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 Reinforcement Learning


Meta-Inverse Reinforcement Learning with Probabilistic Context Variables

Neural Information Processing Systems

Reinforcement learning demands a reward function, which is often difficult to provide or design in real world applications. While inverse reinforcement learning (IRL) holds promise for automatically learning reward functions from demonstrations, several major challenges remain. First, existing IRL methods learn reward functions from scratch, requiring large numbers of demonstrations to correctly infer the reward for each task the agent may need to perform. Second, and more subtly, existing methods typically assume demonstrations for one, isolated behavior or task, while in practice, it is significantly more natural and scalable to provide datasets of heterogeneous behaviors. To this end, we propose a deep latent variable model that is capable of learning rewards from unstructured, multi-task demonstration data, and critically, use this experience to infer robust rewards for new, structurally-similar tasks from a single demonstration. Our experiments on multiple continuous control tasks demonstrate the effectiveness of our approach compared to state-of-the-art imitation and inverse reinforcement learning methods.


On Pathologies in KL-Regularized Reinforcement Learning from Expert Demonstrations

Neural Information Processing Systems

KL-regularized reinforcement learning from expert demonstrations has proved successful in improving the sample efficiency of deep reinforcement learning algorithms, allowing them to be applied to challenging physical real-world tasks. However, we show that KL-regularized reinforcement learning with behavioral reference policies derived from expert demonstrations can suffer from pathological training dynamics that can lead to slow, unstable, and suboptimal online learning. We show empirically that the pathology occurs for commonly chosen behavioral policy classes and demonstrate its impact on sample efficiency and online policy performance. Finally, we show that the pathology can be remedied by non-parametric behavioral reference policies and that this allows KL-regularized reinforcement learning to significantly outperform state-of-the-art approaches on a variety of challenging locomotion and dexterous hand manipulation tasks.


Parametrized Quantum Policies for Reinforcement Learning

Neural Information Processing Systems

With the advent of real-world quantum computing, the idea that parametrized quantum computations can be used as hypothesis families in a quantum-classical machine learning system is gaining increasing traction. Such hybrid systems have already shown the potential to tackle real-world tasks in supervised and generative learning, and recent works have established their provable advantages in special artificial tasks. Yet, in the case of reinforcement learning, which is arguably most challenging and where learning boosts would be extremely valuable, no proposal has been successful in solving even standard benchmarking tasks, nor in showing a theoretical learning advantage over classical algorithms. In this work, we achieve both. We propose a hybrid quantum-classical reinforcement learning model using very few qubits, which we show can be effectively trained to solve several standard benchmarking environments. Moreover, we demonstrate, and formally prove, the ability of parametrized quantum circuits to solve certain learning tasks that are intractable to classical models, including current state-of-art deep neural networks, under the widely-believed classical hardness of the discrete logarithm problem.


Landmark-Guided Subgoal Generation in Hierarchical Reinforcement Learning

Neural Information Processing Systems

Goal-conditioned hierarchical reinforcement learning (HRL) has shown promising results for solving complex and long-horizon RL tasks. However, the action space of high-level policy in the goal-conditioned HRL is often large, so it results in poor exploration, leading to inefficiency in training. In this paper, we present HIerarchical reinforcement learning Guided by Landmarks (HIGL), a novel framework for training a high-level policy with a reduced action space guided by landmarks, i.e., promising states to explore. The key component of HIGL is twofold: (a) sampling landmarks that are informative for exploration and (b) encouraging the high level policy to generate a subgoal towards a selected landmark. For (a), we consider two criteria: coverage of the entire visited state space (i.e., dispersion of states) and novelty of states (i.e., prediction error of a state). For (b), we select a landmark as the very first landmark in the shortest path in a graph whose nodes are landmarks. Our experiments demonstrate that our framework outperforms prior-arts across a variety of control tasks, thanks to efficient exploration guided by landmarks.


Robust Imitation via Mirror Descent Inverse Reinforcement Learning

Neural Information Processing Systems

Recently, adversarial imitation learning has shown a scalable reward acquisition method for inverse reinforcement learning (IRL) problems. However, estimated reward signals often become uncertain and fail to train a reliable statistical model since the existing methods tend to solve hard optimization problems directly. Inspired by a first-order optimization method called mirror descent, this paper proposes to predict a sequence of reward functions, which are iterative solutions for a constrained convex problem. IRL solutions derived by mirror descent are tolerant to the uncertainty incurred by target density estimation since the amount of reward learning is regulated with respect to local geometric constraints. We prove that the proposed mirror descent update rule ensures robust minimization of a Bregman divergence in terms of a rigorous regret bound of $\mathcal{O}(1/T)$ for step sizes $\{\eta_t\}_{t=1}^{T}$. Our IRL method was applied on top of an adversarial framework, and it outperformed existing adversarial methods in an extensive suite of benchmarks.


