Reinforcement Learning
General Transportability of Soft Interventions: Completeness Results
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
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
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
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
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
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
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
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.
Robust Multi-Agent Reinforcement Learning with Model Uncertainty
In this work, we study the problem of multi-agent reinforcement learning (MARL) with model uncertainty, which is referred to as robust MARL. This is naturally motivated by some multi-agent applications where each agent may not have perfectly accurate knowledge of the model, e.g., all the reward functions of other agents. Little a priori work on MARL has accounted for such uncertainties, neither in problem formulation nor in algorithm design. In contrast, we model the problem as a robust Markov game, where the goal of all agents is to find policies such that no agent has the incentive to deviate, i.e., reach some equilibrium point, which is also robust to the possible uncertainty of the MARL model. We first introduce the solution concept of robust Nash equilibrium in our setting, and develop a Q-learning algorithm to find such equilibrium policies, with convergence guarantees under certain conditions. In order to handle possibly enormous state-action spaces in practice, we then derive the policy gradients for robust MARL, and develop an actor-critic algorithm with function approximation. Our experiments demonstrate that the proposed algorithm outperforms several baseline MARL methods that do not account for the model uncertainty, in several standard but uncertain cooperative and competitive MARL environments.
Bridging Offline Reinforcement Learning and Imitation Learning: A Tale of Pessimism
Offline (or batch) reinforcement learning (RL) algorithms seek to learn an optimal policy from a fixed dataset without active data collection. Based on the composition of the offline dataset, two main methods are used: imitation learning which is suitable for expert datasets, and vanilla offline RL which often requires uniform coverage datasets. From a practical standpoint, datasets often deviate from these two extremes and the exact data composition is usually unknown. To bridge this gap, we present a new offline RL framework that smoothly interpolates between the two extremes of data composition, hence unifying imitation learning and vanilla offline RL. The new framework is centered around a weak version of the concentrability coefficient that measures the deviation of the behavior policy from the expert policy alone.