Reinforcement Learning
Alternating Optimisation and Quadrature for Robust Control
Paul, Supratik (University of Oxford) | Chatzilygeroudis, Konstantinos (Inria, Villers-lès-Nancy) | Ciosek, Kamil (University of Oxford) | Mouret, Jean-Baptiste (Inria, Villers-lès-Nancy) | Osborne, Michael A. (University of Oxford) | Whiteson, Shimon (University of Oxford)
Bayesian optimisation has been successfully applied to a variety of reinforcement learning problems. However, the traditional approach for learning optimal policies in simulators does not utilise the opportunity to improve learning by adjusting certain environment variables: state features that are unobservable and randomly determined by the environment in a physical setting but are controllable in a simulator. This paper considers the problem of finding a robust policy while taking into account the impact of environment variables. We present Alternating Optimisation and Quadrature (ALOQ), which uses Bayesian optimisation and Bayesian quadrature to address such settings. ALOQ is robust to the presence of significant rare events, which may not be observable under random sampling, but play a substantial role in determining the optimal policy. Experimental results across different domains show that ALOQ can learn more efficiently and robustly than existing methods.
Belief Reward Shaping in Reinforcement Learning
Marom, Ofir (University of the Witwatersrand) | Rosman, Benjamin (University of the Witwatersrand, Council for Scientific and Industrial Research)
A key challenge in many reinforcement learning problems is delayed rewards, which can significantly slow down learning. Although reward shaping has previously been introduced to accelerate learning by bootstrapping an agent with additional information, this can lead to problems with convergence. We present a novel Bayesian reward shaping framework that augments the reward distribution with prior beliefs that decay with experience. Formally, we prove that under suitable conditions a Markov decision process augmented with our framework is consistent with the optimal policy of the original MDP when using the Q-learning algorithm. However, in general our method integrates seamlessly with any reinforcement learning algorithm that learns a value or action-value function through experience. Experiments are run on a gridworld and a more complex backgammon domain that show that we can learn tasks significantly faster when we specify intuitive priors on the reward distribution.
An Optimal Online Method of Selecting Source Policies for Reinforcement Learning
Li, Siyuan (Tsinghua University, Institute for Interdisciplinary Information Sciences) | Zhang, Chongjie (Tsinghua University, Institute for Interdisciplinary Information Sciences)
Transfer learning significantly accelerates the reinforcement learning process by exploiting relevant knowledge from previous experiences. The problem of optimally selecting source policies during the learning process is of great importance yet challenging. There has been little theoretical analysis of this problem. In this paper, we develop an optimal online method to select source policies for reinforcement learning. This method formulates online source policy selection as a multi-armed bandit problem and augments Q-learning with policy reuse. We provide theoretical guarantees of the optimal selection process and convergence to the optimal policy. In addition, we conduct experiments on a grid-based robot navigation domain to demonstrate its efficiency and robustness by comparing to the state-of-the-art transfer learning method.
Learning to Generalize: Meta-Learning for Domain Generalization
Li, Da (Queen Mary University of London) | Yang, Yongxin (Queen Mary University of London) | Song, Yi-Zhe (Queen Mary University of London) | Hospedales, Timothy M. (The University of Edinburgh)
Domain shift refers to the well known problem that a model trained in one source domain performs poorly when appliedto a target domain with different statistics. Domain Generalization (DG) techniques attempt to alleviate this issue by producing models which by design generalize well to novel testing domains. We propose a novel meta-learning method for domain generalization. Rather than designing a specific model that is robust to domain shift as in most previous DG work, we propose a model agnostic training procedure for DG. Our algorithm simulates train/test domain shift during training by synthesizing virtual testing domains within each mini-batch. The meta-optimization objective requires that steps to improve training domain performance should also improve testing domain performance. This meta-learning procedure trains models with good generalization ability to novel domains. We evaluate our method and achieve state of the art results on a recent cross-domain image classification benchmark, as well demonstrating its potential on two classic reinforcement learning tasks.
Deterministic Policy Optimization by Combining Pathwise and Score Function Estimators for Discrete Action Spaces
Levy, Daniel (Stanford University) | Ermon, Stefano (Stanford University, Woods Institute for the Environment)
Policy optimization methods have shown great promise in solving complex reinforcement and imitation learning tasks. While model-free methods are broadly applicable, they often require many samples to optimize complex policies. Model-based methods greatly improve sample-efficiency but at the cost of poor generalization, requiring a carefully handcrafted model of the system dynamics for each task. Recently, hybrid methods have been successful in trading off applicability for improved sample-complexity. However, these have been limited to continuous action spaces. In this work, we present a new hybrid method based on an approximation of the dynamics as an expectation over the next state under the current policy. This relaxation allows us to derive a novel hybrid policy gradient estimator, combining score function and pathwise derivative estimators, that is applicable to discrete action spaces. We show significant gains in sample complexity, ranging between 1.7 and 25 times, when learning parameterized policies on Cart Pole, Acrobot, Mountain Car and Hand Mass. Our method is applicable to both discrete and continuous action spaces, when competing pathwise methods are limited to the latter.
