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 reward function


Learning Temporal Point Processes via Reinforcement Learning

Neural Information Processing Systems

Social goods, such as healthcare, smart city, and information networks, often produce ordered event data in continuous time. The generative processes of these event data can be very complex, requiring flexible models to capture their dynamics. Temporal point processes offer an elegant framework for modeling event data without discretizing the time. However, the existing maximum-likelihood-estimation (MLE) learning paradigm requires hand-crafting the intensity function beforehand and cannot directly monitor the goodness-of-fit of the estimated model in the process of training. To alleviate the risk of model-misspecification in MLE, we propose to generate samples from the generative model and monitor the quality of the samples in the process of training until the samples and the real data are indistinguishable. We take inspiration from reinforcement learning (RL) and treat the generation of each event as the action taken by a stochastic policy. We parameterize the policy as a flexible recurrent neural network and gradually improve the policy to mimic the observed event distribution. Since the reward function is unknown in this setting, we uncover an analytic and nonparametric form of the reward function using an inverse reinforcement learning formulation. This new RL framework allows us to derive an efficient policy gradient algorithm for learning flexible point process models, and we show that it performs well in both synthetic and real data.


Inverse Reward Design

Neural Information Processing Systems

Autonomous agents optimize the reward function we give them. What they don't know is how hard it is for us to design a reward function that actually captures what we want. When designing the reward, we might think of some specific training scenarios, and make sure that the reward will lead to the right behavior in those scenarios. Inevitably, agents encounter new scenarios (e.g., new types of terrain) where optimizing that same reward may lead to undesired behavior. Our insight is that reward functions are merely observations about what the designer actually wants, and that they should be interpreted in the context in which they were designed. We introduce inverse reward design (IRD) as the problem of inferring the true objective based on the designed reward and the training MDP. We introduce approximate methods for solving IRD problems, and use their solution to plan risk-averse behavior in test MDPs. Empirical results suggest that this approach can help alleviate negative side effects of misspecified reward functions and mitigate reward hacking.


Hybrid Reward Architecture for Reinforcement Learning

Neural Information Processing Systems

One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.


Threshold Learning for Optimal Decision Making

Neural Information Processing Systems

Decision making under uncertainty is commonly modelled as a process of competitive stochastic evidence accumulation to threshold (the drift-diffusion model). However, it is unknown how animals learn these decision thresholds. We examine threshold learning by constructing a reward function that averages over many trials to Wald's cost function that defines decision optimality. These rewards are highly stochastic and hence challenging to optimize, which we address in two ways: first, a simple two-factor reward-modulated learning rule derived from Williams' REINFORCE method for neural networks; and second, Bayesian optimization of the reward function with a Gaussian process. Bayesian optimization converges in fewer trials than REINFORCE but is slower computationally with greater variance. The REINFORCE method is also a better model of acquisition behaviour in animals and a similar learning rule has been proposed for modelling basal ganglia function.


Occam's razor is insufficient to infer the preferences of irrational agents

Neural Information Processing Systems

Since human planning systematically deviates from rationality, several approaches have been tried to account for specific human shortcomings. However, the general problem of inferring the reward function of an agent of unknown rationality has received little attention. Unlike the well-known ambiguity problems in IRL, this one is practically relevant but cannot be resolved by observing the agent's policy in enough environments. This paper shows (1) that a No Free Lunch result implies it is impossible to uniquely decompose a policy into a planning algorithm and reward function, and (2) that even with a reasonable simplicity prior/Occam's razor on the set of decompositions, we cannot distinguish between the true decomposition and others that lead to high regret. To address this, we need simple `normative' assumptions, which cannot be deduced exclusively from observations.


Reward learning from human preferences and demonstrations in Atari

Neural Information Processing Systems

To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we need humans to communicate an objective to the agent directly. In this work, we combine two approaches to this problem: learning from expert demonstrations and learning from trajectory preferences. We use both to train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games. Additionally, we investigate the fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.


On Learning Intrinsic Rewards for Policy Gradient Methods

Neural Information Processing Systems

In many sequential decision making tasks, it is challenging to design reward functions that help an RL agent efficiently learn behavior that is considered good by the agent designer. A number of different formulations of the reward-design problem, or close variants thereof, have been proposed in the literature. In this paper we build on the Optimal Rewards Framework of Singh et al. that defines the optimal intrinsic reward function as one that when used by an RL agent achieves behavior that optimizes the task-specifying or extrinsic reward function. Previous work in this framework has shown how good intrinsic reward functions can be learned for lookahead search based planning agents. Whether it is possible to learn intrinsic reward functions for learning agents remains an open problem. In this paper we derive a novel algorithm for learning intrinsic rewards for policy-gradient based learning agents. We compare the performance of an augmented agent that uses our algorithm to provide additive intrinsic rewards to an A2C-based policy learner (for Atari games) and a PPO-based policy learner (for Mujoco domains) with a baseline agent that uses the same policy learners but with only extrinsic rewards. Our results show improved performance on most but not all of the domains.



Extending the reward structure in reinforcement learning: an interview with Tanmay Ambadkar

AIHub

In this interview series, we're meeting some of the AAAI/SIGAI Doctoral Consortium participants to find out more about their research. Tanmay Ambadkar is researching the reward structure in reinforcement learning, with the goal of providing generalizable solutions that can provide robust guarantees and are easily deployable. We caught up with Tanmay to find out more about his research, and in particular, the constrained reinforcement learning framework he has been working on. Tell us a bit about your PhD - where are you studying, and what is the topic of your research? I am a 4th year PhD candidate at The Pennsylvania State University, PA, USA.