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 Reinforcement Learning


Speaker-Follower Models for Vision-and-Language Navigation

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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 agentโ€™s exact environment setup and the demonstratorโ€™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 Montezumaโ€™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

Neural Information Processing Systems

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.


Structural Causal Bandits: Where to Intervene?

Neural Information Processing Systems

We study the problem of identifying the best action in a sequential decision-making setting when the reward distributions of the arms exhibit a non-trivial dependence structure, which is governed by the underlying causal model of the domain where the agent is deployed. In this setting, playing an arm corresponds to intervening on a set of variables and setting them to specific values. In this paper, we show that whenever the underlying causal model is not taken into account during the decision-making process, the standard strategies of simultaneously intervening on all variables or on all the subsets of the variables may, in general, lead to suboptimal policies, regardless of the number of interventions performed by the agent in the environment. We formally acknowledge this phenomenon and investigate structural properties implied by the underlying causal model, which lead to a complete characterization of the relationships between the arms' distributions. We leverage this characterization to build a new algorithm that takes as input a causal structure and finds a minimal, sound, and complete set of qualified arms that an agent should play to maximize its expected reward. We empirically demonstrate that the new strategy learns an optimal policy and leads to orders of magnitude faster convergence rates when compared with its causal-insensitive counterparts.


Verifiable Reinforcement Learning via Policy Extraction

Neural Information Processing Systems

While deep reinforcement learning has successfully solved many challenging control tasks, its real-world applicability has been limited by the inability to ensure the safety of learned policies. We propose an approach to verifiable reinforcement learning by training decision tree policies, which can represent complex policies (since they are nonparametric), yet can be efficiently verified using existing techniques (since they are highly structured). The challenge is that decision tree policies are difficult to train. We propose VIPER, an algorithm that combines ideas from model compression and imitation learning to learn decision tree policies guided by a DNN policy (called the oracle) and its Q-function, and show that it substantially outperforms two baselines. We use VIPER to (i) learn a provably robust decision tree policy for a variant of Atari Pong with a symbolic state space, (ii) learn a decision tree policy for a toy game based on Pong that provably never loses, and (iii) learn a provably stable decision tree policy for cart-pole. In each case, the decision tree policy achieves performance equal to that of the original DNN policy.


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.