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 Reinforcement Learning


Multi Agent Reinforcement Learning with Multi-Step Generative Models

arXiv.org Machine Learning

The dynamics between agents and the environment are an important component of multi-agent Reinforcement Learning (RL), and learning them provides a basis for decision making. However, a major challenge in optimizing a learned dynamics model is the accumulation of error when predicting multiple steps into the future. Recent advances in variational inference provide model based solutions that predict complete trajectory segments, and optimize over a latent representation of trajectories. For single-agent scenarios, several recent studies have explored this idea, and showed its benefits over conventional methods. In this work, we extend this approach to the multi-agent case, and effectively optimize over a latent space that encodes multi-agent strategies. We discuss the challenges in optimizing over a latent variable model for multiple agents, both in the optimization algorithm and in the model representation, and propose a method for both cooperative and competitive settings based on risk-sensitive optimization. We evaluate our method on tasks in the multi-agent particle environment and on a simulated RoboCup domain.


Making Deep Q-learning methods robust to time discretization

arXiv.org Machine Learning

Despite remarkable successes, Deep Reinforcement Learning (DRL) is not robust to hyperparameterization, implementation details, or small environment changes (Henderson et al. 2017, Zhang et al. 2018). Overcoming such sensitivity is key to making DRL applicable to real world problems. In this paper, we identify sensitivity to time discretization in near continuous-time environments as a critical factor; this covers, e.g., changing the number of frames per second, or the action frequency of the controller. Empirically, we find that Q-learning-based approaches such as Deep Q- learning (Mnih et al., 2015) and Deep Deterministic Policy Gradient (Lillicrap et al., 2015) collapse with small time steps. Formally, we prove that Q-learning does not exist in continuous time. We detail a principled way to build an off-policy RL algorithm that yields similar performances over a wide range of time discretizations, and confirm this robustness empirically.


Imitation Learning from Imperfect Demonstration

arXiv.org Machine Learning

Imitation learning (IL) has become of great interest because obtaining demonstrations is usually easier than designing reward. Reward is a signal to instruct agents to complete the desired tasks. However, ill-designed reward functions usually lead to unexpected behaviors [Amodei et al., 2016; Dewey, 2014; Everitt and Hutter, 2016]. There are two main approaches that can be used to solve IL: behavioral cloning (BC) [Schaal, 1999], which adopts supervised learning approaches to learn an action predictor that is trained directly from demonstration data; and apprenticeship learning (AL), which attempts to find a policy that is better than the expert policy for a class of cost functions [Abbeel and Ng, 2004]. Even though BC can be trained with supervised learning approaches directly, it has been shown that BC cannot imitate the expert policy without a large amount of demonstration data for not considering the transition of environments [Ross et al., 2011].


Private Q-Learning with Functional Noise in Continuous Spaces

arXiv.org Machine Learning

We consider privacy-preserving algorithms for deep reinforcement learning. State-of-the-art methods that guarantee differential privacy are not extendable to very large state spaces because the noise level necessary to ensure privacy would scale to infinity. We address the problem of providing differential privacy in Q-learning where a function approximation through a neural network is used for parametrization. We develop a rigorous and efficient algorithm by inspecting the reproducing kernel Hilbert space in which the neural network is embedded. Our approach uses functional noise to guarantee privacy, while the noise level scales linearly with the complexity of the neural network architecture. There are no known theoretical guarantees on the performance of deep reinforcement learning, but we gain some insight by providing a utility analysis under the discrete space setting.


Trust Region-Guided Proximal Policy Optimization

arXiv.org Machine Learning

Model-free reinforcement learning relies heavily on a safe yet exploratory policy search. Proximal policy optimization (PPO) is a prominent algorithm to address the safe search problem, by exploiting a heuristic clipping mechanism motivated by a theoretically-justified "trust region" guidance. However, we found that the clipping mechanism of PPO could lead to a lack of exploration issue. Based on this finding, we improve the original PPO with an adaptive clipping mechanism guided by a "trust region" criterion. Our method, termed as Trust Region-Guided PPO (TRPPO), improves PPO with more exploration and better sample efficiency, while maintains the safe search property and design simplicity of PPO. On several benchmark tasks, TRPPO significantly outperforms the original PPO and is competitive with several state-of-the-art methods.


