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 Zintgraf, Luisa


A Survey of Meta-Reinforcement Learning

arXiv.org Artificial Intelligence

While deep reinforcement learning (RL) has fueled multiple high-profile successes in machine learning, it is held back from more widespread adoption by its often poor data efficiency and the limited generality of the policies it produces. A promising approach for alleviating these limitations is to cast the development of better RL algorithms as a machine learning problem itself in a process called meta-RL. Meta-RL is most commonly studied in a problem setting where, given a distribution of tasks, the goal is to learn a policy that is capable of adapting to any new task from the task distribution with as little data as possible. In this survey, we describe the meta-RL problem setting in detail as well as its major variations. We discuss how, at a high level, meta-RL research can be clustered based on the presence of a task distribution and the learning budget available for each individual task. Using these clusters, we then survey meta-RL algorithms and applications. We conclude by presenting the open problems on the path to making meta-RL part of the standard toolbox for a deep RL practitioner.


On the Practical Consistency of Meta-Reinforcement Learning Algorithms

arXiv.org Artificial Intelligence

Consistency is the theoretical property of a meta learning algorithm that ensures that, under certain assumptions, it can adapt to any task at test time. An open question is whether and how theoretical consistency translates into practice, in comparison to inconsistent algorithms. In this paper, we empirically investigate this question on a set of representative meta-RL algorithms. We find that theoretically consistent algorithms can indeed usually adapt to out-of-distribution (OOD) tasks, while inconsistent ones cannot, although they can still fail in practice for reasons like poor exploration. We further find that theoretically inconsistent algorithms can be made consistent by continuing to update all agent components on the OOD tasks, and adapt as well or better than originally consistent ones. We conclude that theoretical consistency is indeed a desirable property, and inconsistent meta-RL algorithms can easily be made consistent to enjoy the same benefits.


Implicit Communication as Minimum Entropy Coupling

arXiv.org Artificial Intelligence

In many common-payoff games, achieving good performance requires players to develop protocols for communicating their private information implicitly -- i.e., using actions that have non-communicative effects on the environment. Multi-agent reinforcement learning practitioners typically approach this problem using independent learning methods in the hope that agents will learn implicit communication as a byproduct of expected return maximization. Unfortunately, independent learning methods are incapable of doing this in many settings. In this work, we isolate the implicit communication problem by identifying a class of partially observable common-payoff games, which we call implicit referential games, whose difficulty can be attributed to implicit communication. Next, we introduce a principled method based on minimum entropy coupling that leverages the structure of implicit referential games, yielding a new perspective on implicit communication. Lastly, we show that this method can discover performant implicit communication protocols in settings with very large spaces of messages.


Exploration in Approximate Hyper-State Space for Meta Reinforcement Learning

arXiv.org Artificial Intelligence

Meta-learning is a powerful tool for learning policies that can adapt efficiently when deployed in new tasks. If however the meta-training tasks have sparse rewards, the need for exploration during meta-training is exacerbated given that the agent has to explore and learn across many tasks. We show that current meta-learning methods can fail catastrophically in such environments. To address this problem, we propose HyperX, a novel method for meta-learning in sparse reward tasks. Using novel reward bonuses for meta-training, we incentivise the agent to explore in approximate hyper-state space, i.e., the joint state and approximate belief space, where the beliefs are over tasks. We show empirically that these bonuses allow an agent to successfully learn to solve sparse reward tasks where existing meta-learning methods fail.


VariBAD: A Very Good Method for Bayes-Adaptive Deep RL via Meta-Learning

arXiv.org Machine Learning

V ARIBAD: A V ERY G OOD M ETHOD FOR B AYES-A DAPTIVE D EEP RL VIA M ETA-L EARNING Luisa Zintgraf University of Oxford Kyriacos Shiarlis Latent Logic Maximilian Igl University of Oxford Sebastian Schulze University of Oxford Y arin Gal OA TML Group, University of Oxford Katja Hofmann Microsoft Research Shimon Whiteson University of Oxford Latent Logic A BSTRACT Trading off exploration and exploitation in an unknown environment is key to maximising expected return during learning. A Bayes-optimal policy, which does so optimally, conditions its actions not only on the environment state but on the agent's uncertainty about the environment. Computing a Bayes-optimal policy is however intractable for all but the smallest tasks. In this paper, we introduce variational Bayes-Adaptive Deep RL (variBAD), a way to meta-learn to perform approximate inference in an unknown environment, and incorporate task uncertainty directly during action selection. In a grid-world domain, we illustrate how variBAD performs structured online exploration as a function of task uncertainty. We also evaluate variBAD on MuJoCo domains widely used in meta-RL and show that it achieves higher return during training than existing methods. 1 I NTRODUCTION Reinforcement learning (RL) is typically concerned with finding an optimal policy that maximises expected return for a given Markov decision process (MDP) with an unknown reward and transition function. If these were known, the optimal policy could in theory be computed without interacting with the environment. By contrast, learning in an unknown environment typically requires trading off exploration (learning about the environment) and exploitation (taking promising actions). Balancing this tradeoff is key to maximising expected return during learning . A Bayes-optimal policy, which does so optimally, conditions actions not only on the environment state but on the agent's own uncertainty about the current MDP . In principle, a Bayes-optimal policy can be computed using the framework of Bayes-adaptive Markov decision processes (BAMDPs) (Martin, 1967; Duff & Barto, 2002). The agent maintains a belief, i.e., a posterior distribution, over possible environments. Augmenting the state space of the underlying MDP with this posterior distribution yields a BAMDP, a special case of a belief MDP (Kaelbling et al., 1998).


Deep Variational Reinforcement Learning for POMDPs

arXiv.org Machine Learning

Many real-world sequential decision making problems are partially observable by nature, and the environment model is typically unknown. Consequently, there is great need for reinforcement learning methods that can tackle such problems given only a stream of incomplete and noisy observations. In this paper, we propose deep variational reinforcement learning (DVRL), which introduces an inductive bias that allows an agent to learn a generative model of the environment and perform inference in that model to effectively aggregate the available information. We develop an n-step approximation to the evidence lower bound (ELBO), allowing the model to be trained jointly with the policy. This ensures that the latent state representation is suitable for the control task. In experiments on Mountain Hike and flickering Atari we show that our method outperforms previous approaches relying on recurrent neural networks to encode the past.