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 Reinforcement Learning


Recurrent World Models Facilitate Policy Evolution

Neural Information Processing Systems

A generative recurrent neural network is quickly trained in an unsupervised manner to model popular reinforcement learning environments through compressed spatio-temporal representations. The world model's extracted features are fed into compact and simple policies trained by evolution, achieving state of the art results in various environments. We also train our agent entirely inside of an environment generated by its own internal world model, and transfer this policy back into the actual environment. Interactive version of this paper is available at https://worldmodels.github.io


Learning to Navigate in Cities Without a Map

Neural Information Processing Systems

Navigating through unstructured environments is a basic capability of intelligent creatures, and thus is of fundamental interest in the study and development of artificial intelligence. Long-range navigation is a complex cognitive task that relies on developing an internal representation of space, grounded by recognisable landmarks and robust visual processing, that can simultaneously support continuous self-localisation ("I am here") and a representation of the goal ("I am going there"). Building upon recent research that applies deep reinforcement learning to maze navigation problems, we present an end-to-end deep reinforcement learning approach that can be applied on a city scale. Recognising that successful navigation relies on integration of general policies with locale-specific knowledge, we propose a dual pathway architecture that allows locale-specific features to be encapsulated, while still enabling transfer to multiple cities. A key contribution of this paper is an interactive navigation environment that uses Google Street View for its photographic content and worldwide coverage. Our baselines demonstrate that deep reinforcement learning agents can learn to navigate in multiple cities and to traverse to target destinations that may be kilometres away. A video summarizing our research and showing the trained agent in diverse city environments as well as on the transfer task is available at: https://sites.google.com/view/learn-navigate-cities-nips18


Meta-Gradient Reinforcement Learning

Neural Information Processing Systems

The goal of reinforcement learning algorithms is to estimate and/or optimise the value function. However, unlike supervised learning, no teacher or oracle is available to provide the true value function. Instead, the majority of reinforcement learning algorithms estimate and/or optimise a proxy for the value function. This proxy is typically based on a sampled and bootstrapped approximation to the true value function, known as a return. The particular choice of return is one of the chief components determining the nature of the algorithm: the rate at which future rewards are discounted; when and how values should be bootstrapped; or even the nature of the rewards themselves. It is well-known that these decisions are crucial to the overall success of RL algorithms. We discuss a gradient-based meta-learning algorithm that is able to adapt the nature of the return, online, whilst interacting and learning from the environment. When applied to 57 games on the Atari 2600 environment over 200 million frames, our algorithm achieved a new state-of-the-art performance.


Zero-Shot Transfer with Deictic Object-Oriented Representation in Reinforcement Learning

Neural Information Processing Systems

Object-oriented representations in reinforcement learning have shown promise in transfer learning, with previous research introducing a propositional object-oriented framework that has provably efficient learning bounds with respect to sample complexity. However, this framework has limitations in terms of the classes of tasks it can efficiently learn. In this paper we introduce a novel deictic object-oriented framework that has provably efficient learning bounds and can solve a broader range of tasks. Additionally, we show that this framework is capable of zero-shot transfer of transition dynamics across tasks and demonstrate this empirically for the Taxi and Sokoban domains.


DeepExposure: Learning to Expose Photos with Asynchronously Reinforced Adversarial Learning

Neural Information Processing Systems

The accurate exposure is the key of capturing high-quality photos in computational photography, especially for mobile phones that are limited by sizes of camera modules. Inspired by luminosity masks usually applied by professional photographers, in this paper, we develop a novel algorithm for learning local exposures with deep reinforcement adversarial learning. To be specific, we segment an image into sub-images that can reflect variations of dynamic range exposures according to raw low-level features. Based on these sub-images, a local exposure for each sub-image is automatically learned by virtue of policy network sequentially while the reward of learning is globally designed for striking a balance of overall exposures. The aesthetic evaluation function is approximated by discriminator in generative adversarial networks. The reinforcement learning and the adversarial learning are trained collaboratively by asynchronous deterministic policy gradient and generative loss approximation. To further simply the algorithmic architecture, we also prove the feasibility of leveraging the discriminator as the value function. Further more, we employ each local exposure to retouch the raw input image respectively, thus delivering multiple retouched images under different exposures which are fused with exposure blending. The extensive experiments verify that our algorithms are superior to state-of-the-art methods in terms of quantitative accuracy and visual illustration.


