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 Reinforcement Learning


Multi-Task Reinforcement Learning with Soft Modularization

Neural Information Processing Systems

Multi-task learning is a very challenging problem in reinforcement learning. While training multiple tasks jointly allow the policies to share parameters across different tasks, the optimization problem becomes non-trivial: It remains unclear what parameters in the network should be reused across tasks, and how the gradients from different tasks may interfere with each other. Thus, instead of naively sharing parameters across tasks, we introduce an explicit modularization technique on policy representation to alleviate this optimization issue. Given a base policy network, we design a routing network which estimates different routing strategies to reconfigure the base network for each task. Instead of directly selecting routes for each task, our task-specific policy uses a method called soft modularization to softly combine all the possible routes, which makes it suitable for sequential tasks. We experiment with various robotics manipulation tasks in simulation and show our method improves both sample efficiency and performance over strong baselines by a large margin.


Unifying Gradient Estimators for Meta-Reinforcement Learning via Off-Policy Evaluation

Neural Information Processing Systems

Model-agnostic meta-reinforcement learning requires estimating the Hessian matrix of value functions. This is challenging from an implementation perspective, as repeatedly differentiating policy gradient estimates may lead to biased Hessian estimates. In this work, we provide a unifying framework for estimating higher-order derivatives of value functions, based on off-policy evaluation. Our framework interprets a number of prior approaches as special cases and elucidates the bias and variance trade-off of Hessian estimates. This framework also opens the door to a new family of estimates, which can be easily implemented with auto-differentiation libraries, and lead to performance gains in practice.


PlayVirtual: Augmenting Cycle-Consistent Virtual Trajectories for Reinforcement Learning

Neural Information Processing Systems

Learning good feature representations is important for deep reinforcement learning (RL). However, with limited experience, RL often suffers from data inefficiency for training. For un-experienced or less-experienced trajectories (i.e., state-action sequences), the lack of data limits the use of them for better feature learning. In this work, we propose a novel method, dubbed PlayVirtual, which augments cycle-consistent virtual trajectories to enhance the data efficiency for RL feature representation learning. Specifically, PlayVirtual predicts future states in a latent space based on the current state and action by a dynamics model and then predicts the previous states by a backward dynamics model, which forms a trajectory cycle. Based on this, we augment the actions to generate a large amount of virtual state-action trajectories. Being free of groudtruth state supervision, we enforce a trajectory to meet the cycle consistency constraint, which can significantly enhance the data efficiency.


Self-Organized Group for Cooperative Multi-agent Reinforcement Learning

Neural Information Processing Systems

Centralized training with decentralized execution (CTDE) has achieved great success in cooperative multi-agent reinforcement learning (MARL) in practical applications. However, CTDE-based methods typically suffer from poor zero-shot generalization ability with dynamic team composition and varying partial observability. To tackle these issues, we propose a spontaneously grouping mechanism, termed Self-Organized Group (SOG), which is featured with conductor election (CE) and message summary (MS). In CE, a certain number of conductors are elected every $T$ time-steps to temporally construct groups, each with conductor-follower consensus where the followers are constrained to only communicate with their conductor. In MS, each conductor summarize and distribute the received messages to all affiliate group members to hold a unified scheduling. SOG provides zero-shot generalization ability to the dynamic number of agents and the varying partial observability.


Variational Policy Gradient Method for Reinforcement Learning with General Utilities

Neural Information Processing Systems

In recent years, reinforcement learning systems with general goals beyond a cumulative sum of rewards have gained traction, such as in constrained problems, exploration, and acting upon prior experiences. In this paper, we consider policy optimization in Markov Decision Problems, where the objective is a general utility function of the state-action occupancy measure, which subsumes several of the aforementioned examples as special cases.


Towards a Standardised Performance Evaluation Protocol for Cooperative MARL

Neural Information Processing Systems

Multi-agent reinforcement learning (MARL) has emerged as a useful approach to solving decentralised decision-making problems at scale. Research in the field has been growing steadily with many breakthrough algorithms proposed in recent years. In this work, we take a closer look at this rapid development with a focus on evaluation methodologies employed across a large body of research in cooperative MARL. By conducting a detailed meta-analysis of prior work, spanning 75 papers accepted for publication from 2016 to 2022, we bring to light worrying trends that put into question the true rate of progress. We further consider these trends in a wider context and take inspiration from single-agent RL literature on similar issues with recommendations that remain applicable to MARL. Combining these recommendations, with novel insights from our analysis, we propose a standardised performance evaluation protocol for cooperative MARL. We argue that such a standard protocol, if widely adopted, would greatly improve the validity and credibility of future research, make replication and reproducibility easier, as well as improve the ability of the field to accurately gauge the rate of progress over time by being able to make sound comparisons across different works. Finally, we release our meta-analysis data publicly on our project website for future research on evaluation accompanied by our open-source evaluation tools repository.


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.