Reinforcement Learning
Rethinking Individual Global Max in Cooperative Multi-Agent Reinforcement Learning
In cooperative multi-agent reinforcement learning, centralized training and decentralized execution (CTDE) has achieved remarkable success. Individual Global Max (IGM) decomposition, which is an important element of CTDE, measures the consistency between local and joint policies. The majority of IGM-based research focuses on how to establish this consistent relationship, but little attention has been paid to examining IGM's potential flaws. In this work, we reveal that the IGM condition is a lossy decomposition, and the error of lossy decomposition will accumulated in hypernetwork-based methods. To address the above issue, we propose to adopt an imitation learning strategy to separate the lossy decomposition from Bellman iterations, thereby avoiding error accumulation. The proposed strategy is theoretically proved and empirically verified on the StarCraft Multi-Agent Challenge benchmark problem with zero sight view. The results also confirm that the proposed method outperforms state-of-the-art IGM-based approaches.
STORM: Efficient Stochastic Transformer based World Models for Reinforcement Learning
Recently, model-based reinforcement learning algorithms have demonstrated remarkable efficacy in visual input environments. These approaches begin by constructing a parameterized simulation world model of the real environment through self-supervised learning. By leveraging the imagination of the world model, the agent's policy is enhanced without the constraints of sampling from the real environment. The performance of these algorithms heavily relies on the sequence modeling and generation capabilities of the world model. However, constructing a perfectly accurate model of a complex unknown environment is nearly impossible. Discrepancies between the model and reality may cause the agent to pursue virtual goals, resulting in subpar performance in the real environment. Introducing random noise into model-based reinforcement learning has been proven beneficial.In this work, we introduce Stochastic Transformer-based wORld Model (STORM), an efficient world model architecture that combines the strong sequence modeling and generation capabilities of Transformers with the stochastic nature of variational autoencoders. STORM achieves a mean human performance of $126.7\%$ on the Atari $100$k benchmark, setting a new record among state-of-the-art methods that do not employ lookahead search techniques. Moreover, training an agent with $1.85$ hours of real-time interaction experience on a single NVIDIA GeForce RTX 3090 graphics card requires only $4.3$ hours, showcasing improved efficiency compared to previous methodologies.
On Efficient Online Imitation Learning via Classification
Imitation learning (IL) is a general learning paradigm for sequential decision-making problems. Interactive imitation learning, where learners can interactively query for expert annotations, has been shown to achieve provably superior sample efficiency guarantees compared with its offline counterpart or reinforcement learning. In this work, we study classification-based online imitation learning (abbrev. COIL) and the fundamental feasibility to design oracle-efficient regret-minimization algorithms in this setting, with a focus on the general non-realizable case. We make the following contributions: (1) we show that in the COIL problem, any proper online learning algorithm cannot guarantee a sublinear regret in general; (2) we propose Logger, an improper online learning algorithmic framework, that reduces COIL to online linear optimization, by utilizing a new definition of mixed policy class; (3) we design two oracle-efficient algorithms within the Logger framework that enjoy different sample and interaction round complexity tradeoffs, and show their improvements over behavior cloning; (4) we show that under standard complexity-theoretic assumptions, efficient dynamic regret minimization is infeasible in the Logger framework.
Model-based Lifelong Reinforcement Learning with Bayesian Exploration
We propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinforcement Learning algorithm that can be combined with recent model-based deep RL methods, and that exhibits backward transfer. Experimental results on several challenging domains show that our algorithms achieve both better forward and backward transfer performance than state-of-the-art lifelong RL methods.
A Generalized Algorithm for Multi-Objective Reinforcement Learning and Policy Adaptation
We introduce a new algorithm for multi-objective reinforcement learning (MORL) with linear preferences, with the goal of enabling few-shot adaptation to new tasks. In MORL, the aim is to learn policies over multiple competing objectives whose relative importance (preferences) is unknown to the agent. While this alleviates dependence on scalar reward design, the expected return of a policy can change significantly with varying preferences, making it challenging to learn a single model to produce optimal policies under different preference conditions. We propose a generalized version of the Bellman equation to learn a single parametric representation for optimal policies over the space of all possible preferences. After an initial learning phase, our agent can execute the optimal policy under any given preference, or automatically infer an underlying preference with very few samples. Experiments across four different domains demonstrate the effectiveness of our approach.
