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 Reinforcement Learning


A Law of Iterated Logarithm for Multi-Agent Reinforcement Learning

Neural Information Processing Systems

In Multi-Agent Reinforcement Learning (MARL), multiple agents interact with a common environment, as also with each other, for solving a shared problem in sequential decision-making. It has wide-ranging applications in gaming, robotics, finance, communication, etc. In this work, we derive a novel law of iterated logarithm for a family of distributed nonlinear stochastic approximation schemes that is useful in MARL. In particular, our result describes the convergence rate on almost every sample path where the algorithm converges. This result is the first of its kind in the distributed setup and provides deeper insights than the existing ones, which only discuss convergence rates in the expected or the CLT sense. Importantly, our result holds under significantly weaker assumptions: neither the gossip matrix needs to be doubly stochastic nor the stepsizes square summable. As an application, we show that, for the stepsize $n^{-\gamma}$ with $\gamma \in (0, 1),$ the distributed TD(0) algorithm with linear function approximation has a convergence rate of $O(\sqrt{n^{-\gamma} \ln n })$ a.s.; for the $1/n$ type stepsize, the same is $O(\sqrt{n^{-1} \ln \ln n})$ a.s. These decay rates do not depend on the graph depicting the interactions among the different agents.


Pessimism Meets Invariance: Provably Efficient Offline Mean-Field Multi-Agent RL

Neural Information Processing Systems

Mean-Field Multi-Agent Reinforcement Learning (MF-MARL) is attractive in the applications involving a large population of homogeneous agents, as it exploits the permutation invariance of agents and avoids the curse of many agents. Most existing results only focus on online settings, in which agents can interact with the environment during training. In some applications such as social welfare optimization, however, the interaction during training can be prohibitive or even unethical in the societal systems. To bridge such a gap, we propose a SAFARI (peSsimistic meAn-Field vAlue iteRatIon) algorithm for off-line MF-MARL, which only requires a handful of pre-collected experience data. Theoretically, under a weak coverage assumption that the experience dataset contains enough information about the optimal policy, we prove that for an episodic mean-field MDP with a horizon $H$ and $N$ training trajectories, SAFARI attains a sub-optimality gap of $\mathcal{O}(H^2d_{\rm eff} /\sqrt{N})$, where $d_{\rm eff}$ is the effective dimension of the function class for parameterizing the value function, but independent on the number of agents.


Uncertainty Estimation Using Riemannian Model Dynamics for Offline Reinforcement Learning

Neural Information Processing Systems

Model-based offline reinforcement learning approaches generally rely on bounds of model error. Estimating these bounds is usually achieved through uncertainty estimation methods. In this work, we combine parametric and nonparametric methods for uncertainty estimation through a novel latent space based metric. In particular, we build upon recent advances in Riemannian geometry of generative models to construct a pullback metric of an encoder-decoder based forward model. Our proposed metric measures both the quality of out-of-distribution samples as well as the discrepancy of examples in the data. We leverage our combined method for uncertainty estimation in a pessimistic model-based framework, showing a significant improvement upon contemporary model-based offline approaches on continuous control and autonomous driving benchmarks.


Weighted model estimation for offline model-based reinforcement learning

Neural Information Processing Systems

This paper discusses model estimation in offline model-based reinforcement learning (MBRL), which is important for subsequent policy improvement using an estimated model. From the viewpoint of covariate shift, a natural idea is model estimation weighted by the ratio of the state-action distributions of offline data and real future data. However, estimating such a natural weight is one of the main challenges for off-policy evaluation, which is not easy to use. As an artificial alternative, this paper considers weighting with the state-action distribution ratio of offline data and simulated future data, which can be estimated relatively easily by standard density ratio estimation techniques for supervised learning. Based on the artificial weight, this paper defines a loss function for offline MBRL and presents an algorithm to optimize it. Weighting with the artificial weight is justified as evaluating an upper bound of the policy evaluation error. Numerical experiments demonstrate the effectiveness of weighting with the artificial weight.


Learning to Utilize Shaping Rewards: A New Approach of Reward Shaping

Neural Information Processing Systems

Reward shaping is an effective technique for incorporating domain knowledge into reinforcement learning (RL). Existing approaches such as potential-based reward shaping normally make full use of a given shaping reward function. However, since the transformation of human knowledge into numeric reward values is often imperfect due to reasons such as human cognitive bias, completely utilizing the shaping reward function may fail to improve the performance of RL algorithms. In this paper, we consider the problem of adaptively utilizing a given shaping reward function. We formulate the utilization of shaping rewards as a bi-level optimization problem, where the lower level is to optimize policy using the shaping rewards and the upper level is to optimize a parameterized shaping weight function for true reward maximization. We formally derive the gradient of the expected true reward with respect to the shaping weight function parameters and accordingly propose three learning algorithms based on different assumptions. Experiments in sparse-reward cartpole and MuJoCo environments show that our algorithms can fully exploit beneficial shaping rewards, and meanwhile ignore unbeneficial shaping rewards or even transform them into beneficial ones.


