Reinforcement Learning
On the Convergence and Sample Complexity Analysis of Deep Q-Networks with \epsilon -Greedy Exploration
This paper provides a theoretical understanding of deep Q-Network (DQN) with the $\varepsilon$-greedy exploration in deep reinforcement learning.Despite the tremendous empirical achievement of the DQN, its theoretical characterization remains underexplored.First, the exploration strategy is either impractical or ignored in the existing analysis. Second, in contrast to conventional Q-learning algorithms, the DQN employs the target network and experience replay to acquire an unbiased estimation of the mean-square Bellman error (MSBE) utilized in training the Q-network. However,the existing theoretical analysis of DQNs lacks convergence analysis or bypasses the technical challenges by deploying a significantly overparameterized neural network, which is not computationally efficient. This paper provides the first theoretical convergence and sample complexity analysis of the practical setting of DQNs with $\epsilon$-greedy policy. We prove an iterative procedure with decaying $\epsilon$ converges to the optimal Q-value function geometrically. Moreover, a higher level of $\epsilon$ values enlarges the region of convergence but slows down the convergence, while the opposite holds for a lower level of $\epsilon$ values. Experiments justify our established theoretical insights on DQNs.
On the Importance of Exploration for Generalization in Reinforcement Learning
Existing approaches for improving generalization in deep reinforcement learning (RL) have mostly focused on representation learning, neglecting RL-specific aspects such as exploration. We hypothesize that the agent's exploration strategy plays a key role in its ability to generalize to new environments.Through a series of experiments in a tabular contextual MDP, we show that exploration is helpful not only for efficiently finding the optimal policy for the training environments but also for acquiring knowledge that helps decision making in unseen environments. Based on these observations, we propose EDE: Exploration via Distributional Ensemble, a method that encourages the exploration of states with high epistemic uncertainty through an ensemble of Q-value distributions. The proposed algorithm is the first value-based approach to achieve strong performance on both Procgen and Crafter, two benchmarks for generalization in RL with high-dimensional observations.
Collaborating with Humans without Human Data
Collaborating with humans requires rapidly adapting to their individual strengths, weaknesses, and preferences. Unfortunately, most standard multi-agent reinforcement learning techniques, such as self-play (SP) or population play (PP), produce agents that overfit to their training partners and do not generalize well to humans. Alternatively, researchers can collect human data, train a human model using behavioral cloning, and then use that model to train human-aware agents (behavioral cloning play, or BCP). While such an approach can improve the generalization of agents to new human co-players, it involves the onerous and expensive step of collecting large amounts of human data first. Here, we study the problem of how to train agents that collaborate well with human partners without using human data.
Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model
All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called Q-FTRL and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an $\varepsilon$-approximate CCE in a general-sum Markov game using $$ \widetilde{O}\bigg( \frac{H^4 S \sum_{i=1}^m A_i}{\varepsilon^2} \bigg) $$ samples, where $m$ is the number of players, $S$ indicates the number of states, $H$ is the horizon, and $A_i$ denotes the number of actions for the $i$-th player. This is minimax-optimal (up to log factor) when $m$ is fixed. When applied to two-player zero-sum Markov games, our algorithm provably finds an $\varepsilon$-approximate Nash equilibrium with a minimal number of samples. Along the way, we derive a refined regret bound for FTRL that makes explicit the role of variance-type quantities, which might be of independent interest.
EcoLight: Intersection Control in Developing Regions Under Extreme Budget and Network Constraints
Effective intersection control can play an important role in reducing traffic congestion and associated vehicular emissions. This is vitally needed in developing countries, where air pollution is reaching life threatening levels. This paper presents EcoLight intersection control for developing regions, where budget is constrained and network connectivity is very poor. EcoLight learns effective control offline using state-of-the-art Deep Reinforcement Learning methods, but deploys highly efficient runtime control algorithms on low cost embedded devices that work stand-alone on road without server connectivity. EcoLight optimizes both average case and worst case values of throughput, travel time and other metrics, as evaluated on open-source datasets from New York and on a custom developing region dataset.
Offline Minimax Soft-Q-learning Under Realizability and Partial Coverage
We consider offline reinforcement learning (RL) where we only have only access to offline data. In contrast to numerous offline RL algorithms that necessitate the uniform coverage of the offline data over state and action space, we propose value-based algorithms with PAC guarantees under partial coverage, specifically, coverage of offline data against a single policy, and realizability of soft Q-function (a.k.a., entropy-regularized Q-function) and another function, which is defined as a solution to a saddle point of certain minimax optimization problem). Furthermore, we show the analogous result for Q-functions instead of soft Q-functions. To attain these guarantees, we use novel algorithms with minimax loss functions to accurately estimate soft Q-functions and Q-functions with -convergence guarantees measured on the offline data. We introduce these loss functions by casting the estimation problems into nonlinear convex optimization problems and taking the Lagrange functions.
