Research in deep reinforcement learning (RL) has coalesced around improving performance on benchmarks like the Arcade Learning Environment. However, these benchmarks conspicuously miss important characteristics like abrupt context-dependent shifts in strategy and temporal sensitivity that are often present in real-world domains. As a result, RL research has not focused on these challenges, resulting in algorithms which do not understand critical changes in context, and have little notion of real world time. To tackle this issue, this paper introduces the game of Space Fortress as a RL benchmark which incorporates these characteristics. We show that existing state-of-the-art RL algorithms are unable to learn to play the Space Fortress game. We then confirm that this poor performance is due to the RL algorithms' context insensitivity and reward sparsity. We also identify independent axes along which to vary context and temporal sensitivity, allowing Space Fortress to be used as a testbed for understanding both characteristics in combination and also in isolation. We release Space Fortress as an open-source Gym environment.
Although there has been remarkable progress and impressive performance on reinforcement learning (RL) on Atari games, there are many problems with challenging characteristics that have not yet been explored in Deep Learning for RL. These include reward sparsity, abrupt context-dependent reversals of strategy and time-sensitive game play. In this paper, we present Space Fortress, a game that incorporates all these characteristics and experimentally show that the presence of any of these renders state of the art Deep RL algorithms incapable of learning. Then, we present our enhancements to an ex…
There exist a number of reinforcement learning algorithms which learnby climbing the gradient of expected reward. Their long-runconvergence has been proved, even in partially observableenvironments with non-deterministic actions, and without the need fora system model. However, the variance of the gradient estimator hasbeen found to be a significant practical problem. Recent approacheshave discounted future rewards, introducing a bias-variance trade-offinto the gradient estimate. We incorporate a reward baseline into thelearning system, and show that it affects variance without introducingfurt…
DeepMind(深度思维);The Swiss AI Lab IDSIA(瑞士人工智能实验室IDSIA);USI(瑞士意大利语区大学);SUPSI(瑞士南方应用科学大学)
Meta reinforcement learning (RL) attempts to discover new RL algorithms automatically from environment interaction. In so-called black-box approaches, the policy and the learning algorithm are jointly represented by a single neural network. These methods are very flexible, but they tend to underperform in terms of generalisation to new, unseen environments. In this paper, we explore the role of symmetries in meta-generalisation. We show that a recent successful meta RL approach that meta-learns an objective for backpropagation-based learning exhibits certain symmetries (specifically the reuse …
Interactive reinforcement learning, where humans actively assist during an agent's learning process, has the promise to alleviate the sample complexity challenges of practical algorithms. However, the inner workings and state of the robot are typically hidden from the teacher when humans provide feedback. To create a common ground between the human and the learning robot, in this paper, we propose an Augmented Reality (AR) system that reveals the hidden state of the learning to the human users. This paper describes our system's design and implementation and concludes with a discussion on two d…
In several reinforcement learning (RL) scenarios, mainly in security settings, there may be adversaries trying to interfere with the reward generating process. In this paper, we introduce Threatened Markov Decision Processes (TMDPs), which provide a framework to support a decision maker against a potential adversary in RL. Furthermore, we propose a level-$k$ thinking scheme resulting in a new learning framework to deal with TMDPs. After introducing our framework and deriving theoretical results, relevant empirical evidence is given via extensive experiments, showing the benefits of accounting …
In this paper, we propose and study opportunistic reinforcement learning - a new variant of reinforcement learning problems where the regret of selecting a suboptimal action varies under an external environmental condition known as the variation factor. When the variation factor is low, so is the regret of selecting a suboptimal action and vice versa. Our intuition is to exploit more when the variation factor is high, and explore more when the variation factor is low. We demonstrate the benefit of this novel framework for finite-horizon episodic MDPs by designing and evaluating OppUCRL2 and Op…
Continual Learning as Computationally Constrained Reinforcement Learning
Department of Computer Science, Stanford University(计算机科学系,斯坦福大学);Department of Electrical Engineering, Stanford University(电气工程系,斯坦福大学);Department of Management Science and Engineering, Stanford University(管理科学与工程系,斯坦福大学)
Tsinghua University(清华大学);Beijing National Research Center for Information Science and Technology(北京信息科学与技术国家研究中心)
