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 Reinforcement Learning


A Theoretical Connection Between Statistical Physics and Reinforcement Learning

arXiv.org Artificial Intelligence

Sequential decision making in the presence of uncertainty and stochastic dynamics gives rise to distributions over state/action trajectories in reinforcement learning (RL) and optimal control problems. This observation has led to a variety of connections between RL and inference in probabilistic graphical models (PGMs). Here we explore a different dimension to this relationship, examining reinforcement learning using the tools and abstractions of statistical physics. The central object in the statistical physics abstraction is the idea of a partition function $\mathcal{Z}$, and here we construct a partition function from the ensemble of possible trajectories that an agent might take in a Markov decision process. Although value functions and $Q$-functions can be derived from this partition function and interpreted via average energies, the $\mathcal{Z}$-function provides an object with its own Bellman equation that can form the basis of alternative dynamic programming approaches. Moreover, when the MDP dynamics are deterministic, the Bellman equation for $\mathcal{Z}$ is linear, allowing direct solutions that are unavailable for the nonlinear equations associated with traditional value functions. The policies learned via these $\mathcal{Z}$-based Bellman updates are tightly linked to Boltzmann-like policy parameterizations. In addition to sampling actions proportionally to the exponential of the expected cumulative reward as Boltzmann policies would, these policies take entropy into account favoring states from which many outcomes are possible.


Multi-Agent Deep Reinforcement Learning for Liquidation Strategy Analysis

arXiv.org Machine Learning

Liquidation is the process of selling a large number of shares of one stock sequentially within a given time frame, taking into consideration the costs arising from market impact and a trader's risk aversion. The main challenge in optimizing liquidation is to find an appropriate modeling system that can incorporate the complexities of the stock market and generate practical trading strategies. In this paper, we propose to use multi-agent deep reinforcement learning model, which better captures high-level complexities comparing to various machine learning methods, such that agents can learn how to make the best selling decisions. First, we theoretically analyze the Almgren and Chriss model and extend its fundamental mechanism so it can be used as the multi-agent trading environment. Our work builds the foundation for future multi-agent environment trading analysis. Secondly, we analyze the cooperative and competitive behaviours between agents by adjusting the reward functions for each agent, which overcomes the limitation of single-agent reinforcement learning algorithms. Finally, we simulate trading and develop an optimal trading strategy with practical constraints by using a reinforcement learning method, which shows the capabilities of reinforcement learning methods in solving realistic liquidation problems.


Optimal Use of Experience in First Person Shooter Environments

arXiv.org Machine Learning

Although reinforcement learning has made great strides recently, a continuing limitation is that it requires an extremely high number of interactions with the environment. In this paper, we explore the effectiveness of reusing experience from the experience replay buffer in the Deep Q-Learning algorithm. We test the effectiveness of applying learning update steps multiple times per environmental step in the VizDoom environment and show first, this requires a change in the learning rate, and second that it does not improve the performance of the agent. Furthermore, we show that updating less frequently is effective up to a ratio of 4:1, after which performance degrades significantly. These results quantitatively confirm the widespread practice of performing learning updates every 4th environmental step.


Neural Proximal/Trust Region Policy Optimization Attains Globally Optimal Policy

arXiv.org Machine Learning

Proximal policy optimization and trust region policy optimization (PPO and TRPO) with actor and critic parametrized by neural networks achieve significant empirical success in deep reinforcement learning. However, due to nonconvexity, the global convergence of PPO and TRPO remains less understood, which separates theory from practice. In this paper, we prove that a variant of PPO and TRPO equipped with overparametrized neural networks converges to the globally optimal policy at a sublinear rate. The key to our analysis is the global convergence of infinite-dimensional mirror descent under a notion of one-point monotonicity, where the gradient and iterate are instantiated by neural networks. In particular, the desirable representation power and optimization geometry induced by the overparametrization of such neural networks allow them to accurately approximate the infinite-dimensional gradient and iterate.


Proximal Distilled Evolutionary Reinforcement Learning

arXiv.org Machine Learning

Reinforcement Learning (RL) has recently achieved tremendous success due to the partnership with Deep Neural Networks (DNNs). Genetic Algorithms (GAs), often seen as a competing approach to RL, have run out of favour due to their inability to scale up to the DNNs required to solve the most complex environments. Contrary to this dichotomic view, in the physical world, evolution and learning are complementary processes that continuously interact. The recently proposed Evolutionary Reinforcement Learning (ERL) framework has demonstrated the capacity of the two methods to enhance each other. However, ERL has not fully addressed the scalability problem of GAs. In this paper, we argue that this problem is rooted in an unfortunate combination of a simple genetic encoding for DNNs and the use of traditional biologically-inspired variation operators. When applied to these encodings, the standard operators are destructive and cause catastrophic forgetting of the traits the networks acquired. We propose a novel algorithm called Proximal Distilled Evolutionary Reinforcement Learning (PDERL) that is characterised by a hierarchical integration between evolution and learning. The main innovation of PDERL is the use of learning-based variation operators that compensate for the simplicity of the genetic representation. Unlike the traditional operators, the ones we propose meet their functional requirements. We evaluate PDERL in five robot locomotion environments from the OpenAI gym. Our method outperforms ERL, as well as two state of the art RL algorithms, PPO and TD3, in all the environments.


