Reinforcement Learning
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.
A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning
Lanctot, Marc, Zambaldi, Vinicius, Gruslys, Audrunas, Lazaridou, Angeliki, Tuyls, Karl, Perolat, Julien, Silver, David, Graepel, Thore
There has been a resurgence of interest in multiagent reinforcement learning (MARL), due partly to the recent success of deep neural networks. The simplest form of MARL is independent reinforcement learning (InRL), where each agent treats all of its experience as part of its (non stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe a meta-algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game theoretic analysis to compute meta-strategies for policy selection. The meta-algorithm generalizes previous algorithms such as InRL, iterated best response, double oracle, and fictitious play. Then, we propose a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in three partially observable settings: gridworld coordination problems, emergent language games, and poker.
Successor Features for Transfer in Reinforcement Learning
Barreto, Andre, Dabney, Will, Munos, Remi, Hunt, Jonathan J., Schaul, Tom, Hasselt, Hado P. van, Silver, David
Transfer in reinforcement learning refers to the notion that generalization should occur not only within a task but also across tasks. We propose a transfer framework for the scenario where the reward function changes between tasks but the environment's dynamics remain the same. Our approach rests on two key ideas: "successor features", a value function representation that decouples the dynamics of the environment from the rewards, and "generalized policy improvement", a generalization of dynamic programming's policy improvement operation that considers a set of policies rather than a single one. Put together, the two ideas lead to an approach that integrates seamlessly within the reinforcement learning framework and allows the free exchange of information across tasks. The proposed method also provides performance guarantees for the transferred policy even before any learning has taken place. We derive two theorems that set our approach in firm theoretical ground and present experiments that show that it successfully promotes transfer in practice, significantly outperforming alternative methods in a sequence of navigation tasks and in the control of a simulated robotic arm.
Interpolated Policy Gradient: Merging On-Policy and Off-Policy Gradient Estimation for Deep Reinforcement Learning
Gu, Shixiang (Shane), Lillicrap, Timothy, Turner, Richard E., Ghahramani, Zoubin, Schรถlkopf, Bernhard, Levine, Sergey
Off-policy model-free deep reinforcement learning methods using previously collected data can improve sample efficiency over on-policy policy gradient techniques. On the other hand, on-policy algorithms are often more stable and easier to use. This paper examines, both theoretically and empirically, approaches to merging on- and off-policy updates for deep reinforcement learning. Theoretical results show that off-policy updates with a value function estimator can be interpolated with on-policy policy gradient updates whilst still satisfying performance bounds. Our analysis uses control variate methods to produce a family of policy gradient algorithms, with several recently proposed algorithms being special cases of this family. We then provide an empirical comparison of these techniques with the remaining algorithmic details fixed, and show how different mixing of off-policy gradient estimates with on-policy samples contribute to improvements in empirical performance. The final algorithm provides a generalization and unification of existing deep policy gradient techniques, has theoretical guarantees on the bias introduced by off-policy updates, and improves on the state-of-the-art model-free deep RL methods on a number of OpenAI Gym continuous control benchmarks.
InfoGAIL: Interpretable Imitation Learning from Visual Demonstrations
Li, Yunzhu, Song, Jiaming, Ermon, Stefano
The goal of imitation learning is to mimic expert behavior without access to an explicit reward signal. Expert demonstrations provided by humans, however, often show significant variability due to latent factors that are typically not explicitly modeled. In this paper, we propose a new algorithm that can infer the latent structure of expert demonstrations in an unsupervised way. Our method, built on top of Generative Adversarial Imitation Learning, can not only imitate complex behaviors, but also learn interpretable and meaningful representations of complex behavioral data, including visual demonstrations. In the driving domain, we show that a model learned from human demonstrations is able to both accurately reproduce a variety of behaviors and accurately anticipate human actions using raw visual inputs. Compared with various baselines, our method can better capture the latent structure underlying expert demonstrations, often recovering semantically meaningful factors of variation in the data.
A multi-agent reinforcement learning model of common-pool resource appropriation
Pรฉrolat, Julien, Leibo, Joel Z., Zambaldi, Vinicius, Beattie, Charles, Tuyls, Karl, Graepel, Thore
Humanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria---a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible. Most of that work was based on laboratory experiments where participants only make a single choice: how much to appropriate. Recognizing the importance of spatial and temporal resource dynamics, a recent trend has been toward experiments in more complex real-time video game-like environments. However, standard methods of non-cooperative game theory can no longer be used to generate predictions for this case. Here we show that deep reinforcement learning can be used instead. To that end, we study the emergent behavior of groups of independently learning agents in a partially observed Markov game modeling common-pool resource appropriation. Our experiments highlight the importance of trial-and-error learning in common-pool resource appropriation and shed light on the relationship between exclusion, sustainability, and inequality.
Certified Defenses for Data Poisoning Attacks
Steinhardt, Jacob, Koh, Pang Wei W., Liang, Percy S.
Machine learning systems trained on user-provided data are susceptible to data poisoning attacks, whereby malicious users inject false training data with the aim of corrupting the learned model. While recent work has proposed a number of attacks and defenses, little is understood about the worst-case loss of a defense in the face of a determined attacker. We address this by constructing approximate upper bounds on the loss across a broad family of attacks, for defenders that first perform outlier removal followed by empirical risk minimization. Our approximation relies on two assumptions: (1) that the dataset is large enough for statistical concentration between train and test error to hold, and (2) that outliers within the clean (non-poisoned) data do not have a strong effect on the model. Our bound comes paired with a candidate attack that often nearly matches the upper bound, giving us a powerful tool for quickly assessing defenses on a given dataset. Empirically, we find that even under a simple defense, the MNIST-1-7 and Dogfish datasets are resilient to attack, while in contrast the IMDB sentiment dataset can be driven from 12% to 23% test error by adding only 3% poisoned data.