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 Reinforcement Learning


Teaching Inverse Reinforcement Learners via Features and Demonstrations

Neural Information Processing Systems

Learning near-optimal behaviour from an expert's demonstrations typically relies on the assumption that the learner knows the features that the true reward function depends on. In this paper, we study the problem of learning from demonstrations in the setting where this is not the case, i.e., where there is a mismatch between the worldviews of the learner and the expert. We introduce a natural quantity, the teaching risk, which measures the potential suboptimality of policies that look optimal to the learner in this setting. We show that bounds on the teaching risk guarantee that the learner is able to find a near-optimal policy using standard algorithms based on inverse reinforcement learning. Based on these findings, we suggest a teaching scheme in which the expert can decrease the teaching risk by updating the learner's worldview, and thus ultimately enable her to find a near-optimal policy.


Deep Reinforcement Learning in a Handful of Trials using Probabilistic Dynamics Models

Neural Information Processing Systems

Model-based reinforcement learning (RL) algorithms can attain excellent sample efficiency, but often lag behind the best model-free algorithms in terms of asymptotic performance. This is especially true with high-capacity parametric function approximators, such as deep networks. In this paper, we study how to bridge this gap, by employing uncertainty-aware dynamics models. We propose a new algorithm called probabilistic ensembles with trajectory sampling (PETS) that combines uncertainty-aware deep network dynamics models with sampling-based uncertainty propagation. Our comparison to state-of-the-art model-based and model-free deep RL algorithms shows that our approach matches the asymptotic performance of model-free algorithms on several challenging benchmark tasks, while requiring significantly fewer samples (e.g. 8 and 125 times fewer samples than Soft Actor Critic and Proximal Policy Optimization respectively on the half-cheetah task).


Playing hard exploration games by watching YouTube

Neural Information Processing Systems

Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent's exact environment setup and the demonstrator's action and reward trajectories. Here we propose a method that overcomes these limitations in two stages. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i.e.


Constrained Cross-Entropy Method for Safe Reinforcement Learning

Neural Information Processing Systems

We study a safe reinforcement learning problem in which the constraints are defined as the expected cost over finite-length trajectories. We propose a constrained cross-entropy-based method to solve this problem. The method explicitly tracks its performance with respect to constraint satisfaction and thus is well-suited for safety-critical applications. We show that the asymptotic behavior of the proposed algorithm can be almost-surely described by that of an ordinary differential equation. Then we give sufficient conditions on the properties of this differential equation to guarantee the convergence of the proposed algorithm. At last, we show with simulation experiments that the proposed algorithm can effectively learn feasible policies without assumptions on the feasibility of initial policies, even with non-Markovian objective functions and constraint functions.


Q-learning with Nearest Neighbors

Neural Information Processing Systems

We consider model-free reinforcement learning for infinite-horizon discounted Markov Decision Processes (MDPs) with a continuous state space and unknown transition kernel, when only a single sample path under an arbitrary policy of the system is available. We consider the Nearest Neighbor Q-Learning (NNQL) algorithm to learn the optimal Q function using nearest neighbor regression method. As the main contribution, we provide tight finite sample analysis of the convergence rate. In particular, for MDPs with a $d$-dimensional state space and the discounted factor $\gamma \in (0,1)$, given an arbitrary sample path with ``covering time'' $L$, we establish that the algorithm is guaranteed to output an $\varepsilon$-accurate estimate of the optimal Q-function using $\Ot(L/(\varepsilon^3(1-\gamma)^7))$ samples. For instance, for a well-behaved MDP, the covering time of the sample path under the purely random policy scales as $\Ot(1/\varepsilon^d),$ so the sample complexity scales as $\Ot(1/\varepsilon^{d+3}).$ Indeed, we establish a lower bound that argues that the dependence of $ \Omegat(1/\varepsilon^{d+2})$ is necessary.


Lifelong Inverse Reinforcement Learning

Neural Information Processing Systems

Methods for learning from demonstration (LfD) have shown success in acquiring behavior policies by imitating a user. However, even for a single task, LfD may require numerous demonstrations. For versatile agents that must learn many tasks via demonstration, this process would substantially burden the user if each task were learned in isolation. To address this challenge, we introduce the novel problem of lifelong learning from demonstration, which allows the agent to continually build upon knowledge learned from previously demonstrated tasks to accelerate the learning of new tasks, reducing the amount of demonstrations required. As one solution to this problem, we propose the first lifelong learning approach to inverse reinforcement learning, which learns consecutive tasks via demonstration, continually transferring knowledge between tasks to improve performance.


Meta-Gradient Reinforcement Learning

Neural Information Processing Systems

The goal of reinforcement learning algorithms is to estimate and/or optimise the value function. However, unlike supervised learning, no teacher or oracle is available to provide the true value function. Instead, the majority of reinforcement learning algorithms estimate and/or optimise a proxy for the value function. This proxy is typically based on a sampled and bootstrapped approximation to the true value function, known as a return. The particular choice of return is one of the chief components determining the nature of the algorithm: the rate at which future rewards are discounted; when and how values should be bootstrapped; or even the nature of the rewards themselves. It is well-known that these decisions are crucial to the overall success of RL algorithms. We discuss a gradient-based meta-learning algorithm that is able to adapt the nature of the return, online, whilst interacting and learning from the environment. When applied to 57 games on the Atari 2600 environment over 200 million frames, our algorithm achieved a new state-of-the-art performance.


Multi-Agent Generative Adversarial Imitation Learning

Neural Information Processing Systems

Imitation learning algorithms can be used to learn a policy from expert demonstrations without access to a reward signal. However, most existing approaches are not applicable in multi-agent settings due to the existence of multiple (Nash) equilibria and non-stationary environments. We propose a new framework for multi-agent imitation learning for general Markov games, where we build upon a generalized notion of inverse reinforcement learning. We further introduce a practical multi-agent actor-critic algorithm with good empirical performance. Our method can be used to imitate complex behaviors in high-dimensional environments with multiple cooperative or competing agents.


Scalable Coordinated Exploration in Concurrent Reinforcement Learning

Neural Information Processing Systems

We consider a team of reinforcement learning agents that concurrently operate in a common environment, and we develop an approach to efficient coordinated exploration that is suitable for problems of practical scale. Our approach builds on the seed sampling concept introduced in Dimakopoulou and Van Roy (2018) and on a randomized value function learning algorithm from Osband et al. (2016). We demonstrate that, for simple tabular contexts, the approach is competitive with those previously proposed in Dimakopoulou and Van Roy (2018) and with a higher-dimensional problem and a neural network value function representation, the approach learns quickly with far fewer agents than alternative exploration schemes.


Learning to Share and Hide Intentions using Information Regularization

Neural Information Processing Systems

Learning to cooperate with friends and compete with foes is a key component of multi-agent reinforcement learning. Typically to do so, one requires access to either a model of or interaction with the other agent(s). Here we show how to learn effective strategies for cooperation and competition in an asymmetric information game with no such model or interaction. Our approach is to encourage an agent to reveal or hide their intentions using an information-theoretic regularizer. We consider both the mutual information between goal and action given state, as well as the mutual information between goal and state. We show how to stochastically optimize these regularizers in a way that is easy to integrate with policy gradient reinforcement learning. Finally, we demonstrate that cooperative (competitive) policies learned with our approach lead to more (less) reward for a second agent in two simple asymmetric information games.