Goto

Collaborating Authors

 Reinforcement Learning


Discover Algorithms for Reward-Based Learning in R

@machinelearnbot

Users will be taken through a journey that starts by showing them the various algorithms that can be used for reward-based learning. The video describes and compares the range of model-based and model-free learning algorithms that constitute RL algorithms. The Course starts by describing the differences in model-free and model-based approaches to Reinforcement Learning. We look at model-based approaches to Reinforcement Learning.We discuss State-value and State-action value functions, Model-based iterative policy evaluation, and improvement, MDP R examples of moving a pawn, how the discount factor, gamma, "works" and an R example illustrating how the discount factor and relative rewards affect policy. Next, we learn the model-free approach to Reinforcement Learning.This includes Monte Carlo approach, Q-Learning approach, More Q-Learning explanation and R examples of varying the learning rate and randomness of actions and SARSA approach. Finally, we round things up by taking a look at model-free Simulated Annealing and more Q-Learning algorithms.


Boltzmann Exploration Done Right

Neural Information Processing Systems

Boltzmann exploration is a classic strategy for sequential decision-making under uncertainty, and is one of the most standard tools in Reinforcement Learning (RL). Despite its widespread use, there is virtually no theoretical understanding about the limitations or the actual benefits of this exploration scheme. Does it drive exploration in a meaningful way? Is it prone to misidentifying the optimal actions or spending too much time exploring the suboptimal ones? What is the right tuning for the learning rate? In this paper, we address several of these questions for the classic setup of stochastic multi-armed bandits. One of our main results is showing that the Boltzmann exploration strategy with any monotone learning-rate sequence will induce suboptimal behavior. As a remedy, we offer a simple non-monotone schedule that guarantees near-optimal performance, albeit only when given prior access to key problem parameters that are typically not available in practical situations (like the time horizon $T$ and the suboptimality gap $\Delta$). More importantly, we propose a novel variant that uses different learning rates for different arms, and achieves a distribution-dependent regret bound of order $\frac{K\log^2 T}{\Delta}$ and a distribution-independent bound of order $\sqrt{KT}\log K$ without requiring such prior knowledge. To demonstrate the flexibility of our technique, we also propose a variant that guarantees the same performance bounds even if the rewards are heavy-tailed.


Plan, Attend, Generate: Planning for Sequence-to-Sequence Models

Neural Information Processing Systems

We investigate the integration of a planning mechanism into sequence-to-sequence models using attention. We develop a model which can plan ahead in the future when it computes its alignments between input and output sequences, constructing a matrix of proposed future alignments and a commitment vector that governs whether to follow or recompute the plan. This mechanism is inspired by the recently proposed strategic attentive reader and writer (STRAW) model for Reinforcement Learning. Our proposed model is end-to-end trainable using primarily differentiable operations. We show that it outperforms a strong baseline on character-level translation tasks from WMT'15, the algorithmic task of finding Eulerian circuits of graphs, and question generation from the text. Our analysis demonstrates that the model computes qualitatively intuitive alignments, converges faster than the baselines, and achieves superior performance with fewer parameters.


Value Prediction Network

Neural Information Processing Systems

This paper proposes a novel deep reinforcement learning (RL) architecture, called Value Prediction Network (VPN), which integrates model-free and model-based RL methods into a single neural network. In contrast to typical model-based RL methods, VPN learns a dynamics model whose abstract states are trained to make option-conditional predictions of future values (discounted sum of rewards) rather than of future observations. Our experimental results show that VPN has several advantages over both model-free and model-based baselines in a stochastic environment where careful planning is required but building an accurate observation-prediction model is difficult. Furthermore, VPN outperforms Deep Q-Network (DQN) on several Atari games even with short-lookahead planning, demonstrating its potential as a new way of learning a good state representation.


Adaptive Batch Size for Safe Policy Gradients

Neural Information Processing Systems

Policy gradient methods are among the best Reinforcement Learning (RL) techniques to solve complex control problems. In real-world RL applications, it is common to have a good initial policy whose performance needs to be improved and it may not be acceptable to try bad policies during the learning process. Although several methods for choosing the step size exist, research paid less attention to determine the batch size, that is the number of samples used to estimate the gradient direction for each update of the policy parameters. In this paper, we propose a set of methods to jointly optimize the step and the batch sizes that guarantee (with high probability) to improve the policy performance after each update. Besides providing theoretical guarantees, we show numerical simulations to analyse the behaviour of our methods.


