Reinforcement Learning
Visual Rationalizations in Deep Reinforcement Learning for Atari Games
Weitkamp, Laurens, van der Pol, Elise, Akata, Zeynep
Due to the capability of deep learning to perform well in high dimensional problems, deep reinforcement learning agents perform well in challenging tasks such as Atari 2600 games. However, clearly explaining why a certain action is taken by the agent can be as important as the decision itself. Deep reinforcement learning models, as other deep learning models, tend to be opaque in their decision-making process. In this work, we propose to make deep reinforcement learning more transparent by visualizing the evidence on which the agent bases its decision. In this work, we emphasize the importance of producing a justification for an observed action, which could be applied to a black-box decision agent.
The Hanabi Challenge: A New Frontier for AI Research
Bard, Nolan, Foerster, Jakob N., Chandar, Sarath, Burch, Neil, Lanctot, Marc, Song, H. Francis, Parisotto, Emilio, Dumoulin, Vincent, Moitra, Subhodeep, Hughes, Edward, Dunning, Iain, Mourad, Shibl, Larochelle, Hugo, Bellemare, Marc G., Bowling, Michael
From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay and imperfect information in a two to five player setting. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques capable of imbuing artificial agents with such theory of mind will not only be crucial for their success in Hanabi, but also in broader collaborative efforts, and especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.
TF-Replicator: Distributed Machine Learning for Researchers
Buchlovsky, Peter, Budden, David, Grewe, Dominik, Jones, Chris, Aslanides, John, Besse, Frederic, Brock, Andy, Clark, Aidan, Colmenarejo, Sergio Gรณmez, Pope, Aedan, Viola, Fabio, Belov, Dan
We describe TF-Replicator, a framework for distributed machine learning designed for DeepMind researchers and implemented as an abstraction over TensorFlow. TF-Replicator simplifies writing data-parallel and model-parallel research code. The same models can be effortlessly deployed to different cluster architectures (i.e. one or many machines containing CPUs, GPUs or TPU accelerators) using synchronous or asynchronous training regimes. To demonstrate the generality and scalability of TF-Replicator, we implement and benchmark three very different models: (1) A ResNet-50 for ImageNet classification, (2) a SN-GAN for class-conditional ImageNet image generation, and (3) a D4PG reinforcement learning agent for continuous control. Our results show strong scalability performance without demanding any distributed systems expertise of the user. The TF-Replicator programming model will be open-sourced as part of TensorFlow 2.0 (see https://github.com/tensorflow/community/pull/25).
Motion Perception in Reinforcement Learning with Dynamic Objects
Amiranashvili, Artemij, Dosovitskiy, Alexey, Koltun, Vladlen, Brox, Thomas
In dynamic environments, learned controllers are supposed to take motion into account when selecting the action to be taken. However, in existing reinforcement learning works motion is rarely treated explicitly; it is rather assumed that the controller learns the necessary motion representation from temporal stacks of frames implicitly. In this paper, we show that for continuous control tasks learning an explicit representation of motion improves the quality of the learned controller in dynamic scenarios. We demonstrate this on common benchmark tasks (Walker, Swimmer, Hopper), on target reaching and ball catching tasks with simulated robotic arms, and on a dynamic single ball juggling task. Moreover, we find that when equipped with an appropriate network architecture, the agent can, on some tasks, learn motion features also with pure reinforcement learning, without additional supervision. Further we find that using an image difference between the current and the previous frame as an additional input leads to better results than a temporal stack of frames.
Successor Features Support Model-based and Model-free Reinforcement Learning
Lehnert, Lucas, Littman, Michael L.
One key challenge in reinforcement learning is the ability to generalize knowledge in control problems. While deep learning methods have been successfully combined with model-free reinforcement-learning algorithms, how to perform model-based reinforcement learning in the presence of approximation errors still remains an open problem. Using successor features, a feature representation that predicts a temporal constraint, this paper presents three contributions: First, it shows how learning successor features is equivalent to model-free learning. Then, it shows how successor features encode model reductions that compress the state space by creating state partitions of bisimilar states. Using this representation, an intelligent agent is guaranteed to accurately predict future reward outcomes, a key property of model-based reinforcement-learning algorithms. Lastly, it presents a loss objective and prediction error bounds showing that accurately predicting value functions and reward sequences is possible with an approximation of successor features. On finite control problems, we illustrate how minimizing this loss objective results in approximate bisimulations. The results presented in this paper provide a novel understanding of representations that can support model-free and model-based reinforcement learning.
Learning Action Representations for Reinforcement Learning
Chandak, Yash, Theocharous, Georgios, Kostas, James, Jordan, Scott, Thomas, Philip S.
Most model-free reinforcement learning methods leverage state representations (embeddings) for generalization, but either ignore structure in the space of actions or assume the structure is provided a priori. We show how a policy can be decomposed into a component that acts in a low-dimensional space of action representations and a component that transforms these representations into actual actions. These representations improve generalization over large, finite action sets by allowing the agent to infer the outcomes of actions similar to actions already taken. We provide an algorithm to both learn and use action representations and provide conditions for its convergence. The efficacy of the proposed method is demonstrated on large-scale real-world problems.
Privacy Preserving Off-Policy Evaluation
Xie, Tengyang, Thomas, Philip S., Miklau, Gerome
Many proposed applications of reinforcement learning (RL) involve the use of data that could contain sensitive information. For example, Raghu et al. [2017] proposed an application of RL and off-policy evaluation methods that uses peoples' medical records, and Theocharous et al. [2015] applied off-policy evaluation methods to user data collected by a bank in order to improve the targeting of advertisements. In examples like these, the data used by the RL systems is sensitive, and one should ensure that the methods applied to the data do not leak any sensitive information. Recently, Balle et al. [2016] showed how techniques from differential privacy can be used to ensure that (with high probability) policy evaluation methods for RL do not leak (much) sensitive information. In this paper we extend their work in two ways.
A Geometric Perspective on Optimal Representations for Reinforcement Learning
Bellemare, Marc G., Dabney, Will, Dadashi, Robert, Taiga, Adrien Ali, Castro, Pablo Samuel, Roux, Nicolas Le, Schuurmans, Dale, Lattimore, Tor, Lyle, Clare
This paper proposes a new approach to representation learning based on geometric properties of the space of value functions. We study a two-part approximation of the value function: a nonlinear map from states to vectors, or representation, followed by a linear map from vectors to values. Our formulation considers adapting the representation to minimize the (linear) approximation of the value function of all stationary policies for a given environment. We show that this optimization reduces to making accurate predictions regarding a special class of value functions which we call adversarial value functions (AVFs). We argue that these AVFs make excellent auxiliary tasks, and use them to construct a loss which can be efficiently minimized to find a near-optimal representation for reinforcement learning. We highlight characteristics of the method in a series of experiments on the four-room domain.
Contrasting Exploration in Parameter and Action Space: A Zeroth-Order Optimization Perspective
Vemula, Anirudh, Sun, Wen, Bagnell, J. Andrew
Black-box optimizers that explore in parameter space have often been shown to outperform more sophisticated action space exploration methods developed specifically for the reinforcement learning problem. We examine these black-box methods closely to identify situations in which they are worse than action space exploration methods and those in which they are superior. Through simple theoretical analyses, we prove that complexity of exploration in parameter space depends on the dimensionality of parameter space, while complexity of exploration in action space depends on both the dimensionality of action space and horizon length. This is also demonstrated empirically by comparing simple exploration methods on several model problems, including Contextual Bandit, Linear Regression and Reinforcement Learning in continuous control.