Trajectory-wise Multiple Choice Learning for Dynamics Generalization in Reinforcement Learning
Model-based reinforcement learning (RL) has shown great potential in various control tasks in terms of both sample-efficiency and final performance. However, learning a generalizable dynamics model robust to changes in dynamics remains a challenge since the target transition dynamics follow a multi-modal distribution. In this paper, we present a new model-based RL algorithm, coined trajectory-wise multiple choice learning, that learns a multi-headed dynamics model for dynamics generalization. The main idea is updating the most accurate prediction head to specialize each head in certain environments with similar dynamics, i.e., clustering environments. Moreover, we incorporate context learning, which encodes dynamics-specific information from past experiences into the context latent vector, enabling the model to perform online adaptation to unseen environments. Finally, to utilize the specialized prediction heads more effectively, we propose an adaptive planning method, which selects the most accurate prediction head over a recent experience. Our method exhibits superior zero-shot generalization performance across a variety of control tasks, compared to state-of-the-art RL methods. Source code and videos are available at https://sites.google.com/view/trajectory-mcl.
A Long N -step Surrogate Stage Reward for Deep Reinforcement Learning
We introduce a new stage reward estimator named the long $N$-step surrogate stage (LNSS) reward for deep reinforcement learning (RL). It aims at mitigating the high variance problem, which has shown impeding successful convergence of learning, hurting task performance, and hindering applications of deep RL in continuous control problems. In this paper we show that LNSS, which utilizes a long reward trajectory of rewards of future steps, provides consistent performance improvement measured by average reward, convergence speed, learning success rate,and variance reduction in $Q$ values and rewards. Our evaluations are based on a variety of environments in DeepMind Control Suite and OpenAI Gym by using LNSS in baseline deep RL algorithms such as DDPG, D4PG, and TD3. We show that LNSS reward has enabled good results that have been challenging to obtain by deep RL previously. Our analysis also shows that LNSS exponentially reduces the upper bound on the variances of $Q$ values from respective single-step methods.
Breaking the Sample Size Barrier in Model-Based Reinforcement Learning with a Generative Model
We investigate the sample efficiency of reinforcement learning in a $\gamma$-discounted infinite-horizon Markov decision process (MDP) with state space S and action space A, assuming access to a generative model. Despite a number of prior work tackling this problem, a complete picture of the trade-offs between sample complexity and statistical accuracy is yet to be determined. In particular, prior results suffer from a sample size barrier, in the sense that their claimed statistical guarantees hold only when the sample size exceeds at least $ |S| |A| / (1-\gamma)^2 $ (up to some log factor). The current paper overcomes this barrier by certifying the minimax optimality of model-based reinforcement learning as soon as the sample size exceeds the order of $ |S| |A| / (1-\gamma) $ (modulo some log factor). More specifically, a perturbed model-based planning algorithm provably finds an $\epsilon$-optimal policy with an order of $ |S| |A| / ((1-\gamma)^3\epsilon^2) $ samples (up to log factor) for any $0 < \epsilon < 1/(1-\gamma)$. Along the way, we derive improved (instance-dependent) guarantees for model-based policy evaluation. To the best of our knowledge, this work provides the first minimax-optimal guarantee in a generative model that accommodates the entire range of sample sizes (beyond which finding a meaningful policy is information theoretically impossible).
Uniform-PAC Bounds for Reinforcement Learning with Linear Function Approximation
We study reinforcement learning (RL) with linear function approximation. Existing algorithms for this problem only have high-probability regret and/or Probably Approximately Correct (PAC) sample complexity guarantees, which cannot guarantee the convergence to the optimal policy. In this paper, in order to overcome the limitation of existing algorithms, we propose a new algorithm called FLUTE, which enjoys uniform-PAC convergence to the optimal policy with high probability. The uniform-PAC guarantee is the strongest possible guarantee for reinforcement learning in the literature, which can directly imply both PAC and high probability regret bounds, making our algorithm superior to all existing algorithms with linear function approximation. At the core of our algorithm is a novel minimax value function estimator and a multi-level partition scheme to select the training samples from historical observations. Both of these techniques are new and of independent interest.