Thinking Fast and Slow with Deep Learning and Tree Search

Neural Information Processing Systems

Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans. In this paper, we present Expert Iteration (ExIt), a novel reinforcement learning algorithm which decomposes the problem into separate planning and generalisation tasks. Planning new policies is performed by tree search, while a deep neural network generalises those plans. Subsequently, tree search is improved by using the neural network policy to guide search, increasing the strength of new plans. In contrast, standard deep Reinforcement Learning algorithms rely on a neural network not only to generalise plans, but to discover them too. We show that ExIt outperforms REINFORCE for training a neural network to play the board game Hex, and our final tree search agent, trained tabula rasa, defeats MoHex1.0, the most recent Olympiad Champion player to be publicly released.


Multi-View Decision Processes: The Helper-AI Problem

Neural Information Processing Systems

We consider a two-player sequential game in which agents have the same reward function but may disagree on the transition probabilities of an underlying Markovian model of the world. By committing to play a specific policy, the agent with the correct model can steer the behavior of the other agent, and seek to improve utility. We model this setting as a multi-view decision process, which we use to formally analyze the positive effect of steering policies. Furthermore, we develop an algorithm for computing the agents' achievable joint policy, and we experimentally show that it can lead to a large utility increase when the agents' models diverge.


Online Reinforcement Learning in Stochastic Games

Neural Information Processing Systems

We study online reinforcement learning in average-reward stochastic games (SGs). An SG models a two-player zero-sum game in a Markov environment, where state transitions and one-step payoffs are determined simultaneously by a learner and an adversary. We propose the \textsc{UCSG} algorithm that achieves a sublinear regret compared to the game value when competing with an arbitrary opponent. This result improves previous ones under the same setting. The regret bound has a dependency on the \textit{diameter}, which is an intrinsic value related to the mixing property of SGs. Slightly extended, \textsc{UCSG} finds an $\varepsilon$-maximin stationary policy with a sample complexity of $\tilde{\mathcal{O}}\left(\text{poly}(1/\varepsilon)\right)$, where $\varepsilon$ is the error parameter. To the best of our knowledge, this extended result is the first in the average-reward setting. In the analysis, we develop Markov chain's perturbation bounds for mean first passage times and techniques to deal with non-stationary opponents, which may be of interest in their own right.


Inverse Reward Design

Neural Information Processing Systems

Autonomous agents optimize the reward function we give them. What they don't know is how hard it is for us to design a reward function that actually captures what we want. When designing the reward, we might think of some specific training scenarios, and make sure that the reward will lead to the right behavior in those scenarios. Inevitably, agents encounter new scenarios (e.g., new types of terrain) where optimizing that same reward may lead to undesired behavior. Our insight is that reward functions are merely observations about what the designer actually wants, and that they should be interpreted in the context in which they were designed. We introduce inverse reward design (IRD) as the problem of inferring the true objective based on the designed reward and the training MDP. We introduce approximate methods for solving IRD problems, and use their solution to plan risk-averse behavior in test MDPs. Empirical results suggest that this approach can help alleviate negative side effects of misspecified reward functions and mitigate reward hacking.


Towards Generalization and Simplicity in Continuous Control

Neural Information Processing Systems

The remarkable successes of deep learning in speech recognition and computer vision have motivated efforts to adapt similar techniques to other problem domains, including reinforcement learning (RL). Consequently, RL methods have produced rich motor behaviors on simulated robot tasks, with their success largely attributed to the use of multi-layer neural networks. This work is among the first to carefully study what might be responsible for these recent advancements. Our main result calls this emerging narrative into question by showing that much simpler architectures -- based on linear and RBF parameterizations -- achieve comparable performance to state of the art results. We not only study different policy representations with regard to performance measures at hand, but also towards robustness to external perturbations. We again find that the learned neural network policies --- under the standard training scenarios --- are no more robust than linear (or RBF) policies; in fact, all three are remarkably brittle. Finally, we then directly modify the training scenarios in order to favor more robust policies, and we again do not find a compelling case to favor multi-layer architectures. Overall, this study suggests that multi-layer architectures should not be the default choice, unless a side-by-side comparison to simpler architectures shows otherwise. More generally, we hope that these results lead to more interest in carefully studying the architectural choices, and associated trade-offs, for training generalizable and robust policies.