Goto

Collaborating Authors

 Reinforcement Learning


Direct Policy Gradients: Direct Optimization of Policies in Discrete Action Spaces

Neural Information Processing Systems

Direct optimization (McAllester et al., 2010; Song et al., 2016) is an appealing framework that replaces integration with optimization of a random objective for approximating gradients in models with discrete random variables (Lorberbom et al., 2018). A* sampling (Maddison et al., 2014) is a framework for optimizing such random objectives over large spaces. We show how to combine these techniques to yield a reinforcement learning algorithm that approximates a policy gradient by finding trajectories that optimize a random objective. We call the resulting algorithms \emph{direct policy gradient} (DirPG) algorithms. A main benefit of DirPG algorithms is that they allow the insertion of domain knowledge in the form of upper bounds on return-to-go at training time, like is used in heuristic search, while still directly computing a policy gradient. We further analyze their properties, showing there are cases where DirPG has an exponentially larger probability of sampling informative gradients compared to REINFORCE. We also show that there is a built-in variance reduction technique and that a parameter that was previously viewed as a numerical approximation can be interpreted as controlling risk sensitivity. Empirically, we evaluate the effect of key degrees of freedom and show that the algorithm performs well in illustrative domains compared to baselines.


Effective Diversity in Population Based Reinforcement Learning

Neural Information Processing Systems

Exploration is a key problem in reinforcement learning, since agents can only learn from data they acquire in the environment. With that in mind, maintaining a population of agents is an attractive method, as it allows data be collected with a diverse set of behaviors. This behavioral diversity is often boosted via multi-objective loss functions. However, those approaches typically leverage mean field updates based on pairwise distances, which makes them susceptible to cycling behaviors and increased redundancy. In addition, explicitly boosting diversity often has a detrimental impact on optimizing already fruitful behaviors for rewards. As such, the reward-diversity trade off typically relies on heuristics. Finally, such methods require behavioral representations, often handcrafted and domain specific. In this paper, we introduce an approach to optimize all members of a population simultaneously. Rather than using pairwise distance, we measure the volume of the entire population in a behavioral manifold, defined by task-agnostic behavioral embeddings.


Learning to Play No-Press Diplomacy with Best Response Policy Iteration

Neural Information Processing Systems

Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements.


Statistical Efficiency of Distributional Temporal Difference Learning

Neural Information Processing Systems

Distributional reinforcement learning (DRL) has achieved empirical success in various domains.One of the core tasks in the field of DRL is distributional policy evaluation, which involves estimating the return distribution $\eta^\pi$ for a given policy $\pi$.The distributional temporal difference learning has been accordingly proposed, whichis an extension of the temporal difference learning (TD) in the classic RL area.In the tabular case, Rowland et al. [2018] and Rowland et al. [2023] proved the asymptotic convergence of two instances of distributional TD, namely categorical temporal difference learning (CTD) and quantile temporal difference learning (QTD), respectively.In this paper, we go a step further and analyze the finite-sample performance of distributional TD.To facilitate theoretical analysis, we propose a non-parametric distributional TD learning (NTD).For a $\gamma$-discounted infinite-horizon tabular Markov decision process,we show that for NTD we need $\widetilde O\left(\frac{1}{\varepsilon^{2p}(1-\gamma)^{2p+1}}\right)$ iterations to achieve an $\varepsilon$-optimal estimator with high probability, when the estimation error is measured by the $p$-Wasserstein distance.This sample complexity bound is minimax optimal (up to logarithmic factors) in the case of the $1$-Wasserstein distance.To achieve this, we establish a novel Freedman's inequality in Hilbert spaces, which would be of independent interest.In addition, we revisit CTD, showing that the same non-asymptotic convergence bounds hold for CTD in the case of the $p$-Wasserstein distance.


Provably efficient multi-task reinforcement learning with model transfer

Neural Information Processing Systems

We study multi-task reinforcement learning (RL) in tabular episodic Markov decision processes (MDPs). We formulate a heterogeneous multi-player RL problem, in which a group of players concurrently face similar but not necessarily identical MDPs, with a goal of improving their collective performance through inter-player information sharing. We design and analyze a model-based algorithm, and provide gap-dependent and gap-independent regret upper and lower bounds that characterize the intrinsic complexity of the problem.


