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 Reinforcement Learning


EDGE: Explaining Deep Reinforcement Learning Policies

Neural Information Processing Systems

With the rapid development of deep reinforcement learning (DRL) techniques, there is an increasing need to understand and interpret DRL policies. While recent research has developed explanation methods to interpret how an agent determines its moves, they cannot capture the importance of actions/states to a game's final result. In this work, we propose a novel self-explainable model that augments a Gaussian process with a customized kernel function and an interpretable predictor. Together with the proposed model, we also develop a parameter learning procedure that leverages inducing points and variational inference to improve learning efficiency. Using our proposed model, we can predict an agent's final rewards from its game episodes and extract time step importance within episodes as strategy-level explanations for that agent. Through experiments on Atari and MuJoCo games, we verify the explanation fidelity of our method and demonstrate how to employ interpretation to understand agent behavior, discover policy vulnerabilities, remediate policy errors, and even defend against adversarial attacks.


Optimization-Based Algebraic Multigrid Coarsening Using Reinforcement Learning

Neural Information Processing Systems

Large sparse linear systems of equations are ubiquitous in science and engineering, such as those arising from discretizations of partial differential equations. Algebraic multigrid (AMG) methods are one of the most common methods of solving such linear systems, with an extensive body of underlying mathematical theory. A system of linear equations defines a graph on the set of unknowns and each level of a multigrid solver requires the selection of an appropriate coarse graph along with restriction and interpolation operators that map to and from the coarse representation. The efficiency of the multigrid solver depends critically on this selection and many selection methods have been developed over the years. Recently, it has been demonstrated that it is possible to directly learn the AMG interpolation and restriction operators, given a coarse graph selection. In this paper, we consider the complementary problem of learning to coarsen graphs for a multigrid solver, a necessary step in developing fully learnable AMG methods. We propose a method using a reinforcement learning (RL) agent based on graph neural networks (GNNs), which can learn to perform graph coarsening on small planar training graphs and then be applied to unstructured large planar graphs, assuming bounded node degree. We demonstrate that this method can produce better coarse graphs than existing algorithms, even as the graph size increases and other properties of the graph are varied. We also propose an efficient inference procedure for performing graph coarsening that results in linear time complexity in graph size.


General Transportability of Soft Interventions: Completeness Results

Neural Information Processing Systems

The challenge of generalizing causal knowledge across different environments is pervasive in scientific explorations, including in AI, ML, and Data Science. Experiments are usually performed in one environment (e.g., in a lab, on Earth) with the intent, almost invariably, of being used elsewhere (e.g., outside the lab, on Mars), where the conditions are likely to be different. In the causal inference literature, this generalization task has been formalized under the rubric of transportability (Pearl and Bareinboim, 2011), where a number of criteria and algorithms have been developed for various settings. Despite the generality of such results, transportability theory has been confined to atomic, do()-interventions. In practice, many real-world applications require more complex, stochastic interventions; for instance, in reinforcement learning, agents need to continuously adapt to the changing conditions of an uncertain and unknown environment. In this paper, we extend transportability theory to encompass these more complex types of interventions, which are known as soft, both relative to the input as well as the target distribution of the analysis. Specifically, we develop a graphical condition that is both necessary and sufficient for deciding soft-transportability. Second, we develop an algorithm to determine whether a non-atomic intervention is computable from a combination of the distributions available across domains. As a corollary, we show that the $\sigma$-calculus is complete for the task of soft-transportability.


A Provably Efficient Model-Free Posterior Sampling Method for Episodic Reinforcement Learning

Neural Information Processing Systems

Thompson Sampling is one of the most effective methods for contextual bandits and has been generalized to posterior sampling for certain MDP settings. However, existing posterior sampling methods for reinforcement learning are limited by being model-based or lack worst-case theoretical guarantees beyond linear MDPs. This paper proposes a new model-free formulation of posterior sampling that applies to more general episodic reinforcement learning problems with theoretical guarantees. We introduce novel proof techniques to show that under suitable conditions, the worst-case regret of our posterior sampling method matches the best known results of optimization based methods. In the linear MDP setting with dimension, the regret of our algorithm scales linearly with the dimension as compared to a quadratic dependence of the existing posterior sampling-based exploration algorithms.


MetaBox: A Benchmark Platform for Meta-Black-Box Optimization with Reinforcement Learning

Neural Information Processing Systems

Recently, Meta-Black-Box Optimization with Reinforcement Learning (MetaBBO-RL) has showcased the power of leveraging RL at the meta-level to mitigate manual fine-tuning of low-level black-box optimizers. However, this field is hindered by the lack of a unified benchmark. To fill this gap, we introduce MetaBox, the first benchmark platform expressly tailored for developing and evaluating MetaBBO-RL methods. MetaBox offers a flexible algorithmic template that allows users to effortlessly implement their unique designs within the platform. Moreover, it provides a broad spectrum of over 300 problem instances, collected from synthetic to realistic scenarios, and an extensive library of 19 baseline methods, including both traditional black-box optimizers and recent MetaBBO-RL methods. Besides, MetaBox introduces three standardized performance metrics, enabling a more thorough assessment of the methods. In a bid to illustrate the utility of MetaBox for facilitating rigorous evaluation and in-depth analysis, we carry out a wide-ranging benchmarking study on existing MetaBBO-RL methods. Our MetaBox is open-source and accessible at: https://github.com/GMC-DRL/MetaBox.


