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 Reinforcement Learning


Diffused Task-Agnostic Milestone Planner

Neural Information Processing Systems

Addressing decision-making problems using sequence modeling to predict future trajectories shows promising results in recent years. In this paper, we take a step further to leverage the sequence predictive method in wider areas such as long-term planning, vision-based control, and multi-task decision-making. To this end, we propose a method to utilize a diffusion-based generative sequence model to plan a series of milestones in a latent space and to have an agent to follow the milestones to accomplish a given task. The proposed method can learn control-relevant, low-dimensional latent representations of milestones, which makes it possible to efficiently perform long-term planning and vision-based control. Furthermore, our approach exploits generation flexibility of the diffusion model, which makes it possible to plan diverse trajectories for multi-task decision-making. We demonstrate the proposed method across offline reinforcement learning (RL) benchmarks and an visual manipulation environment. The results show that our approach outperforms offline RL methods in solving long-horizon, sparse-reward tasks and multi-task problems, while also achieving the state-of-the-art performance on the most challenging vision-based manipulation benchmark.


Appendix Gigastep - One Billion Steps per Second Multi-agent Reinforcement Learning

Neural Information Processing Systems

In this section, we train policies for different scenarios to validate that the tasks defined in Gigastep can be solved with multi-agent RL algorithms. In particular, we use multi-agent PPO implemented in JAX. In competitive or adversarial MARL, an objective reward measure is not defined, as the collected reward inherently depends on the relative strength of the opposing agent's policy. Therefore, to measure the training progress, we compare the current policy with previous checkpoints of the same policy at earlier training iterations. Specifically, an improving policy should be able to outperform its previous counterparts.




Meta-Reinforcement Learning with Universal Policy Adaptation: Provable Near-Optimality under All-task Optimum Comparator

Neural Information Processing Systems

Meta-reinforcement learning (Meta-RL) has attracted attention due to its capability to enhance reinforcement learning (RL) algorithms, in terms of data efficiency and generalizability. In this paper, we develop a bilevel optimization framework for meta-RL (BO-MRL) to learn the meta-prior for task-specific policy adaptation, which implements multiple-step policy optimization on one-time data collection. Beyond existing meta-RL analyses, we provide upper bounds of the expected optimality gap over the task distribution. This metric measures the distance of the policy adaptation from the learned meta-prior to the task-specific optimum, and quantifies the model's generalizability to the task distribution. We empirically validate the correctness of the derived upper bounds and demonstrate the superior effectiveness of the proposed algorithm over benchmarks.




Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation

Neural Information Processing Systems

Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchicalDQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning. A top-level q-value function learns a policy over intrinsic goals, while a lower-level function learns a policy over atomic actions to satisfy the given goals.


Learning to Communicate with Deep Multi-Agent Reinforcement Learning

Neural Information Processing Systems

We consider the problem of multiple agents sensing and acting in environments with the goal of maximising their shared utility. In these environments, agents must learn communication protocols in order to share information that is needed to solve the tasks. By embracing deep neural networks, we are able to demonstrate endto-end learning of protocols in complex environments inspired by communication riddles and multi-agent computer vision problems with partial observability. We propose two approaches for learning in these domains: Reinforced Inter-Agent Learning (RIAL) and Differentiable Inter-Agent Learning (DIAL). The former uses deep Q-learning, while the latter exploits the fact that, during learning, agents can backpropagate error derivatives through (noisy) communication channels. Hence, this approach uses centralised learning but decentralised execution. Our experiments introduce new environments for studying the learning of communication protocols and present a set of engineering innovations that are essential for success in these domains.


Strategic Attentive Writer for Learning Macro-Actions

Neural Information Processing Systems

We present a novel deep recurrent neural network architecture that learns to build implicit plans in an end-to-end manner purely by interacting with an environment in reinforcement learning setting. The network builds an internal plan, which is continuously updated upon observation of the next input from the environment. It can also partition this internal representation into contiguous sub-sequences by learning for how long the plan can be committed to - i.e. followed without replaning. Combining these properties, the proposed model, dubbed STRategic Attentive Writer (STRAW) can learn high-level, temporally abstracted macro-actions of varying lengths that are solely learnt from data without any prior information. These macro-actions enable both structured exploration and economic computation. We experimentally demonstrate that STRAW delivers strong improvements on several ATARI games by employing temporally extended planning strategies (e.g.