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 Reinforcement Learning


Efficiently Breaking the Curse of Horizon: Double Reinforcement Learning in Infinite-Horizon Processes

arXiv.org Machine Learning

Off-policy evaluation (OPE) in reinforcement learning is notoriously difficult in long- and infinite-horizon settings due to diminishing overlap between behavior and target policies. In this paper, we study the role of Markovian, time-invariant, and ergodic structure in efficient OPE. We first derive the efficiency limits for OPE when one assumes each of these structures. This precisely characterizes the curse of horizon: in time-variant processes, OPE is only feasible in the near-on-policy setting, where behavior and target policies are sufficiently similar. But, in ergodic time-invariant Markov decision processes, our bounds show that truly-off-policy evaluation is feasible, even with only just one dependent trajectory, and provide the limits of how well we could hope to do. We develop a new estimator based on Double Reinforcement Learning (DRL) that leverages this structure for OPE. Our DRL estimator simultaneously uses estimated stationary density ratios and $q$-functions and remains efficient when both are estimated at slow, nonparametric rates and remains consistent when either is estimated consistently. We investigate these properties and the performance benefits of leveraging the problem structure for more efficient OPE.


Reinforcement Learning: a Comparison of UCB Versus Alternative Adaptive Policies

arXiv.org Artificial Intelligence

In this paper we consider the basic version of Reinforcement Learning (RL) that involves computing optimal data driven (adaptive) policies for Markovian decision process with unknown transition probabilities. We provide a brief survey of the state of the art of the area and we compare the performance of the classic UCB policy of \cc{bkmdp97} with a new policy developed herein which we call MDP-Deterministic Minimum Empirical Divergence (MDP-DMED), and a method based on Posterior sampling (MDP-PS).


Joint Inference of Reward Machines and Policies for Reinforcement Learning

arXiv.org Artificial Intelligence

Incorporating high-level knowledge is an effective way to expedite reinforcement learning (RL), especially for complex tasks with sparse rewards. We investigate an RL problem where the high-level knowledge is in the form of reward machines, i.e., a type of Mealy machine that encodes the reward functions. We focus on a setting in which this knowledge is a priori not available to the learning agent. We develop an iterative algorithm that performs joint inference of reward machines and policies for RL (more specifically, q-learning). In each iteration, the algorithm maintains a hypothesis reward machine and a sample of RL episodes. It derives q-functions from the current hypothesis reward machine, and performs RL to update the q-functions. While performing RL, the algorithm updates the sample by adding RL episodes along which the obtained rewards are inconsistent with the rewards based on the current hypothesis reward machine. In the next iteration, the algorithm infers a new hypothesis reward machine from the updated sample. Based on an equivalence relationship we defined between states of reward machines, we transfer the q-functions between the hypothesis reward machines in consecutive iterations. We prove that the proposed algorithm converges almost surely to an optimal policy in the limit if a minimal reward machine can be inferred and the maximal length of each RL episode is sufficiently long. The experiments show that learning high-level knowledge in the form of reward machines can lead to fast convergence to optimal policies in RL, while standard RL methods such as q-learning and hierarchical RL methods fail to converge to optimal policies after a substantial number of training steps in many tasks.


AC-Teach: A Bayesian Actor-Critic Method for Policy Learning with an Ensemble of Suboptimal Teachers

arXiv.org Artificial Intelligence

The exploration mechanism used by a Deep Reinforcement Learning (RL) agent plays a key role in determining its sample efficiency. Thus, improving over random exploration is crucial to solve long-horizon tasks with sparse rewards. We propose to leverage an ensemble of partial solutions as teachers that guide the agent's exploration with action suggestions throughout training. While the setup of learning with teachers has been previously studied, our proposed approach - Actor-Critic with Teacher Ensembles (AC-Teach) - is the first to work with an ensemble of suboptimal teachers that may solve only part of the problem or contradict other each other, forming a unified algorithmic solution that is compatible with a broad range of teacher ensembles. AC-Teach leverages a probabilistic representation of the expected outcome of the teachers' and student's actions to direct exploration, reduce dithering, and adapt to the dynamically changing quality of the learner. We evaluate a variant of AC-Teach that guides the learning of a Bayesian DDPG agent on three tasks - path following, robotic pick and place, and robotic cube sweeping using a hook - and show that it improves largely on sampling efficiency over a set of baselines, both for our target scenario of unconstrained suboptimal teachers and for easier setups with optimal or single teachers. Additional results and videos at https://sites.google.com/view/acteach/home.


Modeling Sensorimotor Coordination as Multi-Agent Reinforcement Learning with Differentiable Communication

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning has shown promise on a variety of cooperative tasks as a consequence of recent developments in differentiable inter-agent communication. However, most architectures are limited to pools of homogeneous agents, limiting their applicability. Here we propose a modular framework for learning complex tasks in which a traditional monolithic agent is framed as a collection of cooperating heterogeneous agents. We apply this approach to model sensorimotor coordination in the neocortex as a multi-agent reinforcement learning problem. Our results demonstrate proof-of-concept of the proposed architecture and open new avenues for learning complex tasks and for understanding functional localization in the brain and future intelligent systems.