Model-free deep reinforcement learning (RL) algorithms have been widely used for a range of complex control tasks. However, slow convergence and sample inefficiency remain challenging problems in RL, especially when handling continuous and high-dimensional state spaces. To tackle this problem, we propose a general acceleration method for model-free, off-policy deep RL algorithms by drawing the idea underlying regularized Anderson acceleration (RAA), which is an effective approach to accelerating the solving of fixed point problems with perturbations. Specifically, we first explain how policy i…
It is well known that reinforcement learning can be cast as inference in an appropriate probabilistic model. However, this commonly involves introducing a distribution over agent trajectories with probabilities proportional to exponentiated rewards. In this work, we formulate reinforcement learning as Bayesian inference without resorting to rewards, and show that rewards are derived from agent's preferences, rather than the other way around. We argue that agent preferences should be specified stochastically rather than deterministically. Reinforcement learning via inference with stochastic pre…
Recent advances in machine learning are consistently enabled by increasing amounts of computation. Reinforcement learning (RL) and population-based methods in particular pose unique challenges for efficiency and flexibility to the underlying distributed computing frameworks. These challenges include frequent interaction with simulations, the need for dynamic scaling, and the need for a user interface with low adoption cost and consistency across different backends. In this paper we address these challenges while still retaining development efficiency and flexibility for both research and pract…
University of Alberta(阿尔伯塔大学);Google DeepMind(谷歌DeepMind)
Representation learning and option discovery are two of the biggest challenges in reinforcement learning (RL). Proto-value functions (PVFs) are a well-known approach for representation learning in MDPs. In this paper we address the option discovery problem by showing how PVFs implicitly define options. We do it by introducing eigenpurposes, intrinsic reward functions derived from the learned representations. The options discovered from eigenpurposes traverse the principal directions of the state space. They are useful for multiple tasks because they are discovered without taking the environmen…
QTRAN is a multi-agent reinforcement learning (MARL) algorithm capable of learning the largest class of joint-action value functions up to date. However, despite its strong theoretical guarantee, it has shown poor empirical performance in complex environments, such as Starcraft Multi-Agent Challenge (SMAC). In this paper, we identify the performance bottleneck of QTRAN and propose a substantially improved version, coined QTRAN++. Our gains come from (i) stabilizing the training objective of QTRAN, (ii) removing the strict role separation between the action-value estimators of QTRAN, and (iii) …
Scientific Computing and Imaging Institute, University of Utah(犹他大学科学计算与成像研究所)
Applying machine learning techniques to graph drawing has become an emergent area of research in visualization. In this paper, we interpret graph drawing as a multi-agent reinforcement learning (MARL) problem. We first demonstrate that a large number of classic graph drawing algorithms, including force-directed layouts and stress majorization, can be interpreted within the framework of MARL. Using this interpretation, a node in the graph is assigned to an agent with a reward function. Via multi-agent reward maximization, we obtain an aesthetically pleasing graph layout that is comparable to th…
A promising way to improve the sample efficiency of reinforcement learning is model-based methods, in which many explorations and evaluations can happen in the learned models to save real-world samples. However, when the learned model has a non-negligible model error, sequential steps in the model are hard to be accurately evaluated, limiting the model's utilization. This paper proposes to alleviate this issue by introducing multi-step plans to replace multi-step actions for model-based RL. We employ the multi-step plan value estimation, which evaluates the expected discounted return after exe…
KAIST(韩国科学技术院);University of Michigan(密歇根大学);Google Brain(谷歌大脑)
Deep reinforcement learning (RL) agents often fail to generalize to unseen environments (yet semantically similar to trained agents), particularly when they are trained on high-dimensional state spaces, such as images. In this paper, we propose a simple technique to improve a generalization ability of deep RL agents by introducing a randomized (convolutional) neural network that randomly perturbs input observations. It enables trained agents to adapt to new domains by learning robust features invariant across varied and randomized environments. Furthermore, we consider an inference method base…
A common belief in model-free reinforcement learning is that methods based on random search in the parameter space of policies exhibit significantly worse sample complexity than those that explore the space of actions. We dispel such beliefs by introducing a random search method for training static, linear policies for continuous control problems, matching state-of-the-art sample efficiency on the benchmark MuJoCo locomotion tasks. Our method also finds a nearly optimal controller for a challenging instance of the Linear Quadratic Regulator, a classical problem in control theory, when the dyna…
