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 Reinforcement Learning


Safe Model-based Reinforcement Learning with Stability Guarantees

Neural Information Processing Systems

Reinforcement learning is a powerful paradigm for learning optimal policies from experimental data. However, to find optimal policies, most reinforcement learning algorithms explore all possible actions, which may be harmful for real-world systems. As a consequence, learning algorithms are rarely applied on safety-critical systems in the real world. In this paper, we present a learning algorithm that explicitly considers safety, defined in terms of stability guarantees. Specifically, we extend control-theoretic results on Lyapunov stability verification and show how to use statistical models of the dynamics to obtain high-performance control policies with provable stability certificates. Moreover, under additional regularity assumptions in terms of a Gaussian process prior, we prove that one can effectively and safely collect data in order to learn about the dynamics and thus both improve control performance and expand the safe region of the state space. In our experiments, we show how the resulting algorithm can safely optimize a neural network policy on a simulated inverted pendulum, without the pendulum ever falling down.


Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation

Neural Information Processing Systems

Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning. A top-level q-value function learns a policy over intrinsic goals, while a lower-level function learns a policy over atomic actions to satisfy the given goals.


Weight Normalization: A Simple Reparameterization to Accelerate Training of Deep Neural Networks

Neural Information Processing Systems

By reparameterizing the weights in this way we improve the conditioning of the optimization problem and we speed up convergence of stochastic gradient descent. Our reparameterization is inspired by batch normalization but does not introduce any dependencies between the examples in a minibatch. This means that our method can also be applied successfully to recurrent models such as LSTMs and to noise-sensitive applications such as deep reinforcement learning or generative models, for which batch normalization is less well suited. Although our method is much simpler, it still provides much of the speed-up of full batch normalization. In addition, the computational overhead of our method is lower, permitting more optimization steps to be taken in the same amount of time. We demonstrate the usefulness of our method on applications in supervised image recognition, generative modelling, and deep reinforcement learning.


Log-normality and Skewness of Estimated State/Action Values in Reinforcement Learning

Neural Information Processing Systems

Under/overestimation of state/action values are harmful for reinforcement learning agents. In this paper, we show that a state/action value estimated using the Bellman equation can be decomposed to a weighted sum of path-wise values that follow log-normal distributions. Since log-normal distributions are skewed, the distribution of estimated state/action values can also be skewed, leading to an imbalanced likelihood of under/overestimation. The degree of such imbalance can vary greatly among actions and policies within a single problem instance, making the agent prone to select actions/policies that have inferior expected return and higher likelihood of overestimation. We present a comprehensive analysis to such skewness, examine its factors and impacts through both theoretical and empirical results, and discuss the possible ways to reduce its undesirable effects.


Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments

Neural Information Processing Systems

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.



Generative Adversarial Imitation Learning

Neural Information Processing Systems

Consider learning a policy from example expert behavior, without interaction with the expert or access to a reinforcement signal. One approach is to recover the expert's cost function with inverse reinforcement learning, then extract a policy from that cost function with reinforcement learning. This approach is indirect and can be slow. We propose a new general framework for directly extracting a policy from data as if it were obtained by reinforcement learning following inverse reinforcement learning. We show that a certain instantiation of our framework draws an analogy between imitation learning and generative adversarial networks, from which we derive a model-free imitation learning algorithm that obtains significant performance gains over existing model-free methods in imitating complex behaviors in large, high-dimensional environments.


Learning to Communicate with Deep Multi-Agent Reinforcement Learning

Neural Information Processing Systems

We consider the problem of multiple agents sensing and acting in environments with the goal of maximising their shared utility. In these environments, agents must learn communication protocols in order to share information that is needed to solve the tasks. By embracing deep neural networks, we are able to demonstrate end-to-end learning of protocols in complex environments inspired by communication riddles and multi-agent computer vision problems with partial observability. We propose two approaches for learning in these domains: Reinforced Inter-Agent Learning (RIAL) and Differentiable Inter-Agent Learning (DIAL). The former uses deep Q-learning, while the latter exploits the fact that, during learning, agents can backpropagate error derivatives through (noisy) communication channels. Hence, this approach uses centralised learning but decentralised execution. Our experiments introduce new environments for studying the learning of communication protocols and present a set of engineering innovations that are essential for success in these domains.


Safe and Efficient Off-Policy Reinforcement Learning

Neural Information Processing Systems

In this work, we take a fresh look at some old and new algorithms for off-policy, return-based reinforcement learning. Expressing these in a common form, we derive a novel algorithm, Retrace(lambda), with three desired properties: (1) it has low variance; (2) it safely uses samples collected from any behaviour policy, whatever its degree of off-policyness; and (3) it is efficient as it makes the best use of samples collected from near on-policy behaviour policies. We analyse the contractive nature of the related operator under both off-policy policy evaluation and control settings and derive online sample-based algorithms. We believe this is the first return-based off-policy control algorithm converging a.s. to Q* without the GLIE assumption (Greedy in the Limit with Infinite Exploration). As a corollary, we prove the convergence of Watkins' Q(lambda), which was an open problem since 1989. We illustrate the benefits of Retrace(lambda) on a standard suite of Atari 2600 games.


Cooperative Inverse Reinforcement Learning

Neural Information Processing Systems

For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial-information game with two agents, human and robot; both are rewarded according to the human's reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.