Reinforcement Learning
Revisiting the Minimalist Approach to Offline Reinforcement Learning
Recent years have witnessed significant advancements in offline reinforcement learning (RL), resulting in the development of numerous algorithms with varying degrees of complexity. While these algorithms have led to noteworthy improvements, many incorporate seemingly minor design choices that impact their effectiveness beyond core algorithmic advances. However, the effect of these design choices on established baselines remains understudied. In this work, we aim to bridge this gap by conducting a retrospective analysis of recent works in offline RL and propose ReBRAC, a minimalistic algorithm that integrates such design elements built on top of the TD3+BC method. We evaluate ReBRAC on 51 datasets with both proprioceptive and visual state spaces using D4RL and V-D4RL benchmarks, demonstrating its state-of-the-art performance among ensemble-free methods in both offline and offline-to-online settings. To further illustrate the efficacy of these design choices, we perform a large-scale ablation study and hyperparameter sensitivity analysis on the scale of thousands of experiments.
Task-agnostic Exploration in Reinforcement Learning
Efficient exploration is one of the main challenges in reinforcement learning (RL). Most existing sample-efficient algorithms assume the existence of a single reward function during exploration. In many practical scenarios, however, there is not a single underlying reward function to guide the exploration, for instance, when an agent needs to learn many skills simultaneously, or multiple conflicting objectives need to be balanced. To address these challenges, we propose the \textit{task-agnostic RL} framework: In the exploration phase, the agent first collects trajectories by exploring the MDP without the guidance of a reward function. After exploration, it aims at finding near-optimal policies for $N$ tasks, given the collected trajectories augmented with \textit{sampled rewards} for each task. We present an efficient task-agnostic RL algorithm, \textsc{UCBZero}, that finds $\epsilon$-optimal policies for $N$ arbitrary tasks after at most $\tilde O(\log(N)H^5SA/\epsilon^2)$ exploration episodes. We also provide an $\Omega(\log (N)H^2SA/\epsilon^2)$ lower bound, showing that the $\log$ dependency on $N$ is unavoidable. Furthermore, we provide an $N$-independent sample complexity bound of \textsc{UCBZero} in the statistically easier setting when the ground truth reward functions are known.
Towards Hyperparameter-free Policy Selection for Offline Reinforcement Learning
How to select between policies and value functions produced by different training algorithms in offline reinforcement learning (RL)---which is crucial for hyperparameter tuning---is an important open question. Existing approaches based on off-policy evaluation (OPE) often require additional function approximation and hence hyperparameters, creating a chicken-and-egg situation. In this paper, we design hyperparameter-free algorithms for policy selection based on BVFT [XJ21], a recent theoretical advance in value-function selection, and demonstrate their effectiveness in discrete-action benchmarks such as Atari. To address performance degradation due to poor critics in continuous-action domains, we further combine BVFT with OPE to get the best of both worlds, and obtain a hyperparameter-tuning method for $Q$-function based OPE with theoretical guarantees as a side product.
Tactical Optimism and Pessimism for Deep Reinforcement Learning
In recent years, deep off-policy actor-critic algorithms have become a dominant approach to reinforcement learning for continuous control. One of the primary drivers of this improved performance is the use of pessimistic value updates to address function approximation errors, which previously led to disappointing performance. However, a direct consequence of pessimism is reduced exploration, running counter to theoretical support for the efficacy of optimism in the face of uncertainty. So which approach is best? In this work, we show that the most effective degree of optimism can vary both across tasks and over the course of learning. Inspired by this insight, we introduce a novel deep actor-critic framework, Tactical Optimistic and Pessimistic (TOP) estimation, which switches between optimistic and pessimistic value learning online. This is achieved by formulating the selection as a multi-arm bandit problem. We show in a series of continuous control tasks that TOP outperforms existing methods which rely on a fixed degree of optimism, setting a new state of the art in challenging pixel-based environments. Since our changes are simple to implement, we believe these insights can easily be incorporated into a multitude of off-policy algorithms.
DHRL: A Graph-Based Approach for Long-Horizon and Sparse Hierarchical Reinforcement Learning
Hierarchical Reinforcement Learning (HRL) has made notable progress in complex control tasks by leveraging temporal abstraction. However, previous HRL algorithms often suffer from serious data inefficiency as environments get large. The extended components, $i.e.$, goal space and length of episodes, impose a burden on either one or both high-level and low-level policies since both levels share the total horizon of the episode. In this paper, we present a method of Decoupling Horizons Using a Graph in Hierarchical Reinforcement Learning (DHRL) which can alleviate this problem by decoupling the horizons of high-level and low-level policies and bridging the gap between the length of both horizons using a graph. DHRL provides a freely stretchable high-level action interval, which facilitates longer temporal abstraction and faster training in complex tasks. Our method outperforms state-of-the-art HRL algorithms in typical HRL environments. Moreover, DHRL achieves long and complex locomotion and manipulation tasks.
