Reinforcement Learning
A Finite-Time Analysis of Two Time-Scale Actor-Critic Methods
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
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.
I2Q: A Fully Decentralized Q-Learning Algorithm
Fully decentralized multi-agent reinforcement learning has shown great potentials for many real-world cooperative tasks, where the global information, \textit{e.g.}, the actions of other agents, is not accessible. Although independent Q-learning is widely used for decentralized training, the transition probabilities are non-stationary since other agents are updating policies simultaneously, which leads to non-guaranteed convergence of independent Q-learning. To deal with non-stationarity, we first introduce stationary ideal transition probabilities, on which independent Q-learning could converge to the global optimum. Further, we propose a fully decentralized method, I2Q, which performs independent Q-learning on the modeled ideal transition function to reach the global optimum. The modeling of ideal transition function in I2Q is fully decentralized and independent from the learned policies of other agents, helping I2Q be free from non-stationarity and learn the optimal policy. Empirically, we show that I2Q can achieve remarkable improvement in a variety of cooperative multi-agent tasks.
Cooperative Heterogeneous Deep Reinforcement Learning
Numerous deep reinforcement learning agents have been proposed, and each of them has its strengths and flaws. In this work, we present a Cooperative Heterogeneous Deep Reinforcement Learning (CHDRL) framework that can learn a policy by integrating the advantages of heterogeneous agents. Specifically, we propose a cooperative learning framework that classifies heterogeneous agents into two classes: global agents and local agents. Global agents are off-policy agents that can utilize experiences from the other agents. Local agents are either on-policy agents or population-based evolutionary algorithms (EAs) agents that can explore the local area effectively. We employ global agents, which are sample-efficient, to guide the learning of local agents so that local agents can benefit from the sample-efficient agents and simultaneously maintain their advantages, e.g., stability. Global agents also benefit from effective local searches. Experimental studies on a range of continuous control tasks from the Mujoco benchmark show that CHDRL achieves better performance compared with state-of-the-art baselines.
Spectrum Random Masking for Generalization in Image-based Reinforcement Learning
Generalization in image-based reinforcement learning (RL) aims to learn a robust policy that could be applied directly on unseen visual environments, which is a challenging task since agents usually tend to overfit to their training environment. To handle this problem, a natural approach is to increase the data diversity by image based augmentations. However, different with most vision tasks such as classification and detection, RL tasks are not always invariant to spatial based augmentations due to the entanglement of environment dynamics and visual appearance. In this paper, we argue with two principles for augmentations in RL: First, the augmented observations should facilitate learning a universal policy, which is robust to various distribution shifts. Second, the augmented data should be invariant to the learning signals such as action and reward. Following these rules, we revisit image-based RL tasks from the view of frequency domain and propose a novel augmentation method, namely Spectrum Random Masking (SRM),which is able to help agents to learn the whole frequency spectrum of observation for coping with various distributions and compatible with the pre-collected action and reward corresponding to original observation. Extensive experiments conducted on DMControl Generalization Benchmark demonstrate the proposed SRM achieves the state-of-the-art performance with strong generalization potentials.
Conservative Offline Distributional Reinforcement Learning
Many reinforcement learning (RL) problems in practice are offline, learning purely from observational data. A key challenge is how to ensure the learned policy is safe, which requires quantifying the risk associated with different actions. In the online setting, distributional RL algorithms do so by learning the distribution over returns (i.e., cumulative rewards) instead of the expected return; beyond quantifying risk, they have also been shown to learn better representations for planning.
Agent Modelling under Partial Observability for Deep Reinforcement Learning
Modelling the behaviours of other agents is essential for understanding how agents interact and making effective decisions. Existing methods for agent modelling commonly assume knowledge of the local observations and chosen actions of the modelled agents during execution. To eliminate this assumption, we extract representations from the local information of the controlled agent using encoder-decoder architectures. Using the observations and actions of the modelled agents during training, our models learn to extract representations about the modelled agents conditioned only on the local observations of the controlled agent. The representations are used to augment the controlled agent's decision policy which is trained via deep reinforcement learning; thus, during execution, the policy does not require access to other agents' information. We provide a comprehensive evaluation and ablations studies in cooperative, competitive and mixed multi-agent environments, showing that our method achieves significantly higher returns than baseline methods which do not use the learned representations.
Bridging the Imitation Gap by Adaptive Insubordination
In practice, imitation learning is preferred over pure reinforcement learning whenever it is possible to design a teaching agent to provide expert supervision. However, we show that when the teaching agent makes decisions with access to privileged information that is unavailable to the student, this information is marginalized during imitation learning, resulting in an imitation gap and, potentially, poor results.
Uncertainty-Aware Reinforcement Learning for Risk-Sensitive Player Evaluation in Sports Game
A major task of sports analytics is player evaluation. Previous methods commonly measured the impact of players' actions on desirable outcomes (e.g., goals or winning) without considering the risk induced by stochastic game dynamics. In this paper, we design an uncertainty-aware Reinforcement Learning (RL) framework to learn a risk-sensitive player evaluation metric from stochastic game dynamics. To embed the risk of a player's movements into the distribution of action-values, we model their 1) aleatoric uncertainty, which represents the intrinsic stochasticity in a sports game, and 2) epistemic uncertainty, which is due to a model's insufficient knowledge regarding Out-of-Distribution (OoD) samples. We demonstrate how a distributional Bellman operator and a feature-space density model can capture these uncertainties. Based on such uncertainty estimation, we propose a Risk-sensitive Game Impact Metric (RiGIM) that measures players' performance over a season by conditioning on a specific confidence level. Empirical evaluation, based on over 9M play-by-play ice hockey and soccer events, shows that RiGIM correlates highly with standard success measures and has a consistent risk sensitivity.
Succinct and Robust Multi-Agent Communication With Temporal Message Control
Recent studies have shown that introducing communication between agents can significantly improve overall performance in cooperative Multi-agent reinforcement learning (MARL). However, existing communication schemes often require agents to exchange an excessive number of messages at run-time under a reliable communication channel, which hinders its practicality in many real-world situations.