Reinforcement Learning
Nearly Horizon-Free Offline Reinforcement Learning
We revisit offline reinforcement learning on episodic time-homogeneous Markov Decision Processes (MDP). For tabular MDP with $S$ states and $A$ actions, or linear MDP with anchor points and feature dimension $d$, given the collected $K$ episodes data with minimum visiting probability of (anchor) state-action pairs $d_m$, we obtain nearly horizon $H$-free sample complexity bounds for offline reinforcement learning when the total reward is upper bounded by 1. Specifically: For offline policy evaluation, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Kd_m}} \right)$ error bound for the plug-in estimator, which matches the lower bound up to logarithmic factors and does not have additional dependency on $\mathrm{poly}(H, S, A, d)$ in higher-order term. For offline policy optimization, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Kd_m}} + \frac{\min(S, d)}{Kd_m}\right)$ sub-optimality gap for the empirical optimal policy, which approaches the lower bound up to logarithmic factors and a high-order term, improving upon the best known result by [Cui and Yang 2020] that has additional $\mathrm{poly} (H, S, d)$ factors in the main term.To the best of our knowledge, these are the first set of nearly horizon-free bounds for episodic time-homogeneous offline tabular MDP and linear MDP with anchor points. Central to our analysis is a simple yet effective recursion based method to bound a total variance term in the offline scenarios, which could be of individual interest.
MOPO: Model-based Offline Policy Optimization
Offline reinforcement learning (RL) refers to the problem of learning policies entirely from a batch of previously collected data. This problem setting is compelling, because it offers the promise of utilizing large, diverse, previously collected datasets to acquire policies without any costly or dangerous active exploration, but it is also exceptionally difficult, due to the distributional shift between the offline training data and the learned policy. While there has been significant progress in model-free offline RL, the most successful prior methods constrain the policy to the support of the data, precluding generalization to new states. In this paper, we observe that an existing model-based RL algorithm on its own already produces significant gains in the offline setting, as compared to model-free approaches, despite not being designed for this setting. However, although many standard model-based RL methods already estimate the uncertainty of their model, they do not by themselves provide a mechanism to avoid the issues associated with distributional shift in the offline setting. We therefore propose to modify existing model-based RL methods to address these issues by casting offline model-based RL into a penalized MDP framework. We theoretically show that, by using this penalized MDP, we are maximizing a lower bound of the return in the true MDP. Based on our theoretical results, we propose a new model-based offline RL algorithm that applies the variance of a Lipschitz-regularized model as a penalty to the reward function. We find that this algorithm outperforms both standard model-based RL methods and existing state-of-the-art model-free offline RL approaches on existing offline RL benchmarks, as well as two challenging continuous control tasks that require generalizing from data collected for a different task.
Tuning Mixed Input Hyperparameters on the Fly for Efficient Population Based AutoRL
Despite a series of recent successes in reinforcement learning (RL), many RL algorithms remain sensitive to hyperparameters. As such, there has recently been interest in the field of AutoRL, which seeks to automate design decisions to create more general algorithms. Recent work suggests that population based approaches may be effective AutoRL algorithms, by learning hyperparameter schedules on the fly. In particular, the PB2 algorithm is able to achieve strong performance in RL tasks by formulating online hyperparameter optimization as time varying GP-bandit problem, while also providing theoretical guarantees. However, PB2 is only designed to work for \emph{continuous} hyperparameters, which severely limits its utility in practice. In this paper we introduce a new (provably) efficient hierarchical approach for optimizing \emph{both continuous and categorical} variables, using a new time-varying bandit algorithm specifically designed for the population based training regime. We evaluate our approach on the challenging Procgen benchmark, where we show that explicitly modelling dependence between data augmentation and other hyperparameters improves generalization.
Discovered Policy Optimisation
Tremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms.
