Reinforcement Learning
Task-Agnostic Online Reinforcement Learning with an Infinite Mixture of Gaussian Processes
Continuously learning to solve unseen tasks with limited experience has been extensively pursued in meta-learning and continual learning, but with restricted assumptions such as accessible task distributions, independently and identically distributed tasks, and clear task delineations. However, real-world physical tasks frequently violate these assumptions, resulting in performance degradation. This paper proposes a continual online model-based reinforcement learning approach that does not require pre-training to solve task-agnostic problems with unknown task boundaries. We maintain a mixture of experts to handle nonstationarity, and represent each different type of dynamics with a Gaussian Process to efficiently leverage collected data and expressively model uncertainty. We propose a transition prior to account for the temporal dependencies in streaming data and update the mixture online via sequential variational inference. Our approach reliably handles the task distribution shift by generating new models for never-before-seen dynamics and reusing old models for previously seen dynamics. In experiments, our approach outperforms alternative methods in non-stationary tasks, including classic control with changing dynamics and decision making in different driving scenarios.
CEIP: Combining Explicit and Implicit Priors for Reinforcement Learning with Demonstrations
Although reinforcement learning has found widespread use in dense reward settings, training autonomous agents with sparse rewards remains challenging. To address this difficulty, prior work has shown promising results when using not only task-specific demonstrations but also task-agnostic albeit somewhat related demonstrations. In most cases, the available demonstrations are distilled into an implicit prior, commonly represented via a single deep net. Explicit priors in the form of a database that can be queried have also been shown to lead to encouraging results. To better benefit from available demonstrations, we develop a method to Combine Explicit and Implicit Priors (CEIP). CEIP exploits multiple implicit priors in the form of normalizing flows in parallel to form a single complex prior. Moreover, CEIP uses an effective explicit retrieval and push-forward mechanism to condition the implicit priors. In three challenging environments, we find the proposed CEIP method to improve upon sophisticated state-of-the-art techniques.
A Non-asymptotic Analysis of Non-parametric Temporal-Difference Learning
Temporal-difference learning is a popular algorithm for policy evaluation. In this paper, we study the convergence of the regularized non-parametric TD(0) algorithm, in both the independent and Markovian observation settings. In particular, when TD is performed in a universal reproducing kernel Hilbert space (RKHS), we prove convergence of the averaged iterates to the optimal value function, even when it does not belong to the RKHS. We provide explicit convergence rates that depend on a source condition relating the regularity of the optimal value function to the RKHS. We illustrate this convergence numerically on a simple continuous-state Markov reward process.
BooVI: Provably Efficient Bootstrapped Value Iteration
Despite the tremendous success of reinforcement learning (RL) with function approximation, efficient exploration remains a significant challenge, both practically and theoretically. In particular, existing theoretically grounded RL algorithms based on upper confidence bounds (UCBs), such as optimistic least-squares value iteration (LSVI), are often incompatible with practically powerful function approximators, such as neural networks. In this paper, we develop a variant of \underline{boo}tstrapped LS\underline{VI}, namely BooVI, which bridges such a gap between practice and theory.
Inverse Reinforcement Learning in a Continuous State Space with Formal Guarantees
Inverse Reinforcement Learning (IRL) is the problem of finding a reward function which describes observed/known expert behavior. The IRL setting is remarkably useful for automated control, in situations where the reward function is difficult to specify manually or as a means to extract agent preference. In this work, we provide a new IRL algorithm for the continuous state space setting with unknown transition dynamics by modeling the system using a basis of orthonormal functions. Moreover, we provide a proof of correctness and formal guarantees on the sample and time complexity of our algorithm. Finally, we present synthetic experiments to corroborate our theoretical guarantees.