Counterfactual-Augmented Importance Sampling for Semi-Offline Policy Evaluation
In applying reinforcement learning (RL) to high-stakes domains, quantitative and qualitative evaluation using observational data can help practitioners understand the generalization performance of new policies. However, this type of off-policy evaluation (OPE) is inherently limited since offline data may not reflect the distribution shifts resulting from the application of new policies. On the other hand, online evaluation by collecting rollouts according to the new policy is often infeasible, as deploying new policies in these domains can be unsafe. In this work, we propose a semi-offline evaluation framework as an intermediate step between offline and online evaluation, where human users provide annotations of unobserved counterfactual trajectories. While tempting to simply augment existing data with such annotations, we show that this naive approach can lead to biased results.
Meta Reinforcement Learning with Finite Training Tasks - a Density Estimation Approach
In meta reinforcement learning (meta RL), an agent learns from a set of training tasks how to quickly solve a new task, drawn from the same task distribution. The optimal meta RL policy, a.k.a.~the Bayes-optimal behavior, is well defined, and guarantees optimal reward in expectation, taken with respect to the task distribution. The question we explore in this work is how many training tasks are required to guarantee approximately optimal behavior with high probability. Recent work provided the first such PAC analysis for a model-free setting, where a history-dependent policy was learned from the training tasks. In this work, we propose a different approach: directly learn the task distribution, using density estimation techniques, and then train a policy on the learned task distribution. We show that our approach leads to bounds that depend on the dimension of the task distribution. In particular, in settings where the task distribution lies in a low-dimensional manifold, we extend our analysis to use dimensionality reduction techniques and account for such structure, obtaining significantly better bounds than previous work, which strictly depend on the number of states and actions. The key of our approach is the regularization implied by the kernel density estimation method. We further demonstrate that this regularization is useful in practice, when `plugged in' the state-of-the-art VariBAD meta RL algorithm.
A Unifying Framework of Off-Policy General Value Function Evaluation
General Value Function (GVF) is a powerful tool to represent both the {\em predictive} and {\em retrospective} knowledge in reinforcement learning (RL). In practice, often multiple interrelated GVFs need to be evaluated jointly with pre-collected off-policy samples. In the literature, the gradient temporal difference (GTD) learning method has been adopted to evaluate GVFs in the off-policy setting, but such an approach may suffer from a large estimation error even if the function approximation class is sufficiently expressive. Moreover, none of the previous work have formally established the convergence guarantee to the ground truth GVFs under the function approximation settings. In this paper, we address both issues through the lens of a class of GVFs with causal filtering, which cover a wide range of RL applications such as reward variance, value gradient, cost in anomaly detection, stationary distribution gradient, etc. We propose a new algorithm called GenTD for off-policy GVFs evaluation and show that GenTD learns multiple interrelated multi-dimensional GVFs as efficiently as a single canonical scalar value function. We further show that unlike GTD, the learned GVFs by GenTD are guaranteed to converge to the ground truth GVFs as long as the function approximation power is sufficiently large. To our best knowledge, GenTD is the first off-policy GVF evaluation algorithm that has global optimality guarantee.
Pretraining Representations for Data-Efficient Reinforcement Learning
Data efficiency is a key challenge for deep reinforcement learning. We address this problem by using unlabeled data to pretrain an encoder which is then finetuned on a small amount of task-specific data. To encourage learning representations which capture diverse aspects of the underlying MDP, we employ a combination of latent dynamics modelling and unsupervised goal-conditioned RL. When limited to 100k steps of interaction on Atari games (equivalent to two hours of human experience), our approach significantly surpasses prior work combining offline representation pretraining with task-specific finetuning, and compares favourably with other pretraining methods that require orders of magnitude more data. Our approach shows particular promise when combined with larger models as well as more diverse, task-aligned observational data -- approaching human-level performance and data-efficiency on Atari in our best setting.
Compositional Generalization by Learning Analytical Expressions
Compositional generalization is a basic and essential intellective capability of human beings, which allows us to recombine known parts readily. However, existing neural network based models have been proven to be extremely deficient in such a capability. Inspired by work in cognition which argues compositionality can be captured by variable slots with symbolic functions, we present a refreshing view that connects a memory-augmented neural model with analytical expressions, to achieve compositional generalization. Our model consists of two cooperative neural modules, Composer and Solver, fitting well with the cognitive argument while being able to be trained in an end-to-end manner via a hierarchical reinforcement learning algorithm. Experiments on the well-known benchmark SCAN demonstrate that our model seizes a great ability of compositional generalization, solving all challenges addressed by previous works with 100% accuracies.