Provably Efficient Reinforcement Learning with Kernel and Neural Function Approximations
Reinforcement learning (RL) algorithms combined with modern function approximators such as kernel functions and deep neural networks have achieved significant empirical successes in large-scale application problems with a massive number of states. From a theoretical perspective, however, RL with functional approximation poses a fundamental challenge to developing algorithms with provable computational and statistical efficiency, due to the need to take into consideration both the exploration-exploitation tradeoff that is inherent in RL and the bias-variance tradeoff that is innate in statistical estimation. To address such a challenge, focusing on the episodic setting where the action-value functions are represented by a kernel function or over-parametrized neural network, we propose the first provable RL algorithm with both polynomial runtime and sample complexity, without additional assumptions on the data-generating model. In particular, for both the kernel and neural settings, we prove that an optimistic modification of the least-squares value iteration algorithm incurs an $\tilde{\mathcal{O}}(\delta_{\cF} H^2 \sqrt{T})$ regret, where $\delta_{\cF}$ characterizes the intrinsic complexity of the function class $\cF$, $H$ is the length of each episode, and $T$ is the total number of episodes. Our regret bounds are independent of the number of states and therefore even allows it to diverge, which exhibits the benefit of function approximation.
Policy Optimization for Continuous Reinforcement Learning
We study reinforcement learning (RL) in the setting of continuous time and space, for an infinite horizon with a discounted objective and the underlying dynamics driven by a stochastic differential equation. Built upon recent advances in the continuous approach to RL, we develop a notion of occupation time (specifically for a discounted objective), and show how it can be effectively used to derive performance difference and local approximation formulas. We further extend these results to illustrate their applications in the PG (policy gradient) and TRPO/PPO (trust region policy optimization/ proximal policy optimization) methods, which have been familiar and powerful tools in the discrete RL setting but under-developed in continuous RL. Through numerical experiments, we demonstrate the effectiveness and advantages of our approach.
Transferable Graph Optimizers for ML Compilers
Most compilers for machine learning (ML) frameworks need to solve many correlated optimization problems to generate efficient machine code. Current ML compilers rely on heuristics based algorithms to solve these optimization problems one at a time. However, this approach is not only hard to maintain but often leads to sub-optimal solutions especially for newer model architectures. Existing learning based approaches in the literature are sample inefficient, tackle a single optimization problem, and do not generalize to unseen graphs making them infeasible to be deployed in practice. To address these limitations, we propose an end-to-end, transferable deep reinforcement learning method for computational graph optimization (GO), based on a scalable sequential attention mechanism over an inductive graph neural network. GO generates decisions on the entire graph rather than on each individual node autoregressively, drastically speeding up the search compared to prior methods. Moreover, we propose recurrent attention layers to jointly optimize dependent graph optimization tasks and demonstrate 33%-60% speedup on three graph optimization tasks compared to TensorFlow default optimization. On a diverse set of representative graphs consisting of up to 80,000 nodes, including Inception-v3, Transformer-XL, and WaveNet, GO achieves on average 21% improvement over human experts and 18% improvement over the prior state of the art with 15x faster convergence, on a device placement task evaluated in real systems.
Flexible Attention-Based Multi-Policy Fusion for Efficient Deep Reinforcement Learning
Reinforcement learning (RL) agents have long sought to approach the efficiency of human learning. Humans are great observers who can learn by aggregating external knowledge from various sources, including observations from others' policies of attempting a task. Prior studies in RL have incorporated external knowledge policies to help agents improve sample efficiency. However, it remains non-trivial to perform arbitrary combinations and replacements of those policies, an essential feature for generalization and transferability.
Inherently Explainable Reinforcement Learning in Natural Language
We focus on the task of creating a reinforcement learning agent that is inherently explainable---with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce temporally extended explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed---providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.
Decentralized TD Tracking with Linear Function Approximation and its Finite-Time Analysis
The present contribution deals with decentralized policy evaluation in multi-agent Markov decision processes using temporal-difference (TD) methods with linear function approximation for scalability. The agents cooperate to estimate the value function of such a process by observing continual state transitions of a shared environment over the graph of interconnected nodes (agents), along with locally private rewards. Different from existing consensus-type TD algorithms, the approach here develops a simple decentralized TD tracker by wedding TD learning with gradient tracking techniques. The non-asymptotic properties of the novel TD tracker are established for both independent and identically distributed (i.i.d.) as well as Markovian transitions through a unifying multistep Lyapunov analysis. In contrast to the prior art, the novel algorithm forgoes the limiting error bounds on the number of agents, which endows it with performance comparable to that of centralized TD methods that are the sharpest known to date.