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 Reinforcement Learning


A Tractable Algorithm For Finite-Horizon Continuous Reinforcement Learning

arXiv.org Artificial Intelligence

We consider the finite horizon continuous reinforcement learning problem. Our contribution is three-fold. First,we give a tractable algorithm based on optimistic value iteration for the problem. Next,we give a lower bound on regret of order $\Omega(T^{2/3})$ for any algorithm discretizes the state space, improving the previous regret bound of $\Omega(T^{1/2})$ of Ortner and Ryabko \cite{contrl} for the same problem. Next,under the assumption that the rewards and transitions are H\"{o}lder Continuous we show that the upper bound on the discretization error is $const.Ln^{-\alpha}T$. Finally,we give some simple experiments to validate our propositions.


Rethinking Formal Models of Partially Observable Multiagent Decision Making

arXiv.org Artificial Intelligence

Multiagent decision-making problems in partially observable environments are usually modeled as either extensive-form games (EFGs) within the game theory community or partially observable stochastic games (POSGs) within the reinforcement learning community. While most practical problems can be modeled in both formalisms, the communities using these models are mostly distinct with little sharing of ideas or advances. The last decade has seen dramatic progress in algorithms for EFGs, mainly driven by the challenge problem of poker. We have seen computational techniques achieving super-human performance, some variants of poker are essentially solved, and there are now sound local search algorithms which were previously thought impossible. While the advances have garnered attention, the fundamental advances are not yet understood outside the EFG community. This can be largely explained by the starkly different formalisms between the game theory and reinforcement learning communities and, further, by the unsuitability of the original EFG formalism to make the ideas simple and clear. This paper aims to address these hindrances, by advocating a new unifying formalism, a variant of POSGs, which we call Factored-Observation Games (FOGs). We prove that any timeable perfect-recall EFG can be efficiently modeled as a FOG as well as relating FOGs to other existing formalisms. Additionally, a FOG explicitly identifies the public and private components of observations, which is fundamental to the recent EFG breakthroughs. We conclude by presenting the two building-blocks of these breakthroughs --- counterfactual regret minimization and public state decomposition --- in the new formalism, illustrating our goal of a simpler path for sharing recent advances between game theory and reinforcement learning community.


Towards Empathic Deep Q-Learning

arXiv.org Artificial Intelligence

As reinforcement learning (RL) scales to solve increasingly complex tasks, interest continues to grow in the fields of AI safety and machine ethics. As a contribution to these fields, this paper introduces an extension to Deep Q-Networks (DQNs), called Empathic DQN, that is loosely inspired both by empathy and the golden rule ("Do unto others as you would have them do unto you"). Empathic DQN aims to help mitigate negative side effects to other agents resulting from myopic goal-directed behavior. We assume a setting where a learning agent coexists with other independent agents (who receive unknown rewards), where some types of reward (e.g. negative rewards from physical harm) may generalize across agents. Empathic DQN combines the typical (self-centered) value with the estimated value of other agents, by imagining (by its own standards) the value of it being in the other's situation (by considering constructed states where both agents are swapped). Proof-of-concept results in two gridworld environments highlight the approach's potential to decrease collateral harms. While extending Empathic DQN to complex environments is non-trivial, we believe that this first step highlights the potential of bridge-work between machine ethics and RL to contribute useful priors for norm-abiding RL agents.


Uncertainty-aware Model-based Policy Optimization

arXiv.org Machine Learning

Model-based reinforcement learning has the potential to be more sample efficient than model-free approaches. However, existing model-based methods are vulnerable to model bias, which leads to poor generalization and asymptotic performance compared to model-free counterparts. In addition, they are typically based on the model predictive control (MPC) framework, which not only is computationally inefficient at decision time but also does not enable policy transfer due to the lack of an explicit policy representation. In this paper, we propose a novel uncertainty-aware model-based policy optimization framework which solves those issues. In this framework, the agent simultaneously learns an uncertainty-aware dynamics model and optimizes the policy according to these learned models. In the optimization step, the policy gradient is computed by automatic differentiation through the models. With respect to sample efficiency alone, our approach shows promising results on challenging continuous control benchmarks with competitive asymptotic performance and significantly lower sample complexity than state-of-the-art baselines.


