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Maximum Entropy Reinforcement Learning with Mixture Policies

arXiv.org Artificial Intelligence

Mixture models are an expressive hypothesis class that can approximate a rich set of policies. However, using mixture policies in the Maximum Entropy (MaxEnt) framework is not straightforward. The entropy of a mixture model is not equal to the sum of its components, nor does it have a closed-form expression in most cases. Using such policies in MaxEnt algorithms, therefore, requires constructing a tractable approximation of the mixture entropy. In this paper, we derive a simple, low-variance mixture-entropy estimator. We show that it is closely related to the sum of marginal entropies. Equipped with our entropy estimator, we derive an algorithmic variant of Soft Actor-Critic (SAC) to the mixture policy case and evaluate it on a series of continuous control tasks.


Structured Control Nets for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In recent years, Deep Reinforcement Learning has made impressive advances in solving several important benchmark problems for sequential decision making. Many control applications use a generic multilayer perceptron (MLP) for non-vision parts of the policy network. In this work, we propose a new neural network architecture for the policy network representation that is simple yet effective. The proposed Structured Control Net (SCN) splits the generic MLP into two separate sub-modules: a nonlinear control module and a linear control module. Intuitively, the nonlinear control is for forward-looking and global control, while the linear control stabilizes the local dynamics around the residual of global control. We hypothesize that this will bring together the benefits of both linear and nonlinear policies: improve training sample efficiency, final episodic reward, and generalization of learned policy, while requiring a smaller network and being generally applicable to different training methods. We validated our hypothesis with competitive results on simulations from OpenAI MuJoCo, Roboschool, Atari, and a custom 2D urban driving environment, with various ablation and generalization tests, trained with multiple black-box and policy gradient training methods. The proposed architecture has the potential to improve upon broader control tasks by incorporating problem specific priors into the architecture. As a case study, we demonstrate much improved performance for locomotion tasks by emulating the biological central pattern generators (CPGs) as the nonlinear part of the architecture.


DDPG++: Striving for Simplicity in Continuous-control Off-Policy Reinforcement Learning

arXiv.org Machine Learning

This paper prescribes a suite of techniques for off-policy Reinforcement Learning (RL) that simplify the training process and reduce the sample complexity. First, we show that simple Deterministic Policy Gradient works remarkably well as long as the overestimation bias is controlled. This is contrast to existing literature which creates sophisticated off-policy techniques. Second, we pinpoint training instabilities, typical of off-policy algorithms, to the greedy policy update step; existing solutions such as delayed policy updates do not mitigate this issue. Third, we show that ideas in the propensity estimation literature can be used to importance-sample transitions from the replay buffer and selectively update the policy to prevent deterioration of performance. We make these claims using extensive experimentation on a set of challenging MuJoCo tasks. A short video of our results can be seen at https://tinyurl.com/scs6p5m .


Model-Free Episodic Control with State Aggregation

arXiv.org Artificial Intelligence

Reinforcement learning is at the center of many recent accomplishments in artificial intelligence, such as playing Atari games [1] and playing go at the grandmaster level [2]. Such an approach is very appealing due to its low reliance on supervision, needing only sparse reward signals to acquire useful behaviors. However, most common algorithms suffer from low sample efficiency, which means that a high number of training episodes are necessary for the agent to acquire the desired level of competence on diverse tasks. The Deep Q-Learning Network (DQN) [3] and its variants [4, 5] as well as A3C [6] and other model-free actor-critic or policy gradient methods [7] may require tens of millions of agent-environment interactions due to very inefficient learning. This kind of inefficiency is not acceptable for some classes of tasks, such as robotics, where failure and damage must be minimized.


On Applications of Bootstrap in Continuous Space Reinforcement Learning

arXiv.org Machine Learning

In decision making problems for continuous state and action spaces, linear dynamical models are widely employed. Specifically, policies for stochastic linear systems subject to quadratic cost functions capture a large number of applications in reinforcement learning. Selected randomized policies have been studied in the literature recently that address the trade-off between identification and control. However, little is known about policies based on bootstrapping observed states and actions. In this work, we show that bootstrap-based policies achieve a square root scaling of regret with respect to time. We also obtain results on the accuracy of learning the model's dynamics. Corroborative numerical analysis that illustrates the technical results is also provided.