Reinforcement Learning
Learning to Modulate pre-trained Models in RL
Reinforcement Learning (RL) has been successful in various domains like robotics, game playing, and simulation. While RL agents have shown impressive capabilities in their specific tasks, they insufficiently adapt to new tasks. In supervised learning, this adaptation problem is addressed by large-scale pre-training followed by fine-tuning to new down-stream tasks. Recently, pre-training on multiple tasks has been gaining traction in RL. However, fine-tuning a pre-trained model often suffers from catastrophic forgetting.
Wasserstein Dependency Measure for Representation Learning
Mutual information maximization has emerged as a powerful learning objective for unsupervised representation learning obtaining state-of-the-art performance in applications such as object recognition, speech recognition, and reinforcement learning. However, such approaches are fundamentally limited since a tight lower bound on mutual information requires sample size exponential in the mutual information. This limits the applicability of these approaches for prediction tasks with high mutual information, such as in video understanding or reinforcement learning. In these settings, such techniques are prone to overfit, both in theory and in practice, and capture only a few of the relevant factors of variation. This leads to incomplete representations that are not optimal for downstream tasks. In this work, we empirically demonstrate that mutual information-based representation learning approaches do fail to learn complete representations on a number of designed and real-world tasks. To mitigate these problems we introduce the Wasserstein dependency measure, which learns more complete representations by using the Wasserstein distance instead of the KL divergence in the mutual information estimator. We show that a practical approximation to this theoretically motivated solution, constructed using Lipschitz constraint techniques from the GAN literature, achieves substantially improved results on tasks where incomplete representations are a major challenge.
Multi-Step Generalized Policy Improvement by Leveraging Approximate Models
We introduce a principled method for performing zero-shot transfer in reinforcement learning (RL) by exploiting approximate models of the environment. Zero-shot transfer in RL has been investigated by leveraging methods rooted in generalized policy improvement (GPI) and successor features (SFs). Although computationally efficient, these methods are model-free: they analyze a library of policies---each solving a particular task---and identify which action the agent should take. We investigate the more general setting where, in addition to a library of policies, the agent has access to an approximate environment model. Even though model-based RL algorithms can identify near-optimal policies, they are typically computationally intensive.
Optimistic Active Exploration of Dynamical Systems
Reinforcement learning algorithms commonly seek to optimize policies for solving one particular task. How should we explore an unknown dynamical system such that the estimated model allows us to solve multiple downstream tasks in a zero-shot manner? In this paper, we address this challenge, by developing an algorithm -- OPAX -- for active exploration. OPAX uses well-calibrated probabilistic models to quantify the epistemic uncertainty about the unknown dynamics.
Propagating Uncertainty in Reinforcement Learning via Wasserstein Barycenters
How does the uncertainty of the value function propagate when performing temporal difference learning? In this paper, we address this question by proposing a Bayesian framework in which we employ approximate posterior distributions to model the uncertainty of the value function and Wasserstein barycenters to propagate it across state-action pairs. Leveraging on these tools, we present an algorithm, Wasserstein Q-Learning (WQL), starting in the tabular case and then, we show how it can be extended to deal with continuous domains. Furthermore, we prove that, under mild assumptions, a slight variation of WQL enjoys desirable theoretical properties in the tabular setting. Finally, we present an experimental campaign to show the effectiveness of WQL on finite problems, compared to several RL algorithms, some of which are specifically designed for exploration, along with some preliminary results on Atari games.
MAVEN: Multi-Agent Variational Exploration
Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments. We specifically focus on QMIX, the current state-of-the-art in this domain. We show that the representation constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control. The value-based agents condition their behaviour on the shared latent variable controlled by a hierarchical policy. This allows MAVEN to achieve committed, temporally extended exploration, which is key to solving complex multi-agent tasks. Our experimental results show that MAVEN achieves significant performance improvements on the challenging SMAC domain.
A Composable Specification Language for Reinforcement Learning Tasks
Reinforcement learning is a promising approach for learning control policies for robot tasks. However, specifying complex tasks (e.g., with multiple objectives and safety constraints) can be challenging, since the user must design a reward function that encodes the entire task. Furthermore, the user often needs to manually shape the reward to ensure convergence of the learning algorithm. We propose a language for specifying complex control tasks, along with an algorithm that compiles specifications in our language into a reward function and automatically performs reward shaping. We implement our approach in a tool called SPECTRL, and show that it outperforms several state-of-the-art baselines.
Fully Parameterized Quantile Function for Distributional Reinforcement Learning
Distributional Reinforcement Learning (RL) differs from traditional RL in that, rather than the expectation of total returns, it estimates distributions and has achieved state-of-the-art performance on Atari Games. The key challenge in practical distributional RL algorithms lies in how to parameterize estimated distributions so as to better approximate the true continuous distribution. Existing distributional RL algorithms parameterize either the probability side or the return value side of the distribution function, leaving the other side uniformly fixed as in C51, QR-DQN or randomly sampled as in IQN. In this paper, we propose fully parameterized quantile function that parameterizes both the quantile fraction axis (i.e., the x-axis) and the value axis (i.e., y-axis) for distributional RL. Our algorithm contains a fraction proposal network that generates a discrete set of quantile fractions and a quantile value network that gives corresponding quantile values. The two networks are jointly trained to find the best approximation of the true distribution. Experiments on 55 Atari Games show that our algorithm significantly outperforms existing distributional RL algorithms and creates a new record for the Atari Learning Environment for non-distributed agents.
SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning
The availability of challenging benchmarks has played a key role in the recent progress of machine learning. In cooperative multi-agent reinforcement learning, the StarCraft Multi-Agent Challenge (SMAC) has become a popular testbed for centralised training with decentralised execution. However, after years of sustained improvement on SMAC, algorithms now achieve near-perfect performance. In this work, we conduct new analysis demonstrating that SMAC lacks the stochasticity and partial observability to require complex policies. In particular, we show that an policy conditioned only on the timestep can achieve non-trivial win rates for many SMAC scenarios.
Using a Logarithmic Mapping to Enable Lower Discount Factors in Reinforcement Learning
In an effort to better understand the different ways in which the discount factor affects the optimization process in reinforcement learning, we designed a set of experiments to study each effect in isolation. Our analysis reveals that the common perception that poor performance of low discount factors is caused by (too) small action-gaps requires revision. We propose an alternative hypothesis that identifies the size-difference of the action-gap across the state-space as the primary cause. We then introduce a new method that enables more homogeneous action-gaps by mapping value estimates to a logarithmic space. We prove convergence for this method under standard assumptions and demonstrate empirically that it indeed enables lower discount factors for approximate reinforcement-learning methods. This in turn allows tackling a class of reinforcement-learning problems that are challenging to solve with traditional methods.