Goto

Collaborating Authors

 Reinforcement Learning


An Efficient Asynchronous Method for Integrating Evolutionary and Gradient-based Policy Search

Neural Information Processing Systems

Deep reinforcement learning (DRL) algorithms and evolution strategies (ES) have been applied to various tasks, showing excellent performances. These have the opposite properties, with DRL having good sample efficiency and poor stability, while ES being vice versa. Recently, there have been attempts to combine these algorithms, but these methods fully rely on synchronous update scheme, making it not ideal to maximize the benefits of the parallelism in ES. To solve this challenge, asynchronous update scheme was introduced, which is capable of good time-efficiency and diverse policy exploration. In this paper, we introduce an Asynchronous Evolution Strategy-Reinforcement Learning (AES-RL) that maximizes the parallel efficiency of ES and integrates it with policy gradient methods. Specifically, we propose 1) a novel framework to merge ES and DRL asynchronously and 2) various asynchronous update methods that can take all advantages of asynchronism, ES, and DRL, which are exploration and time efficiency, stability, and sample efficiency, respectively. The proposed framework and update methods are evaluated in continuous control benchmark work, showing superior performance as well as time efficiency compared to the previous methods.


Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning

Neural Information Processing Systems

This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on the Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available.


Direct Advantage Estimation

Neural Information Processing Systems

The predominant approach in reinforcement learning is to assign credit to actions based on the expected return. However, we show that the return may depend on the policy in a way which could lead to excessive variance in value estimation and slow down learning. Instead, we show that the advantage function can be interpreted as causal effects and shares similar properties with causal representations. Based on this insight, we propose Direct Advantage Estimation (DAE), a novel method that can model the advantage function and estimate it directly from on-policy data while simultaneously minimizing the variance of the return without requiring the (action-)value function. We also relate our method to Temporal Difference methods by showing how value functions can be seamlessly integrated into DAE. The proposed method is easy to implement and can be readily adapted by modern actor-critic methods. We evaluate DAE empirically on three discrete control domains and show that it can outperform generalized advantage estimation (GAE), a strong baseline for advantage estimation, on a majority of the environments when applied to policy optimization.


Boosting Verification of Deep Reinforcement Learning via Piece-Wise Linear Decision Neural Networks

Neural Information Processing Systems

Formally verifying deep reinforcement learning (DRL) systems suffers from both inaccurate verification results and limited scalability. The major obstacle lies in the large overestimation introduced inherently during training and then transforming the inexplicable decision-making models, i.e., deep neural networks (DNNs), into easy-to-verify models. In this paper, we propose an inverse transform-then-train approach, which first encodes a DNN into an equivalent set of efficiently and tightly verifiable linear control policies and then optimizes them via reinforcement learning. We accompany our inverse approach with a novel neural network model called piece-wise linear decision neural networks (PLDNNs), which are compatible with most existing DRL training algorithms with comparable performance against conventional DNNs. Our extensive experiments show that, compared to DNN-based DRL systems, PLDNN-based systems can be more efficiently and tightly verified with up to $438$ times speedup and a significant reduction in overestimation. In particular, even a complex $12$-dimensional DRL system is efficiently verified with up to 7 times deeper computation steps.


A game-theoretic analysis of networked system control for common-pool resource management using multi-agent reinforcement learning

Neural Information Processing Systems

Multi-agent reinforcement learning has recently shown great promise as an approach to networked system control. Arguably, one of the most difficult and important tasks for which large scale networked system control is applicable is common-pool resource management. Crucial common-pool resources include arable land, fresh water, wetlands, wildlife, fish stock, forests and the atmosphere, of which proper management is related to some of society's greatest challenges such as food security, inequality and climate change. Here we take inspiration from a recent research program investigating the game-theoretic incentives of humans in social dilemma situations such as the well-known \textit{tragedy of the commons}. However, instead of focusing on biologically evolved human-like agents, our concern is rather to better understand the learning and operating behaviour of engineered networked systems comprising general-purpose reinforcement learning agents, subject only to nonbiological constraints such as memory, computation and communication bandwidth. Harnessing tools from empirical game-theoretic analysis, we analyse the differences in resulting solution concepts that stem from employing different information structures in the design of networked multi-agent systems. These information structures pertain to the type of information shared between agents as well as the employed communication protocol and network topology. Our analysis contributes new insights into the consequences associated with certain design choices and provides an additional dimension of comparison between systems beyond efficiency, robustness, scalability and mean control performance.


