Reinforcement Learning
Agnostic Reinforcement Learning with Low-Rank MDPs and Rich Observations
There have been many recent advances on provably efficient Reinforcement Learning (RL) in problems with rich observation spaces. However, all these works share a strong realizability assumption about the optimal value function of the true MDP. Such realizability assumptions are often too strong to hold in practice. In this work, we consider the more realistic setting of agnostic RL with rich observation spaces and a fixed class of policies $\Pi$ that may not contain any near-optimal policy. We provide an algorithm for this setting whose error is bounded in terms of the rank $d$ of the underlying MDP. Specifically, our algorithm enjoys a sample complexity bound of $\widetilde{O}\left((H^{4d} K^{3d} \log |\Pi|)/\epsilon^2\right)$ where $H$ is the length of episodes, $K$ is the number of actions and $\epsilon> 0$ is the desired sub-optimality. We also provide a nearly matching lower bound for this agnostic setting that shows that the exponential dependence on rank is unavoidable, without further assumptions.
Large-Scale Retrieval for Reinforcement Learning
Effective decision making involves flexibly relating past experiences and relevant contextual information to a novel situation. In deep reinforcement learning (RL), the dominant paradigm is for an agent to amortise information that helps decision-making into its network weights via gradient descent on training losses. Here, we pursue an alternative approach in which agents can utilise large-scale context-sensitive database lookups to support their parametric computations. This allows agents to directly learn in an end-to-end manner to utilise relevant information to inform their outputs. In addition, new information can be attended to by the agent, without retraining, by simply augmenting the retrieval dataset. We study this approach for offline RL in 9x9 Go, a challenging game for which the vast combinatorial state space privileges generalisation over direct matching to past experiences. We leverage fast, approximate nearest neighbor techniques in order to retrieve relevant data from a set of tens of millions of expert demonstration states. Attending to this information provides a significant boost to prediction accuracy and game-play performance over simply using these demonstrations as training trajectories, providing a compelling demonstration of the value of large-scale retrieval in offline RL agents.
Causality-driven Hierarchical Structure Discovery for Reinforcement Learning
Hierarchical reinforcement learning (HRL) has been proven to be effective for tasks with sparse rewards, for it can improve the agent's exploration efficiency by discovering high-quality hierarchical structures (e.g., subgoals or options). However, automatically discovering high-quality hierarchical structures is still a great challenge. Previous HRL methods can only find the hierarchical structures in simple environments, as they are mainly achieved through the randomness of agent's policies during exploration. In complicated environments, such a randomness-driven exploration paradigm can hardly discover high-quality hierarchical structures because of the low exploration efficiency. In this paper, we propose CDHRL, a causality-driven hierarchical reinforcement learning framework, to build high-quality hierarchical structures efficiently in complicated environments. The key insight is that the causalities among environment variables are naturally fit for modeling reachable subgoals and their dependencies; thus, the causality is suitable to be the guidance in building high-quality hierarchical structures. Roughly, we build the hierarchy of subgoals based on causality autonomously, and utilize the subgoal-based policies to unfold further causality efficiently.
High-Throughput Synchronous Deep RL
Various parallel actor-learner methods reduce long training times for deep reinforcement learning. Synchronous methods enjoy training stability while having lower data throughput. In contrast, asynchronous methods achieve high throughput but suffer from stability issues and lower sample efficiency due to'stale policies.' To combine the advantages of both methods we propose High-Throughput Synchronous Deep Reinforcement Learning (HTS-RL). In HTS-RL, we perform learning and rollouts concurrently, devise a system design which avoids'stale policies' and ensure that actors interact with environment replicas in an asynchronous manner while maintaining full determinism. We evaluate our approach on Atari games and the Google Research Football environment. Compared to synchronous baselines, HTS-RL is 2 6X faster. Compared to state-of-the-art asynchronous methods, HTS-RL has competitive throughput and consistently achieves higher average episode rewards.
Combining Deep Reinforcement Learning and Search for Imperfect-Information Games
The combination of deep reinforcement learning and search at both training and test time is a powerful paradigm that has led to a number of successes in single-agent settings and perfect-information games, best exemplified by AlphaZero. However, prior algorithms of this form cannot cope with imperfect-information games. This paper presents ReBeL, a general framework for self-play reinforcement learning and search that provably converges to a Nash equilibrium in any two-player zero-sum game. In the simpler setting of perfect-information games, ReBeL reduces to an algorithm similar to AlphaZero. Results in two different imperfect-information games show ReBeL converges to an approximate Nash equilibrium. We also show ReBeL achieves superhuman performance in heads-up no-limit Texas hold'em poker, while using far less domain knowledge than any prior poker AI.
