Goto

Collaborating Authors

 Reinforcement Learning


A Unified Framework for Alternating Offline Model Training and Policy Learning

Neural Information Processing Systems

In offline model-based reinforcement learning (offline MBRL), we learn a dynamic model from historically collected data, and subsequently utilize the learned model and fixed datasets for policy learning, without further interacting with the environment. Offline MBRL algorithms can improve the efficiency and stability of policy learning over the model-free algorithms. However, in most of the existing offline MBRL algorithms, the learning objectives for the dynamic models and the policies are isolated from each other. Such an objective mismatch may lead to inferior performance of the learned agents. In this paper, we address this issue by developing an iterative offline MBRL framework, where we maximize a lower bound of the true expected return, by alternating between dynamic-model training and policy learning. With the proposed unified model-policy learning framework, we achieve competitive performance on a wide range of continuous-control offline reinforcement learning datasets.


Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi

Neural Information Processing Systems

Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that improve objective team performance or those that improve subjective metrics of trust? In this study, we perform a single-blind evaluation of teams of humans and AI agents in the cooperative card game Hanabi, with both rule-based and learning-based agents. In addition to the game score, used as an objective metric of the human-AI team performance, we also quantify subjective measures of the human's perceived performance, teamwork, interpretability, trust, and overall preference of AI teammate. We find that humans have a clear preference toward a rule-based AI teammate (SmartBot) over a state-of-the-art learning-based AI teammate (Other-Play) across nearly all subjective metrics, and generally view the learning-based agent negatively, despite no statistical difference in the game score. This result has implications for future AI design and reinforcement learning benchmarking, highlighting the need to incorporate subjective metrics of human-AI teaming rather than a singular focus on objective task performance.


Learning Diverse Policies in MOBA Games via Macro-Goals

Neural Information Processing Systems

Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.


Wasserstein Flow Meets Replicator Dynamics: A Mean-Field Analysis of Representation Learning in Actor-Critic

Neural Information Processing Systems

Actor-critic (AC) algorithms, empowered by neural networks, have had significant empirical success in recent years. However, most of the existing theoretical support for AC algorithms focuses on the case of linear function approximations, or linearized neural networks, where the feature representation is fixed throughout training. Such a limitation fails to capture the key aspect of representation learning in neural AC, which is pivotal in practical problems. In this work, we take a mean-field perspective on the evolution and convergence of feature-based neural AC. Specifically, we consider a version of AC where the actor and critic are represented by overparameterized two-layer neural networks and are updated with two-timescale learning rates. The critic is updated by temporal-difference (TD) learning with a larger stepsize while the actor is updated via proximal policy optimization (PPO) with a smaller stepsize. In the continuous-time and infinite-width limiting regime, when the timescales are properly separated, we prove that neural AC finds the globally optimal policy at a sublinear rate. Additionally, we prove that the feature representation induced by the critic network is allowed to evolve within a neighborhood of the initial one.


Reinforcement Learning with Neural Radiance Fields

Neural Information Processing Systems

It is a long-standing problem to find effective representations for training reinforcement learning (RL) agents. This paper demonstrates that learning state representations with supervision from Neural Radiance Fields (NeRFs) can improve the performance of RL compared to other learned representations or even low-dimensional, hand-engineered state information. Specifically, we propose to train an encoder that maps multiple image observations to a latent space describing the objects in the scene. The decoder built from a latent-conditioned NeRF serves as the supervision signal to learn the latent space. An RL algorithm then operates on the learned latent space as its state representation.


When to Ask for Help: Proactive Interventions in Autonomous Reinforcement Learning

Neural Information Processing Systems

A long-term goal of reinforcement learning is to design agents that can autonomously interact and learn in the world. A critical challenge to such autonomy is the presence of irreversible states which require external assistance to recover from, such as when a robot arm has pushed an object off of a table. While standard agents require constant monitoring to decide when to intervene, we aim to design proactive agents that can request human intervention only when needed. To this end, we propose an algorithm that efficiently learns to detect and avoid states that are irreversible, and proactively asks for help in case the agent does enter them. On a suite of continuous control environments with unknown irreversible states, we find that our algorithm exhibits better sample-and intervention-efficiency compared to existing methods.


