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 Reinforcement Learning


Hybrid Policy Optimization from Imperfect Demonstrations

Neural Information Processing Systems

Exploration is one of the main challenges in Reinforcement Learning (RL), especially in environments with sparse rewards. Learning from Demonstrations (LfD) is a promising approach to solving this problem by leveraging expert demonstrations. However, expert demonstrations of high quality are usually costly or even impossible to collect in real-world applications. In this work, we propose a novel RL algorithm called HYbrid Policy Optimization (HYPO), which uses a small number of imperfect demonstrations to accelerate an agent's online learning process. The key idea is to train an offline guider policy using imitation learning in order to instruct an online agent policy to explore efficiently. Through mutual update of the guider policy and the agent policy, the agent can leverage suboptimal demonstrations for efficient exploration while avoiding the conservative policy caused by imperfect demonstrations. Empirical results show that HYPO significantly outperforms several baselines in various challenging tasks, such as MuJoCo with sparse rewards, Google Research Football, and the AirSim drone simulation.


ResQ: A Residual Q Function-based Approach for Multi-Agent Reinforcement Learning Value Factorization

Neural Information Processing Systems

The factorization of state-action value functions for Multi-Agent Reinforcement Learning (MARL) is important. Existing studies are limited by their representation capability, sample efficiency, and approximation error. To address these challenges, we propose, ResQ, a MARL value function factorization method, which can find the optimal joint policy for any state-action value function through residual functions. ResQ masks some state-action value pairs from a joint state-action value function, which is transformed as the sum of a main function and a residual function. ResQ can be used with mean-value and stochastic-value RL. We theoretically show that ResQ can satisfy both the individual global max (IGM) and the distributional IGM principle without representation limitations. Through experiments on matrix games, the predator-prey, and StarCraft benchmarks, we show that ResQ can obtain better results than multiple expected/stochastic value factorization methods.


Medical Dead-ends and Learning to Identify High-Risk States and Treatments

Neural Information Processing Systems

Machine learning has successfully framed many sequential decision making problems as either supervised prediction, or optimal decision-making policy identification via reinforcement learning. In data-constrained offline settings, both approaches may fail as they assume fully optimal behavior or rely on exploring alternatives that may not exist. We introduce an inherently different approach that identifies dead-ends of a state space. We focus on patient condition in the intensive care unit, where a medical dead-end indicates that a patient will expire, regardless of all potential future treatment sequences. We postulate treatment security as avoiding treatments with probability proportional to their chance of leading to dead-ends, present a formal proof, and frame discovery as an RL problem. We then train three independent deep neural models for automated state construction, dead-end discovery and confirmation. Our empirical results discover that dead-ends exist in real clinical data among septic patients, and further reveal gaps between secure treatments and those administered.


Munchausen Reinforcement Learning

Neural Information Processing Systems

Bootstrapping is a core mechanism in Reinforcement Learning (RL). Most algorithms, based on temporal differences, replace the true value of a transiting state by their current estimate of this value. Yet, another estimate could be leveraged to bootstrap RL: the current policy. Our core contribution stands in a very simple idea: adding the scaled log-policy to the immediate reward. We show that, by slightly modifying Deep Q-Network (DQN) in that way provides an agent that is competitive with the state-of-the-art Rainbow on Atari games, without making use of distributional RL, n-step returns or prioritized replay. To demonstrate the versatility of this idea, we also use it together with an Implicit Quantile Network (IQN). The resulting agent outperforms Rainbow on Atari, installing a new State of the Art with very little modifications to the original algorithm. To add to this empirical study, we provide strong theoretical insights on what happens under the hood -- implicit Kullback-Leibler regularization and increase of the action-gap.


MDP Homomorphic Networks: Group Symmetries in Reinforcement Learning

Neural Information Processing Systems

This paper introduces MDP homomorphic networks for deep reinforcement learning. MDP homomorphic networks are neural networks that are equivariant under symmetries in the joint state-action space of an MDP. Current approaches to deep reinforcement learning do not usually exploit knowledge about such structure. By building this prior knowledge into policy and value networks using an equivariance constraint, we can reduce the size of the solution space. We specifically focus on group-structured symmetries (invertible transformations). Additionally, we introduce an easy method for constructing equivariant network layers numerically, so the system designer need not solve the constraints by hand, as is typically done. We construct MDP homomorphic MLPs and CNNs that are equivariant under either a group of reflections or rotations. We show that such networks converge faster than unstructured baselines on CartPole, a grid world and Pong.