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.


Temporal Regularization for Markov Decision Process

Neural Information Processing Systems

Several applications of Reinforcement Learning suffer from instability due to high variance. This is especially prevalent in high dimensional domains. Regularization is a commonly used technique in machine learning to reduce variance, at the cost of introducing some bias. Most existing regularization techniques focus on spatial (perceptual) regularization. Yet in reinforcement learning, due to the nature of the Bellman equation, there is an opportunity to also exploit temporal regularization based on smoothness in value estimates over trajectories. This paper explores a class of methods for temporal regularization. We formally characterize the bias induced by this technique using Markov chain concepts. We illustrate the various characteristics of temporal regularization via a sequence of simple discrete and continuous MDPs, and show that the technique provides improvement even in high-dimensional Atari games.


Enhancing the Accuracy and Fairness of Human Decision Making

Neural Information Processing Systems

Societies often rely on human experts to take a wide variety of decisions affecting their members, from jail-or-release decisions taken by judges and stop-and-frisk decisions taken by police officers to accept-or-reject decisions taken by academics. In this context, each decision is taken by an expert who is typically chosen uniformly at random from a pool of experts. However, these decisions may be imperfect due to limited experience, implicit biases, or faulty probabilistic reasoning. Can we improve the accuracy and fairness of the overall decision making process by optimizing the assignment between experts and decisions? In this paper, we address the above problem from the perspective of sequential decision making and show that, for different fairness notions from the literature, it reduces to a sequence of (constrained) weighted bipartite matchings, which can be solved efficiently using algorithms with approximation guarantees. Moreover, these algorithms also benefit from posterior sampling to actively trade off exploitation---selecting expert assignments which lead to accurate and fair decisions---and exploration---selecting expert assignments to learn about the experts' preferences and biases. We demonstrate the effectiveness of our algorithms on both synthetic and real-world data and show that they can significantly improve both the accuracy and fairness of the decisions taken by pools of experts.


Genetic-Gated Networks for Deep Reinforcement Learning

Neural Information Processing Systems

We introduce the Genetic-Gated Networks (G2Ns), simple neural networks that combine a gate vector composed of binary genetic genes in the hidden layer(s) of networks. Our method can take both advantages of gradient-free optimization and gradient-based optimization methods, of which the former is effective for problems with multiple local minima, while the latter can quickly find local minima. In addition, multiple chromosomes can define different models, making it easy to construct multiple models and can be effectively applied to problems that require multiple models. We show that this G2N can be applied to typical reinforcement learning algorithms to achieve a large improvement in sample efficiency and performance.


Where Do You Think You're Going?: Inferring Beliefs about Dynamics from Behavior

Neural Information Processing Systems

Inferring intent from observed behavior has been studied extensively within the frameworks of Bayesian inverse planning and inverse reinforcement learning. These methods infer a goal or reward function that best explains the actions of the observed agent, typically a human demonstrator. Another agent can use this inferred intent to predict, imitate, or assist the human user. However, a central assumption in inverse reinforcement learning is that the demonstrator is close to optimal. While models of suboptimal behavior exist, they typically assume that suboptimal actions are the result of some type of random noise or a known cognitive bias, like temporal inconsistency. In this paper, we take an alternative approach, and model suboptimal behavior as the result of internal model misspecification: the reason that user actions might deviate from near-optimal actions is that the user has an incorrect set of beliefs about the rules -- the dynamics -- governing how actions affect the environment. Our insight is that while demonstrated actions may be suboptimal in the real world, they may actually be near-optimal with respect to the user's internal model of the dynamics. By estimating these internal beliefs from observed behavior, we arrive at a new method for inferring intent. We demonstrate in simulation and in a user study with 12 participants that this approach enables us to more accurately model human intent, and can be used in a variety of applications, including offering assistance in a shared autonomy framework and inferring human preferences.