Reinforcement Learning
Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games
Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable PSRO-based method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of 10^50. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots.
Rethinking Inverse Reinforcement Learning: from Data Alignment to Task Alignment
Many imitation learning (IL) algorithms use inverse reinforcement learning (IRL) to infer a reward function that aligns with the demonstration.However, the inferred reward functions often fail to capture the underlying task objectives.In this paper, we propose a novel framework for IRL-based IL that prioritizes task alignment over conventional data alignment. Our framework is a semi-supervised approach that leverages expert demonstrations as weak supervision to derive a set of candidate reward functions that align with the task rather than only with the data. It then adopts an adversarial mechanism to train a policy with this set of reward functions to gain a collective validation of the policy's ability to accomplish the task. We provide theoretical insights into this framework's ability to mitigate task-reward misalignment and present a practical implementation. Our experimental results show that our framework outperforms conventional IL baselines in complex and transfer learning scenarios.
Reinforcement Learning with Latent Flow
Temporal information is essential to learning effective policies with Reinforcement Learning (RL). However, current state-of-the-art RL algorithms either assume that such information is given as part of the state space or, when learning from pixels, use the simple heuristic of frame-stacking to implicitly capture temporal information present in the image observations. This heuristic is in contrast to the current paradigm in video classification architectures, which utilize explicit encodings of temporal information through methods such as optical flow and two-stream architectures to achieve state-of-the-art performance. Inspired by leading video classification architectures, we introduce the Flow of Latents for Reinforcement Learning (Flare), a network architecture for RL that explicitly encodes temporal information through latent vector differences. We show that Flare recovers optimal performance in state-based RL without explicit access to the state velocity, solely with positional state information. Flare is the most sample efficient model-free pixel-based RL algorithm on the DeepMind Control suite when evaluated on the 500k and 1M step benchmarks across 5 challenging control tasks, and, when used with Rainbow DQN, outperforms the competitive baseline on Atari games at 100M time step benchmark across 8 challenging games.
Reinforcement Learning in Newcomblike Environments
Newcomblike decision problems have been studied extensively in the decision theory literature, but they have so far been largely absent in the reinforcement learning literature. In this paper we study value-based reinforcement learning algorithms in the Newcomblike setting, and answer some of the fundamental theoretical questions about the behaviour of such algorithms in these environments. We show that a value-based reinforcement learning agent cannot converge to a policy that is not \emph{ratifiable}, i.e., does not only choose actions that are optimal given that policy. This gives us a powerful tool for reasoning about the limit behaviour of agents -- for example, it lets us show that there are Newcomblike environments in which a reinforcement learning agent cannot converge to any optimal policy. We show that a ratifiable policy always exists in our setting, but that there are cases in which a reinforcement learning agent normally cannot converge to it (and hence cannot converge at all). We also prove several results about the possible limit behaviours of agents in cases where they do not converge to any policy.
Towards Minimax Optimal Reinforcement Learning in Factored Markov Decision Processes
We study minimax optimal reinforcement learning in episodic factored Markov decision processes (FMDPs), which are MDPs with conditionally independent transition components. Assuming the factorization is known, we propose two model-based algorithms. The first one achieves minimax optimal regret guarantees for a rich class of factored structures, while the second one enjoys better computational complexity with a slightly worse regret. A key new ingredient of our algorithms is the design of a bonus term to guide exploration. We complement our algorithms by presenting several structure dependent lower bounds on regret for FMDPs that reveal the difficulty hiding in the intricacy of the structures.