Columbia University(哥伦比亚大学);Cornell University(康奈尔大学)
In this work, we introduce Graph Pointer Networks (GPNs) trained using reinforcement learning (RL) for tackling the traveling salesman problem (TSP). GPNs build upon Pointer Networks by introducing a graph embedding layer on the input, which captures relationships between nodes. Furthermore, to approximate solutions to constrained combinatorial optimization problems such as the TSP with time windows, we train hierarchical GPNs (HGPNs) using RL, which learns a hierarchical policy to find an optimal city permutation under constraints. Each layer of the hierarchy is designed with a separate rewar…
University of Colorado Boulder(科罗拉多大学博尔德分校);University of Central Florida(中佛罗里达大学);Air Force Research Laboratory(空军研究实验室)
The success of reinforcement learning in typical settings is predicated on Markovian assumptions on the reward signal by which an agent learns optimal policies. In recent years, the use of reward machines has relaxed this assumption by enabling a structured representation of non-Markovian rewards. In particular, such representations can be used to augment the state space of the underlying decision process, thereby facilitating non-Markovian reinforcement learning. However, these reward machines cannot capture the semantics of stochastic reward signals. In this paper, we make progress on this f…
Machine learning applications in medical imaging are frequently limited by the lack of quality labeled data. In this paper, we explore the self training method, a form of semi-supervised learning, to address the labeling burden. By integrating reinforcement learning, we were able to expand the application of self training to complex segmentation networks without any further human annotation. The proposed approach, reinforced self training (ReST), fine tunes a semantic segmentation networks by introducing a policy network that learns to generate pseudolabels. We incorporate an expert demonstrat…
University of Southern California(南加州大学);Google AI(谷歌人工智能部门)
Solving tasks with sparse rewards is one of the most important challenges in reinforcement learning. In the single-agent setting, this challenge is addressed by introducing intrinsic rewards that motivate agents to explore unseen regions of their state spaces; however, applying these techniques naively to the multi-agent setting results in agents exploring independently, without any coordination among themselves. Exploration in cooperative multi-agent settings can be accelerated and improved if agents coordinate their exploration. In this paper we introduce a framework for designing intrinsic …
Object-centric representations have recently enabled significant progress in tackling relational reasoning tasks. By building a strong object-centric inductive bias into neural architectures, recent efforts have improved generalization and data efficiency of machine learning algorithms for these problems. One problem class involving relational reasoning that still remains under-explored is multi-agent reinforcement learning (MARL). Here we investigate whether object-centric representations are also beneficial in the fully cooperative MARL setting. Specifically, we study two ways of incorporati…
Multi-agent reinforcement learning (MARL) algorithms have made promising progress in recent years by leveraging the centralized training and decentralized execution (CTDE) paradigm. However, existing MARL algorithms still suffer from the sample inefficiency problem. In this paper, we propose a simple yet effective approach, called state-based episodic memory (SEM), to improve sample efficiency in MARL. SEM adopts episodic memory (EM) to supervise the centralized training procedure of CTDE in MARL. To the best of our knowledge, SEM is the first work to introduce EM into MARL. We can theoretical…
Reinforcement Learning (RL) can be considered as a sequence modeling task: given a sequence of past state-action-reward experiences, an agent predicts a sequence of next actions. In this work, we propose State-Action-Reward Transformer (StARformer) for visual RL, which explicitly models short-term state-action-reward representations (StAR-representations), essentially introducing a Markovian-like inductive bias to improve long-term modeling. Our approach first extracts StAR-representations by self-attending image state patches, action, and reward tokens within a short temporal window. These ar…
In partially observable reinforcement learning, offline training gives access to latent information which is not available during online training and/or execution, such as the system state. Asymmetric actor-critic methods exploit such information by training a history-based policy via a state-based critic. However, many asymmetric methods lack theoretical foundation, and are only evaluated on limited domains. We examine the theory of asymmetric actor-critic methods which use state-based critics, and expose fundamental issues which undermine the validity of a common variant, and limit its abili…
Johns Hopkins University Applied Physics Laboratory(约翰斯·霍普金斯大学应用物理实验室)