Regret Minimization Experience Replay in Off-Policy Reinforcement Learning

Neural Information Processing Systems

In reinforcement learning, experience replay stores past samples for further reuse. Prioritized sampling is a promising technique to better utilize these samples. Previous criteria of prioritization include TD error, recentness and corrective feedback, which are mostly heuristically designed. In this work, we start from the regret minimization objective, and obtain an optimal prioritization strategy for Bellman update that can directly maximize the return of the policy. The theory suggests that data with higher hindsight TD error, better on-policiness and more accurate Q value should be assigned with higher weights during sampling. Thus most previous criteria only consider this strategy partially. We not only provide theoretical justifications for previous criteria, but also propose two new methods to compute the prioritization weight, namely ReMERN and ReMERT. ReMERN learns an error network, while ReMERT exploits the temporal ordering of states. Both methods outperform previous prioritized sampling algorithms in challenging RL benchmarks, including MuJoCo, Atari and Meta-World.


Distributional Pareto-Optimal Multi-Objective Reinforcement Learning

Neural Information Processing Systems

Multi-objective reinforcement learning (MORL) has been proposed to learn control policies over multiple competing objectives with each possible preference over returns. However, current MORL algorithms fail to account for distributional preferences over the multi-variate returns, which are particularly important in real-world scenarios such as autonomous driving. To address this issue, we extend the concept of Pareto-optimality in MORL into distributional Pareto-optimality, which captures the optimality of return distributions, rather than the expectations. Our proposed method, called Distributional Pareto-Optimal Multi-Objective Reinforcement Learning~(DPMORL), is capable of learning distributional Pareto-optimal policies that balance multiple objectives while considering the return uncertainty. We evaluated our method on several benchmark problems and demonstrated its effectiveness in discovering distributional Pareto-optimal policies and satisfying diverse distributional preferences compared to existing MORL methods.


Non-Crossing Quantile Regression for Distributional Reinforcement Learning

Neural Information Processing Systems

Distributional reinforcement learning (DRL) estimates the distribution over future returns instead of the mean to more efficiently capture the intrinsic uncertainty of MDPs. However, batch-based DRL algorithms cannot guarantee the non-decreasing property of learned quantile curves especially at the early training stage, leading to abnormal distribution estimates and reduced model interpretability. To address these issues, we introduce a general DRL framework by using non-crossing quantile regression to ensure the monotonicity constraint within each sampled batch, which can be incorporated with any well-known DRL algorithm. We demonstrate the validity of our method from both the theory and model implementation perspectives. Experiments on Atari 2600 Games show that some state-of-art DRL algorithms with the non-crossing modification can significantly outperform their baselines in terms of faster convergence speeds and better testing performance. In particular, our method can effectively recover the distribution information and thus dramatically increase the exploration efficiency when the reward space is extremely sparse.


Emergent Reciprocity and Team Formation from Randomized Uncertain Social Preferences

Neural Information Processing Systems

Multi-agent reinforcement learning (MARL) has shown recent success in increasingly complex fixed-team zero-sum environments. However, the real world is not zero-sum nor does it have fixed teams; humans face numerous social dilemmas and must learn when to cooperate and when to compete. To successfully deploy agents into the human world, it may be important that they be able to understand and help in our conflicts. Unfortunately, selfish MARL agents typically fail when faced with social dilemmas. In this work, we show evidence of emergent direct reciprocity, indirect reciprocity and reputation, and team formation when training agents with randomized uncertain social preferences (RUSP), a novel environment augmentation that expands the distribution of environments agents play in. RUSP is generic and scalable; it can be applied to any multi-agent environment without changing the original underlying game dynamics or objectives. In particular, we show that with RUSP these behaviors can emerge and lead to higher social welfare equilibria in both classic abstract social dilemmas like Iterated Prisoner's Dilemma as well in more complex intertemporal environments.


Promoting Coordination through Policy Regularization in Multi-Agent Deep Reinforcement Learning

Neural Information Processing Systems

In multi-agent reinforcement learning, discovering successful collective behaviors is challenging as it requires exploring a joint action space that grows exponentially with the number of agents. While the tractability of independent agent-wise exploration is appealing, this approach fails on tasks that require elaborate group strategies. We argue that coordinating the agents' policies can guide their exploration and we investigate techniques to promote such an inductive bias. We propose two policy regularization methods: TeamReg, which is based on inter-agent action predictability and CoachReg that relies on synchronized behavior selection. We evaluate each approach on four challenging continuous control tasks with sparse rewards that require varying levels of coordination as well as on the discrete action Google Research Football environment. Our experiments show improved performance across many cooperative multi-agent problems. Finally, we analyze the effects of our proposed methods on the policies that our agents learn and show that our methods successfully enforce the qualities that we propose as proxies for coordinated behaviors.