Reinforcement Learning
Benchmarking for Bayesian Reinforcement Learning
Castronovo, Michael, Ernst, Damien, Couetoux, Adrien, Fonteneau, Raphael
In the Bayesian Reinforcement Learning (BRL) setting, agents try to maximise the collected rewards while interacting with their environment while using some prior knowledge that is accessed beforehand. Many BRL algorithms have already been proposed, but even though a few toy examples exist in the literature, there are still no extensive or rigorous benchmarks to compare them. The paper addresses this problem, and provides a new BRL comparison methodology along with the corresponding open source library. In this methodology, a comparison criterion that measures the performance of algorithms on large sets of Markov Decision Processes (MDPs) drawn from some probability distributions is defined. In order to enable the comparison of non-anytime algorithms, our methodology also includes a detailed analysis of the computation time requirement of each algorithm. Our library is released with all source code and documentation: it includes three test problems, each of which has two different prior distributions, and seven state-of-the-art RL algorithms. Finally, our library is illustrated by comparing all the available algorithms and the results are discussed.
Compatible Value Gradients for Reinforcement Learning of Continuous Deep Policies
Balduzzi, David, Ghifary, Muhammad
This paper proposes GProp, a deep reinforcement learning algorithm for continuous policies with compatible function approximation. The algorithm is based on two innovations. Firstly, we present a temporal-difference based method for learning the gradient of the value-function. Secondly, we present the deviator-actor-critic (DAC) model, which comprises three neural networks that estimate the value function, its gradient, and determine the actor's policy respectively. We evaluate GProp on two challenging tasks: a contextual bandit problem constructed from nonparametric regression datasets that is designed to probe the ability of reinforcement learning algorithms to accurately estimate gradients; and the octopus arm, a challenging reinforcement learning benchmark. GProp is competitive with fully supervised methods on the bandit task and achieves the best performance to date on the octopus arm.
On TD(0) with function approximation: Concentration bounds and a centered variant with exponential convergence
Korda, Nathaniel, Prashanth, L. A.
We provide non-asymptotic bounds for the well-known temporal difference learning algorithm TD(0) with linear function approximators. These include high-probability bounds as well as bounds in expectation. Our analysis suggests that a step-size inversely proportional to the number of iterations cannot guarantee optimal rate of convergence unless we assume (partial) knowledge of the stationary distribution for the Markov chain underlying the policy considered. We also provide bounds for the iterate averaged TD(0) variant, which gets rid of the step-size dependency while exhibiting the optimal rate of convergence. Furthermore, we propose a variant of TD(0) with linear approximators that incorporates a centering sequence, and establish that it exhibits an exponential rate of convergence in expectation. We demonstrate the usefulness of our bounds on two synthetic experimental settings.
Relax but stay in control: from value to algorithms for online Markov decision processes
Guan, Peng, Raginsky, Maxim, Willett, Rebecca
Online learning algorithms are designed to perform in non-stationary environments, but generally there is no notion of a dynamic state to model constraints on current and future actions as a function of past actions. State-based models are common in stochastic control settings, but commonly used frameworks such as Markov Decision Processes (MDPs) assume a known stationary environment. In recent years, there has been a growing interest in combining the above two frameworks and considering an MDP setting in which the cost function is allowed to change arbitrarily after each time step. However, most of the work in this area has been algorithmic: given a problem, one would develop an algorithm almost from scratch. Moreover, the presence of the state and the assumption of an arbitrarily varying environment complicate both the theoretical analysis and the development of computationally efficient methods. This paper describes a broad extension of the ideas proposed by Rakhlin et al. to give a general framework for deriving algorithms in an MDP setting with arbitrarily changing costs. This framework leads to a unifying view of existing methods and provides a general procedure for constructing new ones. Several new methods are presented, and one of them is shown to have important advantages over a similar method developed from scratch via an online version of approximate dynamic programming.
Emphatic TD Bellman Operator is a Contraction
Hallak, Assaf, Tamar, Aviv, Mannor, Shie
Recently, \citet{SuttonMW15} introduced the emphatic temporal differences (ETD) algorithm for off-policy evaluation in Markov decision processes. In this short note, we show that the projected fixed-point equation that underlies ETD involves a contraction operator, with a $\sqrt{\gamma}$-contraction modulus (where $\gamma$ is the discount factor). This allows us to provide error bounds on the approximation error of ETD. To our knowledge, these are the first error bounds for an off-policy evaluation algorithm under general target and behavior policies.