Maximum Entropy Inverse Reinforcement Learning of Diffusion Models with Energy-Based Models

Neural Information Processing Systems

We present a maximum entropy inverse reinforcement learning (IRL) approach for improving the sample quality of diffusion generative models, especially when the number of generation time steps is small. Similar to how IRL trains a policy based on the reward function learned from expert demonstrations, we train (or fine-tune) a diffusion model using the log probability density estimated from training data. Since we employ an energy-based model (EBM) to represent the log density, our approach boils down to the joint training of a diffusion model and an EBM. Our IRL formulation, named Diffusion by Maximum Entropy IRL (DxMI), is a minimax problem that reaches equilibrium when both models converge to the data distribution. The entropy maximization plays a key role in DxMI, facilitating the exploration of the diffusion model and ensuring the convergence of the EBM. We also propose Diffusion by Dynamic Programming (DxDP), a novel reinforcement learning algorithm for diffusion models, as a subroutine in DxMI. DxDP makes the diffusion model update in DxMI efficient by transforming the original problem into an optimal control formulation where value functions replace back-propagation in time. Our empirical studies show that diffusion models fine-tuned using DxMI can generate high-quality samples in as few as 4 and 10 steps. Additionally, DxMI enables the training of an EBM without MCMC, stabilizing EBM training dynamics and enhancing anomaly detection performance.


Learning Tree Interpretation from Object Representation for Deep Reinforcement Learning

Neural Information Processing Systems

Interpreting Deep Reinforcement Learning (DRL) models is important to enhance trust and comply with transparency regulations. Existing methods typically explain a DRL model by visualizing the importance of low-level input features with super-pixels, attentions, or saliency maps. Our approach provides an interpretation based on high-level latent object features derived from a disentangled representation. We propose a Represent And Mimic (RAMi) framework for training 1) an identifiable latent representation to capture the independent factors of variation for the objects and 2) a mimic tree that extracts the causal impact of the latent features on DRL action values. To jointly optimize both the fidelity and the simplicity of a mimic tree, we derive a novel Minimum Description Length (MDL) objective based on the Information Bottleneck (IB) principle. Based on this objective, we describe a Monte Carlo Regression Tree Search (MCRTS) algorithm that explores different splits to find the IB-optimal mimic tree. Experiments show that our mimic tree achieves strong approximation performance with significantly fewer nodes than baseline models. We demonstrate the interpretability of our mimic tree by showing latent traversals, decision rules, causal impacts, and human evaluation results.


Online Meta-Critic Learning for Off-Policy Actor-Critic Methods

Neural Information Processing Systems

Off-Policy Actor-Critic (OffP-AC) methods have proven successful in a variety of continuous control tasks. Normally, the critic's action-value function is updated using temporal-difference, and the critic in turn provides a loss for the actor that trains it to take actions with higher expected return. In this paper, we introduce a flexible and augmented meta-critic that observes the learning process and meta-learns an additional loss for the actor that accelerates and improves actor-critic learning. Compared to existing meta-learning algorithms, meta-critic is rapidly learned online for a single task, rather than slowly over a family of tasks. Crucially, our meta-critic is designed for off-policy based learners, which currently provide state-of-the-art reinforcement learning sample efficiency. We demonstrate that online meta-critic learning benefits to a variety of continuous control tasks when combined with contemporary OffP-AC methods DDPG, TD3 and SAC.


A Finite-Time Analysis of Two Time-Scale Actor-Critic Methods

Neural Information Processing Systems

Actor-critic (AC) methods have exhibited great empirical success compared with other reinforcement learning algorithms, where the actor uses the policy gradient to improve the learning policy and the critic uses temporal difference learning to estimate the policy gradient. Under the two time-scale learning rate schedule, the asymptotic convergence of AC has been well studied in the literature. However, the non-asymptotic convergence and finite sample complexity of actor-critic methods are largely open. In this work, we provide a non-asymptotic analysis for two time-scale actor-critic methods under non-i.i.d.


Planning to the Information Horizon of BAMDPs via Epistemic State Abstraction

Neural Information Processing Systems

The Bayes-Adaptive Markov Decision Process (BAMDP) formalism pursues the Bayes-optimal solution to the exploration-exploitation trade-off in reinforcement learning. As the computation of exact solutions to Bayesian reinforcement-learning problems is intractable, much of the literature has focused on developing suitable approximation algorithms. In this work, before diving into algorithm design, we first define, under mild structural assumptions, a complexity measure for BAMDP planning. As efficient exploration in BAMDPs hinges upon the judicious acquisition of information, our complexity measure highlights the worst-case difficulty of gathering information and exhausting epistemic uncertainty. To illustrate its significance, we establish a computationally-intractable, exact planning algorithm that takes advantage of this measure to show more efficient planning. We then conclude by introducing a specific form of state abstraction with the potential to reduce BAMDP complexity and gives rise to a computationally-tractable, approximate planning algorithm.