Reinforcement Learning
Information Directed Reward Learning for Reinforcement Learning
For many reinforcement learning (RL) applications, specifying a reward is difficult. In this paper, we consider an RL setting where the agent can obtain information about the reward only by querying an expert that can, for example, evaluate individual states or provide binary preferences over trajectories. From such expensive feedback, we aim to learn a model of the reward function that allows standard RL algorithms to achieve high expected return with as few expert queries as possible. For this purpose, we propose Information Directed Reward Learning (IDRL), which uses a Bayesian model of the reward function and selects queries that maximize the information gain about the difference in return between potentially optimal policies. In contrast to prior active reward learning methods designed for specific types of queries, IDRL naturally accommodates different query types. Moreover, by shifting the focus from reducing the reward approximation error to improving the policy induced by the reward model, it achieves similar or better performance with significantly fewer queries. We support our findings with extensive evaluations in multiple environments and with different types of queries.
Episodic Multi-agent Reinforcement Learning with Curiosity-driven Exploration
Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the ``induced individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local action-observation histories, and can capture the interaction between agents due to reward backpropagation during centralized training. Therefore, we use prediction errors of individual Q-values as intrinsic rewards for coordinated exploration and utilize episodic memory to exploit explored informative experience to boost policy training. As the dynamics of an agent's individual Q-value function captures the novelty of states and the influence from other agents, our intrinsic reward can induce coordinated exploration to new or promising states. We illustrate the advantages of our method by didactic examples, and demonstrate its significant outperformance over state-of-the-art MARL baselines on challenging tasks in the StarCraft II micromanagement benchmark.
Damped Anderson Mixing for Deep Reinforcement Learning: Acceleration, Convergence, and Stabilization
Anderson mixing has been heuristically applied to reinforcement learning (RL) algorithms for accelerating convergence and improving the sampling efficiency of deep RL. Despite its heuristic improvement of convergence, a rigorous mathematical justification for the benefits of Anderson mixing in RL has not yet been put forward. In this paper, we provide deeper insights into a class of acceleration schemes built on Anderson mixing that improve the convergence of deep RL algorithms. Our main results establish a connection between Anderson mixing and quasi-Newton methods and prove that Anderson mixing increases the convergence radius of policy iteration schemes by an extra contraction factor.
On Effective Scheduling of Model-based Reinforcement Learning
Model-based reinforcement learning has attracted wide attention due to its superior sample efficiency. Despite its impressive success so far, it is still unclear how to appropriately schedule the important hyperparameters to achieve adequate performance, such as the real data ratio for policy optimization in Dyna-style model-based algorithms. In this paper, we first theoretically analyze the role of real data in policy training, which suggests that gradually increasing the ratio of real data yields better performance. Inspired by the analysis, we propose a framework named AutoMBPO to automatically schedule the real data ratio as well as other hyperparameters in training model-based policy optimization (MBPO) algorithm, a representative running case of model-based methods. On several continuous control tasks, the MBPO instance trained with hyperparameters scheduled by AutoMBPO can significantly surpass the original one, and the real data ratio schedule found by AutoMBPO shows consistency with our theoretical analysis.
Stabilizing Deep Q-Learning with ConvNets and Vision Transformers under Data Augmentation
While agents trained by Reinforcement Learning (RL) can solve increasingly challenging tasks directly from visual observations, generalizing learned skills to novel environments remains very challenging. Extensive use of data augmentation is a promising technique for improving generalization in RL, but it is often found to decrease sample efficiency and can even lead to divergence. In this paper, we investigate causes of instability when using data augmentation in common off-policy RL algorithms. We identify two problems, both rooted in high-variance Q-targets. Based on our findings, we propose a simple yet effective technique for stabilizing this class of algorithms under augmentation. We perform extensive empirical evaluation of image-based RL using both ConvNets and Vision Transformers (ViT) on a family of benchmarks based on DeepMind Control Suite, as well as in robotic manipulation tasks. Our method greatly improves stability and sample efficiency of ConvNets under augmentation, and achieves generalization results competitive with state-of-the-art methods for image-based RL in environments with unseen visuals. We further show that our method scales to RL with ViT-based architectures, and that data augmentation may be especially important in this setting.
