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 Reinforcement Learning


Exponentially Weighted Imitation Learning for Batched Historical Data

Neural Information Processing Systems

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

Neural Information Processing Systems

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 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

Neural Information Processing Systems

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.


Loss Functions for Multiset Prediction

Neural Information Processing Systems

We study the problem of multiset prediction. The goal of multiset prediction is to train a predictor that maps an input to a multiset consisting of multiple items. Unlike existing problems in supervised learning, such as classification, ranking and sequence generation, there is no known order among items in a target multiset, and each item in the multiset may appear more than once, making this problem extremely challenging. In this paper, we propose a novel multiset loss function by viewing this problem from the perspective of sequential decision making. The proposed multiset loss function is empirically evaluated on two families of datasets, one synthetic and the other real, with varying levels of difficulty, against various baseline loss functions including reinforcement learning, sequence, and aggregated distribution matching loss functions. The experiments reveal the effectiveness of the proposed loss function over the others.


Unsupervised Video Object Segmentation for Deep Reinforcement Learning

Neural Information Processing Systems

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.


Occam's razor is insufficient to infer the preferences of irrational agents

Neural Information Processing Systems

Inverse reinforcement learning (IRL) attempts to infer human rewards or preferences from observed behavior. Since human planning systematically deviates from rationality, several approaches have been tried to account for specific human shortcomings. However, the general problem of inferring the reward function of an agent of unknown rationality has received little attention. Unlike the well-known ambiguity problems in IRL, this one is practically relevant but cannot be resolved by observing the agent's policy in enough environments. This paper shows (1) that a No Free Lunch result implies it is impossible to uniquely decompose a policy into a planning algorithm and reward function, and (2) that even with a reasonable simplicity prior/Occam's razor on the set of decompositions, we cannot distinguish between the true decomposition and others that lead to high regret. To address this, we need simple `normative' assumptions, which cannot be deduced exclusively from observations.


Inference Aided Reinforcement Learning for Incentive Mechanism Design in Crowdsourcing

Neural Information Processing Systems

Incentive mechanisms for crowdsourcing are designed to incentivize financially self-interested workers to generate and report high-quality labels. Existing mechanisms are often developed as one-shot static solutions, assuming a certain level of knowledge about worker models (expertise levels, costs for exerting efforts, etc.). In this paper, we propose a novel inference aided reinforcement mechanism that acquires data sequentially and requires no such prior assumptions. Specifically, we first design a Gibbs sampling augmented Bayesian inference algorithm to estimate workers' labeling strategies from the collected labels at each step. Then we propose a reinforcement incentive learning (RIL) method, building on top of the above estimates, to uncover how workers respond to different payments. RIL dynamically determines the payment without accessing any ground-truth labels. We theoretically prove that RIL is able to incentivize rational workers to provide high-quality labels both at each step and in the long run. Empirical results show that our mechanism performs consistently well under both rational and non-fully rational (adaptive learning) worker models. Besides, the payments offered by RIL are more robust and have lower variances compared to existing one-shot mechanisms.


Policy Optimization via Importance Sampling

Neural Information Processing Systems

Policy optimization is an effective reinforcement learning approach to solve continuous control tasks. Recent achievements have shown that alternating online and offline optimization is a successful choice for efficient trajectory reuse. However, deciding when to stop optimizing and collect new trajectories is non-trivial, as it requires to account for the variance of the objective function estimate. In this paper, we propose a novel, model-free, policy search algorithm, POIS, applicable in both action-based and parameter-based settings. We first derive a high-confidence bound for importance sampling estimation; then we define a surrogate objective function, which is optimized offline whenever a new batch of trajectories is collected. Finally, the algorithm is tested on a selection of continuous control tasks, with both linear and deep policies, and compared with state-of-the-art policy optimization methods.


Evolved Policy Gradients

Neural Information Processing Systems

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

Neural Information Processing Systems

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.