Reinforcement Learning
DeepFoids: Adaptive Bio-Inspired Fish Simulation with Deep Reinforcement Learning
Our goal is to synthesize realistic underwater scenes with various fish species in different fish cages, which can be utilized to train computer vision models to automate fish counting and sizing tasks. It is a challenging problem to prepare a sufficiently diverse labeled dataset of images from aquatic environments. We solve this challenge by introducing an adaptive bio-inspired fish simulation. The behavior of caged fish changes based on the species, size and number of fish, and the size and shape of the cage, among other variables. However, a method to autonomously achieve schooling behavior for caged fish did not exist. In this paper, we propose a method for achieving schooling behavior for any given combination of variables, using multi-agent deep reinforcement learning (DRL) in various fish cages in arbitrary environments. Furthermore, to visually reproduce the underwater scene in different locations and seasons, we incorporate a physically-based underwater simulation.
Risk-Aware Transfer in Reinforcement Learning using Successor Features
Sample efficiency and risk-awareness are central to the development of practical reinforcement learning (RL) for complex decision-making. The former can be addressed by transfer learning, while the latter by optimizing some utility function of the return. However, the problem of transferring skills in a risk-aware manner is not well-understood. In this paper, we address the problem of transferring policies between tasks in a common domain that differ only in their reward functions, in which risk is measured by the variance of reward streams. Our approach begins by extending the idea of generalized policy improvement to maximize entropic utilities, thus extending the dynamic programming's policy improvement operation to sets of policies \emph{and} levels of risk-aversion. Next, we extend the idea of successor features (SF), a value function representation that decouples the environment dynamics from the rewards, to capture the variance of returns. Our resulting risk-aware successor features (RaSF) integrate seamlessly within the RL framework, inherit the superior task generalization ability of SFs, while incorporating risk into the decision-making. Experiments on a discrete navigation domain and control of a simulated robotic arm demonstrate the ability of RaSFs to outperform alternative methods including SFs, when taking the risk of the learned policies into account.
Sample-Efficient Reinforcement Learning of Partially Observable Markov Games
This paper considers the challenging tasks of Multi-Agent Reinforcement Learning (MARL) under partial observability, where each agent only sees her own individual observations and actions that reveal incomplete information about the underlying state of system. This paper studies these tasks under the general model of multiplayer general-sum Partially Observable Markov Games (POMGs), which is significantly larger than the standard model of Imperfect Information Extensive-Form Games (IIEFGs). We identify a rich subclass of POMGs---weakly revealing POMGs---in which sample-efficient learning is tractable. In the self-play setting, we prove that a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to find approximate Nash equilibria, correlated equilibria, as well as coarse correlated equilibria of weakly revealing POMGs, in a polynomial number of samples when the number of agents is small. In the setting of playing against adversarial opponents, we show that a variant of our optimistic MLE algorithm is capable of achieving sublinear regret when being compared against the optimal maximin policies. To our best knowledge, this work provides the first line of sample-efficient results for learning POMGs.
Why So Pessimistic? Estimating Uncertainties for Offline RL through Ensembles, and Why Their Independence Matters
Motivated by the success of ensembles for uncertainty estimation in supervised learning, we take a renewed look at how ensembles of $Q$-functions can be leveraged as the primary source of pessimism for offline reinforcement learning (RL). We begin by identifying a critical flaw in a popular algorithmic choice used by many ensemble-based RL algorithms, namely the use of shared pessimistic target values when computing each ensemble member's Bellman error. Through theoretical analyses and construction of examples in toy MDPs, we demonstrate that shared pessimistic targets can paradoxically lead to value estimates that are effectively optimistic. Given this result, we propose MSG, a practical offline RL algorithm that trains an ensemble of $Q$-functions with independently computed targets based on completely separate networks, and optimizes a policy with respect to the lower confidence bound of predicted action values. Our experiments on the popular D4RL and RL Unplugged offline RL benchmarks demonstrate that on challenging domains such as antmazes, MSG with deep ensembles surpasses highly well-tuned state-of-the-art methods by a wide margin. Additionally, through ablations on benchmarks domains, we verify the critical significance of using independently trained $Q$-functions, and study the role of ensemble size. Finally, as using separate networks per ensemble member can become computationally costly with larger neural network architectures, we investigate whether efficient ensemble approximations developed for supervised learning can be similarly effective, and demonstrate that they do not match the performance and robustness of MSG with separate networks, highlighting the need for new efforts into efficient uncertainty estimation directed at RL.
MoCoDA: Model-based Counterfactual Data Augmentation
The number of states in a dynamic process is exponential in the number of objects, making reinforcement learning (RL) difficult in complex, multi-object domains. For agents to scale to the real world, they will need to react to and reason about unseen combinations of objects. We argue that the ability to recognize and use local factorization in transition dynamics is a key element in unlocking the power of multi-object reasoning. To this end, we show that (1) known local structure in the environment transitions is sufficient for an exponential reduction in the sample complexity of training a dynamics model, and (2) a locally factored dynamics model provably generalizes out-of-distribution to unseen states and actions. Knowing the local structure also allows us to predict which unseen states and actions this dynamics model will generalize to.