A Novel Automated Curriculum Strategy to Solve Hard Sokoban Planning Instances
In recent years, we have witnessed tremendous progress in deep reinforcement learning (RL) for tasks such as Go, Chess, video games, and robot control. Nevertheless, other combinatorial domains, such as AI planning, still pose considerable challenges for RL approaches. The key difficulty in those domains is that a positive reward signal becomes {\em exponentially rare} as the minimal solution length increases. So, an RL approach loses its training signal. There has been promising recent progress by using a curriculum-driven learning approach that is designed to solve a single hard instance.
Discrete Compositional Representations as an Abstraction for Goal Conditioned Reinforcement Learning
Goal-conditioned reinforcement learning (RL) is a promising direction for training agents that are capable of solving multiple tasks and reach a diverse set of objectives. How to \textit{specify} and \textit{ground} these goals in such a way that we can both reliably reach goals during training as well as generalize to new goals during evaluation remains an open area of research. Defining goals in the space of noisy, high-dimensional sensory inputs is one possibility, yet this poses a challenge for training goal-conditioned agents, or even for generalization to novel goals. We propose to address this by learning compositional representations of goals and processing the resulting representation via a discretization bottleneck, for coarser specification of goals, through an approach we call DGRL. We show that discretizing outputs from goal encoders through a bottleneck can work well in goal-conditioned RL setups, by experimentally evaluating this method on tasks ranging from maze environments to complex robotic navigation and manipulation tasks. Additionally, we show a theoretical result which bounds the expected return for goals not observed during training, while still allowing for specifying goals with expressive combinatorial structure.
Neural Auto-Curricula in Two-Player Zero-Sum Games
When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of who to compete with (i.e., the opponent mixture) and how to beat them (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper, we introduce a novel framework--Neural Auto-Curricula (NAC)--that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the best-response module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.
On the Theory of Reinforcement Learning with Once-per-Episode Feedback
We study a theory of reinforcement learning (RL) in which the learner receives binary feedback only once at the end of an episode. While this is an extreme test case for theory, it is also arguably more representative of real-world applications than the traditional requirement in RL practice that the learner receive feedback at every time step. Indeed, in many real-world applications of reinforcement learning, such as self-driving cars and robotics, it is easier to evaluate whether a learner's complete trajectory was either bad,'' but harder to provide a reward signal at each step. To show that learning is possible in this more challenging setting, we study the case where trajectory labels are generated by an unknown parametric model, and provide a statistically and computationally efficient algorithm that achieves sublinear regret.
Finding Counterfactually Optimal Action Sequences in Continuous State Spaces
Whenever a clinician reflects on the efficacy of a sequence of treatment decisions for a patient, they may try to identify critical time steps where, had they made different decisions, the patient's health would have improved. While recent methods at the intersection of causal inference and reinforcement learning promise to aid human experts, as the clinician above, to analyze sequential decision making processes, they have focused on environments with finitely many discrete states. However, in many practical applications, the state of the environment is inherently continuous in nature. In this paper, we aim to fill this gap. We start by formally characterizing a sequence of discrete actions and continuous states using finite horizon Markov decision processes and a broad class of bijective structural causal models. Building upon this characterization, we formalize the problem of finding counterfactually optimal action sequences and show that, in general, we cannot expect to solve it in polynomial time. Then, we develop a search method based on the A* algorithm that, under a natural form of Lipschitz continuity of the environment's dynamics, is guaranteed to return the optimal solution to the problem. Experiments on real clinical data show that our method is very efficient in practice, and it has the potential to offer interesting insights for sequential decision making tasks.