Reinforcement Learning
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.
Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning
This paper explores the possibility of near-optimally solving multi-agent, multi-task NP-hard planning problems with time-dependent rewards using a learning-based algorithm. In particular, we consider a class of robot/machine scheduling problems called the multi-robot reward collection problem (MRRC). Such MRRC problems well model ride-sharing, pickup-and-delivery, and a variety of related problems. In representing the MRRC problem as a sequential decision-making problem, we observe that each state can be represented as an extension of probabilistic graphical models (PGMs), which we refer to as random PGMs. We then develop a mean-field inference method for random PGMs. We then propose (1) an order-transferable Q-function estimator and (2) an order-transferability-enabled auction to select a joint assignment in polynomial-time.
RAMBO-RL: Robust Adversarial Model-Based Offline Reinforcement Learning
Offline reinforcement learning (RL) aims to find performant policies from logged data without further environment interaction. Model-based algorithms, which learn a model of the environment from the dataset and perform conservative policy optimisation within that model, have emerged as a promising approach to this problem.
A Local Temporal Difference Code for Distributional Reinforcement Learning
Recent theoretical and experimental results suggest that the dopamine system implements distributional temporal difference backups, allowing learning of the entire distributions of the long-run values of states rather than just their expected values. However, the distributional codes explored so far rely on a complex imputation step which crucially relies on spatial non-locality: in order to compute reward prediction errors, units must know not only their own state but also the states of the other units. It is far from clear how these steps could be implemented in realistic neural circuits. Here, we introduce the Laplace code: a local temporal difference code for distributional reinforcement learning that is representationally powerful and computationally straightforward. The code decomposes value distributions and prediction errors across three separated dimensions: reward magnitude (related to distributional quantiles), temporal discounting (related to the Laplace transform of future rewards) and time horizon (related to eligibility traces). Besides lending itself to a local learning rule, the decomposition recovers the temporal evolution of the immediate reward distribution, indicating all possible rewards at all future times. This increases representational capacity and allows for temporally-flexible computations that immediately adjust to changing horizons or discount factors.
Uncertain Decisions Facilitate Better Preference Learning
Existing observational approaches for learning human preferences, such as inverse reinforcement learning, usually make strong assumptions about the observability of the human's environment. However, in reality, people make many important decisions under uncertainty. To better understand preference learning in these cases, we study the setting of inverse decision theory (IDT), a previously proposed framework where a human is observed making non-sequential binary decisions under uncertainty. In IDT, the human's preferences are conveyed through their loss function, which expresses a tradeoff between different types of mistakes. We give the first statistical analysis of IDT, providing conditions necessary to identify these preferences and characterizing the sample complexity--the number of decisions that must be observed to learn the tradeoff the human is making to a desired precision. Interestingly, we show that it is actually easier to identify preferences when the decision problem is more uncertain. Furthermore, uncertain decision problems allow us to relax the unrealistic assumption that the human is an optimal decision maker but still identify their exact preferences; we give sample complexities in this suboptimal case as well. Our analysis contradicts the intuition that partial observability should make preference learning more difficult. It also provides a first step towards understanding and improving preference learning methods for uncertain and suboptimal humans.
Plan To Predict: Learning an Uncertainty-Foreseeing Model For Model-Based Reinforcement Learning
In Model-based Reinforcement Learning (MBRL), model learning is critical since an inaccurate model can bias policy learning via generating misleading samples. However, learning an accurate model can be difficult since the policy is continually updated and the induced distribution over visited states used for model learning shifts accordingly. Prior methods alleviate this issue by quantifying the uncertainty of model-generated samples. However, these methods only quantify the uncertainty passively after the samples were generated, rather than foreseeing the uncertainty before model trajectories fall into those highly uncertain regions. The resulting low-quality samples can induce unstable learning targets and hinder the optimization of the policy. Moreover, while being learned to minimize one-step prediction errors, the model is generally used to predict for multiple steps, leading to a mismatch between the objectives of model learning and model usage.
PAC: Assisted Value Factorization with Counterfactual Predictions in Multi-Agent Reinforcement Learning
Multi-agent reinforcement learning (MARL) has witnessed significant progress with the development of value function factorization methods. It allows optimizing a joint action-value function through the maximization of factorized per-agent utilities. In this paper, we show that in partially observable MARL problems, an agent's ordering over its own actions could impose concurrent constraints (across different states) on the representable function class, causing significant estimation errors during training. We tackle this limitation and propose PAC, a new framework leveraging Assistive information generated from Counterfactual Predictions of optimal joint action selection, which enable explicit assistance to value function factorization through a novel counterfactual loss. A variational inference-based information encoding method is developed to collect and encode the counterfactual predictions from an estimated baseline. To enable decentralized execution, we also derive factorized per-agent policies inspired by a maximum-entropy MARL framework. We evaluate the proposed PAC on multi-agent predator-prey and a set of StarCraft II micromanagement tasks. Empirical results demonstrate improved results of PAC over state-of-the-art value-based and policy-based multi-agent reinforcement learning algorithms on all benchmarks.
PC-PG: Policy Cover Directed Exploration for Provable Policy Gradient Learning
Direct policy gradient methods for reinforcement learning are a successful approach for a variety of reasons: they are model free, they directly optimize the performance metric of interest, and they allow for richly parameterized policies. Their primary drawback is that, by being local in nature, they fail to adequately explore the environment. In contrast, while model-based approaches and Q-learning can, at least in theory, directly handle exploration through the use of optimism, their ability to handle model misspecification and function approximation is far less evident. This work introduces the the POLICY COVER GUIDED POLICY GRADIENT (PC-PG) algorithm, which provably balances the exploration vs. exploitation tradeoff using an ensemble of learned policies (the policy cover). PC-PG enjoys polynomial sample complexity and run time for both tabular MDPs and, more generally, linear MDPs in an infinite dimensional RKHS. Furthermore, PC-PG also has strong guarantees under model misspecification that go beyond the standard worst case L infinity assumptions; these include approximation guarantees for state aggregation under an average case error assumption, along with guarantees under a more general assumption where the approximation error under distribution shift is controlled. We complement the theory with empirical evaluation across a variety of domains in both reward-free and reward-driven settings.
MAP Propagation Algorithm: Faster Learning with a Team of Reinforcement Learning Agents
Nearly all state-of-the-art deep learning algorithms rely on error backpropagation, which is generally regarded as biologically implausible. An alternative way of training an artificial neural network is through treating each unit in the network as a reinforcement learning agent, and thus the network is considered as a team of agents. As such, all units can be trained by REINFORCE, a local learning rule modulated by a global signal that is more consistent with biologically observed forms of synaptic plasticity. Although this learning rule follows the gradient of return in expectation, it suffers from high variance and thus the low speed of learning, rendering it impractical to train deep networks. We therefore propose a novel algorithm called MAP propagation to reduce this variance significantly while retaining the local property of the learning rule. Experiments demonstrated that MAP propagation could solve common reinforcement learning tasks at a similar speed to backpropagation when applied to an actor-critic network. Our work thus allows for the broader application of teams of agents in deep reinforcement learning.