkeley introduced ROBEL (Robotics Benchmarks for Learning with Low-Cost Robots) to the world. ROBEL is an open-source platform of cost-effective robots and curated benchmarks designed primarily to facilitate research and development on physical hardware in the real world. The robot includes in this platform are low-cost, modular, easy to maintain, and are robust enough to sustain on-hardware reinforcement learning from scratch. According to the researchers, the platform serves as a rapid experimentation platform, supporting a broad range of experimental needs along with the development of important algorithms like reinforcement learning.


Multi-agent Inverse Reinforcement Learning for Certain General-sum Stochastic Games

Journal of Artificial Intelligence Research

This paper addresses the problem of multi-agent inverse reinforcement learning (MIRL) in a two-player general-sum stochastic game framework. Five variants of MIRL are considered: uCS-MIRL, advE-MIRL, cooE-MIRL, uCE-MIRL, and uNE-MIRL, each distinguished by its solution concept. Problem uCS-MIRL is a cooperative game in which the agents employ cooperative strategies that aim to maximize the total game value. In problem uCE-MIRL, agents are assumed to follow strategies that constitute a correlated equilibrium while maximizing total game value. Problem uNE-MIRL is similar to uCE-MIRL in total game value maximization, but it is assumed that the agents are playing a Nash equilibrium. Problems advE-MIRL and cooE-MIRL assume agents are playing an adversarial equilibrium and a coordination equilibrium, respectively. We propose novel approaches to address these five problems under the assumption that the game observer either knows or is able to accurately estimate the policies and solution concepts for players. For uCS-MIRL, we first develop a characteristic set of solutions ensuring that the observed bi-policy is a uCS and then apply a Bayesian inverse learning method. For uCE-MIRL, we develop a linear programming problem subject to constraints that define necessary and sufficient conditions for the observed policies to be correlated equilibria. The objective is to choose a solution that not only minimizes the total game value difference between the observed bi-policy and a local uCS, but also maximizes the scale of the solution. We apply a similar treatment to the problem of uNE-MIRL. The remaining two problems can be solved efficiently by taking advantage of solution uniqueness and setting up a convex optimization problem. Results are validated on various benchmark grid-world games.


Adaptive Exploration in Linear Contextual Bandit

arXiv.org Machine Learning

Contextual bandits serve as a fundamental model for many sequential decision making tasks. The most popular theoretically justified approaches are based on the optimism principle. While these algorithms can be practical, they are known to be suboptimal asymptotically (Lattimore and Szepesvari, 2017). On the other hand, existing asymptotically optimal algorithms for this problem do not exploit the linear structure in an optimal way and suffer from lower-order terms that dominate the regret in all practically interesting regimes. We start to bridge the gap by designing an algorithm that is asymptotically optimal and has good finite-time empirical performance. At the same time, we make connections to the recent literature on when exploration-free methods are effective. Indeed, if the distribution of contexts is well behaved, then our algorithm acts mostly greedily and enjoys sub-logarithmic regret. Furthermore, our approach is adaptive in the sense that it automatically detects the nice case. Numerical results demonstrate significant regret reductions by our method relative to several baselines.


SEED RL: Scalable and Efficient Deep-RL with Accelerated Central Inference

arXiv.org Machine Learning

We present a modern scalable reinforcement learning agent called SEED (Scalable, Efficient Deep-RL). By effectively utilizing modern accelerators, we show that it is not only possible to train on millions of frames per second but also to lower the cost of experiments compared to current methods. We achieve this with a simple architecture that features centralized inference and an optimized communication layer. SEED adopts two state of the art distributed algorithms, IMPALA/V-trace (policy gradients) and R2D2 (Q-learning), and is evaluated on Atari-57, DeepMind Lab and Google Research Football. We improve the state of the art on Football and are able to reach state of the art on Atari-57 twice as fast in wall-time. For the scenarios we consider, a 40% to 80% cost reduction for running experiments is achieved. The implementation along with experiments is open-sourced so that results can be reproduced and novel ideas tried out.