Maximum Likelihood Constraint Inference for Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

While most approaches to the problem of Inverse Reinforcement Learning (IRL) focus on estimating a reward function that best explains an expert agent's policy or demonstrated behavior on a control task, it is often the case that such behavior is more succinctly described by a simple reward combined with a set of hard constraints. In this setting, the agent is attempting to maximize cumulative rewards subject to these given constraints on their behavior. We reformulate the problem of IRL on Markov Decision Processes (MDPs) such that, given a nominal model of the environment and a nominal reward function, we seek to estimate state, action, and feature constraints in the environment that motivate an agent's behavior. Our approach is based on the Maximum Entropy IRL framework, which allows us to reason about the likelihood of an expert agent's demonstrations given our knowledge of an MDP. Using our method, we can infer which constraints can be added to the MDP to most increase the likelihood of observing these demonstrations. We present an algorithm which iteratively infers the Maximum Likelihood Constraint to best explain observed behavior, and we evaluate its efficacy using both simulated behavior and recorded data of humans navigating around an obstacle.


OpenSpiel: A Framework for Reinforcement Learning in Games

arXiv.org Artificial Intelligence

OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and sequential, strictly turn-taking and simultaneous-move, perfect and imperfect information games, as well as traditional multiagent environments such as (partially- and fully- observable) grid worlds and social dilemmas. OpenSpiel also includes tools to analyze learning dynamics and other common evaluation metrics. This document serves both as an overview of the code base and an introduction to the terminology, core concepts, and algorithms across the fields of reinforcement learning, computational game theory, and search.


Safe Policy Improvement with an Estimated Baseline Policy

arXiv.org Artificial Intelligence

Previous work has shown the unreliability of existing algorithms in the batch Reinforcement Learning setting, and proposed the theoretically-grounded Safe Policy Improvement with Baseline Bootstrapping (SPIBB) fix: reproduce the baseline policy in the uncertain state-action pairs, in order to control the variance on the trained policy performance. However, in many real-world applications such as dialogue systems, pharmaceutical tests or crop management, data is collected under human supervision and the baseline remains unknown. In this paper, we apply SPIBB algorithms with a baseline estimate built from the data. We formally show safe policy improvement guarantees over the true baseline even without direct access to it. Our empirical experiments on finite and continuous states tasks support the theoretical findings. It shows little loss of performance in comparison with SPIBB when the baseline policy is given, and more importantly, drastically and significantly outperforms competing algorithms both in safe policy improvement, and in average performance.


On Memory Mechanism in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) extends (single-agent) reinforcement learning (RL) by introducing additional agents and (potentially) partial observability of the environment. Consequently, algorithms for solving MARL problems incorporate various extensions beyond traditional RL methods, such as a learned communication protocol between cooperative agents that enables exchange of private information or adaptive modeling of opponents in competitive settings. One popular algorithmic construct is a memory mechanism such that an agent's decisions can depend not only upon the current state but also upon the history of observed states and actions. In this paper, we study how a memory mechanism can be useful in environments with different properties, such as observability, internality and presence of a communication channel. Using both prior work and new experiments, we show that a memory mechanism is helpful when learning agents need to model other agents and/or when communication is constrained in some way; however we must to be cautious of agents achieving effective memoryfulness through other means.


An Online Reinforcement Learning Approach to Quality-Cost-Aware Task Allocation for Multi-Attribute Social Sensing

arXiv.org Machine Learning

Social sensing has emerged as a new sensing paradigm where humans (or devices on their behalf) collectively report measurements about the physical world. This paper focuses on a quality-cost-aware task allocation problem in multi-attribute social sensing applications. The goal is to identify a task allocation strategy (i.e., decide when and where to collect sensing data) to achieve an optimized tradeoff between the data quality and the sensing cost. While recent progress has been made to tackle similar problems, three important challenges have not been well addressed: (i) "online task allocation": the task allocation schemes need to respond quickly to the potentially large dynamics of the measured variables in social sensing; (ii) "multi-attribute constrained optimization": minimizing the overall sensing error given the dependencies and constraints of multiple attributes of the measured variables is a nontrivial problem to solve; (iii) "nonuniform task allocation cost": the task allocation cost in social sensing often has a nonuniform distribution which adds additional complexity to the optimized task allocation problem. We evaluate the QCO-TA scheme through a real-world social sensing application and the results show that our scheme significantly outperforms the state-of-the-art baselines in terms of both sensing accuracy and cost. Introduction This paper presents an online reinforcement learning framework to solve the quality-cost-aware task allocation problem in multi-attribute social sensing applications. Social sensing has emerged as a new sensing paradigm in pervasive and mobile computing applications where humans (or devices on their behalf) collectively report measurements about the physical world [1, 2]. Examples of social sensing applications include air quality and environment monitoring in smart cities using mobile devices [3], malfunctioning urban infrastructures reporting using geotagging [4], and damage assessment in disaster response using online social media [5]. In social sensing applications, participants perform sensing tasks at assigned locations to collect different attributes of the measured variables that are of interests to the application [6]. For example, in an urban air quality sensing application, participants are tasked to measure various air quality attributes (e.g., PM 2.5, PM 10, CO 2) at different locations of the city to estimate the overall air quality and identity potential health risks. We refer to this category of applications as multi-attribute social sensing applications . In multi-attribute social sensing applications, there exists a fundamental tradeoff between data quality and sensing (task allocation) cost [3, 7]. 2 In particular, it is essential to obtain comprehensive and accurate measurements to ensure the desired data quality of the social sensing applications.