Reinforcement Learning
Perspective Taking in Deep Reinforcement Learning Agents
Labash, Aqeel, Aru, Jaan, Matiisen, Tambet, Tampuu, Ardi, Vicente, Raul
Perspective taking is the ability to take the point of view of another agent. This skill is not unique to humans as it is also displayed by other animals like chimpanzees. It is an essential ability for efficient social interactions, including cooperation, competition, and communication. In this work, we present our progress toward building artificial agents with such abilities. To this end we implemented a perspective taking task that was inspired by experiments done with chimpanzees. We show that agents controlled by artificial neural networks can learn via reinforcement learning to pass simple tests that require perspective taking capabilities. In particular, this ability is more readily learned when the agent has allocentric information about the objects in the environment. Building artificial agents with perspective taking ability will help to reverse engineer how computations underlying theory of mind might be accomplished in our brains.
Maximum Expected Hitting Cost of a Markov Decision Process and Informativeness of Rewards
Dai, Falcon Z., Walter, Matthew R.
We propose a new complexity measure for Markov decision processes (MDP), the maximum expected hitting cost (MEHC). This measure tightens the closely related notion of diameter [JOA10] by accounting for the reward structure. We show that this parameter replaces diameter in the upper bound on the optimal value span of an extended MDP, thus refining the associated upper bounds on the regret of several UCRL2-like algorithms. Furthermore, we show that potential-based reward shaping [NHR99] can induce equivalent reward functions with varying informativeness, as measured by MEHC. We further establish that shaping can reduce or increase MEHC by at most a factor of two in a large class of MDPs with finite MEHC and unsaturated optimal average rewards.
Integration of Imitation Learning using GAIL and Reinforcement Learning using Task-achievement Rewards via Probabilistic Generative Model
Kinose, Akira, Taniguchi, Tadahiro
Integration of reinforcement learning and imitation learning is an important problem that has been studied for a long time in the field of intelligent robotics. Reinforcement learning optimizes policies to maximize the cumulative reward, whereas imitation learning attempts to extract general knowledge about the trajectories demonstrated by experts, i.e., demonstrators. Because each of them has their own drawbacks, methods combining them and compensating for each set of drawbacks have been explored thus far. However, many of the methods are heuristic and do not have a solid theoretical basis. In this paper, we present a new theory for integrating reinforcement and imitation learning by extending the probabilistic generative model framework for reinforcement learning, {\it plan by inference}. We develop a new probabilistic graphical model for reinforcement learning with multiple types of rewards and a probabilistic graphical model for Markov decision processes with multiple optimality emissions (pMDP-MO). Furthermore, we demonstrate that the integrated learning method of reinforcement learning and imitation learning can be formulated as a probabilistic inference of policies on pMDP-MO by considering the output of the discriminator in generative adversarial imitation learning as an additional optimal emission observation. We adapt the generative adversarial imitation learning and task-achievement reward to our proposed framework, achieving significantly better performance than agents trained with reinforcement learning or imitation learning alone. Experiments demonstrate that our framework successfully integrates imitation and reinforcement learning even when the number of demonstrators is only a few.
Benchmarking Model-Based Reinforcement Learning
Wang, Tingwu, Bao, Xuchan, Clavera, Ignasi, Hoang, Jerrick, Wen, Yeming, Langlois, Eric, Zhang, Shunshi, Zhang, Guodong, Abbeel, Pieter, Ba, Jimmy
Model-based reinforcement learning (MBRL) is widely seen as having the potential to be significantly more sample efficient than model-free RL. However, research in model-based RL has not been very standardized. It is fairly common for authors to experiment with self-designed environments, and there are several separate lines of research, which are sometimes closed-sourced or not reproducible. Accordingly, it is an open question how these various existing MBRL algorithms perform relative to each other. To facilitate research in MBRL, in this paper we gather a wide collection of MBRL algorithms and propose over 18 benchmarking environments specially designed for MBRL. We benchmark these algorithms with unified problem settings, including noisy environments. Beyond cataloguing performance, we explore and unify the underlying algorithmic differences across MBRL algorithms. We characterize three key research challenges for future MBRL research: the dynamics bottleneck, the planning horizon dilemma, and the early-termination dilemma. Finally, to maximally facilitate future research on MBRL, we open-source our benchmark in http://www.cs.toronto.edu/~tingwuwang/mbrl.html.
Reasoning and Generalization in RL: A Tool Use Perspective
Wenke, Sam, Saunders, Dan, Qiu, Mike, Fleming, Jim
Learning to use tools to solve a variety of tasks is an innate ability of humans and has been observed of animals in the wild. However, the underlying mechanisms that are required to learn to use tools are abstract and widely contested in the literature. In this paper, we study tool use in the context of reinforcement learning and propose a framework for analyzing generalization inspired by a classic study of tool using behavior, the trap-tube task. Recently, it has become common in reinforcement learning to measure generalization performance on a single test set of environments. We instead propose transfers that produce multiple test sets that are used to measure specified types of generalization, inspired by abilities demonstrated by animal and human tool users. The source code to reproduce our experiments is publicly available at https://github.com/fomorians/gym_tool_use.