Provably Efficient Offline Multi-agent Reinforcement Learning via Strategy-wise Bonus

Neural Information Processing Systems

This paper considers offline multi-agent reinforcement learning. We propose the strategy-wise concentration principle which directly builds a confidence interval for the joint strategy, in contrast to the point-wise concentration principle which builds a confidence interval for each point in the joint action space. For two-player zero-sum Markov games, by exploiting the convexity of the strategy-wise bonus, we propose a computationally efficient algorithm whose sample complexity enjoys a better dependency on the number of actions than the prior methods based on the point-wise bonus. Furthermore, for offline multi-agent general-sum Markov games, based on the strategy-wise bonus and a novel surrogate function, we give the first algorithm whose sample complexity only scales $\sum_{i=1}^m A_i$ where $A_i$ is the action size of the $i$-th player and $m$ is the number of players. In sharp contrast, the sample complexity of methods based on the point-wise bonus would scale with the size of the joint action space $\Pi_{i=1}^m A_i$ due to the curse of multiagents. Lastly, all of our algorithms can naturally take a pre-specified strategy class $\Pi$ as input and output a strategy that is close to the best strategy in $\Pi$.


Semantic HELM: A Human-Readable Memory for Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning agents deployed in the real world often have to cope with partially observable environments. Therefore, most agents employ memory mechanisms to approximate the state of the environment. Recently, there have been impressive success stories in mastering partially observable environments, mostly in the realm of computer games like Dota 2, StarCraft II, or MineCraft. However, existing methods lack interpretability in the sense that it is not comprehensible for humans what the agent stores in its memory.In this regard, we propose a novel memory mechanism that represents past events in human language.Our method uses CLIP to associate visual inputs with language tokens. Then we feed these tokens to a pretrained language model that serves the agent as memory and provides it with a coherent and human-readable representation of the past.We train our memory mechanism on a set of partially observable environments and find that it excels on tasks that require a memory component, while mostly attaining performance on-par with strong baselines on tasks that do not. On a challenging continuous recognition task, where memorizing the past is crucial, our memory mechanism converges two orders of magnitude faster than prior methods.Since our memory mechanism is human-readable, we can peek at an agent's memory and check whether crucial pieces of information have been stored.This significantly enhances troubleshooting and paves the way toward more interpretable agents.


S2P: State-conditioned Image Synthesis for Data Augmentation in Offline Reinforcement Learning

Neural Information Processing Systems

Offline reinforcement learning (Offline RL) suffers from the innate distributional shift as it cannot interact with the physical environment during training. To alleviate such limitation, state-based offline RL leverages a learned dynamics model from the logged experience and augments the predicted state transition to extend the data distribution. For exploiting such benefit also on the image-based RL, we firstly propose a generative model, S2P (State2Pixel), which synthesizes the raw pixel of the agent from its corresponding state. It enables bridging the gap between the state and the image domain in RL algorithms, and virtually exploring unseen image distribution via model-based transition in the state space. Through experiments, we confirm that our S2P-based image synthesis not only improves the image-based offline RL performance but also shows powerful generalization capability on unseen tasks.


Provably adaptive reinforcement learning in metric spaces

Neural Information Processing Systems

We study reinforcement learning in continuous state and action spaces endowed with a metric. We provide a refined analysis of the algorithm of Sinclair, Banerjee, and Yu (2019) and show that its regret scales with the zooming dimension of the instance. This parameter, which originates in the bandit literature, captures the size of the subsets of near optimal actions and is always smaller than the covering dimension used in previous analyses. As such, our results are the first provably adaptive guarantees for reinforcement learning in metric spaces.


Information is Power: Intrinsic Control via Information Capture

Neural Information Processing Systems

Humans and animals explore their environment and acquire useful skills even in the absence of clear goals, exhibiting intrinsic motivation. The study of intrinsic motivation in artificial agents is concerned with the following question: what is a good general-purpose objective for an agent? We study this question in dynamic partially-observed environments, and argue that a compact and general learning objective is to minimize the entropy of the agent's state visitation estimated using a latent state-space model. This objective induces an agent to both gather information about its environment, corresponding to reducing uncertainty, and to gain control over its environment, corresponding to reducing the unpredictability of future world states. We instantiate this approach as a deep reinforcement learning agent equipped with a deep variational Bayes filter. We find that our agent learns to discover, represent, and exercise control of dynamic objects in a variety of partially-observed environments sensed with visual observations without extrinsic reward.