Reinforcement Learning
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.
Voting-Based Multi-Agent Reinforcement Learning
Xu, Yue, Deng, Zengde, Wang, Mengdi, Xu, Wenjun, So, Anthony Man-Cho, Cui, Shuguang
The recent success of single-agent reinforcement learning (RL) encourages the exploration of multi-agent reinforcement learning (MARL), which is more challenging due to the interactions among different agents. In this paper, we consider a voting-based MARL problem, in which the agents vote to make group decisions and the goal is to maximize the globally averaged returns. To this end, we formulate the MARL problem based on the linear programming form of the policy optimization problem and propose a distributed primal-dual algorithm to obtain the optimal solution. We also propose a voting mechanism through which the distributed learning achieves the same sub-linear convergence rate as centralized learning. In other words, the distributed decision making does not slow down the global consensus to optimal. We also verify the convergence of our proposed algorithm with numerical simulations and conduct case studies in practical multi-agent systems.
Modified Actor-Critics
Merdivan, Erinc, Hanke, Sten, Geist, Matthieu
Robot Learning, from a control point of view, often involves continuous actions. In Reinforcement Learning, such actions are usually handled with actor-critic algorithms. They may build on Conservative Policy Iteration (e.g., Trust Region Policy Optimization, TRPO), on policy gradient (e.g., Reinforce), on entropy regularization (e.g., Soft Actor Critic, SAC), among others (e.g., Proximal Policy Optimization, PPO), but in all cases they can be seen as a form of soft policy iteration: they iterate policy evaluation followed by a soft policy improvement step. As so, they often are naturally on-policy. In this paper, we propose to combine (any kind of) soft greediness with Modified Policy Iteration (MPI). The proposed abstract framework applies repeatedly: (i) a partial policy evaluation step that allows off-policy learning and (ii) any soft greedy step. As a proof of concept, we instantiate this framework with the PPO soft greediness. Comparison to the original PPO shows that our algorithm is much more sample efficient. We also show that it is competitive with the state-of-art off-policy algorithm SAC.
MULEX: Disentangling Exploitation from Exploration in Deep RL
Beyer, Lucas, Vincent, Damien, Teboul, Olivier, Gelly, Sylvain, Geist, Matthieu, Pietquin, Olivier
An agent learning through interactions should balance its action selection process between probing the environment to discover new rewards and using the information acquired in the past to adopt useful behaviour. This trade-off is usually obtained by perturbing either the agent's actions (e.g., e-greedy or Gibbs sampling) or the agent's parameters (e.g., NoisyNet), or by modifying the reward it receives (e.g., exploration bonus, intrinsic motivation, or hand-shaped rewards). Here, we adopt a disruptive but simple and generic perspective, where we explicitly disentangle exploration and exploitation. Different losses are optimized in parallel, one of them coming from the true objective (maximizing cumulative rewards from the environment) and others being related to exploration. Every loss is used in turn to learn a policy that generates transitions, all shared in a single replay buffer. Off-policy methods are then applied to these transitions to optimize each loss. We showcase our approach on a hard-exploration environment, show its sample-efficiency and robustness, and discuss further implications.
Stochastic Latent Actor-Critic: Deep Reinforcement Learning with a Latent Variable Model
Lee, Alex X., Nagabandi, Anusha, Abbeel, Pieter, Levine, Sergey
Deep reinforcement learning (RL) algorithms can use high-capacity deep networks to learn directly from image observations. However, these kinds of observation spaces present a number of challenges in practice, since the policy must now solve two problems: a representation learning problem, and a task learning problem. In this paper, we aim to explicitly learn representations that can accelerate reinforcement learning from images. We propose the stochastic latent actor-critic (SLAC) algorithm: a sample-efficient and high-performing RL algorithm for learning policies for complex continuous control tasks directly from high-dimensional image inputs. SLAC learns a compact latent representation space using a stochastic sequential latent variable model, and then learns a critic model within this latent space. By learning a critic within a compact state space, SLAC can learn much more efficiently than standard RL methods. The proposed model improves performance substantially over alternative representations as well, such as variational autoencoders. In fact, our experimental evaluation demonstrates that the sample efficiency of our resulting method is comparable to that of model-based RL methods that directly use a similar type of model for control. Furthermore, our method outperforms both model-free and model-based alternatives in terms of final performance and sample efficiency, on a range of difficult image-based control tasks.
On mechanisms for transfer using landmark value functions in multi-task lifelong reinforcement learning
Transfer learning across different reinforcement learning (RL) tasks is becoming an increasingly valuable area of research. We consider a goal-based multi-task RL framework and mechanisms by which previously solved tasks can reduce sample complexity and regret when the agent is faced with a new task. Specifically, we introduce two metrics on the state space that encode notions of traversibility of the state space for an agent. Using these metrics a topological covering is constructed by way of a set of landmark states in a fully self-supervised manner. We show that these landmark coverings confer theoretical advantages for transfer learning within the goal-based multi-task RL setting. Specifically, we demonstrate three mechanisms by which landmark coverings can be used for successful transfer learning. First, we extend the Landmark Options Via Reflection (LOVR) framework to this new topological covering; second, we use the landmark-centric value functions themselves as features and define a greedy zombie policy that achieves near oracle performance on a sequence of zero-shot transfer tasks; finally, motivated by the second transfer mechanism, we introduce a learned reward function that provides a more dense reward signal for goal-based RL. Our novel topological landmark covering confers beneficial theoretical results, bounding the Q values at each state-action pair. In doing so, we introduce a mechanism that performs action-pruning at infeasible actions which cannot possibly be part of an optimal policy for the current goal.
Learning to Interactively Learn and Assist
Woodward, Mark, Finn, Chelsea, Hausman, Karol
When deploying autonomous agents in the real world, we need effective ways of communicating objectives to them. Traditional skill learning has revolved around reinforcement and imitation learning, each with rigid constraints on the format of information exchanged between the human and the agent. While scalar rewards carry little information, demonstrations require significant effort to provide and may carry more information than is necessary. Furthermore, rewards and demonstrations are often defined and collected before training begins, when the human is most uncertain about what information would help the agent. In contrast, when humans communicate objectives with each other, they make use of a large vocabulary of informative behaviors, including non-verbal communication, and often communicate throughout learning, responding to observed behavior. In this way, humans communicate intent with minimal effort. In this paper, we propose such interactive learning as an alternative to reward or demonstration-driven learning. To accomplish this, we introduce a multi-agent training framework that enables an agent to learn from another agent who knows the current task. Through a series of experiments, we demonstrate the emergence of a variety of interactive learning behaviors, including information-sharing, information-seeking, and question-answering. Most importantly, we find that our approach produces an agent that is capable of learning interactively from a human user, without a set of explicit demonstrations or a reward function, and achieving significantly better performance cooperatively with a human than a human performing the task alone.