Reinforcement Learning
Robust and Efficient Transfer Learning with Hidden Parameter Markov Decision Processes
Killian, Taylor W., Daulton, Samuel, Konidaris, George, Doshi-Velez, Finale
We introduce a new formulation of the Hidden Parameter Markov Decision Process (HiP-MDP), a framework for modeling families of related tasks using low-dimensional latent embeddings. Our new framework correctly models the joint uncertainty in the latent parameters and the state space. We also replace the original Gaussian Process-based model with a Bayesian Neural Network, enabling more scalable inference. Thus, we expand the scope of the HiP-MDP to applications with higher dimensions and more complex dynamics.
Unifying PAC and Regret: Uniform PAC Bounds for Episodic Reinforcement Learning
Dann, Christoph, Lattimore, Tor, Brunskill, Emma
Statistical performance bounds for reinforcement learning (RL) algorithms can be critical for high-stakes applications like healthcare. This paper introduces a new framework for theoretically measuring the performance of such algorithms called Uniform-PAC, which is a strengthening of the classical Probably Approximately Correct (PAC) framework. In contrast to the PAC framework, the uniform version may be used to derive high probability regret guarantees and so forms a bridge between the two setups that has been missing in the literature. We demonstrate the benefits of the new framework for finite-state episodic MDPs with a new algorithm that is Uniform-PAC and simultaneously achieves optimal regret and PAC guarantees except for a factor of the horizon.
Imagination-Augmented Agents for Deep Reinforcement Learning
Racaniรจre, Sรฉbastien, Weber, Theophane, Reichert, David, Buesing, Lars, Guez, Arthur, Rezende, Danilo Jimenez, Badia, Adriร Puigdomรจnech, Vinyals, Oriol, Heess, Nicolas, Li, Yujia, Pascanu, Razvan, Battaglia, Peter, Hassabis, Demis, Silver, David, Wierstra, Daan
We introduce Imagination-Augmented Agents (I2As), a novel architecture for deep reinforcement learning combining model-free and model-based aspects. In contrast to most existing model-based reinforcement learning and planning methods, which prescribe how a model should be used to arrive at a policy, I2As learn to interpret predictions from a trained environment model to construct implicit plans in arbitrary ways, by using the predictions as additional context in deep policy networks. I2As show improved data efficiency, performance, and robustness to model misspecification compared to several strong baselines.
Finite Sample Analysis of the GTD Policy Evaluation Algorithms in Markov Setting
Wang, Yue, Chen, Wei, Liu, Yuting, Ma, Zhi-Ming, Liu, Tie-Yan
In reinforcement learning (RL), one of the key components is policy evaluation, which aims to estimate the value function (i.e., expected long-term accumulated reward) of a policy. With a good policy evaluation method, the RL algorithms will estimate the value function more accurately and find a better policy. When the state space is large or continuous \emph{Gradient-based Temporal Difference(GTD)} policy evaluation algorithms with linear function approximation are widely used. Considering that the collection of the evaluation data is both time and reward consuming, a clear understanding of the finite sample performance of the policy evaluation algorithms is very important to reinforcement learning. Under the assumption that data are i.i.d. generated, previous work provided the finite sample analysis of the GTD algorithms with constant step size by converting them into convex-concave saddle point problems. However, it is well-known that, the data are generated from Markov processes rather than i.i.d in RL problems.. In this paper, in the realistic Markov setting, we derive the finite sample bounds for the general convex-concave saddle point problems, and hence for the GTD algorithms. We have the following discussions based on our bounds. (1) With variants of step size, GTD algorithms converge. (2) The convergence rate is determined by the step size, with the mixing time of the Markov process as the coefficient. The faster the Markov processes mix, the faster the convergence. (3) We explain that the experience replay trick is effective by improving the mixing property of the Markov process. To the best of our knowledge, our analysis is the first to provide finite sample bounds for the GTD algorithms in Markov setting.
Hybrid Reward Architecture for Reinforcement Learning
Seijen, Harm Van, Fatemi, Mehdi, Romoff, Joshua, Laroche, Romain, Barnes, Tavian, Tsang, Jeffrey
One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.
