Reinforcement Learning
Learning Large Neighborhood Search Policy for Integer Programming
We propose a deep reinforcement learning (RL) method to learn large neighborhood search (LNS) policy for integer programming (IP). The RL policy is trained as the destroy operator to select a subset of variables at each step, which is reoptimized by an IP solver as the repair operator. However, the combinatorial number of variable subsets prevents direct application of typical RL algorithms. To tackle this challenge, we represent all subsets by factorizing them into binary decisions on each variable. We then design a neural network to learn policies for each variable in parallel, trained by a customized actor-critic algorithm. We evaluate the proposed method on four representative IP problems. Results show that it can find better solutions than SCIP in much less time, and significantly outperform other LNS baselines with the same runtime. Moreover, these advantages notably persist when the policies generalize to larger problems. Further experiments with Gurobi also reveal that our method can outperform this state-of-the-art commercial solver within the same time limit.
Modeling Human Exploration Through Resource-Rational Reinforcement Learning
Equipping artificial agents with useful exploration mechanisms remains a challenge to this day. Humans, on the other hand, seem to manage the trade-off between exploration and exploitation effortlessly. In the present article, we put forward the hypothesis that they accomplish this by making optimal use of limited computational resources. We study this hypothesis by meta-learning reinforcement learning algorithms that sacrifice performance for a shorter description length (defined as the number of bits required to implement the given algorithm). The emerging class of models captures human exploration behavior better than previously considered approaches, such as Boltzmann exploration, upper confidence bound algorithms, and Thompson sampling. We additionally demonstrate that changing the description length in our class of models produces the intended effects: reducing description length captures the behavior of brain-lesioned patients while increasing it mirrors cognitive development during adolescence.
Discovery of Options via Meta-Learned Subgoals
Temporal abstractions in the form of options have been shown to help reinforcement learning (RL) agents learn faster. However, despite prior work on this topic, the problem of discovering options through interaction with an environment remains a challenge. In this paper, we introduce a novel meta-gradient approach for discovering useful options in multi-task RL environments. Our approach is based on a manager-worker decomposition of the RL agent, in which a manager maximises rewards from the environment by learning a task-dependent policy over both a set of task-independent discovered-options and primitive actions. The option-reward and termination functions that define a subgoal for each option are parameterised as neural networks and trained via meta-gradients to maximise their usefulness. Empirical analysis on gridworld and DeepMind Lab tasks show that: (1) our approach can discover meaningful and diverse temporally-extended options in multi-task RL domains, (2) the discovered options are frequently used by the agent while learning to solve the training tasks, and (3) that the discovered options help a randomly initialised manager learn faster in completely new tasks.
Posterior Sampling for Competitive RL: Function Approximation and Partial Observation
This paper investigates posterior sampling algorithms for competitive reinforcement learning (RL) in the context of general function approximations. Focusing on zero-sum Markov games (MGs) under two critical settings, namely self-play and adversarial learning, we first propose the self-play and adversarial generalized eluder coefficient (GEC) as complexity measures for function approximation, capturing the exploration-exploitation trade-off in MGs. Based on self-play GEC, we propose a model-based self-play posterior sampling method to control both players to learn Nash equilibrium, which can successfully handle the partial observability of states. Furthermore, we identify a set of partially observable MG models fitting MG learning with the adversarial policies of the opponent. Incorporating the adversarial GEC, we propose a model-based posterior sampling method for learning adversarial MG with potential partial observability. We further provide low regret bounds for proposed algorithms that can scale sublinearly with the proposed GEC and the number of episodes $T$. To the best of our knowledge, we for the first time develop generic model-based posterior sampling algorithms for competitive RL that can be applied to a majority of tractable zero-sum MG classes in both fully observable and partially observable MGs with self-play and adversarial learning.
On the Correctness and Sample Complexity of Inverse Reinforcement Learning
Inverse reinforcement learning (IRL) is the problem of finding a reward function that generates a given optimal policy for a given Markov Decision Process. This paper looks at an algorithmic-independent geometric analysis of the IRL problem with finite states and actions. A L1-regularized Support Vector Machine formulation of the IRL problem motivated by the geometric analysis is then proposed with the basic objective of the inverse reinforcement problem in mind: to find a reward function that generates a specified optimal policy. The paper further analyzes the proposed formulation of inverse reinforcement learning with $n$ states and $k$ actions, and shows a sample complexity of $O(d^2 \log (nk))$ for transition probability matrices with at most $d$ non-zeros per row, for recovering a reward function that generates a policy that satisfies Bellman's optimality condition with respect to the true transition probabilities.
