Reinforcement Learning
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.
Reinforcement Learning with Non-Exponential Discounting
Commonly in reinforcement learning (RL), rewards are discounted over time using an exponential function to model time preference, thereby bounding the expected long-term reward. In contrast, in economics and psychology, it has been shown that humans often adopt a hyperbolic discounting scheme, which is optimal when a specific task termination time distribution is assumed. In this work, we propose a theory for continuous-time model-based reinforcement learning generalized to arbitrary discount functions. This formulation covers the case in which there is a non-exponential random termination time. We derive a Hamilton-Jacobi-Bellman (HJB) equation characterizing the optimal policy and describe how it can be solved using a collocation method, which uses deep learning for function approximation. Further, we show how the inverse RL problem can be approached, in which one tries to recover properties of the discount function given decision data. We validate the applicability of our proposed approach on two simulated problems. Our approach opens the way for the analysis of human discounting in sequential decision-making tasks.
Multi-Agent Reinforcement Learning for Active Voltage Control on Power Distribution Networks
This paper presents a problem in power networks that creates an exciting and yet challenging real-world scenario for application of multi-agent reinforcement learning (MARL). The emerging trend of decarbonisation is placing excessive stress on power distribution networks. Active voltage control is seen as a promising solution to relieve power congestion and improve voltage quality without extra hardware investment, taking advantage of the controllable apparatuses in the network, such as roof-top photovoltaics (PVs) and static var compensators (SVCs). These controllable apparatuses appear in a vast number and are distributed in a wide geographic area, making MARL a natural candidate. This paper formulates the active voltage control problem in the framework of Dec-POMDP and establishes an open-source environment. It aims to bridge the gap between the power community and the MARL community and be a drive force towards real-world applications of MARL algorithms. Finally, we analyse the special characteristics of the active voltage control problems that cause challenges (e.g.
Model-based Policy Optimization with Unsupervised Model Adaptation
Model-based reinforcement learning methods learn a dynamics model with real data sampled from the environment and leverage it to generate simulated data to derive an agent. However, due to the potential distribution mismatch between simulated data and real data, this could lead to degraded performance. Despite much effort being devoted to reducing this distribution mismatch, existing methods fail to solve it explicitly. In this paper, we investigate how to bridge the gap between real and simulated data due to inaccurate model estimation for better policy optimization. To begin with, we first derive a lower bound of the expected return, which naturally inspires a bound maximization algorithm by aligning the simulated and real data distributions. To this end, we propose a novel model-based reinforcement learning framework AMPO, which introduces unsupervised model adaptation to minimize the integral probability metric (IPM) between feature distributions from real and simulated data. Instantiating our framework with Wasserstein-1 distance gives a practical model-based approach. Empirically, our approach achieves state-of-the-art performance in terms of sample efficiency on a range of continuous control benchmark tasks.
On the Convergence Theory of Debiased Model-Agnostic Meta-Reinforcement Learning
We consider Model-Agnostic Meta-Learning (MAML) methods for Reinforcement Learning (RL) problems, where the goal is to find a policy using data from several tasks represented by Markov Decision Processes (MDPs) that can be updated by one step of \textit{stochastic} policy gradient for the realized MDP. In particular, using stochastic gradients in MAML update steps is crucial for RL problems since computation of exact gradients requires access to a large number of possible trajectories. For this formulation, we propose a variant of the MAML method, named Stochastic Gradient Meta-Reinforcement Learning (SG-MRL), and study its convergence properties. We derive the iteration and sample complexity of SG-MRL to find an $\epsilon$-first-order stationary point, which, to the best of our knowledge, provides the first convergence guarantee for model-agnostic meta-reinforcement learning algorithms. We further show how our results extend to the case where more than one step of stochastic policy gradient method is used at test time. Finally, we empirically compare SG-MRL and MAML in several deep RL environments.
Object-Aware Regularization for Addressing Causal Confusion in Imitation Learning
Behavioral cloning has proven to be effective for learning sequential decision-making policies from expert demonstrations. However, behavioral cloning often suffers from the causal confusion problem where a policy relies on the noticeable effect of expert actions due to the strong correlation but not the cause we desire. This paper presents Object-aware REgularizatiOn (OREO), a simple technique that regularizes an imitation policy in an object-aware manner. Our main idea is to encourage a policy to uniformly attend to all semantic objects, in order to prevent the policy from exploiting nuisance variables strongly correlated with expert actions. To this end, we introduce a two-stage approach: (a) we extract semantic objects from images by utilizing discrete codes from a vector-quantized variational autoencoder, and (b) we randomly drop the units that share the same discrete code together, i.e., masking out semantic objects. Our experiments demonstrate that OREO significantly improves the performance of behavioral cloning, outperforming various other regularization and causality-based methods on a variety of Atari environments and a self-driving CARLA environment. We also show that our method even outperforms inverse reinforcement learning methods trained with a considerable amount of environment interaction.