Reinforcement Learning
Bootstrapping Apprenticeship Learning
Boularias, Abdeslam, Chaib-draa, Brahim
We consider the problem of apprenticeship learning where the examples, demonstrated by an expert, cover only a small part of a large state space. Inverse Reinforcement Learning (IRL) provides an efficient tool for generalizing the demonstration, based on the assumption that the expert is maximizing a utility function that is a linear combination of state-action features. Most IRL algorithms use a simple Monte Carlo estimation to approximate the expected feature counts under the expert's policy. In this paper, we show that the quality of the learned policies is highly sensitive to the error in estimating the feature counts. To reduce this error, we introduce a novel approach for bootstrapping the demonstration by assuming that: (i), the expert is (near-)optimal, and (ii), the dynamics of the system is known. Empirical results on gridworlds and car racing problems show that our approach is able to learn good policies from a small number of demonstrations.
Feature Construction for Inverse Reinforcement Learning
Levine, Sergey, Popovic, Zoran, Koltun, Vladlen
The goal of inverse reinforcement learning is to find a reward function for a Markov decision process, given example traces from its optimal policy. Current IRL techniques generally rely on user-supplied features that form a concise basis for the reward. We present an algorithm that instead constructs reward features from a large collection of component features, by building logical conjunctions of those component features that are relevant to the example policy. Given example traces, the algorithm returns a reward function as well as the constructed features. The reward function can be used to recover a full, deterministic, stationary policy, and the features can be used to transplant the reward function into any novel environment on which the component features are well defined.
On a Connection between Importance Sampling and the Likelihood Ratio Policy Gradient
Likelihood ratio policy gradient methods have been some of the most successful reinforcement learning algorithms, especially for learning on physical systems. We describe how the likelihood ratio policy gradient can be derived from an importance sampling perspective. This derivation highlights how likelihood ratio methods under-use past experience by (a) using the past experience to estimate {\em only} the gradient of the expected return $U(\theta)$ at the current policy parameterization $\theta$, rather than to obtain a more complete estimate of $U(\theta)$, and (b) using past experience under the current policy {\em only} rather than using all past experience to improve the estimates. We present a new policy search method, which leverages both of these observations as well as generalized baselines---a new technique which generalizes commonly used baseline techniques for policy gradient methods. Our algorithm outperforms standard likelihood ratio policy gradient algorithms on several testbeds.
Linear Complementarity for Regularized Policy Evaluation and Improvement
Johns, Jeffrey, Painter-wakefield, Christopher, Parr, Ronald
Recent work in reinforcement learning has emphasized the power of L1 regularization to perform feature selection and prevent overfitting. We propose formulating the L1 regularized linear fixed point problem as a linear complementarity problem (LCP). This formulation offers several advantages over the LARS-inspired formulation, LARS-TD. The LCP formulation allows the use of efficient off-the-shelf solvers, leads to a new uniqueness result, and can be initialized with starting points from similar problems (warm starts). We demonstrate that warm starts, as well as the efficiency of LCP solvers, can speed up policy iteration. Moreover, warm starts permit a form of modified policy iteration that can be used to approximate a greedy" homotopy path, a generalization of the LARS-TD homotopy path that combines policy evaluation and optimization."
Basis Construction from Power Series Expansions of Value Functions
This paper explores links between basis construction methods in Markov decision processes and power series expansions of value functions. This perspective provides a useful framework to analyze properties of existing bases, as well as provides insight into constructing more effective bases. Krylov and Bellman error bases are based on the Neumann series expansion. These bases incur very large initial Bellman errors, and can converge rather slowly as the discount factor approaches unity. The Laurent series expansion, which relates discounted and average-reward formulations, provides both an explanation for this slow convergence as well as suggests a way to construct more efficient basis representations. The first two terms in the Laurent series represent the scaled average-reward and the average-adjusted sum of rewards, and subsequent terms expand the discounted value function using powers of a generalized inverse called the Drazin (or group inverse) of a singular matrix derived from the transition matrix. Experiments show that Drazin bases converge considerably more quickly than several other bases, particularly for large values of the discount factor. An incremental variant of Drazin bases called Bellman average-reward bases (BARBs) is described, which provides some of the same benefits at lower computational cost.
Policy gradients in linearly-solvable MDPs
We present policy gradient results within the framework of linearly-solvable MDPs. For the first time, compatible function approximators and natural policy gradients are obtained by estimating the cost-to-go function, rather than the (much larger) state-action advantage function as is necessary in traditional MDPs. We also develop the first compatible function approximators and natural policy gradients for continuous-time stochastic systems.
LSTD with Random Projections
Ghavamzadeh, Mohammad, Lazaric, Alessandro, Maillard, Odalric, Munos, Rรฉmi
We consider the problem of reinforcement learning in high-dimensional spaces when the number of features is bigger than the number of samples. In particular, we study the least-squares temporal difference (LSTD) learning algorithm when a space of low dimension is generated with a random projection from a high-dimensional space. We provide a thorough theoretical analysis of the LSTD with random projections and derive performance bounds for the resulting algorithm. We also show how the error of LSTD with random projections is propagated through the iterations of a policy iteration algorithm and provide a performance bound for the resulting least-squares policy iteration (LSPI) algorithm.
A Reduction from Apprenticeship Learning to Classification
Syed, Umar, Schapire, Robert E.
We provide new theoretical results for apprenticeship learning, a variant of reinforcement learning in which the true reward function is unknown, and the goal is to perform well relative to an observed expert. We study a common approach to learning from expert demonstrations: using a classification algorithm to learn to imitate the expert's behavior. Although this straightforward learning strategy is widely-used in practice, it has been subject to very little formal analysis. We prove that, if the learned classifier has error rate $\eps$, the difference between the value of the apprentice's policy and the expert's policy is $O(\sqrt{\eps})$. Further, we prove that this difference is only $O(\eps)$ when the expert's policy is close to optimal. This latter result has an important practical consequence: Not only does imitating a near-optimal expert result in a better policy, but far fewer demonstrations are required to successfully imitate such an expert. This suggests an opportunity for substantial savings whenever the expert is known to be good, but demonstrations are expensive or difficult to obtain.
Double Q-learning
In some stochastic environments the well-known reinforcement learning algorithm Q-learning performs very poorly. This poor performance is caused by large overestimations of action values. These overestimations result from a positive bias that is introduced because Q-learning uses the maximum action value as an approximation for the maximum expected action value. We introduce an alternative way to approximate the maximum expected value for any set of random variables. The obtained double estimator method is shown to sometimes underestimate rather than overestimate the maximum expected value. We apply the double estimator to Q-learning to construct Double Q-learning, a new off-policy reinforcement learning algorithm. We show the new algorithm converges to the optimal policy and that it performs well in some settings in which Q-learning performs poorly due to its overestimation.
Reward Design via Online Gradient Ascent
Sorg, Jonathan, Lewis, Richard L., Singh, Satinder P.
Recent work has demonstrated that when artificial agents are limited in their ability to achieve their goals, the agent designer can benefit by making the agent's goals different from the designer's. This gives rise to the optimization problem of designing the artificial agent's goals---in the RL framework, designing the agent's reward function. Existing attempts at solving this optimal reward problem do not leverage experience gained online during the agent's lifetime nor do they take advantage of knowledge about the agent's structure. In this work, we develop a gradient ascent approach with formal convergence guarantees for approximately solving the optimal reward problem online during an agent's lifetime. We show that our method generalizes a standard policy gradient approach, and we demonstrate its ability to improve reward functions in agents with various forms of limitations.