Reinforcement Learning
Inverse Reward Design
Hadfield-Menell, Dylan, Milli, Smitha, Abbeel, Pieter, Russell, Stuart J., Dragan, Anca
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
Rajeswaran, Aravind, Lowrey, Kendall, Todorov, Emanuel V., Kakade, Sham M.
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.
Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments
Lowe, Ryan, WU, YI, Tamar, Aviv, Harb, Jean, Abbeel, OpenAI Pieter, Mordatch, Igor
We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.
Learning Combinatorial Optimization Algorithms over Graphs
Khalil, Elias, Dai, Hanjun, Zhang, Yuyu, Dilkina, Bistra, Song, Le
The design of good heuristics or approximation algorithms for NP-hard combinatorial optimization problems often requires significant specialized knowledge and trial-and-error. Can we automate this challenging, tedious process, and learn the algorithms instead? In many real-world applications, it is typically the case that the same optimization problem is solved again and again on a regular basis, maintaining the same problem structure but differing in the data. This provides an opportunity for learning heuristic algorithms that exploit the structure of such recurring problems. In this paper, we propose a unique combination of reinforcement learning and graph embedding to address this challenge. The learned greedy policy behaves like a meta-algorithm that incrementally constructs a solution, and the action is determined by the output of a graph embedding network capturing the current state of the solution. We show that our framework can be applied to a diverse range of optimization problems over graphs, and learns effective algorithms for the Minimum Vertex Cover, Maximum Cut and Traveling Salesman problems.
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