Towards Robust Bisimulation Metric Learning

Neural Information Processing Systems

Learned representations in deep reinforcement learning (DRL) have to extract task-relevant information from complex observations, balancing between robustness to distraction and informativeness to the policy. Such stable and rich representations, often learned via modern function approximation techniques, can enable practical application of the policy improvement theorem, even in high-dimensional continuous state-action spaces. Bisimulation metrics offer one solution to this representation learning problem, by collapsing functionally similar states together in representation space, which promotes invariance to noise and distractors. In this work, we generalize value function approximation bounds for on-policy bisimulation metrics to non-optimal policies and approximate environment dynamics. Our theoretical results help us identify embedding pathologies that may occur in practical use. In particular, we find that these issues stem from an underconstrained dynamics model and an unstable dependence of the embedding norm on the reward signal in environments with sparse rewards. Further, we propose a set of practical remedies: (i) a norm constraint on the representation space, and (ii) an extension of prior approaches with intrinsic rewards and latent space regularization. Finally, we provide evidence that the resulting method is not only more robust to sparse reward functions, but also able to solve challenging continuous control tasks with observational distractions, where prior methods fail.


Efficient Exploration of Reward Functions in Inverse Reinforcement Learning via Bayesian Optimization

Neural Information Processing Systems

The problem of inverse reinforcement learning (IRL) is relevant to a variety of tasks including value alignment and robot learning from demonstration. Despite significant algorithmic contributions in recent years, IRL remains an ill-posed problem at its core; multiple reward functions coincide with the observed behavior and the actual reward function is not identifiable without prior knowledge or supplementary information. This paper presents an IRL framework called Bayesian optimization-IRL (BO-IRL) which identifies multiple solutions that are consistent with the expert demonstrations by efficiently exploring the reward function space. BO-IRL achieves this by utilizing Bayesian Optimization along with our newly proposed kernel that (a) projects the parameters of policy invariant reward functions to a single point in a latent space and (b) ensures nearby points in the latent space correspond to reward functions yielding similar likelihoods. This projection allows the use of standard stationary kernels in the latent space to capture the correlations present across the reward function space. Empirical results on synthetic and real-world environments (model-free and model-based) show that BO-IRL discovers multiple reward functions while minimizing the number of expensive exact policy optimizations.


Towards Human-Level Bimanual Dexterous Manipulation with Reinforcement Learning

Neural Information Processing Systems

Achieving human-level dexterity is an important open problem in robotics. However, tasks of dexterous hand manipulation even at the baby level are challenging to solve through reinforcement learning (RL). The difficulty lies in the high degrees of freedom and the required cooperation among heterogeneous agents (e.g., joints of fingers). In this study, we propose the Bimanual Dexterous Hands Benchmark (Bi-DexHands), a simulator that involves two dexterous hands with tens of bimanual manipulation tasks and thousands of target objects. Tasks in Bi-DexHands are first designed to match human-level motor skills according to literature in cognitive science, and then are built in Issac Gym; this enables highly efficient RL trainings, reaching 30,000+ FPS by only one single NVIDIA RTX 3090. We provide a comprehensive benchmark for popular RL algorithms under different settings; this includes multi-agent RL, offline RL, multi-task RL, and meta RL. Our results show that PPO type on-policy algorithms can learn to solve simple manipulation tasks that are equivalent up to 48-month human baby (e.g., catching a flying object, opening a bottle), while multi-agent RL can further help to learn manipulations that require skilled bimanual cooperation (e.g., lifting a pot, stacking blocks). Despite the success on each individual task, when it comes to mastering multiple manipulation skills, existing RL algorithms fail to work in most of the multi-task and the few-shot learning tasks, which calls for more future development from the RL community.


AttendLight: Universal Attention-Based Reinforcement Learning Model for Traffic Signal Control

Neural Information Processing Systems

We propose AttendLight, an end-to-end Reinforcement Learning (RL) algorithm for the problem of traffic signal control. Previous approaches for this problem have the shortcoming that they require training for each new intersection with a different structure or traffic flow distribution. AttendLight solves this issue by training a single, universal model for intersections with any number of roads, lanes, phases (possible signals), and traffic flow. To this end, we propose a deep RL model which incorporates two attention models. The first attention model is introduced to handle different numbers of roads-lanes; and the second attention model is intended for enabling decision-making with any number of phases in an intersection. As a result, our proposed model works for any intersection configuration, as long as a similar configuration is represented in the training set. Experiments were conducted with both synthetic and real-world standard benchmark datasets.


Flexible Option Learning

Neural Information Processing Systems

Temporal abstraction in reinforcement learning (RL), offers the promise of improving generalization and knowledge transfer in complex environments, by propagating information more efficiently over time. Although option learning was initially formulated in a way that allows updating many options simultaneously, using off-policy, intra-option learning (Sutton, Precup & Singh, 1999), many of the recent hierarchical reinforcement learning approaches only update a single option at a time: the option currently executing. We revisit and extend intra-option learning in the context of deep reinforcement learning, in order to enable updating all options consistent with current primitive action choices, without introducing any additional estimates. Our method can therefore be naturally adopted in most hierarchical RL frameworks. When we combine our approach with the option-critic algorithm for option discovery, we obtain significant improvements in performance and data-efficiency across a wide variety of domains.