Monte Carlo Gradient Estimation in Machine Learning

arXiv.org Machine Learning

This paper is a broad and accessible survey of the methods we have at our disposal for Monte Carlo gradient estimation in machine learning and across the statistical sciences: the problem of computing the gradient of an expectation of a function with respect to parameters defining the distribution that is integrated; the problem of sensitivity analysis. In machine learning research, this gradient problem lies at the core of many learning problems, in supervised, unsupervised and reinforcement learning. We will generally seek to rewrite such gradients in a form that allows for Monte Carlo estimation, allowing them to be easily and efficiently used and analysed. We explore three strategies--the pathwise, score function, and measure-valued gradient estimators-- exploring their historical developments, derivation, and underlying assumptions. We describe their use in other fields, show how they are related and can be combined, and expand on their possible generalisations. Wherever Monte Carlo gradient estimators have been derived and deployed in the past, important advances have followed. A deeper and more widely-held understanding of this problem will lead to further advances, and it is these advances that we wish to support.


Policy Optimization with Stochastic Mirror Descent

arXiv.org Machine Learning

Stochastic mirror descent (SMD) keeps the advantages of simplicity of implementation, low memory requirement, and low computational complexity. However, the non-convexity of objective function with its non-stationary sampling process is the main bottleneck of applying SMD to reinforcement learning. To address the above problem, we propose the mirror policy optimization (MPO) by estimating the policy gradient via dynamic batch-size of gradient information. Comparing with REINFORCE or VPG, the proposed MPO improves the convergence rate from O(1/ N) to O(ln N/N). We also propose VRMPO algorithm, a variance reduction implementation of MPO. We prove the convergence of VRMPO and show its computational complexity. We evaluate the performance of VRMPO on the MuJoCo continuous control tasks, results show that VRMPO outperforms or matches several state-of-art algorithms DDPG, TRPO, PPO, and TD3.


Optimistic Proximal Policy Optimization

arXiv.org Artificial Intelligence

Reinforcement Learning, a machine learning framework for training an autonomous agent based on rewards, has shown outstanding results in various domains. However, it is known that learning a good policy is difficult in a domain where rewards are rare. We propose a method, optimistic proximal policy optimization (OPPO) to alleviate this difficulty. OPPO considers the uncertainty of the estimated total return and optimistically evaluates the policy based on that amount. We show that OPPO outperforms the existing methods in a tabular task.


Expected Sarsa($\lambda$) with Control Variate for Variance Reduction

arXiv.org Artificial Intelligence

Off-policy learning is powerful for reinforcement learning. However, the high variance of off-policy evaluation is a critical challenge, which causes off-policy learning with function approximation falls into an uncontrolled instability. In this paper, for reducing the variance, we introduce control variate technique to Expected Sarsa($\lambda$) and propose a tabular ES($\lambda$)-CV algorithm. We prove that if a proper estimator of value function reaches, the proposed ES($\lambda$)-CV enjoys a lower variance than Expected Sarsa($\lambda$). Furthermore, to extend ES($\lambda$)-CV to be a convergent algorithm with linear function approximation, we propose the GES($\lambda$) algorithm under the convex-concave saddle-point formulation. We prove that the convergence rate of GES($\lambda$) achieves $\mathcal{O}(1/T)$, which matches or outperforms several state-of-art gradient-based algorithms, but we use a more relaxed step-size. Numerical experiments show that the proposed algorithm is stable and converges faster with lower variance than several state-of-art gradient-based TD learning algorithms: GQ($\lambda$), GTB($\lambda$) and ABQ($\zeta$).


Reinforcement Learning with Competitive Ensembles of Information-Constrained Primitives

arXiv.org Artificial Intelligence

Reinforcement learning agents that operate in diverse and complex environments can benefit from the structured decomposition of their behavior. Often, this is addressed in the context of hierarchical reinforcement learning, where the aim is to decompose a policy into lower-level primitives or options, and a higher-level meta-policy that triggers the appropriate behaviors for a given situation. However, the meta-policy must still produce appropriate decisions in all states. In this work, we propose a policy design that decomposes into primitives, similarly to hierarchical reinforcement learning, but without a high-level meta-policy. Instead, each primitive can decide for themselves whether they wish to act in the current state. We use an information-theoretic mechanism for enabling this decentralized decision: each primitive chooses how much information it needs about the current state to make a decision and the primitive that requests the most information about the current state acts in the world. The primitives are regularized to use as little information as possible, which leads to natural competition and specialization. We experimentally demonstrate that this policy architecture improves over both flat and hierarchical policies in terms of generalization.


On Multi-Agent Learning in Team Sports Games

arXiv.org Artificial Intelligence

In recent years, reinforcement learning has been successful in solving video games from Atari to Star Craft II. However, the end-to-end model-free reinforcement learning (RL) is not sample efficient and requires a significant amount of computational resources to achieve superhuman level performance. Model-free RL is also unlikely to produce human-like agents for playtesting and gameplaying AI in the development cycle of complex video games. In this paper, we present a hierarchical approach to training agents with the goal of achieving human-like style and high skill level in team sports games. While this is still work in progress, our preliminary results show that the presented approach holds promise for solving the posed multi-agent learning problem.