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 Reinforcement Learning


An Extensible Interactive Interface for Agent Design

arXiv.org Machine Learning

In artificial intelligence, we often specify tasks through a reward function. While this works well in some settings, many tasks are hard to specify this way. In deep reinforcement learning, for example, directly specifying a reward as a function of a high-dimensional observation is challenging. Instead, we present an interface for specifying tasks interactively using demonstrations. Our approach defines a set of increasingly complex policies. The interface allows the user to switch between these policies at fixed intervals to generate demonstrations of novel, more complex, tasks. We train new policies based on these demonstrations and repeat the process. We present a case study of our approach in the Lunar Lander domain, and show that this simple approach can quickly learn a successful landing policy and outperforms an existing comparison-based deep RL method.


DualDICE: Behavior-Agnostic Estimation of Discounted Stationary Distribution Corrections

arXiv.org Artificial Intelligence

In many real-world reinforcement learning applications, access to the environment is limited to a fixed dataset, instead of direct (online) interaction with the environment. When using this data for either evaluation or training of a new policy, accurate estimates of discounted stationary distribution ratios -- correction terms which quantify the likelihood that the new policy will experience a certain state-action pair normalized by the probability with which the state-action pair appears in the dataset -- can improve accuracy and performance. In this work, we propose an algorithm, DualDICE, for estimating these quantities. In contrast to previous approaches, our algorithm is agnostic to knowledge of the behavior policy (or policies) used to generate the dataset. Furthermore, it eschews any direct use of importance weights, thus avoiding potential optimization instabilities endemic of previous methods. In addition to providing theoretical guarantees, we present an empirical study of our algorithm applied to off-policy policy evaluation and find that our algorithm significantly improves accuracy compared to existing techniques.


Gossip-based Actor-Learner Architectures for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-simulator training has contributed to the recent success of Deep Reinforcement Learning by stabilizing learning and allowing for higher training throughputs. We propose Gossip-based Actor-Learner Architectures (GALA) where several actor-learners (such as A2C agents) are organized in a peer-to-peer communication topology, and exchange information through asynchronous gossip in order to take advantage of a large number of distributed simulators. We prove that GALA agents remain within an epsilon-ball of one-another during training when using loosely coupled asynchronous communication. By reducing the amount of synchronization between agents, GALA is more computationally efficient and scalable compared to A2C, its fully-synchronous counterpart. GALA also outperforms A2C, being more robust and sample efficient. We show that we can run several loosely coupled GALA agents in parallel on a single GPU and achieve significantly higher hardware utilization and frame-rates than vanilla A2C at comparable power draws.


Curiosity-Driven Multi-Criteria Hindsight Experience Replay

arXiv.org Artificial Intelligence

Dealing with sparse rewards is a longstanding challenge in reinforcement learning. The recent use of hindsight methods have achieved success on a variety of sparse-reward tasks, but they fail on complex tasks such as stacking multiple blocks with a robot arm in simulation. Curiosity-driven exploration using the prediction error of a learned dynamics model as an intrinsic reward has been shown to be effective for exploring a number of sparse-reward environments. We present a method that combines hindsight with curiosity-driven exploration and curriculum learning in order to solve the challenging sparse-reward block stacking task. We are the first to stack more than two blocks using only sparse reward without human demonstrations.


Exploiting the sign of the advantage function to learn deterministic policies in continuous domains

arXiv.org Machine Learning

In the context of learning deterministic policies in continuous domains, we revisit an approach, which was first proposed in Continuous Actor Critic Learning Automaton (CACLA) and later extended in Neural Fitted Actor Critic (NFAC). This approach is based on a policy update different from that of deterministic policy gradient (DPG). Previous work has observed its excellent performance empirically, but a theoretical justification is lacking. To fill this gap, we provide a theoretical explanation to motivate this unorthodox policy update by relating it to another update and making explicit the objective function of the latter. We furthermore discuss in depth the properties of these updates to get a deeper understanding of the overall approach. In addition, we extend it and propose a new trust region algorithm, Penalized NFAC (PeNFAC). Finally, we experimentally demonstrate in several classic control problems that it surpasses the state-of-the-art algorithms to learn deterministic policies.


