deterministic environment
Grouping Nodes With Known Value Differences: A Lossless UCT-based Abstraction Algorithm
Schmöcker, Robin, Dockhorn, Alexander, Rosenhahn, Bodo
A core challenge of Monte Carlo Tree Search (MCTS) is its sample efficiency, which can be improved by grouping state-action pairs and using their aggregate statistics instead of single-node statistics. On the Go Abstractions in Upper Confidence bounds applied to Trees (OGA-UCT) is the state-of-the-art MCTS abstraction algorithm for deterministic environments that builds its abstraction using the Abstractions of State-Action Pairs (ASAP) framework, which aims to detect states and state-action pairs with the same value under optimal play by analysing the search graph. ASAP, however, requires two state-action pairs to have the same immediate reward, which is a rigid condition that limits the number of abstractions that can be found and thereby the sample efficiency. In this paper, we break with the paradigm of grouping value-equivalent states or state-action pairs and instead group states and state-action pairs with possibly different values as long as the difference between their values can be inferred. We call this abstraction framework Known Value Difference Abstractions (KVDA), which infers the value differences by analysis of the immediate rewards and modifies OGA-UCT to use this framework instead. The modification is called KVDA-UCT, which detects significantly more abstractions than OGA-UCT, introduces no additional parameter, and outperforms OGA-UCT on a variety of deterministic environments and parameter settings.
Which Features are Best for Successor Features?
In reinforcement learning, universal successor features (SFs) are a way to provide zero-shot adaptation to new tasks at test time: they provide optimal policies for all downstream reward functions lying in the linear span of a set of base features. But it is unclear what constitutes a good set of base features, that could be useful for a wide set of downstream tasks beyond their linear span. Laplacian eigenfunctions (the eigenfunctions of $\Delta+\Delta^\ast$ with $\Delta$ the Laplacian operator of some reference policy and $\Delta^\ast$ that of the time-reversed dynamics) have been argued to play a role, and offer good empirical performance. Here, for the first time, we identify the optimal base features based on an objective criterion of downstream performance, in a non-tautological way without assuming the downstream tasks are linear in the features. We do this for three generic classes of downstream tasks: reaching a random goal state, dense random Gaussian rewards, and random ``scattered'' sparse rewards. The features yielding optimal expected downstream performance turn out to be the \emph{same} for these three task families. They do not coincide with Laplacian eigenfunctions in general, though they can be expressed from $\Delta$: in the simplest case (deterministic environment and decay factor $\gamma$ close to $1$), they are the eigenfunctions of $\Delta^{-1}+(\Delta^{-1})^\ast$. We obtain these results under an assumption of large behavior cloning regularization with respect to a reference policy, a setting often used for offline RL. Along the way, we get new insights into KL-regularized\option{natural} policy gradient, and into the lack of SF information in the norm of Bellman gaps.
Reviews: Meta-Inverse Reinforcement Learning with Probabilistic Context Variables
The paper identifies the unsolved problem of meta-Inverse Reinforcement Learning. That is, learning a reward function for an unseen task from a single expert trajectory for that task, using a batch of expert trajectories for different but related tasks as training data (the task being solved by each training expert trajectory is not communicated to the learning algorithm). Because IRL is used rather than imitation learning, a reward function is learned for each task (or rather a single reward function parameterized by the latent variable m which is supposed to capture task). The paper then formulates an framework for training neural networks to solve the identified problem, building off of past work on Adversarial IRL, and adding latent task variables to handle the variation in task. A network q_psi is used to identify the task variable from a demonstration.
Cooperative Trajectory Planning in Uncertain Environments with Monte Carlo Tree Search and Risk Metrics
Stegmaier, Philipp, Kurzer, Karl, Zöllner, J. Marius
Automated vehicles require the ability to cooperate with humans for smooth integration into today's traffic. While the concept of cooperation is well known, developing a robust and efficient cooperative trajectory planning method is still a challenge. One aspect of this challenge is the uncertainty surrounding the state of the environment due to limited sensor accuracy. This uncertainty can be represented by a Partially Observable Markov Decision Process. Our work addresses this problem by extending an existing cooperative trajectory planning approach based on Monte Carlo Tree Search for continuous action spaces. It does so by explicitly modeling uncertainties in the form of a root belief state, from which start states for trees are sampled. After the trees have been constructed with Monte Carlo Tree Search, their results are aggregated into return distributions using kernel regression. We apply two risk metrics for the final selection, namely a Lower Confidence Bound and a Conditional Value at Risk. It can be demonstrated that the integration of risk metrics in the final selection policy consistently outperforms a baseline in uncertain environments, generating considerably safer trajectories.
Upside-Down Reinforcement Learning Can Diverge in Stochastic Environments With Episodic Resets
Štrupl, Miroslav, Faccio, Francesco, Ashley, Dylan R., Schmidhuber, Jürgen, Srivastava, Rupesh Kumar
Upside-Down Reinforcement Learning (UDRL) is an approach for solving RL problems that does not require value functions and uses only supervised learning, where the targets for given inputs in a dataset do not change over time [4, 5]. Ghosh et al. [2] proved that Goal-Conditional Supervised Learning (GCSL)--which can be viewed as a simplified version of UDRL--optimizes a lower bound on goal-reaching performance. This raises expectations that such algorithms may enjoy guaranteed convergence to the optimal policy in arbitrary environments, similar to certain well-known traditional RL algorithms. Here we show that for a specific episodic UDRL algorithm (eUDRL, including GCSL), this is not the case, and give the causes of this limitation. To do so, we first introduce a helpful rewrite of eUDRL as a recursive policy update. This formulation helps to disprove its convergence to the optimal policy for a wide class of stochastic environments. Finally, we provide a concrete example of a very simple environment where eUDRL diverges. Since the primary aim of this paper is to present a negative result, and the best counterexamples are the simplest ones, we restrict all discussions to finite (discrete) environments, ignoring issues of function approximation and limited sample size.