Scalable trust-region method for deep reinforcement learning using Kronecker-factored approximation
Wu, Yuhuai, Mansimov, Elman, Grosse, Roger B., Liao, Shun, Ba, Jimmy
In this work, we propose to apply trust region optimization to deep reinforcement learning using a recently proposed Kronecker-factored approximation to the curvature. We extend the framework of natural policy gradient and propose to optimize both the actor and the critic using Kronecker-factored approximate curvature (K-FAC) with trust region; hence we call our method Actor Critic using Kronecker-Factored Trust Region (ACKTR). To the best of our knowledge, this is the first scalable trust region natural gradient method for actor-critic methods. It is also the method that learns non-trivial tasks in continuous control as well as discrete control policies directly from raw pixel inputs. We tested our approach across discrete domains in Atari games as well as continuous domains in the MuJoCo environment. With the proposed methods, we are able to achieve higher rewards and a 2- to 3-fold improvement in sample efficiency on average, compared to previous state-of-the-art on-policy actor-critic methods. Code is available at https://github.com/openai/baselines
Hindsight Experience Replay
Andrychowicz, Marcin, Wolski, Filip, Ray, Alex, Schneider, Jonas, Fong, Rachel, Welinder, Peter, McGrew, Bob, Tobin, Josh, Abbeel, OpenAI Pieter, Zaremba, Wojciech
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task. The video presenting our experiments is available at https://goo.gl/SMrQnI.
Q-LDA: Uncovering Latent Patterns in Text-based Sequential Decision Processes
Chen, Jianshu, Wang, Chong, Xiao, Lin, He, Ji, Li, Lihong, Deng, Li
In sequential decision making, it is often important and useful for end users to understand the underlying patterns or causes that lead to the corresponding decisions. However, typical deep reinforcement learning algorithms seldom provide such information due to their black-box nature. In this paper, we present a probabilistic model, Q-LDA, to uncover latent patterns in text-based sequential decision processes. The model can be understood as a variant of latent topic models that are tailored to maximize total rewards; we further draw an interesting connection between an approximate maximum-likelihood estimation of Q-LDA and the celebrated Q-learning algorithm. We demonstrate in the text-game domain that our proposed method not only provides a viable mechanism to uncover latent patterns in decision processes, but also obtains state-of-the-art rewards in these games.
Distral: Robust multitask reinforcement learning
Teh, Yee, Bapst, Victor, Czarnecki, Wojciech M., Quan, John, Kirkpatrick, James, Hadsell, Raia, Heess, Nicolas, Pascanu, Razvan
Most deep reinforcement learning algorithms are data inefficient in complex and rich environments, limiting their applicability to many scenarios. One direction for improving data efficiency is multitask learning with shared neural network parameters, where efficiency may be improved through transfer across related tasks. In practice, however, this is not usually observed, because gradients from different tasks can interfere negatively, making learning unstable and sometimes even less data efficient. Another issue is the different reward schemes between tasks, which can easily lead to one task dominating the learning of a shared model. We propose a new approach for joint training of multiple tasks, which we refer to as Distral (DIStill & TRAnsfer Learning). Instead of sharing parameters between the different workers, we propose to share a distilled policy that captures common behaviour across tasks. Each worker is trained to solve its own task while constrained to stay close to the shared policy, while the shared policy is trained by distillation to be the centroid of all task policies. Both aspects of the learning process are derived by optimizing a joint objective function. We show that our approach supports efficient transfer on complex 3D environments, outperforming several related methods. Moreover, the proposed learning process is more robust and more stable---attributes that are critical in deep reinforcement learning.
Deep Reinforcement Learning from Human Preferences
Christiano, Paul F., Leike, Jan, Brown, Tom, Martic, Miljan, Legg, Shane, Amodei, Dario
For sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human preferences between pairs of trajectory segments. Our approach separates learning the goal from learning the behavior to achieve it. We show that this approach can effectively solve complex RL tasks without access to the reward function, including Atari games and simulated robot locomotion, while providing feedback on about 0.1% of our agent's interactions with the environment. This reduces the cost of human oversight far enough that it can be practically applied to state-of-the-art RL systems. To demonstrate the flexibility of our approach, we show that we can successfully train complex novel behaviors with about an hour of human time. These behaviors and environments are considerably more complex than any which have been previously learned from human feedback.