Reinforcement Learning
State Aware Imitation Learning
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.
Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation
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
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.
Generative Adversarial Imitation Learning
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
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
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
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
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.
VIME: Variational Information Maximizing Exploration
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
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.