Despite groundbreaking progress in reinforcement learning for robotics, gameplay, and other complex domains, major challenges remain in applying reinforcement learning to the evolving, open-world problems often found in critical application spaces. Reinforcement learning solutions tend to generalize poorly when exposed to new tasks outside of the data distribution they are trained on, prompting an interest in continual learning algorithms. In tandem with research on continual learning algorithms, there is a need for challenge environments, carefully designed experiments, and metrics to assess …
Huawei R&D UK(华为英国研发部);Technische Universität Darmstadt(达姆施塔特工业大学);University College London(伦敦大学学院)
Satisfying safety constraints almost surely (or with probability one) can be critical for the deployment of Reinforcement Learning (RL) in real-life applications. For example, plane landing and take-off should ideally occur with probability one. We address the problem by introducing Safety Augmented (Saute) Markov Decision Processes (MDPs), where the safety constraints are eliminated by augmenting them into the state-space and reshaping the objective. We show that Saute MDP satisfies the Bellman equation and moves us closer to solving Safe RL with constraints satisfied almost surely. We argue …
Learning a control policy capable of adapting to time-varying and potentially evolving system dynamics has been a great challenge to the mainstream reinforcement learning (RL). Mainly, the ever-changing system properties would continuously affect how the RL agent interacts with the state space through its actions, which effectively (re-)introduces concept drifts to the underlying policy learning process. We postulated that higher adaptability for the control policy can be achieved by characterizing and representing actions with extra "degrees of freedom" and thereby, with greater flexibility, …
Self-Guided Process Reward Optimization with Redefined Step-wise Advantage for Process Reinforcement Learning
Terminus Group(Terminus集团);The Hong Kong University of Science and Technology (Guangzhou)(香港科技大学(广州));King Abdullah University of Science and Technology(国王阿卜杜勒阿齐兹大学)
Path-based relational reasoning over knowledge graphs has become increasingly popular due to a variety of downstream applications such as question answering in dialogue systems, fact prediction, and recommender systems. In recent years, reinforcement learning (RL) has provided solutions that are more interpretable and explainable than other deep learning models. However, these solutions still face several challenges, including large action space for the RL agent and accurate representation of entity neighborhood structure. We address these problems by introducing a type-enhanced RL agent that …
Shanghai Jiao Tong University(上海交通大学);Tencent AI Lab(腾讯人工智能实验室)
Exploration is crucial for training the optimal reinforcement learning (RL) policy, where the key is to discriminate whether a state visiting is novel. Most previous work focuses on designing heuristic rules or distance metrics to check whether a state is novel without considering such a discrimination process that can be learned. In this paper, we propose a novel method called generative adversarial exploration (GAEX) to encourage exploration in RL via introducing an intrinsic reward output from a generative adversarial network, where the generator provides fake samples of states that help di…
University of Waterloo(滑铁卢大学);Monash University(莫纳什大学)
A promising characteristic of Deep Reinforcement Learning (DRL) is its capability to learn optimal policy in an end-to-end manner without relying on feature engineering. However, most approaches assume a fully observable state space, i.e. fully observable Markov Decision Processes (MDPs). In real-world robotics, this assumption is unpractical, because of issues such as sensor sensitivity limitations and sensor noise, and the lack of knowledge about whether the observation design is complete or not. These scenarios lead to Partially Observable MDPs (POMDPs). In this paper, we propose Long-Short…
Temporal abstraction in reinforcement learning (RL), offers the promise of improving generalization and knowledge transfer in complex environments, by propagating information more efficiently over time. Although option learning was initially formulated in a way that allows updating many options simultaneously, using off-policy, intra-option learning (Sutton, Precup & Singh, 1999), many of the recent hierarchical reinforcement learning approaches only update a single option at a time: the option currently executing. We revisit and extend intra-option learning in the context of deep reinforcemen…
Google Brain(谷歌大脑);University of Cambridge(剑桥大学);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Uber AI Labs(优步人工智能实验室);UC Berkeley(加州大学伯克利分校)
Policy gradient methods are a widely used class of model-free reinforcement learning algorithms where a state-dependent baseline is used to reduce gradient estimator variance. Several recent papers extend the baseline to depend on both the state and action and suggest that this significantly reduces variance and improves sample efficiency without introducing bias into the gradient estimates. To better understand this development, we decompose the variance of the policy gradient estimator and numerically show that learned state-action-dependent baselines do not in fact reduce variance over a st…
