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 Reinforcement Learning


Near-optimal Reinforcement Learning in Factored MDPs

Neural Information Processing Systems

Any reinforcement learning algorithm that applies to all Markov decision processes (MDPs) will suffer $\Omega(\sqrt{SAT})$ regret on some MDP, where $T$ is the elapsed time and $S$ and $A$ are the cardinalities of the state and action spaces. This implies $T = \Omega(SA)$ time to guarantee a near-optimal policy. In many settings of practical interest, due to the curse of dimensionality, $S$ and $A$ can be so enormous that this learning time is unacceptable. We establish that, if the system is known to be a \emph{factored} MDP, it is possible to achieve regret that scales polynomially in the number of \emph{parameters} encoding the factored MDP, which may be exponentially smaller than $S$ or $A$. We provide two algorithms that satisfy near-optimal regret bounds in this context: posterior sampling reinforcement learning (PSRL) and an upper confidence bound algorithm (UCRL-Factored).


Algorithms for CVaR Optimization in MDPs

Neural Information Processing Systems

In many sequential decision-making problems we may want to manage risk by minimizing some measure of variability in costs in addition to minimizing a standard criterion. Conditional value-at-risk (CVaR) is a relatively new risk measure that addresses some of the shortcomings of the well-known variance-related risk measures, and because of its computational efficiencies has gained popularity in finance and operations research. In this paper, we consider the mean-CVaR optimization problem in MDPs. We first derive a formula for computing the gradient of this risk-sensitive objective function. We then devise policy gradient and actor-critic algorithms that each uses a specific method to estimate this gradient and updates the policy parameters in the descent direction. We establish the convergence of our algorithms to locally risk-sensitive optimal policies. Finally, we demonstrate the usefulness of our algorithms in an optimal stopping problem.


Difference of Convex Functions Programming for Reinforcement Learning

Neural Information Processing Systems

Large Markov Decision Processes (MDPs) are usually solved using Approximate Dynamic Programming (ADP) methods such as Approximate Value Iteration (AVI) or Approximate Policy Iteration (API). The main contribution of this paper is to show that, alternatively, the optimal state-action value function can be estimated using Difference of Convex functions (DC) Programming. To do so, we study the minimization of a norm of the Optimal Bellman Residual (OBR) $T^*Q-Q$, where $T^*$ is the so-called optimal Bellman operator. Controlling this residual allows controlling the distance to the optimal action-value function, and we show that minimizing an empirical norm of the OBR is consistant in the Vapnik sense. Finally, we frame this optimization problem as a DC program. That allows envisioning using the large related literature on DC Programming to address the Reinforcement Leaning (RL) problem.


Model-based Reinforcement Learning and the Eluder Dimension

Neural Information Processing Systems

We consider the problem of learning to optimize an unknown Markov decision process (MDP). We show that, if the MDP can be parameterized within some known function class, we can obtain regret bounds that scale with the dimensionality, rather than cardinality, of the system. We characterize this dependence explicitly as $\tilde{O}(\sqrt{d_K d_E T})$ where $T$ is time elapsed, $d_K$ is the Kolmogorov dimension and $d_E$ is the \emph{eluder dimension}. These represent the first unified regret bounds for model-based reinforcement learning and provide state of the art guarantees in several important settings. Moreover, we present a simple and computationally efficient algorithm \emph{posterior sampling for reinforcement learning} (PSRL) that satisfies these bounds.


RAAM: The Benefits of Robustness in Approximating Aggregated MDPs in Reinforcement Learning

Neural Information Processing Systems

We describe how to use robust Markov decision processes for value function approximation with state aggregation. The robustness serves to reduce the sensitivity to the approximation error of sub-optimal policies in comparison to classical methods such as fitted value iteration. This results in reducing the bounds on the gamma-discounted infinite horizon performance loss by a factor of 1/(1-gamma) while preserving polynomial-time computational complexity. Our experimental results show that using the robust representation can significantly improve the solution quality with minimal additional computational cost.