WALL-E: An Efficient Reinforcement Learning Research Framework

arXiv.org Machine Learning

Overall, reinforcement learning (RL) involves an agent interacting with an environment through repeatedly running a policy ฯ€, collecting experience from each iteration and using that experience to update its policy for maximal reward (Fig 1). Figure 1: RL flow chart Thanks to advancements in big data, computing power, and other machine learning discipline, reinforcement learning has emerged as the pinnacle field in pushing humanity closer to true artificial intelligence.Model-based reinforcement learning, for example, aims to build an accurate model (such as a MDP) of the environment dynamics and train the agent on said model, giving model learning capabilities as well as ease of reward learning. On the other hand, in model-free reinforcement learning, the agent does not have explicit information regarding state transitions and must continuously explore and generate experience to find the optimal policy. In recent years, major problems have arisen in the field of reinforcement learning, such as planning and how to balance exploration and exploitation. Of particular interest, however, is the problem of knowledge gathering, namely how to efficiently and quickly sample trajectories to gain experience and update the policy without adversely affecting average return.


Modularization of End-to-End Learning: Case Study in Arcade Games

arXiv.org Machine Learning

Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable objects and universal value function approximator learning for controllable objects. Such decomposition should lead to a shorter learning time and better generalisation capability. Here, we consider arcade-game environments as sets of interacting objects (controllable, non-controllable) and propose a set of functional modules that are specialized on mastering different types of interactions in a broad range of environments. The modules utilize regression, supervised learning, and reinforcement learning algorithms. Results of this case study in different Atari games suggest that human-level performance can be achieved by a learning agent within a human amount of game experience (10-15 minutes game time) when a proper decomposition of an environment or a task is provided. However, automatization of such decomposition remains a challenging problem. This case study shows how a model of a causal structure underlying an environment or a task can benefit learning time and generalization capability of the agent, and argues in favor of exploiting modular structure in contrast to using pure end-to-end learning approaches.


Off-Policy Deep Reinforcement Learning by Bootstrapping the Covariate Shift

arXiv.org Machine Learning

In this paper we revisit the method of off-policy corrections for reinforcement learning (COP-TD) pioneered by Hallak et al. (2017). Under this method, online updates to the value function are reweighted to avoid divergence issues typical of off-policy learning. While Hallak et al.'s solution is appealing, it cannot easily be transferred to nonlinear function approximation. First, it requires a projection step onto the probability simplex; second, even though the operator describing the expected behavior of the off-policy learning algorithm is convergent, it is not known to be a contraction mapping, and hence, may be more unstable in practice. We address these two issues by introducing a discount factor into COP-TD. We analyze the behavior of discounted COP-TD and find it better behaved from a theoretical perspective. We also propose an alternative soft normalization penalty that can be minimized online and obviates the need for an explicit projection step. We complement our analysis with an empirical evaluation of the two techniques in an off-policy setting on the game Pong from the Atari domain where we find discounted COP-TD to be better behaved in practice than the soft normalization penalty. Finally, we perform a more extensive evaluation of discounted COP-TD in 5 games of the Atari domain, where we find performance gains for our approach.


Reward Shaping via Meta-Learning

arXiv.org Machine Learning

Reward shaping is one of the most effective methods to tackle the crucial yet challenging problem of credit assignment in Reinforcement Learning (RL). However, designing shaping functions usually requires much expert knowledge and hand-engineering, and the difficulties are further exacerbated given multiple similar tasks to solve. In this paper, we consider reward shaping on a distribution of tasks, and propose a general meta-learning framework to automatically learn the efficient reward shaping on newly sampled tasks, assuming only shared state space but not necessarily action space. We first derive the theoretically optimal reward shaping in terms of credit assignment in model-free RL. We then propose a value-based meta-learning algorithm to extract an effective prior over the optimal reward shaping. The prior can be applied directly to new tasks, or provably adapted to the task-posterior while solving the task within few gradient updates. We demonstrate the effectiveness of our shaping through significantly improved learning efficiency and interpretable visualizations across various settings, including notably a successful transfer from DQN to DDPG.


Value Propagation for Decentralized Networked Deep Multi-agent Reinforcement Learning

arXiv.org Machine Learning

We consider the networked multi-agent reinforcement learning (MARL) problem in a fully decentralized setting, where agents learn to coordinate to achieve the joint success. This problem is widely encountered in many areas including traffic control, distributed control, and smart grids. We assume that the reward function for each agent can be different and observed only locally by the agent itself. Furthermore, each agent is located at a node of a communication network and can exchanges information only with its neighbors. Using softmax temporal consistency and a decentralized optimization method, we obtain a principled and data-efficient iterative algorithm. In the first step of each iteration, an agent computes its local policy and value gradients and then updates only policy parameters. In the second step, the agent propagates to its neighbors the messages based on its value function and then updates its own value function. Hence we name the algorithm value propagation. We prove a non-asymptotic convergence rate 1/T with the nonlinear function approximation. To the best of our knowledge, it is the first MARL algorithm with convergence guarantee in the control, off-policy and non-linear function approximation setting. We empirically demonstrate the effectiveness of our approach in experiments.