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 Reinforcement Learning


FinRL-Meta: Market Environments and Benchmarks for Data-Driven Financial Reinforcement Learning

Neural Information Processing Systems

Finance is a particularly challenging playground for deep reinforcement learning. However, establishing high-quality market environments and benchmarks for financial reinforcement learning is challenging due to three major factors, namely, low signal-to-noise ratio of financial data, survivorship bias of historical data, and backtesting overfitting. In this paper, we present an openly accessible FinRL-Meta library that has been actively maintained by the AI4Finance community. First, following a DataOps paradigm, we will provide hundreds of market environments through an automatic data curation pipeline that processes dynamic datasets from real-world markets into gym-style market environments. Second, we reproduce popular papers as stepping stones for users to design new trading strategies. We also deploy the library on cloud platforms so that users can visualize their own results and assess the relative performance via community-wise competitions. Third, FinRL-Meta provides tens of Jupyter/Python demos organized into a curriculum and a documentation website to serve the rapidly growing community.


A Consciousness-Inspired Planning Agent for Model-Based Reinforcement Learning

Neural Information Processing Systems

We present an end-to-end, model-based deep reinforcement learning agent which dynamically attends to relevant parts of its state during planning. The agent uses a bottleneck mechanism over a set-based representation to force the number of entities to which the agent attends at each planning step to be small. In experiments, we investigate the bottleneck mechanism with several sets of customized environments featuring different challenges. We consistently observe that the design allows the planning agents to generalize their learned task-solving abilities in compatible unseen environments by attending to the relevant objects, leading to better out-of-distribution generalization performance.


Provably Good Batch Off-Policy Reinforcement Learning Without Great Exploration

Neural Information Processing Systems

Batch reinforcement learning (RL) is important to apply RL algorithms to many high stakes tasks. Doing batch RL in a way that yields a reliable new policy in large domains is challenging: a new decision policy may visit states and actions outside the support of the batch data, and function approximation and optimization with limited samples can further increase the potential of learning policies with overly optimistic estimates of their future performance. Some recent approaches to address these concerns have shown promise, but can still be overly optimistic in their expected outcomes. Theoretical work that provides strong guarantees on the performance of the output policy relies on a strong concentrability assumption, which makes it unsuitable for cases where the ratio between state-action distributions of behavior policy and some candidate policies is large. This is because, in the traditional analysis, the error bound scales up with this ratio. We show that using \emph{pessimistic value estimates} in the low-data regions in Bellman optimality and evaluation back-up can yield more adaptive and stronger guarantees when the concentrability assumption does not hold. In certain settings, they can find the approximately best policy within the state-action space explored by the batch data, without requiring a priori assumptions of concentrability. We highlight the necessity of our pessimistic update and the limitations of previous algorithms and analyses by illustrative MDP examples and demonstrate an empirical comparison of our algorithm and other state-of-the-art batch RL baselines in standard benchmarks.


Distributional Reinforcement Learning for Multi-Dimensional Reward Functions

Neural Information Processing Systems

A growing trend for value-based reinforcement learning (RL) algorithms is to capture more information than scalar value functions in the value network. One of the most well-known methods in this branch is distributional RL, which models return distribution instead of scalar value. In another line of work, hybrid reward architectures (HRA) in RL have studied to model source-specific value functions for each source of reward, which is also shown to be beneficial in performance. To fully inherit the benefits of distributional RL and hybrid reward architectures, we introduce Multi-Dimensional Distributional DQN (MD3QN), which extends distributional RL to model the joint return distribution from multiple reward sources. As a by-product of joint distribution modeling, MD3QN can capture not only the randomness in returns for each source of reward, but also the rich reward correlation between the randomness of different sources. We prove the convergence for the joint distributional Bellman operator and build our empirical algorithm by minimizing the Maximum Mean Discrepancy between joint return distribution and its Bellman target. In experiments, our method accurately models the joint return distribution in environments with richly correlated reward functions, and outperforms previous RL methods utilizing multi-dimensional reward functions in the control setting.


Mildly Conservative Q-Learning for Offline Reinforcement Learning

Neural Information Processing Systems

Offline reinforcement learning (RL) defines the task of learning from a static logged dataset without continually interacting with the environment. The distribution shift between the learned policy and the behavior policy makes it necessary for the value function to stay conservative such that out-of-distribution (OOD) actions will not be severely overestimated. However, existing approaches, penalizing the unseen actions or regularizing with the behavior policy, are too pessimistic, which suppresses the generalization of the value function and hinders the performance improvement. This paper explores mild but enough conservatism for offline learning while not harming generalization. We propose Mildly Conservative Q-learning (MCQ), where OOD actions are actively trained by assigning them proper pseudo Q values. We theoretically show that MCQ induces a policy that behaves at least as well as the behavior policy and no erroneous overestimation will occur for OOD actions. Experimental results on the D4RL benchmarks demonstrate that MCQ achieves remarkable performance compared with prior work. Furthermore, MCQ shows superior generalization ability when transferring from offline to online, and significantly outperforms baselines. Our code is publicly available at https://github.com/dmksjfl/MCQ.