Replicable Reinforcement Learning
The replicability crisis in the social, behavioral, and data sciences has led to the formulation of algorithm frameworks for replicability --- i.e., a requirement that an algorithm produce identical outputs (with high probability) when run on two different samples from the same underlying distribution. While still in its infancy, provably replicable algorithms have been developed for many fundamental tasks in machine learning and statistics, including statistical query learning, the heavy hitters problem, and distribution testing. In this work we initiate the study of replicable reinforcement learning, providing a provably replicable algorithm for parallel value iteration, and a provably replicable version of R-Max in the episodic setting. These are the first formal replicability results for control problems, which present different challenges for replication than batch learning settings.
First Order Constrained Optimization in Policy Space
In reinforcement learning, an agent attempts to learn high-performing behaviors through interacting with the environment, such behaviors are often quantified in the form of a reward function. However some aspects of behavior--such as ones which are deemed unsafe and to be avoided--are best captured through constraints. We propose a novel approach called First Order Constrained Optimization in Policy Space (FOCOPS) which maximizes an agent's overall reward while ensuring the agent satisfies a set of cost constraints. Using data generated from the current policy, FOCOPS first finds the optimal update policy by solving a constrained optimization problem in the nonparameterized policy space. FOCOPS then projects the update policy back into the parametric policy space. Our approach has an approximate upper bound for worst-case constraint violation throughout training and is first-order in nature therefore simple to implement. We provide empirical evidence that our simple approach achieves better performance on a set of constrained robotics locomotive tasks.
Learning Infinite-Horizon Average-Reward Restless Multi-Action Bandits via Index Awareness
We consider the online restless bandits with average-reward and multiple actions, where the state of each arm evolves according to a Markov decision process (MDP), and the reward of pulling an arm depends on both the current state of the corresponding MDP and the action taken. Since finding the optimal control is typically intractable for restless bandits, existing learning algorithms are often computationally expensive or with a regret bound that is exponential in the number of arms and states. In this paper, we advocate \textit{index-aware reinforcement learning} (RL) solutions to design RL algorithms operating on a much smaller dimensional subspace by exploiting the inherent structure in restless bandits. Specifically, we first propose novel index policies to address dimensionality concerns, which are provably optimal. We then leverage the indices to develop two low-complexity index-aware RL algorithms, namely, (i) GM-R2MAB, which has access to a generative model; and (ii) UC-R2MAB, which learns the model using an upper confidence style online exploitation method. We prove that both algorithms achieve a sub-linear regret that is only polynomial in the number of arms and states. A key differentiator between our algorithms and existing ones stems from the fact that our RL algorithms contain a novel exploitation that leverages our proposed provably optimal index policies for decision-makings.
Upper Confidence Primal-Dual Reinforcement Learning for CMDP with Adversarial Loss
We consider online learning for episodic stochastically constrained Markov decision processes (CMDP), which plays a central role in ensuring the safety of reinforcement learning. Here the loss function can vary arbitrarily across the episodes, whereas both the loss received and the budget consumption are revealed at the end of each episode. Previous works solve this problem under the restrictive assumption that the transition model of the MDP is known a priori and establish regret bounds that depend polynomially on the cardinalities of the state space $\mathcal{S}$ and the action space $\mathcal{A}$. In this work, we propose a new \emph{upper confidence primal-dual} algorithm, which only requires the trajectories sampled from the transition model. In particular, we prove that the proposed algorithm achieves $\widetilde{\mathcal{O}}(L|\mathcal{S}|\sqrt{|\mathcal{A}|T})$ upper bounds of both the regret and the constraint violation, where $L$ is the length of each episode. Our analysis incorporates a new high-probability drift analysis of Lagrange multiplier processes into the celebrated regret analysis of upper confidence reinforcement learning, which demonstrates the power of ``optimism in the face of uncertainty'' in constrained online learning.
Meta-Gradient Reinforcement Learning with an Objective Discovered Online
Deep reinforcement learning includes a broad family of algorithms that parameterise an internal representation, such as a value function or policy, by a deep neural network. Each algorithm optimises its parameters with respect to an objective, such as Q-learning or policy gradient, that defines its semantics. In this work, we propose an algorithm based on meta-gradient descent that discovers its own objective, flexibly parameterised by a deep neural network, solely from interactive experience with its environment. Over time, this allows the agent to learn how to learn increasingly effectively. Furthermore, because the objective is discovered online, it can adapt to changes over time. We demonstrate that the algorithm discovers how to address several important issues in RL, such as bootstrapping, non-stationarity, and off-policy learning. On the Atari Learning Environment, the meta-gradient algorithm adapts over time to learn with greater efficiency, eventually outperforming the median score of a strong actor-critic baseline.