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 Reinforcement Learning


Near Optimal Exploration-Exploitation in Non-Communicating Markov Decision Processes

Neural Information Processing Systems

While designing the state space of an MDP, it is common to include states that are transient or not reachable by any policy (e.g., in mountain car, the product space of speed and position contains configurations that are not physically reachable). This results in weakly-communicating or multi-chain MDPs. In this paper, we introduce TUCRL, the first algorithm able to perform efficient exploration-exploitation in any finite Markov Decision Process (MDP) without requiring any form of prior knowledge. In particular, for any MDP with $S^c$ communicating states, $A$ actions and $\Gamma^c \leq S^c$ possible communicating next states, we derive a $O(D^c \sqrt{\Gamma^c S^c A T}) regret bound, where $D^c$ is the diameter (i.e., the length of the longest shortest path between any two states) of the communicating part of the MDP. This is in contrast with optimistic algorithms (e.g., UCRL, Optimistic PSRL) that suffer linear regret in weakly-communicating MDPs, as well as posterior sampling or regularised algorithms (e.g., REGAL), which require prior knowledge on the bias span of the optimal policy to bias the exploration to achieve sub-linear regret. We also prove that in weakly-communicating MDPs, no algorithm can ever achieve a logarithmic growth of the regret without first suffering a linear regret for a number of steps that is exponential in the parameters of the MDP. Finally, we report numerical simulations supporting our theoretical findings and showing how TUCRL overcomes the limitations of the state-of-the-art.


Data center cooling using model-predictive control

Neural Information Processing Systems

Despite the impressive recent advances in reinforcement learning (RL) algorithms, their deployment to real-world physical systems is often complicated by unexpected events, limited data, and the potential for expensive failures. In this paper, we describe an application of RL "in the wild" to the task of regulating temperatures and airflow inside a large-scale data center (DC). Adopting a data-driven, modelbased approach, we demonstrate that an RL agent with little prior knowledge is able to effectively and safely regulate conditions on a server floor after just a few hours of exploration, while improving operational efficiency relative to existing PID controllers.


Differentiable MPC for End-to-end Planning and Control

Neural Information Processing Systems

This provides one way of leveraging and combining the advantages of model-free and model-based approaches. Specifically, we differentiate through MPC by using the KKT conditions of the convex approximation at a fixed point of the controller. Using this strategy, we are able to learn the cost and dynamics of a controller via end-to-end learning. Our experiments focus on imitation learning in the pendulum and cartpole domains, where we learn the cost and dynamics terms of an MPC policy class. We show that our MPC policies are significantly more data-efficient than a generic neural network and that our method is superior to traditional system identification in a setting where the expert is unrealizable.


Diversity-Driven Exploration Strategy for Deep Reinforcement Learning

Neural Information Processing Systems

Efficient exploration remains a challenging research problem in reinforcement learning, especially when an environment contains large state spaces, deceptive local optima, or sparse rewards. To tackle this problem, we present a diversity-driven approach for exploration, which can be easily combined with both off- and on-policy reinforcement learning algorithms. We show that by simply adding a distance measure to the loss function, the proposed methodology significantly enhances an agent's exploratory behaviors, and thus preventing the policy from being trapped in local optima. We further propose an adaptive scaling method for stabilizing the learning process. We demonstrate the effectiveness of our method in huge 2D gridworlds and a variety of benchmark environments, including Atari 2600 and MuJoCo. Experimental results show that our method outperforms baseline approaches in most tasks in terms of mean scores and exploration efficiency.


Meta-Reinforcement Learning of Structured Exploration Strategies

Neural Information Processing Systems

Exploration is a fundamental challenge in reinforcement learning (RL). Many current exploration methods for deep RL use task-agnostic objectives, such as information gain or bonuses based on state visitation. However, many practical applications of RL involve learning more than a single task, and prior tasks can be used to inform how exploration should be performed in new tasks. In this work, we study how prior tasks can inform an agent about how to explore effectively in new situations. We introduce a novel gradient-based fast adaptation algorithm – model agnostic exploration with structured noise (MAESN) – to learn exploration strategies from prior experience. The prior experience is used both to initialize a policy and to acquire a latent exploration space that can inject structured stochasticity into a policy, producing exploration strategies that are informed by prior knowledge and are more effective than random action-space noise. We show that MAESN is more effective at learning exploration strategies when compared to prior meta-RL methods, RL without learned exploration strategies, and task-agnostic exploration methods. We evaluate our method on a variety of simulated tasks: locomotion with a wheeled robot, locomotion with a quadrupedal walker, and object manipulation.


