Reinforcement Learning
Exponentially Weighted Imitation Learning for Batched Historical Data
Wang, Qing, Xiong, Jiechao, Han, Lei, sun, peng, Liu, Han, Zhang, Tong
We consider deep policy learning with only batched historical trajectories. The main challenge of this problem is that the learner no longer has a simulator or ``environment oracle'' as in most reinforcement learning settings. To solve this problem, we propose a monotonic advantage reweighted imitation learning strategy that is applicable to problems with complex nonlinear function approximation and works well with hybrid (discrete and continuous) action space. The method does not rely on the knowledge of the behavior policy, thus can be used to learn from data generated by an unknown policy. Under mild conditions, our algorithm, though surprisingly simple, has a policy improvement bound and outperforms most competing methods empirically. Thorough numerical results are also provided to demonstrate the efficacy of the proposed methodology.
Transfer of Value Functions via Variational Methods
Tirinzoni, Andrea, Sanchez, Rafael Rodriguez, Restelli, Marcello
We consider the problem of transferring value functions in reinforcement learning. We propose an approach that uses the given source tasks to learn a prior distribution over optimal value functions and provide to an efficient variational approximation of the corresponding posterior in a new target task. We show our approach to be general, in the sense that it can be combined with complex parametric function approximators and distribution models, while providing two practical algorithms based on Gaussians and Gaussian mixtures. We theoretically analyze them by deriving a finite-sample analysis and provide a comprehensive empirical evaluation in four different domains.
Predict Responsibly: Improving Fairness and Accuracy by Learning to Defer
Madras, David, Pitassi, Toni, Zemel, Richard
In many machine learning applications, there are multiple decision-makers involved, both automated and human. The interaction between these agents often goes unaddressed in algorithmic development. In this work, we explore a simple version of this interaction with a two-stage framework containing an automated model and an external decision-maker. The model can choose to say PASS, and pass the decision downstream, as explored in rejection learning. We extend this concept by proposing "learning to defer", which generalizes rejection learning by considering the effect of other agents in the decision-making process. We propose a learning algorithm which accounts for potential biases held by external decision-makers in a system. Experiments demonstrate that learning to defer can make systems not only more accurate but also less biased. Even when working with inconsistent or biased users, we show that deferring models still greatly improve the accuracy and/or fairness of the entire system.
Variational Inference with Tail-adaptive f-Divergence
Wang, Dilin, Liu, Hao, Liu, Qiang
Variational inference with α-divergences has been widely used in modern probabilistic machine learning. Compared to Kullback-Leibler (KL) divergence, a major advantage of using α-divergences (with positive α values) is their mass-covering property. However, estimating and optimizing α-divergences require to use importance sampling, which could have extremely large or infinite variances due to heavy tails of importance weights. In this paper, we propose a new class of tail-adaptive f-divergences that adaptively change the convex function f with the tail of the importance weights, in a way that theoretically guarantee finite moments, while simultaneously achieving mass-covering properties. We test our methods on Bayesian neural networks, as well as deep reinforcement learning in which our method is applied to improve a recent soft actor-critic (SAC) algorithm (Haarnoja et al., 2018). Our results show that our approach yields significant advantages compared with existing methods based on classical KL and α-divergences.
Unsupervised Video Object Segmentation for Deep Reinforcement Learning
Goel, Vikash, Weng, Jameson, Poupart, Pascal
We present a new technique for deep reinforcement learning that automatically detects moving objects and uses the relevant information for action selection. The detection of moving objects is done in an unsupervised way by exploiting structure from motion. Instead of directly learning a policy from raw images, the agent first learns to detect and segment moving objects by exploiting flow information in video sequences. The learned representation is then used to focus the policy of the agent on the moving objects. Over time, the agent identifies which objects are critical for decision making and gradually builds a policy based on relevant moving objects. This approach, which we call Motion-Oriented REinforcement Learning (MOREL), is demonstrated on a suite of Atari games where the ability to detect moving objects reduces the amount of interaction needed with the environment to obtain a good policy. Furthermore, the resulting policy is more interpretable than policies that directly map images to actions or values with a black box neural network. We can gain insight into the policy by inspecting the segmentation and motion of each object detected by the agent. This allows practitioners to confirm whether a policy is making decisions based on sensible information. Our code is available at https://github.com/vik-goel/MOREL.
Evolved Policy Gradients
Houthooft, Rein, Chen, Yuhua, Isola, Phillip, Stadie, Bradly, Wolski, Filip, Ho, OpenAI Jonathan, Abbeel, Pieter
We propose a metalearning approach for learning gradient-based reinforcement learning (RL) algorithms. The idea is to evolve a differentiable loss function, such that an agent, which optimizes its policy to minimize this loss, will achieve high rewards. The loss is parametrized via temporal convolutions over the agent's experience. Because this loss is highly flexible in its ability to take into account the agent's history, it enables fast task learning. Empirical results show that our evolved policy gradient algorithm (EPG) achieves faster learning on several randomized environments compared to an off-the-shelf policy gradient method. We also demonstrate that EPG's learned loss can generalize to out-of-distribution test time tasks, and exhibits qualitatively different behavior from other popular metalearning algorithms.
Learning Task Specifications from Demonstrations
Vazquez-Chanlatte, Marcell, Jha, Susmit, Tiwari, Ashish, Ho, Mark K., Seshia, Sanjit
In many settings (e.g., robotics) demonstrations provide a natural way to specify the sub-tasks. However, most methods for learning from demonstrations either do not provide guarantees that the artifacts learned for the sub-tasks can be safely recombined or limit the types of composition available. Motivated by this deficit, we consider the problem of inferring Boolean non-Markovian rewards (also known as logical trace properties or specifications) from demonstrations provided by an agent operating in an uncertain, stochastic environment. Crucially, specifications admit well-defined composition rules that are typically easy to interpret. In this paper, we formulate the specification inference task as a maximum a posteriori (MAP) probability inference problem, apply the principle of maximum entropy to derive an analytic demonstration likelihood model and give an efficient approach to search for the most likely specification in a large candidate pool of specifications. In our experiments, we demonstrate how learning specifications can help avoid common problems that often arise due to ad-hoc reward composition.
Context-dependent upper-confidence bounds for directed exploration
Kumaraswamy, Raksha, Schlegel, Matthew, White, Adam, White, Martha
Directed exploration strategies for reinforcement learning are critical for learning an optimal policy in a minimal number of interactions with the environment. Many algorithms use optimism to direct exploration, either through visitation estimates or upper confidence bounds, as opposed to data-inefficient strategies like e-greedy that use random, undirected exploration. Most data-efficient exploration methods require significant computation, typically relying on a learned model to guide exploration. Least-squares methods have the potential to provide some of the data-efficiency benefits of model-based approaches—because they summarize past interactions—with the computation closer to that of model-free approaches. In this work, we provide a novel, computationally efficient, incremental exploration strategy, leveraging this property of least-squares temporal difference learning (LSTD). We derive upper confidence bounds on the action-values learned by LSTD, with context-dependent (or state-dependent) noise variance. Such context-dependent noise focuses exploration on a subset of variable states, and allows for reduced exploration in other states. We empirically demonstrate that our algorithm can converge more quickly than other incremental exploration strategies using confidence estimates on action-values.
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.
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.