Reinforcement Learning
Negotiable Reinforcement Learning for Pareto Optimal Sequential Decision-Making
Desai, Nishant, Critch, Andrew, Russell, Stuart J.
It is commonly believed that an agent making decisions on behalf of two or more principals who have different utility functions should adopt a Pareto optimal policy, i.e. a policy that cannot be improved upon for one principal without making sacrifices for another. Harsanyi's theorem shows that when the principals have a common prior on the outcome distributions of all policies, a Pareto optimal policy for the agent is one that maximizes a fixed, weighted linear combination of the principals' utilities. In this paper, we derive a more precise generalization for the sequential decision setting in the case of principals with different priors on the dynamics of the environment. We refer to this generalization as the Negotiable Reinforcement Learning (NRL) framework. In this more general case, the relative weight given to each principal's utility should evolve over time according to how well the agent's observations conform with that principal's prior. To gain insight into the dynamics of this new framework, we implement a simple NRL agent and empirically examine its behavior in a simple environment.
On Learning Intrinsic Rewards for Policy Gradient Methods
Zheng, Zeyu, Oh, Junhyuk, Singh, Satinder
In many sequential decision making tasks, it is challenging to design reward functions that help an RL agent efficiently learn behavior that is considered good by the agent designer. A number of different formulations of the reward-design problem, or close variants thereof, have been proposed in the literature. In this paper we build on the Optimal Rewards Framework of Singh et al. that defines the optimal intrinsic reward function as one that when used by an RL agent achieves behavior that optimizes the task-specifying or extrinsic reward function. Previous work in this framework has shown how good intrinsic reward functions can be learned for lookahead search based planning agents. Whether it is possible to learn intrinsic reward functions for learning agents remains an open problem. In this paper we derive a novel algorithm for learning intrinsic rewards for policy-gradient based learning agents. We compare the performance of an augmented agent that uses our algorithm to provide additive intrinsic rewards to an A2C-based policy learner (for Atari games) and a PPO-based policy learner (for Mujoco domains) with a baseline agent that uses the same policy learners but with only extrinsic rewards. Our results show improved performance on most but not all of the domains.
Lifelong Inverse Reinforcement Learning
Mendez, Jorge Armando Mendez, Shivkumar, Shashank, Eaton, Eric
Methods for learning from demonstration (LfD) have shown success in acquiring behavior policies by imitating a user. However, even for a single task, LfD may require numerous demonstrations. For versatile agents that must learn many tasks via demonstration, this process would substantially burden the user if each task were learned in isolation. To address this challenge, we introduce the novel problem of lifelong learning from demonstration, which allows the agent to continually build upon knowledge learned from previously demonstrated tasks to accelerate the learning of new tasks, reducing the amount of demonstrations required. As one solution to this problem, we propose the first lifelong learning approach to inverse reinforcement learning, which learns consecutive tasks via demonstration, continually transferring knowledge between tasks to improve performance.
Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning
Zahavy, Tom, Haroush, Matan, Merlis, Nadav, Mankowitz, Daniel J., Mannor, Shie
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulations demonstrate a considerable speedup and added robustness over vanilla DQN in text-based games with over a thousand discrete actions.
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments
Srinivasan, Sriram, Lanctot, Marc, Zambaldi, Vinicius, Perolat, Julien, Tuyls, Karl, Munos, Remi, Bowling, Michael
Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions.
Speaker-Follower Models for Vision-and-Language Navigation
Fried, Daniel, Hu, Ronghang, Cirik, Volkan, Rohrbach, Anna, Andreas, Jacob, Morency, Louis-Philippe, Berg-Kirkpatrick, Taylor, Saenko, Kate, Klein, Dan, Darrell, Trevor
Navigation guided by natural language instructions presents a challenging reasoning problem for instruction followers. Natural language instructions typically identify only a few high-level decisions and landmarks rather than complete low-level motor behaviors; much of the missing information must be inferred based on perceptual context. In machine learning settings, this is doubly challenging: it is difficult to collect enough annotated data to enable learning of this reasoning process from scratch, and also difficult to implement the reasoning process using generic sequence models. Here we describe an approach to vision-and-language navigation that addresses both these issues with an embedded speaker model. We use this speaker model to (1) synthesize new instructions for data augmentation and to (2) implement pragmatic reasoning, which evaluates how well candidate action sequences explain an instruction. Both steps are supported by a panoramic action space that reflects the granularity of human-generated instructions. Experiments show that all three components of this approach---speaker-driven data augmentation, pragmatic reasoning and panoramic action space---dramatically improve the performance of a baseline instruction follower, more than doubling the success rate over the best existing approach on a standard benchmark.