Faster Deep Reinforcement Learning with Slower Online Network
Deep reinforcement learning algorithms often use two networks for value function optimization: an online network, and a target network that tracks the online network with some delay. Using two separate networks enables the agent to hedge against issues that arise when performing bootstrapping. In this paper we endow two popular deep reinforcement learning algorithms, namely DQN and Rainbow, with updates that incentivize the online network to remain in the proximity of the target network. This improves the robustness of deep reinforcement learning in presence of noisy updates. The resultant agents, called DQN Pro and Rainbow Pro, exhibit significant performance improvements over their original counterparts on the Atari benchmark demonstrating the effectiveness of this simple idea in deep reinforcement learning.
GALOIS: Boosting Deep Reinforcement Learning via Generalizable Logic Synthesis
Despite achieving superior performance in human-level control problems, unlike humans, deep reinforcement learning (DRL) lacks high-order intelligence (e.g., logic deduction and reuse), thus it behaves ineffectively than humans regarding learning and generalization in complex problems. Previous works attempt to directly synthesize a white-box logic program as the DRL policy, manifesting logic-driven behaviors. However, most synthesis methods are built on imperative or declarative programming, and each has a distinct limitation, respectively. The former ignores the cause-effect logic during synthesis, resulting in low generalizability across tasks. The latter is strictly proof-based, thus failing to synthesize programs with complex hierarchical logic. In this paper, we combine the above two paradigms together and propose a novel Generalizable Logic Synthesis (GALOIS) framework to synthesize hierarchical and strict cause-effect logic programs. GALOIS leverages the program sketch and defines a new sketch-based hybrid program language for guiding the synthesis. Based on that, GALOIS proposes a sketch-based program synthesis method to automatically generate white-box programs with generalizable and interpretable cause-effect logic. Extensive evaluations on various decision-making tasks with complex logic demonstrate the superiority of GALOIS over mainstream baselines regarding the asymptotic performance, generalizability, and great knowledge reusability across different environments.
Taming Communication and Sample Complexities in Decentralized Policy Evaluation for Cooperative Multi-Agent Reinforcement Learning
Cooperative multi-agent reinforcement learning (MARL) has received increasing attention in recent years and has found many scientific and engineering applications. However, a key challenge arising from many cooperative MARL algorithm designs (e.g., the actor-critic framework) is the policy evaluation problem, which can only be conducted in a {\em decentralized} fashion. In this paper, we focus on decentralized MARL policy evaluation with nonlinear function approximation, which is often seen in deep MARL. We first show that the empirical decentralized MARL policy evaluation problem can be reformulated as a decentralized nonconvex-strongly-concave minimax saddle point problem. We then develop a decentralized gradient-based descent ascent algorithm called GT-GDA that enjoys a convergence rate of $\mathcal{O}(1/T)$.
Dynamic allocation of limited memory resources in reinforcement learning
Biological brains are inherently limited in their capacity to process and store information, but are nevertheless capable of solving complex tasks with apparent ease. Intelligent behavior is related to these limitations, since resource constraints drive the need to generalize and assign importance differentially to features in the environment or memories of past experiences. Recently, there have been parallel efforts in reinforcement learning and neuroscience to understand strategies adopted by artificial and biological agents to circumvent limitations in information storage. However, the two threads have been largely separate. In this article, we propose a dynamical framework to maximize expected reward under constraints of limited resources, which we implement with a cost function that penalizes precise representations of action-values in memory, each of which may vary in its precision. We derive from first principles an algorithm, Dynamic Resource Allocator (DRA), which we apply to two standard tasks in reinforcement learning and a model-based planning task, and find that it allocates more resources to items in memory that have a higher impact on cumulative rewards. Moreover, DRA learns faster when starting with a higher resource budget than what it eventually allocates for performing well on tasks, which may explain why frontal cortical areas in biological brains appear more engaged in early stages of learning before settling to lower asymptotic levels of activity. Our work provides a normative solution to the problem of learning how to allocate costly resources to a collection of uncertain memories in a manner that is capable of adapting to changes in the environment.
Zap Q-Learning With Nonlinear Function Approximation
Zap Q-learning is a recent class of reinforcement learning algorithms, motivated primarily as a means to accelerate convergence. Stability theory has been absent outside of two restrictive classes: the tabular setting, and optimal stopping. This paper introduces a new framework for analysis of a more general class of recursive algorithms known as stochastic approximation. Based on this general theory, it is shown that Zap Q-learning is consistent under a non-degeneracy assumption, even when the function approximation architecture is nonlinear. Zap Q-learning with neural network function approximation emerges as a special case, and is tested on examples from OpenAI Gym. Based on multiple experiments with a range of neural network sizes, it is found that the new algorithms converge quickly and are robust to choice of function approximation architecture.