Robust Reinforcement Learning using Offline Data
The goal of robust reinforcement learning (RL) is to learn a policy that is robust against the uncertainty in model parameters. Parameter uncertainty commonly occurs in many real-world RL applications due to simulator modeling errors, changes in the real-world system dynamics over time, and adversarial disturbances. Robust RL is typically formulated as a max-min problem, where the objective is to learn the policy that maximizes the value against the worst possible models that lie in an uncertainty set. In this work, we propose a robust RL algorithm called Robust Fitted Q-Iteration (RFQI), which uses only an offline dataset to learn the optimal robust policy. Robust RL with offline data is significantly more challenging than its non-robust counterpart because of the minimization over all models present in the robust Bellman operator. This poses challenges in offline data collection, optimization over the models, and unbiased estimation. In this work, we propose a systematic approach to overcome these challenges, resulting in our RFQI algorithm. We prove that RFQI learns a near-optimal robust policy under standard assumptions and demonstrate its superior performance on standard benchmark problems.
A Kernel Loss for Solving the Bellman Equation
Value function learning plays a central role in many state-of-the-art reinforcement learning algorithms. Many popular algorithms like Q-learning do not optimize any objective function, but are fixed-point iterations of some variants of Bellman operator that are not necessarily a contraction. As a result, they may easily lose convergence guarantees, as can be observed in practice. In this paper, we propose a novel loss function, which can be optimized using standard gradient-based methods with guaranteed convergence. The key advantage is that its gradient can be easily approximated using sampled transitions, avoiding the need for double samples required by prior algorithms like residual gradient. Our approach may be combined with general function classes such as neural networks, using either on-or off-policy data, and is shown to work reliably and effectively in several benchmarks, including classic problems where standard algorithms are known to diverge.
Structural Credit Assignment in Neural Networks using Reinforcement Learning
Structural credit assignment in neural networks is a long-standing problem, with a variety of alternatives to backpropagation proposed to allow for local training of nodes. One of the early strategies was to treat each node as an agent and use a reinforcement learning method called REINFORCE to update each node locally with only a global reward signal. In this work, we revisit this approach and investigate if we can leverage other reinforcement learning approaches to improve learning. We first formalize training a neural network as a finite-horizon reinforcement learning problem and discuss how this facilitates using ideas from reinforcement learning like off-policy learning. We show that the standard on-policy REINFORCE approach, even with a variety of variance reduction approaches, learns suboptimal solutions. We introduce an off-policy approach, to facilitate reasoning about the greedy action for other agents and help overcome stochasticity in other agents. We conclude by showing that these networks of agents can be more robust to correlated samples when learning online.
Explicit Planning for Efficient Exploration in Reinforcement Learning
Efficient exploration is crucial to achieving good performance in reinforcement learning. Existing systematic exploration strategies (R-MAX, MBIE, UCRL, etc.), despite being promising theoretically, are essentially greedy strategies that follow some predefined heuristics. When the heuristics do not match the dynamics of Markov decision processes (MDPs) well, an excessive amount of time can be wasted in travelling through already-explored states, lowering the overall efficiency. We argue that explicit planning for exploration can help alleviate such a problem, and propose a Value Iteration for Exploration Cost (VIEC) algorithm which computes the optimal exploration scheme by solving an augmented MDP. We then present a detailed analysis of the exploration behaviour of some popular strategies, showing how these strategies can fail and spend O(n^2 md) or O(n^2 m + nmd) steps to collect sufficient data in some tower-shaped MDPs, while the optimal exploration scheme, which can be obtained by VIEC, only needs O(nmd), where n, m are the numbers of states and actions and d is the data demand. The analysis not only points out the weakness of existing heuristic-based strategies, but also suggests a remarkable potential in explicit planning for exploration.