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 Reinforcement Learning


Discovered Policy Optimisation

Neural Information Processing Systems

Tremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms.


Provably Efficient Reinforcement Learning with Kernel and Neural Function Approximations

Neural Information Processing Systems

Reinforcement learning (RL) algorithms combined with modern function approximators such as kernel functions and deep neural networks have achieved significant empirical successes in large-scale application problems with a massive number of states. From a theoretical perspective, however, RL with functional approximation poses a fundamental challenge to developing algorithms with provable computational and statistical efficiency, due to the need to take into consideration both the exploration-exploitation tradeoff that is inherent in RL and the bias-variance tradeoff that is innate in statistical estimation. To address such a challenge, focusing on the episodic setting where the action-value functions are represented by a kernel function or over-parametrized neural network, we propose the first provable RL algorithm with both polynomial runtime and sample complexity, without additional assumptions on the data-generating model. In particular, for both the kernel and neural settings, we prove that an optimistic modification of the least-squares value iteration algorithm incurs an $\tilde{\mathcal{O}}(\delta_{\cF} H^2 \sqrt{T})$ regret, where $\delta_{\cF}$ characterizes the intrinsic complexity of the function class $\cF$, $H$ is the length of each episode, and $T$ is the total number of episodes. Our regret bounds are independent of the number of states and therefore even allows it to diverge, which exhibits the benefit of function approximation.


Policy Optimization for Continuous Reinforcement Learning

Neural Information Processing Systems

We study reinforcement learning (RL) in the setting of continuous time and space, for an infinite horizon with a discounted objective and the underlying dynamics driven by a stochastic differential equation. Built upon recent advances in the continuous approach to RL, we develop a notion of occupation time (specifically for a discounted objective), and show how it can be effectively used to derive performance difference and local approximation formulas. We further extend these results to illustrate their applications in the PG (policy gradient) and TRPO/PPO (trust region policy optimization/ proximal policy optimization) methods, which have been familiar and powerful tools in the discrete RL setting but under-developed in continuous RL. Through numerical experiments, we demonstrate the effectiveness and advantages of our approach.


Transferable Graph Optimizers for ML Compilers

Neural Information Processing Systems

Most compilers for machine learning (ML) frameworks need to solve many correlated optimization problems to generate efficient machine code. Current ML compilers rely on heuristics based algorithms to solve these optimization problems one at a time. However, this approach is not only hard to maintain but often leads to sub-optimal solutions especially for newer model architectures. Existing learning based approaches in the literature are sample inefficient, tackle a single optimization problem, and do not generalize to unseen graphs making them infeasible to be deployed in practice. To address these limitations, we propose an end-to-end, transferable deep reinforcement learning method for computational graph optimization (GO), based on a scalable sequential attention mechanism over an inductive graph neural network. GO generates decisions on the entire graph rather than on each individual node autoregressively, drastically speeding up the search compared to prior methods. Moreover, we propose recurrent attention layers to jointly optimize dependent graph optimization tasks and demonstrate 33%-60% speedup on three graph optimization tasks compared to TensorFlow default optimization. On a diverse set of representative graphs consisting of up to 80,000 nodes, including Inception-v3, Transformer-XL, and WaveNet, GO achieves on average 21% improvement over human experts and 18% improvement over the prior state of the art with 15x faster convergence, on a device placement task evaluated in real systems.


Flexible Attention-Based Multi-Policy Fusion for Efficient Deep Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning (RL) agents have long sought to approach the efficiency of human learning. Humans are great observers who can learn by aggregating external knowledge from various sources, including observations from others' policies of attempting a task. Prior studies in RL have incorporated external knowledge policies to help agents improve sample efficiency. However, it remains non-trivial to perform arbitrary combinations and replacements of those policies, an essential feature for generalization and transferability.


Inherently Explainable Reinforcement Learning in Natural Language

Neural Information Processing Systems

We focus on the task of creating a reinforcement learning agent that is inherently explainable---with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce temporally extended explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed---providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.


Decentralized TD Tracking with Linear Function Approximation and its Finite-Time Analysis

Neural Information Processing Systems

The present contribution deals with decentralized policy evaluation in multi-agent Markov decision processes using temporal-difference (TD) methods with linear function approximation for scalability. The agents cooperate to estimate the value function of such a process by observing continual state transitions of a shared environment over the graph of interconnected nodes (agents), along with locally private rewards. Different from existing consensus-type TD algorithms, the approach here develops a simple decentralized TD tracker by wedding TD learning with gradient tracking techniques. The non-asymptotic properties of the novel TD tracker are established for both independent and identically distributed (i.i.d.) as well as Markovian transitions through a unifying multistep Lyapunov analysis. In contrast to the prior art, the novel algorithm forgoes the limiting error bounds on the number of agents, which endows it with performance comparable to that of centralized TD methods that are the sharpest known to date.


Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning

Neural Information Processing Systems

This paper explores the possibility of near-optimally solving multi-agent, multi-task NP-hard planning problems with time-dependent rewards using a learning-based algorithm. In particular, we consider a class of robot/machine scheduling problems called the multi-robot reward collection problem (MRRC). Such MRRC problems well model ride-sharing, pickup-and-delivery, and a variety of related problems. In representing the MRRC problem as a sequential decision-making problem, we observe that each state can be represented as an extension of probabilistic graphical models (PGMs), which we refer to as random PGMs. We then develop a mean-field inference method for random PGMs. We then propose (1) an order-transferable Q-function estimator and (2) an order-transferability-enabled auction to select a joint assignment in polynomial-time.


RAMBO-RL: Robust Adversarial Model-Based Offline Reinforcement Learning

Neural Information Processing Systems

Offline reinforcement learning (RL) aims to find performant policies from logged data without further environment interaction. Model-based algorithms, which learn a model of the environment from the dataset and perform conservative policy optimisation within that model, have emerged as a promising approach to this problem.


A Local Temporal Difference Code for Distributional Reinforcement Learning

Neural Information Processing Systems

Recent theoretical and experimental results suggest that the dopamine system implements distributional temporal difference backups, allowing learning of the entire distributions of the long-run values of states rather than just their expected values. However, the distributional codes explored so far rely on a complex imputation step which crucially relies on spatial non-locality: in order to compute reward prediction errors, units must know not only their own state but also the states of the other units. It is far from clear how these steps could be implemented in realistic neural circuits. Here, we introduce the Laplace code: a local temporal difference code for distributional reinforcement learning that is representationally powerful and computationally straightforward. The code decomposes value distributions and prediction errors across three separated dimensions: reward magnitude (related to distributional quantiles), temporal discounting (related to the Laplace transform of future rewards) and time horizon (related to eligibility traces). Besides lending itself to a local learning rule, the decomposition recovers the temporal evolution of the immediate reward distribution, indicating all possible rewards at all future times. This increases representational capacity and allows for temporally-flexible computations that immediately adjust to changing horizons or discount factors.