Deep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning

Neural Information Processing Systems

The combination of modern Reinforcement Learning and Deep Learning approaches holds the promise of making significant progress on challenging applications requiring both rich perception and policy-selection. The Arcade Learning Environment (ALE) provides a set of Atari games that represent a useful benchmark set of such applications. A recent breakthrough in combining model-free reinforcement learning with deep learning, called DQN, achieves the best real-time agents thus far. Planning-based approaches achieve far higher scores than the best model-free approaches, but they exploit information that is not available to human players, and they are orders of magnitude slower than needed for real-time play. Our main goal in this work is to build a better real-time Atari game playing agent than DQN. The central idea is to use the slow planning-based agents to provide training data for a deep-learning architecture capable of real-time play. We proposed new agents based on this idea and show that they outperform DQN.


Design Principles of the Hippocampal Cognitive Map

Neural Information Processing Systems

Hippocampal place fields have been shown to reflect behaviorally relevant aspects of space. For instance, place fields tend to be skewed along commonly traveled directions, they cluster around rewarded locations, and they are constrained by the geometric structure of the environment. We hypothesize a set of design principles for the hippocampal cognitive map that explain how place fields represent space in a way that facilitates navigation and reinforcement learning. In particular, we suggest that place fields encode not just information about the current location, but also predictions about future locations under the current transition distribution. Under this model, a variety of place field phenomena arise naturally from the structure of rewards, barriers, and directional biases as reflected in the transition policy. Furthermore, we demonstrate that this representation of space can support efficient reinforcement learning. We also propose that grid cells compute the eigendecomposition of place fields in part because is useful for segmenting an enclosure along natural boundaries. When applied recursively, this segmentation can be used to discover a hierarchical decomposition of space. Thus, grid cells might be involved in computing subgoals for hierarchical reinforcement learning.


Sparse Multi-Task Reinforcement Learning

Neural Information Processing Systems

In multi-task reinforcement learning (MTRL), the objective is to simultaneously learn multiple tasks and exploit their similarity to improve the performance w.r.t.\ single-task learning. In this paper we investigate the case when all the tasks can be accurately represented in a linear approximation space using the same small subset of the original (large) set of features. This is equivalent to assuming that the weight vectors of the task value functions are \textit{jointly sparse}, i.e., the set of their non-zero components is small and it is shared across tasks. Building on existing results in multi-task regression, we develop two multi-task extensions of the fitted $Q$-iteration algorithm. While the first algorithm assumes that the tasks are jointly sparse in the given representation, the second one learns a transformation of the features in the attempt of finding a more sparse representation. For both algorithms we provide a sample complexity analysis and numerical simulations.


Universal Option Models

Neural Information Processing Systems

We consider the problem of learning models of options for real-time abstract planning, in the setting where reward functions can be specified at any time and their expected returns must be efficiently computed. We introduce a new model for an option that is independent of any reward function, called the {\it universal option model (UOM)}. We prove that the UOM of an option can construct a traditional option model given a reward function, and the option-conditional return is computed directly by a single dot-product of the UOM with the reward function. We extend the UOM to linear function approximation, and we show it gives the TD solution of option returns and value functions of policies over options. We provide a stochastic approximation algorithm for incrementally learning UOMs from data and prove its consistency. We demonstrate our method in two domains. The first domain is document recommendation, where each user query defines a new reward function and a document's relevance is the expected return of a simulated random-walk through the document's references. The second domain is a real-time strategy game, where the controller must select the best game unit to accomplish dynamically-specified tasks. Our experiments show that UOMs are substantially more efficient in evaluating option returns and policies than previously known methods.


Weighted importance sampling for off-policy learning with linear function approximation

Neural Information Processing Systems

Importance sampling is an essential component of off-policy model-free reinforcement learning algorithms. However, its most effective variant, \emph{weighted} importance sampling, does not carry over easily to function approximation and, because of this, it is not utilized in existing off-policy learning algorithms. In this paper, we take two steps toward bridging this gap. First, we show that weighted importance sampling can be viewed as a special case of weighting the error of individual training samples, and that this weighting has theoretical and empirical benefits similar to those of weighted importance sampling. Second, we show that these benefits extend to a new weighted-importance-sampling version of off-policy LSTD(lambda). We show empirically that our new WIS-LSTD(lambda) algorithm can result in much more rapid and reliable convergence than conventional off-policy LSTD(lambda) (Yu 2010, Bertsekas & Yu 2009).