Since its introduction a decade ago, \emph{relative entropy policy search} (REPS) has demonstrated successful policy learning on a number of simulated and real-world robotic domains, not to mention providing algorithmic components used by many recently proposed reinforcement learning (RL) algorithms. While REPS is commonly known in the community, there exist no guarantees on its performance when using stochastic and gradient-based solvers. In this paper we aim to fill this gap by providing guarantees and convergence rates for the sub-optimality of a policy learned using first-order optimization methods applied to the REPS objective. We first consider the setting in which we are given access to exact gradients and demonstrate how near-optimality of the objective translates to near-optimality of the policy. We then consider the practical setting of stochastic gradients, and introduce a technique that uses \emph{generative} access to the underlying Markov decision process to compute parameter updates that maintain favorable convergence to the optimal regularized policy.
We propose a new reinforcement learning algorithm derived from a regularized linear-programming formulation of optimal control in MDPs. The method is closely related to the classic Relative Entropy Policy Search (REPS) algorithm of Peters et al. (2010), with the key difference that our method introduces a Q-function that enables efficient exact model-free implementation. The main feature of our algorithm (called QREPS) is a convex loss function for policy evaluation that serves as a theoretically sound alternative to the widely used squared Bellman error. We provide a practical saddle-point op…
Offline reinforcement learning (RL) aims at learning a good policy from a batch of collected data, without extra interactions with the environment during training. However, current offline RL benchmarks commonly have a large reality gap, because they involve large datasets collected by highly exploratory policies, and the trained policy is directly evaluated in the environment. In real-world situations, running a highly exploratory policy is prohibited to ensure system safety, the data is commonly very limited, and a trained policy should be well validated before deployment. In this paper, we …
Peking University(北京大学);Princeton University(普林斯顿大学);University of California, Los Angeles(加州大学洛杉矶分校)
This work considers the sample complexity of obtaining an $\varepsilon$-optimal policy in an average reward Markov Decision Process (AMDP), given access to a generative model (simulator). When the ground-truth MDP is weakly communicating, we prove an upper bound of $\widetilde O(H \varepsilon^{-3} \ln \frac{1}δ)$ samples per state-action pair, where $H := sp(h^*)$ is the span of bias of any optimal policy, $\varepsilon$ is the accuracy and $δ$ is the failure probability. This bound improves the best-known mixing-time-based approaches in [Jin & Sidford 2021], which assume the mixing-time of eve…
UC Santa Barbara(加州大学圣巴巴拉分校);Salesforce Research(赛富时研究院)
The problem of Offline Policy Evaluation (OPE) in Reinforcement Learning (RL) is a critical step towards applying RL in real-life applications. Existing work on OPE mostly focus on evaluating a fixed target policy $π$, which does not provide useful bounds for offline policy learning as $π$ will then be data-dependent. We address this problem by simultaneously evaluating all policies in a policy class $Π$ -- uniform convergence in OPE -- and obtain nearly optimal error bounds for a number of global / local policy classes. Our results imply that the model-based planning achieves an optimal episo…
A learning dialogue agent can infer its behaviour from interactions with the users. These interactions can be taken from either human-to-human or human-machine conversations. However, human interactions are scarce and costly, making learning from few interactions essential. One solution to speedup the learning process is to guide the agent's exploration with the help of an expert. We present in this paper several imitation learning strategies for dialogue policy where the guiding expert is a near-optimal handcrafted policy. We incorporate these strategies with state-of-the-art reinforcement le…
ETH Zurich(苏黎世联邦理工学院);Carnegie Mellon University(卡内基梅隆大学);Stanford University(斯坦福大学);University College London(伦敦大学学院);University of Alberta(阿尔伯塔大学)
Many real-world reinforcement learning tasks require control of complex dynamical systems that involve both costly data acquisition processes and large state spaces. In cases where the transition dynamics can be readily evaluated at specified states (e.g., via a simulator), agents can operate in what is often referred to as planning with a \emph{generative model}. We propose the AE-LSVI algorithm for best-policy identification, a novel variant of the kernelized least-squares value iteration (LSVI) algorithm that combines optimism with pessimism for active exploration (AE). AE-LSVI provably ide…
Reinforcement learning is a promising approach to learning robotics controllers. It has recently been shown that algorithms based on finite-difference estimates of the policy gradient are competitive with algorithms based on the policy gradient theorem. We propose a theoretical framework for understanding this phenomenon. Our key insight is that many dynamical systems (especially those of interest in robotics control tasks) are nearly deterministic -- i.e., they can be modeled as a deterministic system with a small stochastic perturbation. We show that for such systems, finite-difference estim…
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);The University of Chicago(芝加哥大学);Stanford University(斯坦福大学);Google Research(谷歌研究院)