Dynamics-Aware Unsupervised Discovery of Skills
Sharma, Archit, Gu, Shixiang, Levine, Sergey, Kumar, Vikash, Hausman, Karol
Conventionally, model-based reinforcement learning (MBRL) aims to learn a global model for the dynamics of the environment. A good model can potentially enable planning algorithms to generate a large variety of behaviors and solve diverse tasks. However, learning an accurate model for complex dynamical systems is difficult, and even then, the model might not generalize well outside the distribution of states on which it was trained. In this work, we combine model-based learning with model-free learning of primitives that make model-based planning easy. To that end, we aim to answer the question: how can we discover skills whose outcomes are easy to predict? We propose an unsupervised learning algorithm, Dynamics-Aware Discovery of Skills (DADS), which simultaneously discovers predictable behaviors and learns their dynamics. Our method can leverage continuous skill spaces, theoretically, allowing us to learn infinitely many behaviors even for high-dimensional state-spaces. We demonstrate that zero-shot planning in the learned latent space significantly outperforms standard MBRL and model-free goal-conditioned RL, can handle sparse-reward tasks, and substantially improves over prior hierarchical RL methods for unsupervised skill discovery.
Learning the Arrow of Time
Rahaman, Nasim, Wolf, Steffen, Goyal, Anirudh, Remme, Roman, Bengio, Yoshua
We humans seem to have an innate understanding of the asymmetric progression of time, which we use to efficiently and safely perceive and manipulate our environment. Drawing inspiration from that, we address the problem of learning an arrow of time in a Markov (Decision) Process. We illustrate how a learned arrow of time can capture meaningful information about the environment, which in turn can be used to measure reachability, detect side-effects and to obtain an intrinsic reward signal. We show empirical results on a selection of discrete and continuous environments, and demonstrate for a class of stochastic processes that the learned arrow of time agrees reasonably well with a known notion of an arrow of time given by the celebrated Jordan-Kinderlehrer-Otto result.
Conservative Q-Improvement: Reinforcement Learning for an Interpretable Decision-Tree Policy
Roth, Aaron M., Topin, Nicholay, Jamshidi, Pooyan, Veloso, Manuela
There is a growing desire in the field of reinforcement learning (and machine learning in general) to move from black-box models toward more "interpretable AI." We improve interpretability of reinforcement learning by increasing the utility of decision tree policies learned via reinforcement learning. These policies consist of a decision tree over the state space, which requires fewer parameters to express than traditional policy representations. Existing methods for creating decision tree policies via reinforcement learning focus on accurately representing an action-value function during training, but this leads to much larger trees than would otherwise be required. To address this shortcoming, we propose a novel algorithm which only increases tree size when the estimated discounted future reward of the overall policy would increase by a sufficient amount. Through evaluation in a simulated environment, we show that its performance is comparable or superior to traditional tree-based approaches and that it yields a more succinct policy. Additionally, we discuss tuning parameters to control the tradeoff between optimizing for smaller tree size or for overall reward.
Co-training for Policy Learning
Song, Jialin, Lanka, Ravi, Yue, Yisong, Ono, Masahiro
We study the problem of learning sequential decision-making policies in settings with multiple state-action representations. Such settings naturally arise in many domains, such as planning (e.g., multiple integer programming formulations) and various combinatorial optimization problems (e.g., those with both integer programming and graph-based formulations). Inspired by the classical co-training framework for classification, we study the problem of co-training for policy learning. We present sufficient conditions under which learning from two views can improve upon learning from a single view alone. Motivated by these theoretical insights, we present a meta-algorithm for co-training for sequential decision making. Our framework is compatible with both reinforcement learning and imitation learning. We validate the effectiveness of our approach across a wide range of tasks, including discrete/continuous control and combinatorial optimization.
Generalizing from a few environments in safety-critical reinforcement learning
Kenton, Zachary, Filos, Angelos, Evans, Owain, Gal, Yarin
Before deploying autonomous agents in the real world, we need to be confident they will perform safely in novel situations. Ideally, we would expose agents to a very wide range of situations during training, allowing them to learn about every possible danger, but this is often impractical. This paper investigates safety and generalization from a limited number of training environments in deep reinforcement learning (RL). We find RL algorithms can fail dangerously on unseen test environments even when performing perfectly on training environments. Firstly, in a gridworld setting, we show that catastrophes can be significantly reduced with simple modifications, including ensemble model averaging and the use of a blocking classifier. In the more challenging CoinRun environment we find similar methods do not significantly reduce catastrophes. However, we do find that the uncertainty information from the ensemble is useful for predicting whether a catastrophe will occur within a few steps and hence whether human intervention should be requested.