On Value Function Representation of Long Horizon Problems
Lehnert, Lucas (Brown University, Providence, Rhode Island) | Laroche, Romain (Microsoft Maluuba, Montreal, QC) | Seijen, Harm van (Microsoft Maluuba, Montreal, QC)
In Reinforcement Learning, an intelligent agent has to make a sequence of decisions to accomplish a goal. If this sequence is long, then the agent has to plan over a long horizon. While learning the optimal policy and its value function is a well studied problem in Reinforcement Learning, this paper focuses on the structure of the optimal value function and how hard it is to represent the optimal value function. We show that the generalized Rademacher complexity of the hypothesis space of all optimal value functions is dependent on the planning horizon and independent of the state and action space size. Further, we present bounds on the action-gaps of action value functions and show that they can collapse if a long planning horizon is used. The theoretical results are verified empirically on randomly generated MDPs and on a grid-world fruit collection task using deep value function approximation. Our theoretical results highlight a connection between value function approximation and the Options framework and suggest that value functions should be decomposed along bottlenecks of the MDP's transition dynamics.
PAC Reinforcement Learning With an Imperfect Model
Jiang, Nan (Microsoft Research)
Reinforcement learning (RL) methods have proved to be successful in many simulated environments. The common approaches, however, are often too sample intensive to be applied directly in the real world. A promising approach to addressing this issue is to train an RL agent in a simulator and transfer the solution to the real environment. When a high-fidelity simulator is available we would expect significant reduction in the amount of real trajectories needed for learning. In this work we aim at better understanding the theoretical nature of this approach. We start with a perhaps surprising result that, even if the approximate model (e.g., a simulator) only differs from the real environment in a single state-action pair (but which one is unknown), such a model could be information-theoretically useless and the sample complexity (in terms of real trajectories) still scales with the total number of states in the worst case. We investigate the hard instances and come up with natural conditions that avoid the pathological situations. We then propose two conceptually simple algorithms that enjoy polynomial sample complexity guarantees with no dependence on the size of the state-action space, and prove some foundational results to provide insights into this important problem.
Selective Experience Replay for Lifelong Learning
Isele, David (University of Pennsylvania, Honda Research Institute ) | Cosgun, Akansel (Honda Research Institute)
Deep reinforcement learning has emerged as a powerful tool for a variety of learning tasks, however deep nets typically exhibit forgetting when learning multiple tasks in sequence. To mitigate forgetting, we propose an experience replay process that augments the standard FIFO buffer and selectively stores experiences in a long-term memory. We explore four strategies for selecting which experiences will be stored: favoring surprise, favoring reward, matching the global training distribution, and maximizing coverage of the state space. We show that distribution matching successfully prevents catastrophic forgetting, and is consistently the best approach on all domains tested. While distribution matching has better and more consistent performance, we identify one case in which coverage maximization is beneficial---when tasks that receive less trained are more important. Overall, our results show that selective experience replay, when suitable selection algorithms are employed, can prevent catastrophic forgetting.
Accelerated Method for Stochastic Composition Optimization With Nonsmooth Regularization
Huo, Zhouyuan (University of Pittsburgh) | Gu, Bin (University of Pittsburgh) | Liu, Ji (University of Rochester) | Huang, Heng (University of Pittsburgh)
Stochastic composition optimization draws much attention recently and has been successful in many emerging applications of machine learning, statistical analysis, and reinforcement learning. In this paper, we focus on the composition problem with nonsmooth regularization penalty. Previous works either have slow convergence rate, or do not provide complete convergence analysis for the general problem. In this paper, we tackle these two issues by proposing a new stochastic composition optimization method for composition problem with nonsmooth regularization penalty. In our method, we apply variance reduction technique to accelerate the speed of convergence. To the best of our knowledge, our method admits the fastest convergence rate for stochastic composition optimization: for strongly convex composition problem, our algorithm is proved to admit linear convergence; for general composition problem, our algorithm significantly improves the state-of-the-art convergence rate from O ( T –1/2 ) to O (( n 1 + n 2 ) 2/3 T -1 ). Finally, we apply our proposed algorithm to portfolio management and policy evaluation in reinforcement learning. Experimental results verify our theoretical analysis.
Deep Q-learning From Demonstrations
Hester, Todd (Google DeepMind) | Vecerik, Matej (Google DeepMind) | Pietquin, Olivier (Google DeepMind ) | Lanctot, Marc (Google DeepMind) | Schaul, Tom (Google DeepMind) | Piot, Bilal (Google DeepMind ) | Horgan, Dan (Google DeepMind) | Quan, John (Google DeepMind) | Sendonaris, Andrew (Google DeepMind ) | Osband, Ian (Google DeepMind) | Dulac-Arnold, Gabriel (Google DeepMind) | Agapiou, John (Google DeepMind) | Leibo, Joel Z. (Google DeepMind) | Gruslys, Audrunas (Google DeepMind )
Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator’s actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD’s performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.