Reinforcement Learning
Adaptive Temporal-Difference Learning for Policy Evaluation with Per-State Uncertainty Estimates
Penedones, Hugo, Riquelme, Carlos, Vincent, Damien, Maennel, Hartmut, Mann, Timothy, Barreto, Andre, Gelly, Sylvain, Neu, Gergely
We consider the core reinforcement-learning problem of on-policy value function approximation from a batch of trajectory data, and focus on various issues of Temporal Difference (TD) learning and Monte Carlo (MC) policy evaluation. The two methods are known to achieve complementary bias-variance trade-off properties, with TD tending to achieve lower variance but potentially higher bias. In this paper, we argue that the larger bias of TD can be a result of the amplification of local approximation errors. We address this by proposing an algorithm that adaptively switches between TD and MC in each state, thus mitigating the propagation of errors. Our method is based on learned confidence intervals that detect biases of TD estimates. We demonstrate in a variety of policy evaluation tasks that this simple adaptive algorithm performs competitively with the best approach in hindsight, suggesting that learned confidence intervals are a powerful technique for adapting policy evaluation to use TD or MC returns in a data-driven way.
Inferred successor maps for better transfer learning
Humans and animals show remarkable flexibility in adjusting their behaviour when their goals, or rewards in the environment change. While such flexibility is a hallmark of intelligent behaviour, these multi-task scenarios remain an important challenge for machine learning algorithms and neurobiological models alike. Factored representations can enable flexible behaviour by abstracting away general aspects of a task from those prone to change, while nonparametric methods provide a principled way of using similarity to past experiences to guide current behaviour. Here we combine the successor representation (SR), that factors the value of actions into expected outcomes and corresponding rewards, with evaluating task similarity through nonparametric inference and clustering the space of rewards. The proposed algorithm improves SR's transfer capabilities by inverting a generative model over tasks, while also explaining important neurobiological signatures of place cell representation in the hippocampus. It dynamically samples from a flexible number of distinct SR maps while accumulating evidence about the current reward context, and outperforms competing algorithms in settings with both known and unsignalled rewards changes. It reproduces the "flickering" behaviour of hippocampal maps seen when rodents navigate to changing reward locations, and gives a quantitative account of trajectory-dependent hippocampal representations (so-called splitter cells) and their dynamics. We thus provide a novel algorithmic approach for multi-task learning, as well as a common normative framework that links together these different characteristics of the brain's spatial representation.
Neural Replicator Dynamics
Omidshafiei, Shayegan, Hennes, Daniel, Morrill, Dustin, Munos, Remi, Perolat, Julien, Lanctot, Marc, Gruslys, Audrunas, Lespiau, Jean-Baptiste, Tuyls, Karl
In multiagent learning, agents interact in inherently nonstationary environments due to their concurrent policy updates. It is, therefore, paramount to develop and analyze algorithms that learn effectively despite these nonstationarities. A number of works have successfully conducted this analysis under the lens of evolutionary game theory (EGT), wherein a population of individuals interact and evolve based on biologically-inspired operators. These studies have mainly focused on establishing connections to value-iteration based approaches in stateless or tabular games. We extend this line of inquiry to formally establish links between EGT and policy gradient (PG) methods, which have been extensively applied in single and multiagent learning. We pinpoint weaknesses of the commonly-used softmax PG algorithm in adversarial and nonstationary settings and contrast PG's behavior to that predicted by replicator dynamics (RD), a central model in EGT. We consequently provide theoretical results that establish links between EGT and PG methods, then derive Neural Replicator Dynamics (NeuRD), a parameterized version of RD that constitutes a novel method with several advantages. First, as NeuRD reduces to the well-studied no-regret Hedge algorithm in the tabular setting, it inherits no-regret guarantees that enable convergence to equilibria in games. Second, NeuRD is shown to be more adaptive to nonstationarity, in comparison to PG, when learning in canonical games and imperfect information benchmarks including Poker. Thirdly, modifying any PG-based algorithm to use the NeuRD update rule is straightforward and incurs no added computational costs. Finally, while single-agent learning is not the main focus of the paper, we verify empirically that NeuRD is competitive in these settings with a recent baseline algorithm.