Conservative Q-Learning for Offline Reinforcement Learning

Neural Information Processing Systems

Effectively leveraging large, previously collected datasets in reinforcement learning (RL) is a key challenge for large-scale real-world applications. Offline RL algorithms promise to learn effective policies from previously-collected, static datasets without further interaction. However, in practice, offline RL presents a major challenge, and standard off-policy RL methods can fail due to overestimation of values induced by the distributional shift between the dataset and the learned policy, especially when training on complex and multi-modal data distributions. In this paper, we propose conservative Q-learning (CQL), which aims to address these limitations by learning a conservative Q-function such that the expected value of a policy under this Q-function lower-bounds its true value. We theoretically show that CQL produces a lower bound on the value of the current policy and that it can be incorporated into a policy learning procedure with theoretical improvement guarantees. In practice, CQL augments the standard Bellman error objective with a simple Q-value regularizer which is straightforward to implement on top of existing deep Q-learning and actor-critic implementations. On both discrete and continuous control domains, we show that CQL substantially outperforms existing offline RL methods, often learning policies that attain 2-5 times higher final return, especially when learning from complex and multi-modal data distributions.


Reward Scale Robustness for Proximal Policy Optimization via DreamerV3 Tricks

Neural Information Processing Systems

Most reinforcement learning methods rely heavily on dense, well-normalized environment rewards. DreamerV3 recently introduced a model-based method with a number of tricks that mitigate these limitations, achieving state-of-the-art on a wide range of benchmarks with a single set of hyperparameters. This result sparked discussion about the generality of the tricks, since they appear to be applicable to other reinforcement learning algorithms. Our work applies DreamerV3's tricks to PPO and is the first such empirical study outside of the original work. Surprisingly, we find that the tricks presented do not transfer as general improvements to PPO. We use a high quality PPO reference implementation and present extensive ablation studies totaling over 10,000 A100 hours on the Arcade Learning Environment and the DeepMind Control Suite. Though our experiments demonstrate that these tricks do not generally outperform PPO, we identify cases where they succeed and offer insight into the relationship between the implementation tricks. In particular, PPO with these tricks performs comparably to PPO on Atari games with reward clipping and significantly outperforms PPO without reward clipping.


When does return-conditioned supervised learning work for offline reinforcement learning?

Neural Information Processing Systems

Several recent works have proposed a class of algorithms for the offline reinforcement learning (RL) problem that we will refer to as return-conditioned supervised learning (RCSL). RCSL algorithms learn the distribution of actions conditioned on both the state and the return of the trajectory. Then they define a policy by conditioning on achieving high return. In this paper, we provide a rigorous study of the capabilities and limitations of RCSL something which is crucially missing in previous work. We find that RCSL returns the optimal policy under a set of assumptions that are stronger than those needed for the more traditional dynamic programming-based algorithms. We provide specific examples of MDPs and datasets that illustrate the necessity of these assumptions and the limits of RCSL. Finally, we present empirical evidence that these limitations will also cause issues in practice by providing illustrative experiments in simple point-mass environments and on datasets from the D4RL benchmark.


Discovering Reinforcement Learning Algorithms

Neural Information Processing Systems

Reinforcement learning (RL) algorithms update an agent's parameters according to one of several possible rules, discovered manually through years of research. Automating the discovery of update rules from data could lead to more efficient algorithms, or algorithms that are better adapted to specific environments. Although there have been prior attempts at addressing this significant scientific challenge, it remains an open question whether it is feasible to discover alternatives to fundamental concepts of RL such as value functions and temporal-difference learning. This paper introduces a new meta-learning approach that discovers an entire update rule which includes both how to learn from it' (e.g.


Finite Sample Analysis of Average-Reward TD Learning and Q -Learning

Neural Information Processing Systems

The focus of this paper is on sample complexity guarantees of average-reward reinforcement learning algorithms, which are known to be more challenging to study than their discounted-reward counterparts. To the best of our knowledge, we provide the first known finite sample guarantees using both constant and diminishing step sizes of (i) average-reward TD($\lambda$) with linear function approximation for policy evaluation and (ii) average-reward $Q$-learning in the tabular setting to find the optimal policy. A major challenge is that since the value functions are agnostic to an additive constant, the corresponding Bellman operators are no longer contraction mappings under any norm. We obtain the results for TD($\lambda$) by working in an appropriately defined subspace that ensures uniqueness of the solution. For $Q$-learning, we exploit the span seminorm contractive property of the Bellman operator, and construct a novel Lyapunov function obtained by infimal convolution of a generalized Moreau envelope and the indicator function of a set.