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 Reinforcement Learning


State Aware Imitation Learning

Neural Information Processing Systems

Imitation learning is the study of learning how to act given a set of demonstrations provided by a human expert. It is intuitively apparent that learning to take optimal actions is a simpler undertaking in situations that are similar to the ones shown by the teacher. However, imitation learning approaches do not tend to use this insight directly. In this paper, we introduce State Aware Imitation Learning (SAIL), an imitation learning algorithm that allows an agent to learn how to remain in states where it can confidently take the correct action and how to recover if it is lead astray. Key to this algorithm is a gradient learned using a temporal difference update rule which leads the agent to prefer states similar to the demonstrated states. We show that estimating a linear approximation of this gradient yields similar theoretical guarantees to online temporal difference learning approaches and empirically show that SAIL can effectively be used for imitation learning in continuous domains with non-linear function approximators used for both the policy representation and the gradient estimate.


Verifiable Reinforcement Learning via Policy Extraction

Neural Information Processing Systems

While deep reinforcement learning has successfully solved many challenging control tasks, its real-world applicability has been limited by the inability to ensure the safety of learned policies. We propose an approach to verifiable reinforcement learning by training decision tree policies, which can represent complex policies (since they are nonparametric), yet can be efficiently verified using existing techniques (since they are highly structured). The challenge is that decision tree policies are difficult to train. We propose VIPER, an algorithm that combines ideas from model compression and imitation learning to learn decision tree policies guided by a DNN policy (called the oracle) and its Q-function, and show that it substantially outperforms two baselines. We use VIPER to (i) learn a provably robust decision tree policy for a variant of Atari Pong with a symbolic state space, (ii) learn a decision tree policy for a toy game based on Pong that provably never loses, and (iii) learn a provably stable decision tree policy for cart-pole. In each case, the decision tree policy achieves performance equal to that of the original DNN policy.