Reinforcement Learning
Data-Efficient Hierarchical Reinforcement Learning
Hierarchical reinforcement learning (HRL) is a promising approach to extend traditional reinforcement learning (RL) methods to solve more complex tasks. Yet, the majority of current HRL methods require careful task-specific design and on-policy training, making them difficult to apply in real-world scenarios. In this paper, we study how we can develop HRL algorithms that are general, in that they do not make onerous additional assumptions beyond standard RL algorithms, and efficient, in the sense that they can be used with modest numbers of interaction samples, making them suitable for real-world problems such as robotic control. For generality, we develop a scheme where lower-level controllers are supervised with goals that are learned and proposed automatically by the higher-level controllers. To address efficiency, we propose to use off-policy experience for both higher-and lower-level training.
Bayesian Model-Agnostic Meta-Learning
Due to the inherent model uncertainty, learning to infer Bayesian posterior from a few-shot dataset is an important step towards robust meta-learning. In this paper, we propose a novel Bayesian model-agnostic meta-learning method. The proposed method combines efficient gradient-based meta-learning with nonparametric variational inference in a principled probabilistic framework. Unlike previous methods, during fast adaptation, the method is capable of learning complex uncertainty structure beyond a simple Gaussian approximation, and during meta-update, a novel Bayesian mechanism prevents meta-level overfitting. Remaining a gradient-based method, it is also the first Bayesian model-agnostic meta-learning method applicable to various tasks including reinforcement learning. Experiment results show the accuracy and robustness of the proposed method in sinusoidal regression, image classification, active learning, and reinforcement learning.
Learning to Navigate in Cities Without a Map
Navigating through unstructured environments is a basic capability of intelligent creatures, and thus is of fundamental interest in the study and development of artificial intelligence. Long-range navigation is a complex cognitive task that relies on developing an internal representation of space, grounded by recognisable landmarks and robust visual processing, that can simultaneously support continuous self-localisation (I am here) and a representation of the goal (I am going there). Building upon recent research that applies deep reinforcement learning to maze navigation problems, we present an end-to-end deep reinforcement learning approach that can be applied on a city scale. Recognising that successful navigation relies on integration of general policies with locale-specific knowledge, we propose a dual pathway architecture that allows locale-specific features to be encapsulated, while still enabling transfer to multiple cities. A key contribution of this paper is an interactive navigation environment that uses Google Street View for its photographic content and worldwide coverage. Our baselines demonstrate that deep reinforcement learning agents can learn to navigate in multiple cities and to traverse to target destinations that may be kilometres away.
Zero-Shot Transfer with Deictic Object-Oriented Representation in Reinforcement Learning
Object-oriented representations in reinforcement learning have shown promise in transfer learning, with previous research introducing a propositional object-oriented framework that has provably efficient learning bounds with respect to sample complexity. However, this framework has limitations in terms of the classes of tasks it can efficiently learn. In this paper we introduce a novel deictic object-oriented framework that has provably efficient learning bounds and can solve a broader range of tasks. Additionally, we show that this framework is capable of zero-shot transfer of transition dynamics across tasks and demonstrate this empirically for the Taxi and Sokoban domains.
Exploration in Structured Reinforcement Learning
We address reinforcement learning problems with finite state and action spaces where the underlying MDP has some known structure that could be potentially exploited to minimize the exploration rates of suboptimal (state, action) pairs. For any arbitrary structure, we derive problem-specific regret lower bounds satisfied by any learning algorithm. These lower bounds are made explicit for unstructured MDPs and for those whose transition probabilities and average reward functions are Lipschitz continuous w.r.t. the state and action. For Lipschitz MDPs, the bounds are shown not to scale with the sizes S and A of the state and action spaces, i.e., they are smaller than c log T where T is the time horizon and the constant c only depends on the Lipschitz structure, the span of the bias function, and the minimal action sub-optimality gap. This contrasts with unstructured MDPs where the regret lower bound typically scales as SA log T. We devise DEL (Directed Exploration Learning), an algorithm that matches our regret lower bounds. We further simplify the algorithm for Lipschitz MDPs, and show that the simplified version is still able to efficiently exploit the structure.
