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 sample-efficient learning


Sample-Efficient Learning of Stackelberg Equilibria in General-Sum Games

Neural Information Processing Systems

Real world applications such as economics and policy making often involve solving multi-agent games with two unique features: (1) The agents are inherently and partitioned into leaders and followers; (2) The agents have different reward functions, thus the game is . The majority of existing results in this field focuses on either symmetric solution concepts (e.g.


Hierarchical Reinforcement Learning with Timed Subgoals

Neural Information Processing Systems

Hierarchical reinforcement learning (HRL) holds great potential for sample-efficient learning on challenging long-horizon tasks. In particular, letting a higher level assign subgoals to a lower level has been shown to enable fast learning on difficult problems. However, such subgoal-based methods have been designed with static reinforcement learning environments in mind and consequently struggle with dynamic elements beyond the immediate control of the agent even though they are ubiquitous in real-world problems. In this paper, we introduce Hierarchical reinforcement learning with Timed Subgoals (HiTS), an HRL algorithm that enables the agent to adapt its timing to a dynamic environment by not only specifying what goal state is to be reached but also when. We discuss how communicating with a lower level in terms of such timed subgoals results in a more stable learning problem for the higher level. Our experiments on a range of standard benchmarks and three new challenging dynamic reinforcement learning environments show that our method is capable of sample-efficient learning where an existing state-of-the-art subgoal-based HRL method fails to learn stable solutions.



Sample-efficient Learning of Concepts with Theoretical Guarantees: from Data to Concepts without Interventions

Fokkema, Hidde, van Erven, Tim, Magliacane, Sara

arXiv.org Machine Learning

Machine learning is a vital part of many real-world systems, but several concerns remain about the lack of interpretability, explainability and robustness of black-box AI systems. Concept-based models (CBM) address some of these challenges by learning interpretable concepts from high-dimensional data, e.g. images, which are used to predict labels. An important issue in CBMs is concept leakage, i.e., spurious information in the learned concepts, which effectively leads to learning "wrong" concepts. Current mitigating strategies are heuristic, have strong assumptions, e.g., they assume that the concepts are statistically independent of each other, or require substantial human interaction in terms of both interventions and labels provided by annotators. In this paper, we describe a framework that provides theoretical guarantees on the correctness of the learned concepts and on the number of required labels, without requiring any interventions. Our framework leverages causal representation learning (CRL) to learn high-level causal variables from low-level data, and learns to align these variables with interpretable concepts. We propose a linear and a non-parametric estimator for this mapping, providing a finite-sample high probability result in the linear case and an asymptotic consistency result for the non-parametric estimator. We implement our framework with state-of-the-art CRL methods, and show its efficacy in learning the correct concepts in synthetic and image benchmarks.


Sample-Efficient Learning of Stackelberg Equilibria in General-Sum Games

Neural Information Processing Systems

Real world applications such as economics and policy making often involve solving multi-agent games with two unique features: (1) The agents are inherently asymmetric and partitioned into leaders and followers; (2) The agents have different reward functions, thus the game is general-sum. The majority of existing results in this field focuses on either symmetric solution concepts (e.g. It remains open how to learn the Stackelberg equilibrium---an asymmetric analog of the Nash equilibrium---in general-sum games efficiently from noisy samples. This paper initiates the theoretical study of sample-efficient learning of the Stackelberg equilibrium, in the bandit feedback setting where we only observe noisy samples of the reward. We consider three representative two-player general-sum games: bandit games, bandit-reinforcement learning (bandit-RL) games, and linear bandit games.


Hierarchical Reinforcement Learning with Timed Subgoals

Neural Information Processing Systems

Hierarchical reinforcement learning (HRL) holds great potential for sample-efficient learning on challenging long-horizon tasks. In particular, letting a higher level assign subgoals to a lower level has been shown to enable fast learning on difficult problems. However, such subgoal-based methods have been designed with static reinforcement learning environments in mind and consequently struggle with dynamic elements beyond the immediate control of the agent even though they are ubiquitous in real-world problems. In this paper, we introduce Hierarchical reinforcement learning with Timed Subgoals (HiTS), an HRL algorithm that enables the agent to adapt its timing to a dynamic environment by not only specifying what goal state is to be reached but also when. We discuss how communicating with a lower level in terms of such timed subgoals results in a more stable learning problem for the higher level.


Sample-Efficient Learning to Solve a Real-World Labyrinth Game Using Data-Augmented Model-Based Reinforcement Learning

Bi, Thomas, D'Andrea, Raffaello

arXiv.org Artificial Intelligence

Motivated by the challenge of achieving rapid learning in physical environments, this paper presents the development and training of a robotic system designed to navigate and solve a labyrinth game using model-based reinforcement learning techniques. The method involves extracting low-dimensional observations from camera images, along with a cropped and rectified image patch centered on the current position within the labyrinth, providing valuable information about the labyrinth layout. The learning of a control policy is performed purely on the physical system using model-based reinforcement learning, where the progress along the labyrinth's path serves as a reward signal. Additionally, we exploit the system's inherent symmetries to augment the training data. Consequently, our approach learns to successfully solve a popular real-world labyrinth game in record time, with only 5 hours of real-world training data.


Deep Probabilistic Kernels for Sample-Efficient Learning

Mallick, Ankur, Dwivedi, Chaitanya, Kailkhura, Bhavya, Joshi, Gauri, Han, T. Yong-Jin

arXiv.org Machine Learning

Gaussian Processes (GPs) with an appropriate kernel are known to provide accurate predictions and uncertainty estimates even with very small amounts of labeled data. However, GPs are generally unable to learn a good representation that can encode intricate structures in high dimensional data. The representation power of GPs depends heavily on kernel functions used to quantify the similarity between data points. Traditional GP kernels are not very effective at capturing similarity between high dimensional data points, while methods that use deep neural networks to learn a kernel are not sample-efficient. To overcome these drawbacks, we propose deep probabilistic kernels which use a probabilistic neural network to map high-dimensional data to a probability distribution in a low dimensional subspace, and leverage the rich work on kernels between distributions to capture the similarity between these distributions. Experiments on a variety of datasets show that building a GP using this covariance kernel solves the conflicting problems of representation learning and sample efficiency. Our model can be extended beyond GPs to other small-data paradigms such as few-shot classification where we show competitive performance with state-of-the-art models on the mini-Imagenet dataset.


Regularizing Model-Based Planning with Energy-Based Models

Boney, Rinu, Kannala, Juho, Ilin, Alexander

arXiv.org Machine Learning

Model-based reinforcement learning could enable sample-efficient learning by quickly acquiring rich knowledge about the world and using it to improve behaviour without additional data. Learned dynamics models can be directly used for planning actions but this has been challenging because of inaccuracies in the learned models. In this paper, we focus on planning with learned dynamics models and propose to regularize it using energy estimates of state transitions in the environment. We visually demonstrate the effectiveness of the proposed method and show that off-policy training of an energy estimator can be effectively used to regularize planning with pre-trained dynamics models. Further, we demonstrate that the proposed method enables sample-efficient learning to achieve competitive performance in challenging continuous control tasks such as Half-cheetah and Ant in just a few minutes of experience.