Characterizing the Exact Behaviors of Temporal Difference Learning Algorithms Using Markov Jump Linear System Theory
In this paper, we provide a unified analysis of temporal difference learning algorithms with linear function approximators by exploiting their connections to Markov jump linear systems (MJLS). We tailor the MJLS theory developed in the control community to characterize the exact behaviors of the first and second order moments of a large family of temporal difference learning algorithms. For both the IID and Markov noise cases, we show that the evolution of some augmented versions of the mean and covariance matrix of TD learning exactly follows the trajectory of a deterministic linear time-invariant (LTI) dynamical system. Applying the well-known LTI system theory, we obtain closed-form expressions for the mean and covariance matrix of TD learning at any time step. We provide a tight matrix spectral radius condition to guarantee the convergence of the covariance matrix of TD learning, and perform a perturbation analysis to characterize the dependence of the TD behaviors on learning rate. For the IID case, we provide an exact formula characterizing how the mean and covariance matrix of TD learning converge to the steady state values at a linear rate. For the Markov case, we use our formulas to explain how the behaviors of TD learning algorithms are affected by learning rate and various properties of the underlying Markov chain.
Gap-Increasing Policy Evaluation for Efficient and Noise-Tolerant Reinforcement Learning
Kozuno, Tadashi, Han, Dongqi, Doya, Kenji
In real-world applications of reinforcement learning (RL), noise from inherent stochasticity of environments is inevitable. However, current policy evaluation algorithms, which plays a key role in many RL algorithms, are either prone to noise or inefficient. To solve this issue, we introduce a novel policy evaluation algorithm, which we call Gap-increasing RetrAce Policy Evaluation (GRAPE). It leverages two recent ideas: (1) gap-increasing value update operators in advantage learning for noise-tolerance and (2) off-policy eligibility trace in Retrace algorithm for efficient learning. We provide detailed theoretical analysis of the new algorithm that shows its efficiency and noise-tolerance inherited from Retrace and advantage learning. Furthermore, our analysis shows that GRAPE's learning is significantly efficient than that of a simple learning-rate-based approach while keeping the same level of noise-tolerance. We applied GRAPE to control problems and obtained experimental results supporting our theoretical analysis.
Recent Advances in Imitation Learning from Observation
Torabi, Faraz, Warnell, Garrett, Stone, Peter
Imitation learning is the process by which one agent tries to learn how to perform a certain task using information generated by another, often more-expert agent performing that same task. Conventionally, the imitator has access to both state and action information generated by an expert performing the task (e.g., the expert may provide a kinesthetic demonstration of object placement using a robotic arm). However, requiring the action information prevents imitation learning from a large number of existing valuable learning resources such as online videos of humans performing tasks. To overcome this issue, the specific problem of imitation from observation (IfO) has recently garnered a great deal of attention, in which the imitator only has access to the state information (e.g., video frames) generated by the expert. In this paper, we provide a literature review of methods developed for IfO, and then point out some open research problems and potential future work.
Multi-user Resource Control with Deep Reinforcement Learning in IoT Edge Computing
Lei, Lei, Xu, Huijuan, Xiong, Xiong, Zheng, Kan, Xiang, Wei, Wang, Xianbin
By leveraging the concept of mobile edge computing (MEC), massive amount of data generated by a large number of Internet of Things (IoT) devices could be offloaded to MEC server at the edge of wireless network for further computational intensive processing. However, due to the resource constraint of IoT devices and wireless network, both the communications and computation resources need to be allocated and scheduled efficiently for better system performance. In this paper, we propose a joint computation offloading and multi-user scheduling algorithm for IoT edge computing system to minimize the long-term average weighted sum of delay and power consumption under stochastic traffic arrival. We formulate the dynamic optimization problem as an infinite-horizon average-reward continuous-time Markov decision process (CTMDP) model. One critical challenge in solving this MDP problem for the multi-user resource control is the curse-of-dimensionality problem, where the state space of the MDP model and the computation complexity increase exponentially with the growing number of users or IoT devices. In order to overcome this challenge, we use the deep reinforcement learning (RL) techniques and propose a neural network architecture to approximate the value functions for the post-decision system states. The designed algorithm to solve the CTMDP problem supports semi-distributed auction-based implementation, where the IoT devices submit bids to the BS to make the resource control decisions centrally. Simulation results show that the proposed algorithm provides significant performance improvement over the baseline algorithms, and also outperforms the RL algorithms based on other neural network architectures.