Genetic-Gated Networks for Deep Reinforcement Learning
We introduce the Genetic-Gated Networks (G2Ns), simple neural networks that combine a gate vector composed of binary genetic genes in the hidden layer(s) of networks. Our method can take both advantages of gradient-free optimization and gradient-based optimization methods, of which the former is effective for problems with multiple local minima, while the latter can quickly find local minima. In addition, multiple chromosomes can define different models, making it easy to construct multiple models and can be effectively applied to problems that require multiple models. We show that this G2N can be applied to typical reinforcement learning algorithms to achieve a large improvement in sample efficiency and performance.
Is Q-Learning Provably Efficient?
Model-free reinforcement learning (RL) algorithms directly parameterize and update value functions or policies, bypassing the modeling of the environment. They are typically simpler, more flexible to use, and thus more prevalent in modern deep RL than model-based approaches. However, empirical work has suggested that they require large numbers of samples to learn. The theoretical question of whether not model-free algorithms are in fact \emph{sample efficient} is one of the most fundamental questions in RL. The problem is unsolved even in the basic scenario with finitely many states and actions. We prove that, in an episodic MDP setting, Q-learning with UCB exploration achieves regret $\tlO(\sqrt{H^3 SAT})$ where $S$ and $A$ are the numbers of states and actions, $H$ is the number of steps per episode, and $T$ is the total number of steps. Our regret matches the optimal regret up to a single $\sqrt{H}$ factor. Thus we establish the sample efficiency of a classical model-free approach. Moreover, to the best of our knowledge, this is the first model-free analysis to establish $\sqrt{T}$ regret \emph{without} requiring access to a ``simulator.''
The Importance of Sampling inMeta-Reinforcement Learning
We interpret meta-reinforcement learning as the problem of learning how to quickly find a good sampling distribution in a new environment. This interpretation leads to the development of two new meta-reinforcement learning algorithms: E-MAML and E-$\text{RL}^2$. Results are presented on a new environment we call `Krazy World': a difficult high-dimensional gridworld which is designed to highlight the importance of correctly differentiating through sampling distributions in meta-reinforcement learning. Further results are presented on a set of maze environments. We show E-MAML and E-$\text{RL}^2$ deliver better performance than baseline algorithms on both tasks.
Learning Abstract Options
Building systems that autonomously create temporal abstractions from data is a key challenge in scaling learning and planning in reinforcement learning. One popular approach for addressing this challenge is the options framework (Sutton et al., 1999). However, only recently in (Bacon et al., 2017) was a policy gradient theorem derived for online learning of general purpose options in an end to end fashion. In this work, we extend previous work on this topic that only focuses on learning a two-level hierarchy including options and primitive actions to enable learning simultaneously at multiple resolutions in time. We achieve this by considering an arbitrarily deep hierarchy of options where high level temporally extended options are composed of lower level options with finer resolutions in time. We extend results from (Bacon et al., 2017) and derive policy gradient theorems for a deep hierarchy of options. Our proposed hierarchical option-critic architecture is capable of learning internal policies, termination conditions, and hierarchical compositions over options without the need for any intrinsic rewards or subgoals. Our empirical results in both discrete and continuous environments demonstrate the efficiency of our framework.
Variational Inverse Control with Events: A General Framework for Data-Driven Reward Definition
The design of a reward function often poses a major practical challenge to real-world applications of reinforcement learning. Approaches such as inverse reinforcement learning attempt to overcome this challenge, but require expert demonstrations, which can be difficult or expensive to obtain in practice. We propose inverse event-based control, which generalizes inverse reinforcement learning methods to cases where full demonstrations are not needed, such as when only samples of desired goal states are available. Our method is grounded in an alternative perspective on control and reinforcement learning, where an agent's goal is to maximize the probability that one or more events will happen at some point in the future, rather than maximizing cumulative rewards. We demonstrate the effectiveness of our methods on continuous control tasks, with a focus on high-dimensional observations like images where rewards are hard or even impossible to specify.