Reinforcement Learning with Augmented Data
Learning from visual observations is a fundamental yet challenging problem in Reinforcement Learning (RL). Although algorithmic advances combined with convolutional neural networks have proved to be a recipe for success, current methods are still lacking on two fronts: (a) data-efficiency of learning and (b) generalization to new environments. To this end, we present Reinforcement Learning with Augmented Data (RAD), a simple plug-and-play module that can enhance most RL algorithms. We perform the first extensive study of general data augmentations for RL on both pixel-based and state-based inputs, and introduce two new data augmentations - random translate and random amplitude scale. We show that augmentations such as random translate, crop, color jitter, patch cutout, random convolutions, and amplitude scale can enable simple RL algorithms to outperform complex state-of-the-art methods across common benchmarks. RAD sets a new state-of-the-art in terms of data-efficiency and final performance on the DeepMind Control Suite benchmark for pixel-based control as well as OpenAI Gym benchmark for state-based control. We further demonstrate that RAD significantly improves test-time generalization over existing methods on several OpenAI ProcGen benchmarks.
Mismatched No More: Joint Model-Policy Optimization for Model-Based RL
Many model-based reinforcement learning (RL) methods follow a similar template: fit a model to previously observed data, and then use data from that model for RL or planning. However, models that achieve better training performance (e.g., lower MSE) are not necessarily better for control: an RL agent may seek out the small fraction of states where an accurate model makes mistakes, or it might act in ways that do not expose the errors of an inaccurate model. As noted in prior work, there is an objective mismatch: models are useful if they yield good policies, but they are trained to maximize their accuracy, rather than the performance of the policies that result from them. In this work, we propose a single objective for jointly training the model and the policy, such that updates to either component increase a lower bound on expected return. To the best of our knowledge, this is the first lower bound for model-based RL that holds globally and can be efficiently estimated in continuous settings; it is the only lower bound that mends the objective mismatch problem. A version of this bound becomes tight under certain assumptions. Optimizing this bound resembles a GAN: a classifier distinguishes between real and fake transitions, the model is updated to produce transitions that look realistic, and the policy is updated to avoid states where the model predictions are unrealistic. Numerical simulations demonstrate that optimizing this bound yields reward maximizing policies and yields dynamics that (perhaps surprisingly) can aid in exploration. We also show that a deep RL algorithm loosely based on our lower bound can achieve performance competitive with prior model-based methods, and better performance on certain hard exploration tasks.
A theoretical case-study of Scalable Oversight in Hierarchical Reinforcement Learning
A key source of complexity in next-generation AI models is the size of model outputs, making it time-consuming to parse and provide reliable feedback on. To ensure such models are aligned, we will need to bolster our understanding of scalable oversight and how to scale up human feedback. To this end, we study the challenges of scalable oversight in the context of goal-conditioned hierarchical reinforcement learning. Hierarchical structure is a promising entrypoint into studying how to scale up human feedback, which in this work we assume can only be provided for model outputs below a threshold size. In the cardinal feedback setting, we develop an apt sub-MDP reward and algorithm that allows us to acquire and scale up low-level feedback for learning with sublinear regret. In the ordinal feedback setting, we show the necessity of both high-and low-level feedback, and develop a hierarchical experimental design algorithm that efficiently acquires both types of feedback for learning. Altogether, our work aims to consolidate the foundations of scalable oversight, formalizing and studying the various challenges thereof.
Iso-Dream: Isolating and Leveraging Noncontrollable Visual Dynamics in World Models
World models learn the consequences of actions in vision-based interactive systems. However, in practical scenarios such as autonomous driving, there commonly exists noncontrollable dynamics independent of the action signals, making it difficult to learn effective world models. Naturally, therefore, we need to enable the world models to decouple the controllable and noncontrollable dynamics from the entangled spatiotemporal data. To this end, we present a reinforcement learning approach named Iso-Dream, which expands the Dream-to-Control framework in two aspects. First, the world model contains a three-branch neural architecture. By solving the inverse dynamics problem, it learns to factorize latent representations according to the responses to action signals. Second, in the process of behavior learning, we estimate the state values by rolling-out a sequence of noncontrollable states (less related to the actions) into the future and associate the current controllable state with them. In this way, the isolation of mixed dynamics can greatly facilitate long-horizon decision-making tasks in realistic scenes, such as avoiding potential future risks by predicting the movement of other vehicles in autonomous driving. Experiments show that Iso-Dream is effective in decoupling the mixed dynamics and remarkably outperforms existing approaches in a wide range of visual control and prediction domains.