Variational Intrinsic Control Revisited
In this paper, we revisit variational intrinsic control (VIC), an unsupervised reinforcement learning method for finding the largest set of intrinsic options available to an agent. In the original work by Gregor et al. (2016), two VIC algorithms were proposed: one that represents the options explicitly, and the other that does it implicitly. We show that the intrinsic reward used in the latter is subject to bias in stochastic environments, causing convergence to suboptimal solutions. To correct this behavior, we propose two methods respectively based on the transitional probability model and Gaussian Mixture Model. We substantiate our claims through rigorous mathematical derivations and experimental analyses.
The problem with DDPG: understanding failures in deterministic environments with sparse rewards
Matheron, Guillaume, Perrin, Nicolas, Sigaud, Olivier
In environments with continuous state and action spaces, state-of-the-art actor-critic reinforcement learning algorithms can solve very complex problems, yet can also fail in environments that seem trivial, but the reason for such failures is still poorly understood. In this paper, we contribute a formal explanation of these failures in the particular case of sparse reward and deterministic environments. First, using a very elementary control problem, we illustrate that the learning process can get stuck into a fixed point corresponding to a poor solution. Then, generalizing from the studied example, we provide a detailed analysis of the underlying mechanisms which results in a new understanding of one of the convergence regimes of these algorithms. The resulting perspective casts a new light on already existing solutions to the issues we have highlighted, and suggests other potential approaches.
Intelligence via ultrafilters: structural properties of some intelligence comparators of deterministic Legg-Hutter agents
Legg and Hutter, as well as subsequent authors, considered intelligent agents through the lens of interaction with reward-giving environments, attempting to assign numeric intelligence measures to such agents, with the guiding principle that a more intelligent agent should gain higher rewards from environments in some aggregate sense. In this paper, we consider a related question: rather than measure numeric intelligence of one Legg- Hutter agent, how can we compare the relative intelligence of two Legg-Hutter agents? We propose an elegant answer based on the following insight: we can view Legg-Hutter agents as candidates in an election, whose voters are environments, letting each environment vote (via its rewards) which agent (if either) is more intelligent. This leads to an abstract family of comparators simple enough that we can prove some structural theorems about them. It is an open question whether these structural theorems apply to more practical intelligence measures.
Scalable and transferable learning of algorithms via graph embedding for multi-robot reward collection
Kang, Hyunwook, Mynbay, Aydar, Morrison, James R., Park, Jinkyoo
Can the success of reinforcement learning methods for combinatorial optimization problems be extended to multi-robot scheduling problems in stochastic contexts? Three issues are particularly important in this context: quality of the resulting decisions, scalability, and transferability. To achieve these ends we generalize the concept of clique potential to stochastic clique potential. We extend a mean field inference fixed point iteration with this new concept and use it to modify thestructure2vec method. We next propose a new reinforcement learning framework combining a graph representation of the problem and a consensus auction inspired by heuristics in the problem domain. This representation enables transferability in terms of the number of robots. Sequential encoding of information through multiple layers of our extended structure2vec results in 96% optimal performance of the learned heuristics. While training tractability is inherited from single robot methods in the literature, use of a multi-robot consensus auction-based relaxation of the maximum operation in the Bellman optimality equation allows for scalable selection of actions in the fitted Q-iteration. We apply our framework to multi-robot reward collection (MRRC) problems in stochastic environments with linear or non-linear rewards. In stochastic environments with non-linear rewards, the new method achieves 20% superior performance relative to the popular sequential greedy assignment (SGA) algorithm. Linear scalability in terms of training is achieved and demonstrated. Transferability is demonstrated by the use of a heuristic trained with three robots that continues to achieve 95% optimal performance when applied to problems with various numbers of robots. We further mention the results obtained when extending the approach to identical parallel machine scheduling(IPMS) problems.
Deterministic Implementations for Reproducibility in Deep Reinforcement Learning
Nagarajan, Prabhat, Warnell, Garrett, Stone, Peter
While deep reinforcement learning (DRL) has led to numerous successes in recent years, reproducing these successes can be extremely challenging. One reproducibility challenge particularly relevant to DRL is nondeterminism in the training process, which can substantially affect the results. Motivated by this challenge, we study the positive impacts of deterministic implementations in eliminating nondeterminism in training. To do so, we consider the particular case of the deep Q-learning algorithm, for which we produce a deterministic implementation by identifying and controlling all sources of nondeterminism in the training process. One by one, we then allow individual sources of nondeterminism to affect our otherwise deterministic implementation, and measure the impact of each source on the variance in performance. We find that individual sources of nondeterminism can substantially impact the performance of agent, illustrating the benefits of deterministic implementations. In addition, we also discuss the important role of deterministic implementations in achieving exact replicability of results.