Deep Conservative Policy Iteration

arXiv.org Machine Learning

Conservative Policy Iteration (CPI) is a founding algorithm of Approximate Dynamic Programming (ADP). Its core principle is to stabilize greediness through stochastic mixtures of consecutive policies. It comes with strong theoretical guarantees, and inspired approaches in deep Reinforcement Learning (RL). However, CPI itself has rarely been implemented, never with neural networks, and only experimented on toy problems. In this paper, we show how CPI can be practically combined with deep RL with discrete actions. We also introduce adaptive mixture rates inspired by the theory. We experiment thoroughly the resulting algorithm on the simple Cartpole problem, and validate the proposed method on a representative subset of Atari games. Overall, this work suggests that revisiting classic ADP may lead to improved and more stable deep RL algorithms.


In Hindsight: A Smooth Reward for Steady Exploration

arXiv.org Machine Learning

In classical Q-learning, the objective is to maximize the sum of discounted rewards through iteratively using the Bellman equation as an update, in an attempt to estimate the action value function of the optimal policy. Conventionally, the loss function is defined as the temporal difference between the action value and the expected (discounted) reward, however it focuses solely on the future, leading to overestimation errors. We extend the well-established Q-learning techniques by introducing the hindsight factor, an additional loss term that takes into account how the model progresses, by integrating the historic temporal difference as part of the reward. The effect of this modification is examined in a deterministic continuous-state space function estimation problem, where the overestimation phenomenon is significantly reduced and results in improved stability. The underlying effect of the hindsight factor is modeled as an adaptive learning rate, which unlike existing adaptive optimizers, takes into account the previously estimated action value. The proposed method outperforms variations of Q-learning, with an overall higher average reward and lower action values, which supports the deterministic evaluation, and proves that the hindsight factor contributes to lower overestimation errors. The mean average score of 100 episodes obtained after training for 10 million frames shows that the hindsight factor outperforms deep Q-networks, double deep Q-networks and dueling networks for a variety of ATARI games.


Deceptive Reinforcement Learning Under Adversarial Manipulations on Cost Signals

arXiv.org Artificial Intelligence

This paper studies reinforcement learning (RL) under malicious falsification on cost signals and introduces a quantitative framework of attack models to understand the vulnerabilities of RL. Focusing on $Q$-learning, we show that $Q$-learning algorithms converge under stealthy attacks and bounded falsifications on cost signals. We characterize the relation between the falsified cost and the $Q$-factors as well as the policy learned by the learning agent which provides fundamental limits for feasible offensive and defensive moves. We propose a robust region in terms of the cost within which the adversary can never achieve the targeted policy. We provide conditions on the falsified cost which can mislead the agent to learn an adversary's favored policy. A numerical case study of water reservoir control is provided to show the potential hazards of RL in learning-based control systems and corroborate the results.


Foolproof Cooperative Learning

arXiv.org Artificial Intelligence

This paper extends the notion of equilibrium in game theory to learning algorithms in repeated stochastic games. We define a learning equilibrium as an algorithm used by a population of players, such that no player can individually use an alternative algorithm and increase its asymptotic score. We introduce Foolproof Cooperative Learning (FCL), an algorithm that converges to a Tit-for-Tat behavior. It allows cooperative strategies when played against itself while being not exploitable by selfish players. We prove that in repeated symmetric games, this algorithm is a learning equilibrium. We illustrate the behavior of FCL on symmetric matrix and grid games, and its robustness to selfish learners.


Shaping Belief States with Generative Environment Models for RL

arXiv.org Artificial Intelligence

When agents interact with a complex environment, they must form and maintain beliefs about the relevant aspects of that environment. We propose a way to efficiently train expressive generative models in complex environments. We show that a predictive algorithm with an expressive generative model can form stable belief-states in visually rich and dynamic 3D environments. More precisely, we show that the learned representation captures the layout of the environment as well as the position and orientation of the agent. Our experiments show that the model substantially improves data-efficiency on a number of reinforcement learning (RL) tasks compared with strong model-free baseline agents. We find that predicting multiple steps into the future (overshooting), in combination with an expressive generative model, is critical for stable representations to emerge. In practice, using expressive generative models in RL is computationally expensive and we propose a scheme to reduce this computational burden, allowing us to build agents that are competitive with model-free baselines.