Goto

Collaborating Authors

 Reinforcement Learning


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.


Showing versus doing: Teaching by demonstration

Neural Information Processing Systems

People often learn from others' demonstrations, and classic inverse reinforcement learning (IRL) algorithms have brought us closer to realizing this capacity in machines. In contrast, teaching by demonstration has been less well studied computationally. Here, we develop a novel Bayesian model for teaching by demonstration. Stark differences arise when demonstrators are intentionally teaching a task versus simply performing a task. In two experiments, we show that human participants systematically modify their teaching behavior consistent with the predictions of our model. Further, we show that even standard IRL algorithms benefit when learning from behaviors that are intentionally pedagogical. We conclude by discussing IRL algorithms that can take advantage of intentional pedagogy.


Learning Unknown Markov Decision Processes: A Thompson Sampling Approach

Neural Information Processing Systems

We consider the problem of learning an unknown Markov Decision Process (MDP) that is weakly communicating in the infinite horizon setting. We propose a Thompson Sampling-based reinforcement learning algorithm with dynamic episodes (TSDE). At the beginning of each episode, the algorithm generates a sample from the posterior distribution over the unknown model parameters. It then follows the optimal stationary policy for the sampled model for the rest of the episode. The duration of each episode is dynamically determined by two stopping criteria.


VIME: Variational Information Maximizing Exploration

Neural Information Processing Systems

Scalable and effective exploration remains a key challenge in reinforcement learning (RL). While there are methods with optimality guarantees in the setting of discrete state and action spaces, these methods cannot be applied in high-dimensional deep RL scenarios. As such, most contemporary RL relies on simple heuristics such as epsilon-greedy exploration or adding Gaussian noise to the controls. This paper introduces Variational Information Maximizing Exploration (VIME), an exploration strategy based on maximization of information gain about the agent's belief of environment dynamics. We propose a practical implementation, using variational inference in Bayesian neural networks which efficiently handles continuous state and action spaces. VIME modifies the MDP reward function, and can be applied with several different underlying RL algorithms. We demonstrate that VIME achieves significantly better performance compared to heuristic exploration methods across a variety of continuous control tasks and algorithms, including tasks with very sparse rewards.


Safe Exploration in Finite Markov Decision Processes with Gaussian Processes

Neural Information Processing Systems

In classical reinforcement learning agents accept arbitrary short term loss for long term gain when exploring their environment. This is infeasible for safety critical applications such as robotics, where even a single unsafe action may cause system failure or harm the environment. In this paper, we address the problem of safely exploring finite Markov decision processes (MDP). We define safety in terms of an a priori unknown safety constraint that depends on states and actions and satisfies certain regularity conditions expressed via a Gaussian process prior. We develop a novel algorithm, SAFEMDP, for this task and prove that it completely explores the safely reachable part of the MDP without violating the safety constraint. To achieve this, it cautiously explores safe states and actions in order to gain statistical confidence about the safety of unvisited state-action pairs from noisy observations collected while navigating the environment. Moreover, the algorithm explicitly considers reachability when exploring the MDP, ensuring that it does not get stuck in any state with no safe way out. We demonstrate our method on digital terrain models for the task of exploring an unknown map with a rover.


Zap Q-Learning

Neural Information Processing Systems

The Zap Q-learning algorithm introduced in this paper is an improvement of Watkins' original algorithm and recent competitors in several respects. It is a matrix-gain algorithm designed so that its asymptotic variance is optimal. Moreover, an ODE analysis suggests that the transient behavior is a close match to a deterministic Newton-Raphson implementation. This is made possible by a two time-scale update equation for the matrix gain sequence. The analysis suggests that the approach will lead to stable and efficient computation even for non-ideal parameterized settings. Numerical experiments confirm the quick convergence, even in such non-ideal cases.


Hindsight Experience Replay

Neural Information Processing Systems

Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task. The video presenting our experiments is available at https://goo.gl/SMrQnI.


ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

Neural Information Processing Systems

In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 165K frame-per-second (FPS) on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU and Batch Normalization coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies.


Linear Feature Encoding for Reinforcement Learning

Neural Information Processing Systems

Feature construction is of vital importance in reinforcement learning, as the quality of a value function or policy is largely determined by the corresponding features.