Variational Bayesian Reinforcement Learning with Regret Bounds

Neural Information Processing Systems

We consider the exploration-exploitation trade-off in reinforcement learning and show that an agent endowed with an exponential epistemic-risk-seeking utility function explores efficiently, as measured by regret. The state-action values induced by the exponential utility satisfy a Bellman recursion, so we can use dynamic programming to compute them. We call the resulting algorithm K-learning (for knowledge) and the risk-seeking utility ensures that the associated state-action values (K-values) are optimistic for the expected optimal Q-values under the posterior. The exponential utility function induces a Boltzmann exploration policy for which the'temperature' parameter is equal to the risk-seeking parameter and is carefully controlled to yield a Bayes regret bound of $\tilde O(L^{3/2} \sqrt{S A T})$, where $L$ is the time horizon, $S$ is the number of states, $A$ is the number of actions, and $T$ is the total number of elapsed timesteps. We conclude with a numerical example demonstrating that K-learning is competitive with other state-of-the-art algorithms in practice.


Towards mental time travel: a hierarchical memory for reinforcement learning agents

Neural Information Processing Systems

Reinforcement learning agents often forget details of the past, especially after delays or distractor tasks. Agents with common memory architectures struggle to recall and integrate across multiple timesteps of a past event, or even to recall the details of a single timestep that is followed by distractor tasks. To address these limitations, we propose a Hierarchical Chunk Attention Memory (HCAM), that helps agents to remember the past in detail. HCAM stores memories by dividing the past into chunks, and recalls by first performing high-level attention over coarse summaries of the chunks, and then performing detailed attention within only the most relevant chunks. An agent with HCAM can therefore mentally time-travel--remember past events in detail without attending to all intervening events.


Myriad: a real-world testbed to bridge trajectory optimization and deep learning

Neural Information Processing Systems

We present Myriad, a testbed written in JAX which enables machine learning researchers to benchmark imitation learning and reinforcement learning algorithms against trajectory optimization-based methods in real-world environments. Myriad contains 17 optimal control problems presented in continuous time which span medicine, ecology, epidemiology, and engineering. As such, Myriad strives to serve as a stepping stone towards application of modern machine learning techniques for impactful real-world tasks. The repository also provides machine learning practitioners access to trajectory optimization techniques, not only for standalone use, but also for integration within a typical automatic differentiation workflow. Indeed, the combination of classical control theory and deep learning in a fully GPU-compatible package unlocks potential for new algorithms to arise.


Interval timing in deep reinforcement learning agents

Neural Information Processing Systems

The measurement of time is central to intelligent behavior. We know that both animals and artificial agents can successfully use temporal dependencies to select actions. In artificial agents, little work has directly addressed (1) which architectural components are necessary for successful development of this ability, (2) how this timing ability comes to be represented in the units and actions of the agent, and (3) whether the resulting behavior of the system converges on solutions similar to those of biology. Here we studied interval timing abilities in deep reinforcement learning agents trained end-to-end on an interval reproduction paradigm inspired by experimental literature on mechanisms of timing. We characterize the strategies developed by recurrent and feedforward agents, which both succeed at temporal reproduction using distinct mechanisms, some of which bear specific and intriguing similarities to biological systems. These findings advance our understanding of how agents come to represent time, and they highlight the value of experimentally inspired approaches to characterizing agent abilities.


SMILe: Scalable Meta Inverse Reinforcement Learning through Context-Conditional Policies

Neural Information Processing Systems

Imitation Learning (IL) has been successfully applied to complex sequential decision-making problems where standard Reinforcement Learning (RL) algorithms fail. A number of recent methods extend IL to few-shot learning scenarios, where a meta-trained policy learns to quickly master new tasks using limited demonstrations. However, although Inverse Reinforcement Learning (IRL) often outperforms Behavioral Cloning (BC) in terms of imitation quality, most of these approaches build on BC due to its simple optimization objective. In this work, we propose SMILe, a scalable framework for Meta Inverse Reinforcement Learning (Meta-IRL) based on maximum entropy IRL, which can learn high-quality policies from few demonstrations. We examine the efficacy of our method on a variety of high-dimensional simulated continuous control tasks and observe that SMILe significantly outperforms Meta-BC. Furthermore, we observe that SMILe performs comparably or outperforms Meta-DAgger, while being applicable in the state-only setting and not requiring online experts. To our knowledge, our approach is the first efficient method for Meta-IRL that scales to the function approximator setting. For datasets and reproducing results please refer to https://github.com/KamyarGh/rl