Grounded Reinforcement Learning: Learning to Win the Game under Human Commands
We consider the problem of building a reinforcement learning (RL) agent that can both accomplish non-trivial tasks, like winning a real-time strategy game, and strictly follow high-level language commands from humans, like "attack", even if a command is sub-optimal. We call this novel yet important problem, Grounded Reinforcement Learning (GRL). Compared with other language grounding tasks, GRL is particularly non-trivial and cannot be simply solved by pure RL or behavior cloning (BC). From the RL perspective, it is extremely challenging to derive a precise reward function for human preferences since the commands are abstract and the valid behaviors are highly complicated and multi-modal. From the BC perspective, it is impossible to obtain perfect demonstrations since human strategies in complex games are typically sub-optimal. We tackle GRL via a simple, tractable, and practical constrained RL objective and develop an iterative RL algorithm, REinforced demonstration Distillation (RED), to obtain a strong GRL policy. We evaluate the policies derived by RED, BC and pure RL methods on a simplified real-time strategy game, MiniRTS. Experiment results and human studies show that the RED policy is able to consistently follow human commands and achieve a higher win rate than the baselines. We release our code and present more examples at https://sites.google.com/view/grounded-rl.
Teachable Reinforcement Learning via Advice Distillation
Training automated agents to complete complex tasks in interactive environments is challenging: reinforcement learning requires careful hand-engineering of reward functions, imitation learning requires specialized infrastructure and access to a human expert, and learning from intermediate forms of supervision (like binary preferences) is time-consuming and extracts little information from each human intervention. Can we overcome these challenges by building agents that learn from rich, interactive feedback instead? We propose a new supervision paradigm for interactive learning based on teachable decision-making systems that learn from structured advice provided by an external teacher. We begin by formalizing a class of human-in-the-loop decision making problems in which multiple forms of teacher-provided advice are available to a learner. We then describe a simple learning algorithm for these problems that first learns to interpret advice, then learns from advice to complete tasks even in the absence of human supervision. In puzzle-solving, navigation, and locomotion domains, we show that agents that learn from advice can acquire new skills with significantly less human supervision than standard reinforcement learning algorithms and often less than imitation learning.
Multi-task Batch Reinforcement Learning with Metric Learning
We tackle the Multi-task Batch Reinforcement Learning problem. Given multiple datasets collected from different tasks, we train a multi-task policy to perform well in unseen tasks sampled from the same distribution. The task identities of the unseen tasks are not provided. To perform well, the policy must infer the task identity from collected transitions by modelling its dependency on states, actions and rewards. Because the different datasets may have state-action distributions with large divergence, the task inference module can learn to ignore the rewards and spuriously correlate \textit{only} state-action pairs to the task identity, leading to poor test time performance. To robustify task inference, we propose a novel application of the triplet loss.
Reinforcement Learning with General Value Function Approximation: Provably Efficient Approach via Bounded Eluder Dimension
Value function approximation has demonstrated phenomenal empirical success in reinforcement learning (RL). Nevertheless, despite a handful of recent progress on developing theory for RL with linear function approximation, the understanding of \emph{general} function approximation schemes largely remains missing. In this paper, we establish the first provably efficient RL algorithm with general value function approximation. We show that if the value functions admit an approximation with a function class $\mathcal{F}$, our algorithm achieves a regret bound of $\widetilde{O}(\mathrm{poly}(dH)\sqrt{T})$ where $d$ is a complexity measure of $\mathcal{F}$ that depends on the eluder dimension~[Russo and Van Roy, 2013] and log-covering numbers, $H$ is the planning horizon, and $T$ is the number interactions with the environment.
Is Plug-in Solver Sample-Efficient for Feature-based Reinforcement Learning?
It is believed that a model-based approach for reinforcement learning (RL) is the key to reduce sample complexity. However, the understanding of the sample optimality of model-based RL is still largely missing, even for the linear case. This work considers sample complexity of finding an $\epsilon$-optimal policy in a Markov decision process (MDP) that admits a linear additive feature representation, given only access to a generative model. We solve this problem via a plug-in solver approach, which builds an empirical model and plans in this empirical model via an arbitrary plug-in solver. We prove that under the anchor-state assumption, which implies implicit non-negativity in the feature space, the minimax sample complexity of finding an $\epsilon$-optimal policy in a $\gamma$-discounted MDP is $O(K/(1-\gamma)^3\epsilon^2)$, which only depends on the dimensionality $K$ of the feature space and has no dependence on the state or action space. We further extend our results to a relaxed setting where anchor-states may not exist and show that a plug-in approach can be sample efficient as well, providing a flexible approach to design model-based algorithms for RL.