Semi-infinitely Constrained Markov Decision Processes

Neural Information Processing Systems

We propose a generalization of constrained Markov decision processes (CMDPs) that we call the \emph{semi-infinitely constrained Markov decision process} (SICMDP).Particularly, in a SICMDP model, we impose a continuum of constraints instead of a finite number of constraints as in the case of ordinary CMDPs.We also devise a reinforcement learning algorithm for SICMDPs that we call SI-CRL.We first transform the reinforcement learning problem into a linear semi-infinitely programming (LSIP) problem and then use the dual exchange method in the LSIP literature to solve it.To the best of our knowledge, we are the first to apply tools from semi-infinitely programming (SIP) to solve reinforcement learning problems.We present theoretical analysis for SI-CRL, identifying its sample complexity and iteration complexity.We also conduct extensive numerical examples to illustrate the SICMDP model and validate the SI-CRL algorithm.


Deep Inverse Q-learning with Constraints

Neural Information Processing Systems

Popular Maximum Entropy Inverse Reinforcement Learning approaches require the computation of expected state visitation frequencies for the optimal policy under an estimate of the reward function. This usually requires intermediate value estimation in the inner loop of the algorithm, slowing down convergence considerably. In this work, we introduce a novel class of algorithms that only needs to solve the MDP underlying the demonstrated behavior once to recover the expert policy. This is possible through a formulation that exploits a probabilistic behavior assumption for the demonstrations within the structure of Q-learning. We propose Inverse Action-value Iteration which is able to fully recover an underlying reward of an external agent in closed-form analytically. We further provide an accompanying class of sampling-based variants which do not depend on a model of the environment. We show how to extend this class of algorithms to continuous state-spaces via function approximation and how to estimate a corresponding action-value function, leading to a policy as close as possible to the policy of the external agent, while optionally satisfying a list of predefined hard constraints. We evaluate the resulting algorithms called Inverse Action-value Iteration, Inverse Q-learning and Deep Inverse Q-learning on the Objectworld benchmark, showing a speedup of up to several orders of magnitude compared to (Deep) Max-Entropy algorithms. We further apply Deep Constrained Inverse Q-learning on the task of learning autonomous lane-changes in the open-source simulator SUMO achieving competent driving after training on data corresponding to 30 minutes of demonstrations.


An Equivalence between Loss Functions and Non-Uniform Sampling in Experience Replay

Neural Information Processing Systems

Prioritized Experience Replay (PER) is a deep reinforcement learning technique in which agents learn from transitions sampled with non-uniform probability proportionate to their temporal-difference error. We show that any loss function evaluated with non-uniformly sampled data can be transformed into another uniformly sampled loss function with the same expected gradient. Surprisingly, we find in some environments PER can be replaced entirely by this new loss function without impact to empirical performance. Furthermore, this relationship suggests a new branch of improvements to PER by correcting its uniformly sampled loss function equivalent. We demonstrate the effectiveness of our proposed modifications to PER and the equivalent loss function in several MuJoCo and Atari environments.


Iterative Amortized Policy Optimization

Neural Information Processing Systems

Policy networks are a central feature of deep reinforcement learning (RL) algorithms for continuous control, enabling the estimation and sampling of high-value actions. From the variational inference perspective on RL, policy networks, when used with entropy or KL regularization, are a form of amortized optimization, optimizing network parameters rather than the policy distributions directly. However, direct amortized mappings can yield suboptimal policy estimates and restricted distributions, limiting performance and exploration. Given this perspective, we consider the more flexible class of iterative amortized optimizers. We demonstrate that the resulting technique, iterative amortized policy optimization, yields performance improvements over direct amortization on benchmark continuous control tasks.