Graph Convolutional Policy Network for Goal-Directed Molecular Graph Generation

Neural Information Processing Systems

Generating novel graph structures that optimize given objectives while obeying some given underlying rules is fundamental for chemistry, biology and social science research. This is especially important in the task of molecular graph generation, whose goal is to discover novel molecules with desired properties such as drug-likeness and synthetic accessibility, while obeying physical laws such as chemical valency. However, designing models that finds molecules that optimize desired properties while incorporating highly complex and non-differentiable rules remains to be a challenging task. Here we propose Graph Convolutional Policy Network (GCPN), a general graph convolutional network based model for goal-directed graph generation through reinforcement learning. The model is trained to optimize domain-specific rewards and adversarial loss through policy gradient, and acts in an environment that incorporates domain-specific rules. Experimental results show that GCPN can achieve 61% improvement on chemical property optimization over state-of-the-art baselines while resembling known molecules, and achieve 184% improvement on the constrained property optimization task.


Simple random search of static linear policies is competitive for reinforcement learning

Neural Information Processing Systems

Model-free reinforcement learning aims to offer off-the-shelf solutions for controlling dynamical systems without requiring models of the system dynamics. We introduce a model-free random search algorithm for training static, linear policies for continuous control problems. Common evaluation methodology shows that our method matches state-of-the-art sample efficiency on the benchmark MuJoCo locomotion tasks. Nonetheless, more rigorous evaluation reveals that the assessment of performance on these benchmarks is optimistic. We evaluate the performance of our method over hundreds of random seeds and many different hyperparameter configurations for each benchmark task. This extensive evaluation is possible because of the small computational footprint of our method. Our simulations highlight a high variability in performance in these benchmark tasks, indicating that commonly used estimations of sample efficiency do not adequately evaluate the performance of RL algorithms. Our results stress the need for new baselines, benchmarks and evaluation methodology for RL algorithms.


Policy Optimization via Importance Sampling

Neural Information Processing Systems

Policy optimization is an effective reinforcement learning approach to solve continuous control tasks. Recent achievements have shown that alternating online and offline optimization is a successful choice for efficient trajectory reuse. However, deciding when to stop optimizing and collect new trajectories is non-trivial, as it requires to account for the variance of the objective function estimate. In this paper, we propose a novel, model-free, policy search algorithm, POIS, applicable in both action-based and parameter-based settings. We first derive a high-confidence bound for importance sampling estimation; then we define a surrogate objective function, which is optimized offline whenever a new batch of trajectories is collected. Finally, the algorithm is tested on a selection of continuous control tasks, with both linear and deep policies, and compared with state-of-the-art policy optimization methods.


Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents

Neural Information Processing Systems

Evolution strategies (ES) are a family of black-box optimization algorithms able to train deep neural networks roughly as well as Q-learning and policy gradient methods on challenging deep reinforcement learning (RL) problems, but are much faster (e.g. hours vs. days) because they parallelize better. However, many RL problems require directed exploration because they have reward functions that are sparse or deceptive (i.e. contain local optima), and it is unknown how to encourage such exploration with ES. Here we show that algorithms that have been invented to promote directed exploration in small-scale evolved neural networks via populations of exploring agents, specifically novelty search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to improve its performance on sparse or deceptive deep RL tasks, while retaining scalability. Our experiments confirm that the resultant new algorithms, NS-ES and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES to achieve higher performance on Atari and simulated robots learning to walk around a deceptive trap. This paper thus introduces a family of fast, scalable algorithms for reinforcement learning that are capable of directed exploration. It also adds this new family of exploration algorithms to the RL toolbox and raises the interesting possibility that analogous algorithms with multiple simultaneous paths of exploration might also combine well with existing RL algorithms outside ES.


Inequity aversion improves cooperation in intertemporal social dilemmas

Neural Information Processing Systems

Groups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix games. Recently, multi-agent reinforcement learning has been applied to generalize social dilemma problems to temporally and spatially extended Markov games. However, this has not yet generated an agent that learns to cooperate in social dilemmas as humans do. A key insight is that many, but not all, human individuals have inequity averse social preferences. This promotes a particular resolution of the matrix game social dilemma wherein inequity-averse individuals are personally pro-social and punish defectors. Here we extend this idea to Markov games and show that it promotes cooperation in several types of sequential social dilemma, via a profitable interaction with policy learnability. In particular, we find that inequity aversion improves temporal credit assignment for the important class of intertemporal social dilemmas. These results help explain how large-scale cooperation may emerge and persist.