Evolutionary Dynamics of Multi-Agent Learning: A Survey
Bloembergen, Daan, Tuyls, Karl, Hennes, Daniel, Kaisers, Michael
The interaction of multiple autonomous agents gives rise to highly dynamic and nondeterministic environments, contributing to the complexity in applications such as automated financial markets, smart grids, or robotics. Due to the sheer number of situations that may arise, it is not possible to foresee and program the optimal behaviour for all agents beforehand. Consequently, it becomes essential for the success of the system that the agents can learn their optimal behaviour and adapt to new situations or circumstances. The past two decades have seen the emergence of reinforcement learning, both in single and multi-agent settings, as a strong, robust and adaptive learning paradigm. Progress has been substantial, and a wide range of algorithms are now available. An important challenge in the domain of multi-agent learning is to gain qualitative insights into the resulting system dynamics. In the past decade, tools and methods from evolutionary game theory have been successfully employed to study multi-agent learning dynamics formally in strategic interactions. This article surveys the dynamical models that have been derived for various multi-agent reinforcement learning algorithms, making it possible to study and compare them qualitatively. Furthermore, new learning algorithms that have been introduced using these evolutionary game theoretic tools are reviewed. The evolutionary models can be used to study complex strategic interactions. Examples of such analysis are given for the domains of automated trading in stock markets and collision avoidance in multi-robot systems. The paper provides a roadmap on the progress that has been achieved in analysing the evolutionary dynamics of multi-agent learning by highlighting the main results and accomplishments.
Approximate Value Iteration with Temporally Extended Actions
Mann, Timothy A., Mannor, Shie, Precup, Doina
Temporally extended actions have proven useful for reinforcement learning, but their duration also makes them valuable for efficient planning. The options framework provides a concrete way to implement and reason about temporally extended actions. Existing literature has demonstrated the value of planning with options empirically, but there is a lack of theoretical analysis formalizing when planning with options is more efficient than planning with primitive actions. We provide a general analysis of the convergence rate of a popular Approximate Value Iteration (AVI) algorithm called Fitted Value Iteration (FVI) with options. Our analysis reveals that longer duration options and a pessimistic estimate of the value function both lead to faster convergence. Furthermore, options can improve convergence even when they are suboptimal and sparsely distributed throughout the state-space. Next we consider the problem of generating useful options for planning based on a subset of landmark states. This suggests a new algorithm, Landmark-based AVI (LAVI), that represents the value function only at the landmark states. We analyze both FVI and LAVI using the proposed landmark-based options and compare the two algorithms. Our experimental results in three different domains demonstrate the key properties from the analysis. Our theoretical and experimental results demonstrate that options can play an important role in AVI by decreasing approximation error and inducing fast convergence.
Encoding and Combining Knowledge to Speed up Reinforcement Learning
Brys, Tim (Vrije Universiteit Brussel)
Reinforcement learning algorithms typically require too many `trial-and-error' experiences before reaching a desirable behaviour. A considerable amount of ongoing research is focused on speeding up this learning process by using external knowledge. We contribute in several ways, proposing novel approaches to transfer learning and learning from demonstration, as well as an ensemble approach to combine knowledge from various sources.
The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract)
Bellemare, Marc (University of Alberta) | Naddaf, Yavar (Empirical Results Inc) | Veness, Joel (University of Alberta) | Bowling, Michael (University of Alberta)
In this extended abstract we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by presenting a benchmark set of domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. We conclude with a brief update on the latest ALE developments. All of the software, including the benchmark agents, is publicly available.
Inverse Reinforcement Learning in Relational Domains
Munzer, Thibaut (INRIA) | Piot, Bilal (University Lille 1) | Geist, Matthieu (Supelec) | Pietquin, Olivier (University Lille 1) | Lopes, Manuel (INRIA)
In this work, we introduce the first approach to the Inverse Reinforcement Learning (IRL) problem in relational domains. IRL has been used to recover a more compact representation of the expert policy leading to better generalization performances among different contexts. On the other hand, relational learning allows representing problems with a varying number of objects (potentially infinite), thus provides more generalizable representations of problems and skills. We show how these different formalisms allow one to create a new IRL algorithm for relational domains that can recover with great efficiency rewards from expert data that have strong generalization and transfer properties. We evaluate our algorithm in representative tasks and study the impact of diverse experimental conditions such as : the number of demonstrations, knowledge about the dynamics, transfer among varying dimensions of a problem, and changing dynamics.