Sample-efficient Adversarial Imitation Learning from Observation
Torabi, Faraz, Geiger, Sean, Warnell, Garrett, Stone, Peter
Imitation from observation is the framework of learning tasks by observing demonstrated state-only trajectories. Recently, adversarial approaches have achieved significant performance improvements over other methods for imitating complex behaviors. However, these adversarial imitation algorithms often require many demonstration examples and learning iterations to produce a policy that is successful at imitating a demonstrator's behavior. This high sample complexity often prohibits these algorithms from being deployed on physical robots. In this paper, we propose an algorithm that addresses the sample inefficiency problem by utilizing ideas from trajectory centric reinforcement learning algorithms. We test our algorithm and conduct experiments using an imitation task on a physical robot arm and its simulated version in Gazebo and will show the improvement in learning rate and efficiency.
RIDM: Reinforced Inverse Dynamics Modeling for Learning from a Single Observed Demonstration
Pavse, Brahma S., Torabi, Faraz, Hanna, Josiah P., Warnell, Garrett, Stone, Peter
Imitation learning has long been an approach to alleviate the tractability issues that arise in reinforcement learning. However, most literature makes several assumptions such as access to the expert's actions, availability of many expert demonstrations, and injection of task-specific domain knowledge into the learning process. We propose reinforced inverse dynamics modeling (RIDM), a method of combining reinforcement learning and imitation from observation (IfO) to perform imitation using a single expert demonstration, with no access to the expert's actions, and with little task-specific domain knowledge. Given only a single set of the expert's raw states, such as joint angles in a robot control task, at each time-step, we learn an inverse dynamics model to produce the necessary low-level actions, such as torques, to transition from one state to the next such that the reward from the environment is maximized. We demonstrate that RIDM outperforms other techniques when we apply the same constraints on the other methods on six domains of the MuJoCo simulator and for two different robot soccer tasks for two experts from the RoboCup 3D simulation league on the SimSpark simulator.
Adapting Behaviour via Intrinsic Reward: A Survey and Empirical Study
Linke, Cam, Ady, Nadia M., White, Martha, Degris, Thomas, White, Adam
Learning about many things can provide numerous benefits to a reinforcement learning system. For example, learning many auxiliary value functions, in addition to optimizing the environmental reward, appears to improve both exploration and representation learning. The question we tackle in this paper is how to sculpt the stream of experience---how to adapt the system's behaviour---to optimize the learning of a collection of value functions. A simple answer is to compute an intrinsic reward based on the statistics of each auxiliary learner, and use reinforcement learning to maximize that intrinsic reward. Unfortunately, implementing this simple idea has proven difficult, and thus has been the focus of decades of study. It remains unclear which of the many possible measures of learning would work well in a parallel learning setting where environmental reward is extremely sparse or absent. In this paper, we investigate and compare different intrinsic reward mechanisms in a new bandit-like parallel-learning testbed. We discuss the interaction between reward and prediction learners and highlight the importance of introspective prediction learners: those that increase their rate of learning when progress is possible, and decrease when it is not. We provide a comprehensive empirical comparison of 15 different rewards, including well-known ideas from reinforcement learning and active learning. Our results highlight a simple but seemingly powerful principle: intrinsic rewards based on the amount of learning can generate useful behaviour, if each individual learner is introspective.