Intrinsically Efficient, Stable, and Bounded Off-Policy Evaluation for Reinforcement Learning

arXiv.org Machine Learning

Off-policy evaluation (OPE) in both contextual bandits and reinforcement learning allows one to evaluate novel decision policies without needing to conduct exploration, which is often costly or otherwise infeasible. The problem's importance has attracted many proposed solutions, including importance sampling (IS), self-normalized IS (SNIS), and doubly robust (DR) estimates. DR and its variants ensure semiparametric local efficiency if Q-functions are well-specified, but if they are not they can be worse than both IS and SNIS. It also does not enjoy SNIS's inherent stability and boundedness. We propose new estimators for OPE based on empirical likelihood that are always more efficient than IS, SNIS, and DR and satisfy the same stability and boundedness properties as SNIS. On the way, we categorize various properties and classify existing estimators by them. Besides the theoretical guarantees, empirical studies suggest the new estimators provide advantages.


SVRG for Policy Evaluation with Fewer Gradient Evaluations

arXiv.org Machine Learning

Stochastic variance-reduced gradient (SVRG) is an optimization method originally designed for tackling machine learning problems with a finite sum structure. SVRG was later shown to work for policy evaluation, a problem in reinforcement learning in which one aims to estimate the value function of a given policy. SVRG makes use of gradient estimates at two scales. At the slower scale, SVRG computes a full gradient over the whole dataset, which could lead to prohibitive computation costs. In this work, we show that two variants of SVRG for policy evaluation could significantly diminish the number of gradient calculations while preserving a linear convergence speed. More importantly, our theoretical result implies that one does not need to use the entire dataset in every epoch of SVRG when it is applied to policy evaluation with linear function approximation. Our experiments demonstrate large computational savings provided by the proposed methods.


There is no general AI: Why Turing machines cannot pass the Turing test

arXiv.org Artificial Intelligence

Since 1950, when Alan Turing proposed what has since come to be called the Turing test, the ability of a machine to pass this test has established itself as the primary hallmark of general AI. To pass the test, a machine would have to be able to engage in dialogue in such a way that a human interrogator could not distinguish its behaviour from that of a human being. AI researchers have attempted to build machines that could meet this requirement, but they have so far failed. To pass the test, a machine would have to meet two conditions: (i) react appropriately to the variance in human dialogue and (ii) display a human-like personality and intentions. We argue, first, that it is for mathematical reasons impossible to program a machine which can master the enormously complex and constantly evolving pattern of variance which human dialogues contain. And second, that we do not know how to make machines that possess personality and intentions of the sort we find in humans. Since a Turing machine cannot master human dialogue behaviour, we conclude that a Turing machine also cannot possess what is called ``general'' Artificial Intelligence. We do, however, acknowledge the potential of Turing machines to master dialogue behaviour in highly restricted contexts, where what is called ``narrow'' AI can still be of considerable utility.


Optimal Off-Policy Evaluation for Reinforcement Learning with Marginalized Importance Sampling

arXiv.org Artificial Intelligence

Motivated by the many real-world applications of reinforcement learning (RL) that require safe-policy iterations, we consider the problem of off-policy evaluation (OPE) --- the problem of evaluating a new policy using the historical data obtained by different behavior policies --- under the model of nonstationary episodic Markov Decision Processes with a long horizon and large action space. Existing importance sampling (IS) methods often suffer from large variance that depends exponentially on the RL horizon $H$. To solve this problem, we consider a marginalized importance sampling (MIS) estimator that recursively estimates the state marginal distribution for the target policy at every step. MIS achieves a mean-squared error of $O(H^2R_{\max}^2\sum_{t=1}^H\mathbb E_\mu[(w_{\pi,\mu}(s_t,a_t))^2]/n)$ for large $n$, where $w_{\pi,\mu}(s_t,a_t)$ is the ratio of the marginal distribution of $t$th step under $\pi$ and $\mu$, $H$ is the horizon, $R_{\max}$ is the maximal rewards, and $n$ is the sample size. The result nearly matches the Cramer-Rao lower bounds for DAG MDP in \citet{jiang2016doubly} for most non-trivial regimes. To the best of our knowledge, this is the first OPE estimator with provably optimal dependence in $H$ and the second moments of the importance weight. Besides theoretical optimality, we empirically demonstrate the superiority of our method in time-varying, partially observable, and long-horizon RL environments.


Reinforcement Learning under Drift

arXiv.org Machine Learning

Consider a discrete-time Markovian decision process (MDP) where a decision-maker (DM) interacts with a system iteratively: in each round, the DM first observes the current state of the system, and then picks an available action. Afterwards, it receives an instant random reward, and the system transits to the next state according to some state transition distribution. The reward distribution and the state transition distribution depend on the current state and the chosen action, but are independent of all the previous states and actions. The goal of the DM is to maximize its cumulative rewards under the following challenges: - Uncertainty: the reward and the state transition distributions are initially unknown to the DM. - Non-stationarity: the environment is non-stationary, and both of the reward distributions and the state transition distributions can evolve over time.