Reinforcement Learning
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.
Autonomous Reinforcement Learning via Subgoal Curricula
Reinforcement learning (RL) promises to enable autonomous acquisition of complex behaviors for diverse agents. However, the success of current reinforcement learning algorithms is predicated on an often under-emphasised requirement -- each trial needs to start from a fixed initial state distribution. Unfortunately, resetting the environment to its initial state after each trial requires substantial amount of human supervision and extensive instrumentation of the environment which defeats the goal of autonomous acquisition of complex behaviors. In this work, we propose Value-accelerated Persistent Reinforcement Learning (VaPRL), which generates a curriculum of initial states such that the agent can bootstrap on the success of easier tasks to efficiently learn harder tasks. The agent also learns to reach the initial states proposed by the curriculum, minimizing the reliance on human interventions into the learning. We observe that VaPRL reduces the interventions required by three orders of magnitude compared to episodic RL while outperforming prior state-of-the art methods for reset-free RL both in terms of sample efficiency and asymptotic performance on a variety of simulated robotics problems.
Behavior From the Void: Unsupervised Active Pre-Training
We introduce a new unsupervised pre-training method for reinforcement learning called APT, which stands for Active Pre-Training. APT learns behaviors and representations by actively searching for novel states in reward-free environments. The key novel idea is to explore the environment by maximizing a non-parametric entropy computed in an abstract representation space, which avoids challenging density modeling and consequently allows our approach to scale much better in environments that have high-dimensional observations (e.g., image observations). We empirically evaluate APT by exposing task-specific reward after a long unsupervised pre-training phase. In Atari games, APT achieves human-level performance on 12 games and obtains highly competitive performance compared to canonical fully supervised RL algorithms. On DMControl suite, APT beats all baselines in terms of asymptotic performance and data efficiency and dramatically improves performance on tasks that are extremely difficult to train from scratch.
Finite-Time Analysis for Double Q-learning
Although Q-learning is one of the most successful algorithms for finding the best action-value function (and thus the optimal policy) in reinforcement learning, its implementation often suffers from large overestimation of Q-function values incurred by random sampling. The double Q-learning algorithm proposed in~\citet{hasselt2010double} overcomes such an overestimation issue by randomly switching the update between two Q-estimators, and has thus gained significant popularity in practice. However, the theoretical understanding of double Q-learning is rather limited. So far only the asymptotic convergence has been established, which does not characterize how fast the algorithm converges. In this paper, we provide the first non-asymptotic (i.e., finite-time) analysis for double Q-learning. We show that both synchronous and asynchronous double Q-learning are guaranteed to converge to an $\epsilon$-accurate neighborhood of the global optimum by taking $\tilde{\Omega}\left(\left( \frac{1}{(1-\gamma)^6\epsilon^2}\right)^{\frac{1}{\omega}} +\left(\frac{1}{1-\gamma}\right)^{\frac{1}{1-\omega}}\right)$ iterations, where $\omega\in(0,1)$ is the decay parameter of the learning rate, and $\gamma$ is the discount factor. Our analysis develops novel techniques to derive finite-time bounds on the difference between two inter-connected stochastic processes, which is new to the literature of stochastic approximation.
Learning to Follow Instructions in Text-Based Games
Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations typically include instructions that, in a reinforcement learning (RL) setting, can directly or indirectly guide a player towards completing reward-worthy tasks. In this work, we study the ability of RL agents to follow such instructions. We conduct experiments that show that the performance of state-of-the-art text-based game agents is largely unaffected by the presence or absence of such instructions, and that these agents are typically unable to execute tasks to completion. To further study and address the task of instruction following, we equip RL agents with an internal structured representation of natural language instructions in the form of Linear Temporal Logic (LTL), a formal language that is increasingly used for temporally extended reward specification in RL. Our framework both supports and highlights the benefit of understanding the temporal semantics of instructions and in measuring progress towards achievement of such a temporally extended behaviour. Experiments with 500+ games in TextWorld demonstrate the superior performance of our approach.
Decentralized Q-learning in Zero-sum Markov Games
We study multi-agent reinforcement learning (MARL) in infinite-horizon discounted zero-sum Markov games. We focus on the practical but challenging setting of decentralized MARL, where agents make decisions without coordination by a centralized controller, but only based on their own payoffs and local actions executed. The agents need not observe the opponent's actions or payoffs, possibly being even oblivious to the presence of the opponent, nor be aware of the zero-sum structure of the underlying game, a setting also referred to as radically uncoupled in the literature of learning in games. In this paper, we develop a radically uncoupled Q-learning dynamics that is both rational and convergent: the learning dynamics converges to the best response to the opponent's strategy when the opponent follows an asymptotically stationary strategy; when both agents adopt the learning dynamics, they converge to the Nash equilibrium of the game. The key challenge in this decentralized setting is the non-stationarity of the environment from an agent's perspective, since both her own payoffs and the system evolution depend on the actions of other agents, and each agent adapts her policies simultaneously and independently. To address this issue, we develop a two-timescale learning dynamics where each agent updates her local Q-function and value function estimates concurrently, with the latter happening at a slower timescale.
Deep Reinforcement Learning with Stacked Hierarchical Attention for Text-based Games
We study reinforcement learning (RL) for text-based games, which are interactive simulations in the context of natural language. While different methods have been developed to represent the environment information and language actions, existing RL agents are not empowered with any reasoning capabilities to deal with textual games. In this work, we aim to conduct explicit reasoning with knowledge graphs for decision making, so that the actions of an agent are generated and supported by an interpretable inference procedure. We propose a stacked hierarchical attention mechanism to construct an explicit representation of the reasoning process by exploiting the structure of the knowledge graph. We extensively evaluate our method on a number of man-made benchmark games, and the experimental results demonstrate that our method performs better than existing text-based agents.
Reinforcement learning for optimization of variational quantum circuit architectures
The study of Variational Quantum Eigensolvers (VQEs) has been in the spotlight in recent times as they may lead to real-world applications of near-term quantum devices. However, their performance depends on the structure of the used variational ansatz, which requires balancing the depth and expressivity of the corresponding circuit. At the same time, near-term restrictions limit the depth of the circuit we can expect to run. Thus, the optimization of the VQE ansatz requires maximizing the expressivity of the circuit while maintaining low depth. In recent years, various methods for VQE structure optimization have been introduced but the capacities of machine learning to aid with this problem have not yet been extensively investigated. In this work, we propose a reinforcement learning algorithm that autonomously explores the space of possible ansatzes, identifying economic circuits which still yield accurate ground energy estimates. The algorithm uses a feedback-driven curriculum learning method that autonomously adapts the complexity of the learning problem to the current performance of the learning algorithm and it incrementally improves the accuracy of the result while minimizing the circuit depth.
Constrained episodic reinforcement learning in concave-convex and knapsack settings
We propose an algorithm for tabular episodic reinforcement learning with constraints. We provide a modular analysis with strong theoretical guarantees for settings with concave rewards and convex constraints, and for settings with hard constraints (knapsacks). Most of the previous work in constrained reinforcement learning is limited to linear constraints, and the remaining work focuses on either the feasibility question or settings with a single episode. Our experiments demonstrate that the proposed algorithm significantly outperforms these approaches in existing constrained episodic environments.