We present a framework combining hierarchical and multi-agent deep reinforcement learning approaches to solve coordination problems among a multitude of agents using a semi-decentralized model. The framework extends the multi-agent learning setup by introducing a meta-controller that guides the communication between agent pairs, enabling agents to focus on communicating with only one other agent at any step. This hierarchical decomposition of the task allows for efficient exploration to learn policies that identify globally optimal solutions even as the number of collaborating agents increases…
Columbia University(哥伦比亚大学);Point Zero One Technology(Point Zero One Technology(Point Zero One科技公司))
With the increasing power of computers and the rapid development of self-learning methodologies such as machine learning and artificial intelligence, the problem of constructing an automatic Financial Trading Systems (FTFs) becomes an increasingly attractive research topic. An intuitive way of developing such a trading algorithm is to use Reinforcement Learning (RL) algorithms, which does not require model-building. In this paper, we dive into the RL algorithms and illustrate the definitions of the reward function, actions and policy functions in details, as well as introducing algorithms that…
Shizuoka University(静冈大学);Shonan Institute of Technology(湘南工业大学);Hiroshima City University(广岛市立大学)
Deep Q-learning method is one of the most popularly used deep reinforcement learning algorithms which uses deep neural networks to approximate the estimation of the action-value function. Training of the deep Q-network (DQN) is usually restricted to first order gradient based methods. This paper attempts to accelerate the training of deep Q-networks by introducing a second order Nesterov's accelerated quasi-Newton method. We evaluate the performance of the proposed method on deep reinforcement learning using double DQNs for global routing. The results show that the proposed method can obtain b…
University of Cambridge(剑桥大学);Google DeepMind(谷歌DeepMind);UC Berkeley(加州大学伯克利分校)
Reinforcement learning holds the promise of enabling autonomous robots to learn large repertoires of behavioral skills with minimal human intervention. However, robotic applications of reinforcement learning often compromise the autonomy of the learning process in favor of achieving training times that are practical for real physical systems. This typically involves introducing hand-engineered policy representations and human-supplied demonstrations. Deep reinforcement learning alleviates this limitation by training general-purpose neural network policies, but applications of direct deep reinf…
We propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinfor…
Humans learn to play video games significantly faster than the state-of-the-art reinforcement learning (RL) algorithms. People seem to build simple models that are easy to learn to support planning and strategic exploration. Inspired by this, we investigate two issues in leveraging model-based RL for sample efficiency. First we investigate how to perform strategic exploration when exact planning is not feasible and empirically show that optimistic Monte Carlo Tree Search outperforms posterior sampling methods. Second we show how to learn simple deterministic models to support fast learning usi…
Animals excel at adapting their intentions, attention, and actions to the environment, making them remarkably efficient at interacting with a rich, unpredictable and ever-changing external world, a property that intelligent machines currently lack. Such an adaptation property relies heavily on cellular neuromodulation, the biological mechanism that dynamically controls intrinsic properties of neurons and their response to external stimuli in a context-dependent manner. In this paper, we take inspiration from cellular neuromodulation to construct a new deep neural network architecture that is s…
We present Mask Atari, a new benchmark to help solve partially observable Markov decision process (POMDP) problems with Deep Reinforcement Learning (DRL)-based approaches. To achieve a simulation environment for the POMDP problems, Mask Atari is constructed based on Atari 2600 games with controllable, moveable, and learnable masks as the observation area for the target agent, especially with the active information gathering (AIG) setting in POMDPs. Given that one does not yet exist, Mask Atari provides a challenging, efficient benchmark for evaluating the methods that focus on the above proble…
Department of Philosophy, UMass Lowell(马萨诸塞大学洛厄尔分校哲学系)
Stop-and-go traffic poses many challenges to tranportation system, but its formation and mechanism are still under exploration.however, it has been proved that by introducing Connected Automated Vehicles(CAVs) with carefully designed controllers one could dampen the stop-and-go waves in the vehicle fleet. Instead of using analytical model, this study adopts reinforcement learning to control the behavior of CAV and put a single CAV at the 2nd position of a vehicle fleet with the purpose to dampen the speed oscillation from the fleet leader and help following human drivers adopt more smooth driv…