Avalon: A Benchmark for RL Generalization Using Procedurally Generated Worlds

Neural Information Processing Systems

Despite impressive successes, deep reinforcement learning (RL) systems still fall short of human performance on generalization to new tasks and environments that differ from their training. As a benchmark tailored for studying RL generalization, we introduce Avalon, a set of tasks in which embodied agents in highly diverse procedural 3D worlds must survive by navigating terrain, hunting or gathering food, and avoiding hazards. Avalon is unique among existing RL benchmarks in that the reward function, world dynamics, and action space are the same for every task, with tasks differentiated solely by altering the environment; its 20 tasks, ranging in complexity from eat and throw to hunt and navigate, each create worlds in which the agent must perform specific skills in order to survive. This setup enables investigations of generalization within tasks, between tasks, and to compositional tasks that require combining skills learned from previous tasks. Avalon includes a highly efficient simulator, a library of baselines, and a benchmark with scoring metrics evaluated against hundreds of hours of human performance, all of which are open-source and publicly available. We find that standard RL baselines make progress on most tasks but are still far from human performance, suggesting Avalon is challenging enough to advance the quest for generalizable RL.


Generalized Proximal Policy Optimization with Sample Reuse

Neural Information Processing Systems

In real-world decision making tasks, it is critical for data-driven reinforcement learning methods to be both stable and sample efficient. On-policy methods typically generate reliable policy improvement throughout training, while off-policy methods make more efficient use of data through sample reuse. In this work, we combine the theoretically supported stability benefits of on-policy algorithms with the sample efficiency of off-policy algorithms. We develop policy improvement guarantees that are suitable for the off-policy setting, and connect these bounds to the clipping mechanism used in Proximal Policy Optimization. This motivates an off-policy version of the popular algorithm that we call Generalized Proximal Policy Optimization with Sample Reuse. We demonstrate both theoretically and empirically that our algorithm delivers improved performance by effectively balancing the competing goals of stability and sample efficiency.


Shared Experience Actor-Critic for Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Exploration in multi-agent reinforcement learning is a challenging problem, especially in environments with sparse rewards. We propose a general method for efficient exploration by sharing experience amongst agents. Our proposed algorithm, called shared Experience Actor-Critic(SEAC), applies experience sharing in an actor-critic framework by combining the gradients of different agents. We evaluate SEAC in a collection of sparse-reward multi-agent environments and find that it consistently outperforms several baselines and state-of-the-art algorithms by learning in fewer steps and converging to higher returns. In some harder environments, experience sharing makes the difference between learning to solve the task and not learning at all.


Distributional Reward Estimation for Effective Multi-agent Deep Reinforcement Learning

Neural Information Processing Systems

Multi-agent reinforcement learning has drawn increasing attention in practice, e.g., robotics and automatic driving, as it can explore optimal policies using samples generated by interacting with the environment. However, high reward uncertainty still remains a problem when we want to train a satisfactory model, because obtaining high-quality reward feedback is usually expensive and even infeasible. To handle this issue, previous methods mainly focus on passive reward correction. At the same time, recent active reward estimation methods have proven to be a recipe for reducing the effect of reward uncertainty. In this paper, we propose a novel Distributional Reward Estimation framework for effective Multi-Agent Reinforcement Learning (DRE-MARL).


Masked Autoencoding for Scalable and Generalizable Decision Making

Neural Information Processing Systems

We are interested in learning scalable agents for reinforcement learning that can learn from large-scale, diverse sequential data similar to current large vision and language models. To this end, this paper presents masked decision prediction (MaskDP), a simple and scalable self-supervised pretraining method for reinforcement learning (RL) and behavioral cloning (BC). In our MaskDP approach, we employ a masked autoencoder (MAE) to state-action trajectories, wherein we randomly mask state and action tokens and reconstruct the missing data. By doing so, the model is required to infer masked out states and actions and extract information about dynamics. We find that masking different proportions of the input sequence significantly helps with learning a better model that generalizes well to multiple downstream tasks. In our empirical study we find that a MaskDP model gains the capability of zero-shot transfer to new BC tasks, such as single and multiple goal reaching, and it can zero-shot infer skills from a few example transitions. In addition, MaskDP transfers well to offline RL and shows promising scaling behavior w.r.t. to model size. It is amenable to data efficient finetuning, achieving competitive results with prior methods based on autoregressive pretraining.