Data-Efficient Hierarchical Reinforcement Learning
Nachum, Ofir, Gu, Shixiang (Shane), Lee, Honglak, Levine, Sergey
Hierarchical reinforcement learning (HRL) is a promising approach to extend traditional reinforcement learning (RL) methods to solve more complex tasks. Yet, the majority of current HRL methods require careful task-specific design and on-policy training, making them difficult to apply in real-world scenarios. In this paper, we study how we can develop HRL algorithms that are general, in that they do not make onerous additional assumptions beyond standard RL algorithms, and efficient, in the sense that they can be used with modest numbers of interaction samples, making them suitable for real-world problems such as robotic control. For generality, we develop a scheme where lower-level controllers are supervised with goals that are learned and proposed automatically by the higher-level controllers. To address efficiency, we propose to use off-policy experience for both higher- and lower-level training. This poses a considerable challenge, since changes to the lower-level behaviors change the action space for the higher-level policy, and we introduce an off-policy correction to remedy this challenge. This allows us to take advantage of recent advances in off-policy model-free RL to learn both higher and lower-level policies using substantially fewer environment interactions than on-policy algorithms. We find that our resulting HRL agent is generally applicable and highly sample-efficient. Our experiments show that our method can be used to learn highly complex behaviors for simulated robots, such as pushing objects and utilizing them to reach target locations, learning from only a few million samples, equivalent to a few days of real-time interaction. In comparisons with a number of prior HRL methods, we find that our approach substantially outperforms previous state-of-the-art techniques.
Q-learning with Nearest Neighbors
We consider model-free reinforcement learning for infinite-horizon discounted Markov Decision Processes (MDPs) with a continuous state space and unknown transition kernel, when only a single sample path under an arbitrary policy of the system is available. We consider the Nearest Neighbor Q-Learning (NNQL) algorithm to learn the optimal Q function using nearest neighbor regression method. As the main contribution, we provide tight finite sample analysis of the convergence rate. In particular, for MDPs with a $d$-dimensional state space and the discounted factor $\gamma \in (0,1)$, given an arbitrary sample path with ``covering time'' $L$, we establish that the algorithm is guaranteed to output an $\varepsilon$-accurate estimate of the optimal Q-function using $\Ot(L/(\varepsilon^3(1-\gamma)^7))$ samples. For instance, for a well-behaved MDP, the covering time of the sample path under the purely random policy scales as $\Ot(1/\varepsilon^d),$ so the sample complexity scales as $\Ot(1/\varepsilon^{d+3}).$ Indeed, we establish a lower bound that argues that the dependence of $ \Omegat(1/\varepsilon^{d+2})$ is necessary.
Playing hard exploration games by watching YouTube
Aytar, Yusuf, Pfaff, Tobias, Budden, David, Paine, Thomas, Wang, Ziyu, Freitas, Nando de
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent’s exact environment setup and the demonstrator’s action and reward trajectories. Here we propose a method that overcomes these limitations in two stages. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i.e. vision and sound). Second, we embed a single YouTube video in this representation to learn a reward function that encourages an agent to imitate human gameplay. This method of one-shot imitation allows our agent to convincingly exceed human-level performance on the infamously hard exploration games Montezuma’s Revenge, Pitfall! and Private Eye for the first time, even if the agent is not presented with any environment rewards.
Continuous-time Value Function Approximation in Reproducing Kernel Hilbert Spaces
Ohnishi, Motoya, Yukawa, Masahiro, Johansson, Mikael, Sugiyama, Masashi
Motivated by the success of reinforcement learning (RL) for discrete-time tasks such as AlphaGo and Atari games, there has been a recent surge of interest in using RL for continuous-time control of physical systems (cf. many challenging tasks in OpenAI Gym and DeepMind Control Suite). Since discretization of time is susceptible to error, it is methodologically more desirable to handle the system dynamics directly in continuous time. However, very few techniques exist for continuous-time RL and they lack flexibility in value function approximation. In this paper, we propose a novel framework for model-based continuous-time value function approximation in reproducing kernel Hilbert spaces. The resulting framework is so flexible that it can accommodate any kind of kernel-based approach, such as Gaussian processes and kernel adaptive filters, and it allows us to handle uncertainties and nonstationarity without prior knowledge about the environment or what basis functions to employ. We demonstrate the validity of the presented framework through experiments.