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 Reinforcement Learning


SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning

Neural Information Processing Systems

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

Neural Information Processing Systems

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.


Is Mamba Compatible with Trajectory Optimization in Offline Reinforcement Learning?

Neural Information Processing Systems

Transformer-based trajectory optimization methods have demonstrated exceptional performance in offline Reinforcement Learning (offline RL). Yet, it poses challenges due to substantial parameter size and limited scalability, which is particularly critical in sequential decision-making scenarios where resources are constrained such as in robots and drones with limited computational power. Mamba, a promising new linear-time sequence model, offers performance on par with transformers while delivering substantially fewer parameters on long sequences. As it remains unclear whether Mamba is compatible with trajectory optimization, this work aims to conduct comprehensive experiments to explore the potential of Decision Mamba (dubbed DeMa) in offline RL from the aspect of data structures and essential components with the following insights: (1) Long sequences impose a significant computational burden without contributing to performance improvements since DeMa's focus on sequences diminishes approximately exponentially. Consequently, we introduce a Transformer-like DeMa as opposed to an RNN-like DeMa.


Towards Interpretable Reinforcement Learning Using Attention Augmented Agents

Neural Information Processing Systems

Inspired by recent work in attention models for image captioning and question answering, we present a soft attention model for the reinforcement learning domain. This model bottlenecks the view of an agent by a soft, top-down attention mechanism, forcing the agent to focus on task-relevant information by sequentially querying its view of the environment. The output of the attention mechanism allows direct observation of the information used by the agent to select its actions, enabling easier interpretation of this model than of traditional models. We analyze the different strategies the agents learn and show that a handful of strategies arise repeatedly across different games. We also show that the model learns to query separately about space and content ( what''). We demonstrate that an agent using this mechanism can achieve performance competitive with state-of-the-art models on ATARI tasks while still being interpretable.


Two Time-scale Off-Policy TD Learning: Non-asymptotic Analysis over Markovian Samples

Neural Information Processing Systems

Gradient-based temporal difference (GTD) algorithms are widely used in off-policy learning scenarios. Among them, the two time-scale TD with gradient correction (TDC) algorithm has been shown to have superior performance. In contrast to previous studies that characterized the non-asymptotic convergence rate of TDC only under identical and independently distributed (i.i.d.) data samples, we provide the first non-asymptotic convergence analysis for two time-scale TDC under a non-i.i.d.\ Markovian sample path and linear function approximation. We show that the two time-scale TDC can converge as fast as O(log t/t^(2/3)) under diminishing stepsize, and can converge exponentially fast under constant stepsize, but at the cost of a non-vanishing error. We further propose a TDC algorithm with blockwisely diminishing stepsize, and show that it asymptotically converges with an arbitrarily small error at a blockwisely linear convergence rate. Our experiments demonstrate that such an algorithm converges as fast as TDC under constant stepsize, and still enjoys comparable accuracy as TDC under diminishing stepsize.



Deep Reinforcement Learning with Plasticity Injection

Neural Information Processing Systems

A growing body of evidence suggests that neural networks employed in deep reinforcement learning (RL) gradually lose their plasticity, the ability to learn from new data; however, the analysis and mitigation of this phenomenon is hampered by the complex relationship between plasticity, exploration, and performance in RL. This paper introduces plasticity injection, a minimalistic intervention that increases the network plasticity without changing the number of trainable parameters or biasing the predictions. The applications of this intervention are two-fold: first, as a diagnostic tool -- if injection increases the performance, we may conclude that an agent's network was losing its plasticity. This tool allows us to identify a subset of Atari environments where the lack of plasticity causes performance plateaus, motivating future studies on understanding and combating plasticity loss. Second, plasticity injection can be used to improve the computational efficiency of RL training if the agent has to re-learn from scratch due to exhausted plasticity or by growing the agent's network dynamically without compromising performance. The results on Atari show that plasticity injection attains stronger performance compared to alternative methods while being computationally efficient.


Multimodal Model-Agnostic Meta-Learning via Task-Aware Modulation

Neural Information Processing Systems

Model-agnostic meta-learners aim to acquire meta-learned parameters from similar tasks to adapt to novel tasks from the same distribution with few gradient updates. With the flexibility in the choice of models, those frameworks demonstrate appealing performance on a variety of domains such as few-shot image classification and reinforcement learning. However, one important limitation of such frameworks is that they seek a common initialization shared across the entire task distribution, substantially limiting the diversity of the task distributions that they are able to learn from. In this paper, we augment MAML with the capability to identify the mode of tasks sampled from a multimodal task distribution and adapt quickly through gradient updates. Specifically, we propose a multimodal MAML (MMAML) framework, which is able to modulate its meta-learned prior parameters according to the identified mode, allowing more efficient fast adaptation. We evaluate the proposed model on a diverse set of few-shot learning tasks, including regression, image classification, and reinforcement learning. The results not only demonstrate the effectiveness of our model in modulating the meta-learned prior in response to the characteristics of tasks but also show that training on a multimodal distribution can produce an improvement over unimodal training. The code for this project is publicly available at https://vuoristo.github.io/MMAML.


A Model-Based Reinforcement Learning with Adversarial Training for Online Recommendation

Neural Information Processing Systems

Reinforcement learning is effective in optimizing policies for recommender systems. Current solutions mostly focus on model-free approaches, which require frequent interactions with a real environment, and thus are expensive in model learning. Offline evaluation methods, such as importance sampling, can alleviate such limitations, but usually request a large amount of logged data and do not work well when the action space is large. In this work, we propose a model-based reinforcement learning solution which models the user-agent interaction for offline policy learning via a generative adversarial network. To reduce bias in the learnt policy, we use the discriminator to evaluate the quality of generated sequences and rescale the generated rewards. Our theoretical analysis and empirical evaluations demonstrate the effectiveness of our solution in identifying patterns from given offline data and learning policies based on the offline and generated data.


Finite-Time Performance Bounds and Adaptive Learning Rate Selection for Two Time-Scale Reinforcement Learning

Neural Information Processing Systems

We study two time-scale linear stochastic approximation algorithms, which can be used to model well-known reinforcement learning algorithms such as GTD, GTD2, and TDC. We present finite-time performance bounds for the case where the learning rate is fixed. The key idea in obtaining these bounds is to use a Lyapunov function motivated by singular perturbation theory for linear differential equations. We use the bound to design an adaptive learning rate scheme which significantly improves the convergence rate over the known optimal polynomial decay rule in our experiments, and can be used to potentially improve the performance of any other schedule where the learning rate is changed at pre-determined time instants.