First Contact: Unsupervised Human-Machine Co-Adaptation via Mutual Information Maximization
How can we train an assistive human-machine interface (e.g., an electromyography-based limb prosthesis) to translate a user's raw command signals into the actions of a robot or computer when there is no prior mapping, we cannot ask the user for supervision in the form of action labels or reward feedback, and we do not have prior knowledge of the tasks the user is trying to accomplish? The key idea in this paper is that, regardless of the task, when an interface is more intuitive, the user's commands are less noisy. We formalize this idea as a completely unsupervised objective for optimizing interfaces: the mutual information between the user's command signals and the induced state transitions in the environment. To evaluate whether this mutual information score can distinguish between effective and ineffective interfaces, we conduct a large-scale observational study on 540K examples of users operating various keyboard and eye gaze interfaces for typing, controlling simulated robots, and playing video games. The results show that our mutual information scores are predictive of the ground-truth task completion metrics in a variety of domains, with an average Spearman's rank correlation of 0.43. In addition to offline evaluation of existing interfaces, we use our unsupervised objective to learn an interface from scratch: we randomly initialize the interface, have the user attempt to perform their desired tasks using the interface, measure the mutual information score, and update the interface to maximize mutual information through reinforcement learning. We evaluate our method through a small-scale user study with 12 participants who perform a 2D cursor control task using a perturbed mouse, and an experiment with one expert user playing the Lunar Lander game using hand gestures captured by a webcam. The results show that we can learn an interface from scratch, without any user supervision or prior knowledge of tasks, with less than 30 minutes of human-in-the-loop training.
Information-Theoretic Confidence Bounds for Reinforcement Learning
We integrate information-theoretic concepts into the design and analysis of optimistic algorithms and Thompson sampling. By making a connection between information-theoretic quantities and confidence bounds, we obtain results that relate the per-period performance of the agent with its information gain about the environment, thus explicitly characterizing the exploration-exploitation tradeoff. The resulting cumulative regret bound depends on the agent's uncertainty over the environment and quantifies the value of prior information. We show applicability of this approach to several environments, including linear bandits, tabular MDPs, and factored MDPs. These examples demonstrate the potential of a general information-theoretic approach for the design and analysis of reinforcement learning algorithms.
Program Synthesis Guided Reinforcement Learning for Partially Observed Environments
A key challenge for reinforcement learning is solving long-horizon planning problems. Recent work has leveraged programs to guide reinforcement learning in these settings. However, these approaches impose a high manual burden on the user since they must provide a guiding program for every new task. Partially observed environments further complicate the programming task because the program must implement a strategy that correctly, and ideally optimally, handles every possible configuration of the hidden regions of the environment. We propose a new approach, model predictive program synthesis (MPPS), that uses program synthesis to automatically generate the guiding programs. It trains a generative model to predict the unobserved portions of the world, and then synthesizes a program based on samples from this model in a way that is robust to its uncertainty. In our experiments, we show that our approach significantly outperforms non-program-guided approaches on a set of challenging benchmarks, including a 2D Minecraft-inspired environment where the agent must complete a complex sequence of subtasks to achieve its goal, and achieves a similar performance as using handcrafted programs to guide the agent. Our results demonstrate that our approach can obtain the benefits of program-guided reinforcement learning without requiring the user to provide a new guiding program for every new task.
Unsupervised Learning for Combinatorial Optimization with Principled Objective Relaxation
Using machine learning to solve combinatorial optimization (CO) problems is challenging, especially when the data is unlabeled. This work proposes an unsupervised learning framework for CO problems. Our framework follows the standard relaxation-plus-rounding approach and adopts neural networks to parameterize the relaxed solutions so that simple back-propagation can train them end-to-end. Our key contribution is the observation that if the relaxed objective satisfies entry-wise concavity, a low optimization loss guarantees the quality of the obtained integral solutions. This observation significantly generalizes the applicability of the previous framework inspired by Erdos' probabilistic method (Karalias & Loukas, 2020). Our framework is particularly suitable to guide the design of objective models in the applications where the objectives are not given explicitly while requiring being modeled and learned first. We evaluate our framework by solving a synthetic graph optimization problem, and two real-world applications including resource allocation in circuit design and approximate computing. Our framework largely outperforms the baselines based on reinforcement learning and Gumbel-softmax tricks.
A Regularized Approach to Sparse Optimal Policy in Reinforcement Learning
We propose and study a general framework for regularized Markov decision processes (MDPs) where the goal is to find an optimal policy that maximizes the expected discounted total reward plus a policy regularization term. The extant entropy-regularized MDPs can be cast into our framework. Moreover, under our framework, many regularization terms can bring multi-modality and sparsity, which are potentially useful in reinforcement learning. In particular, we present sufficient and necessary conditions that induce a sparse optimal policy. We also conduct a full mathematical analysis of the proposed regularized MDPs, including the optimality condition, performance error, and sparseness control. We provide a generic method to devise regularization forms and propose off-policy actor critic algorithms in complex environment settings. We empirically analyze the numerical properties of optimal policies and compare the performance of different sparse regularization forms in discrete and continuous environments.