Although parallelism has been extensively used in reinforcement learning (RL), the quantitative effects of parallel exploration are not well understood theoretically. We study the benefits of simple parallel exploration for reward-free RL in linear Markov decision processes (MDPs) and two-player zero-sum Markov games (MGs). In contrast to the existing literature, which focuses on approaches that encourage agents to explore a diverse set of policies, we show that using a single policy to guide exploration across all agents is sufficient to obtain an almost-linear speedup in all cases compared t…
Peking University(北京大学);National University of Singapore(新加坡国立大学);Beijing International Center for Mathematical Research(北京国际数学研究中心)
As an important framework for safe Reinforcement Learning, the Constrained Markov Decision Process (CMDP) has been extensively studied in the recent literature. However, despite the rich results under various on-policy learning settings, there still lacks some essential understanding of the offline CMDP problems, in terms of both the algorithm design and the information theoretic sample complexity lower bound. In this paper, we focus on solving the CMDP problems where only offline data are available. By adopting the concept of the single-policy concentrability coefficient $C^*$, we establish a…
Academy for Advanced Interdisciplinary Studies, Peking University(北京大学前沿交叉学科研究院);School of Mathematical Sciences, Peking University(北京大学数学科学学院)
Regularized MDPs serve as a smooth version of original MDPs. However, biased optimal policy always exists for regularized MDPs. Instead of making the coefficientλof regularized term sufficiently small, we propose an adaptive reduction scheme for λ to approximate optimal policy of the original MDP. It is shown that the iteration complexity for obtaining anε-optimal policy could be reduced in comparison with setting sufficiently smallλ. In addition, there exists strong duality connection between the reduction method and solving the original MDP directly, from which we can derive more adaptive re…
For continuing environments, reinforcement learning (RL) methods commonly maximize the discounted reward criterion with discount factor close to 1 in order to approximate the average reward (the gain). However, such a criterion only considers the long-run steady-state performance, ignoring the transient behaviour in transient states. In this work, we develop a policy gradient method that optimizes the gain, then the bias (which indicates the transient performance and is important to capably select from policies with equal gain). We derive expressions that enable sampling for the gradient of th…
Tsinghua University(清华大学);University of Washington(华盛顿大学)
This paper presents a systematic study on gap-dependent sample complexity in offline reinforcement learning. Prior work showed when the density ratio between an optimal policy and the behavior policy is upper bounded (the optimal policy coverage assumption), then the agent can achieve an $O\left(\frac{1}{ε^2}\right)$ rate, which is also minimax optimal. We show under the optimal policy coverage assumption, the rate can be improved to $O\left(\frac{1}ε\right)$ when there is a positive sub-optimality gap in the optimal $Q$-function. Furthermore, we show when the visitation probabilities of the b…
University of California, Berkeley(加州大学伯克利分校);Peking University(北京大学);Peng Cheng Laboratory(鹏城实验室);University of Washington(华盛顿大学)
Policy optimization methods are one of the most widely used classes of Reinforcement Learning (RL) algorithms. However, theoretical understanding of these methods remains insufficient. Even in the episodic (time-inhomogeneous) tabular setting, the state-of-the-art theoretical result of policy-based method in \citet{shani2020optimistic} is only $\tilde{O}(\sqrt{S^2AH^4K})$ where $S$ is the number of states, $A$ is the number of actions, $H$ is the horizon, and $K$ is the number of episodes, and there is a $\sqrt{SH}$ gap compared with the information theoretic lower bound $\tildeΩ(\sqrt{SAH^3K}…
Near-Optimal Regret for Policy Optimization in Contextual MDPs with General Offline Function Approximation
Department of XXX, University of YYY, Location, Country;School of ZZZ, Institute of WWW, Location, Country;Blavatnik School of Computer Science, Tel Aviv University;Google Research;School of Electrical Engineering, Tel Aviv University
This paper introduces a method for constructing an upper bound for exploration policy using either the weighted variance of return sequences or the weighted temporal difference (TD) error. We demonstrate that the variance of the return sequence for a specific state-action pair is an important information source that can be leveraged to guide exploration in reinforcement learning. The intuition is that fluctuation in the return sequence indicates greater uncertainty in the near future returns. This divergence occurs because of the cyclic nature of value-based reinforcement learning; the evolvin…
UC Santa Barbara(加州大学圣巴巴拉分校);Salesforce Research(Salesforce研究院)
We consider the problem of offline reinforcement learning (RL) -- a well-motivated setting of RL that aims at policy optimization using only historical data. Despite its wide applicability, theoretical understandings of offline RL, such as its optimal sample complexity, remain largely open even in basic settings such as \emph{tabular} Markov Decision Processes (MDPs). In this paper, we propose Off-Policy Double Variance Reduction (OPDVR), a new variance reduction based algorithm for offline RL. Our main result shows that OPDVR provably identifies an $ε$-optimal policy with $\widetilde{O}(H^2/d…
University of Washington(华盛顿大学);Stanford University(斯坦福大学)
We study the problem of estimating the expected reward of the optimal policy in the stochastic disjoint linear bandit setting. We prove that for certain settings it is possible to obtain an accurate estimate of the optimal policy value even with a number of samples that is sublinear in the number that would be required to \emph{find} a policy that realizes a value close to this optima. We establish nearly matching information theoretic lower bounds, showing that our algorithm achieves near optimal estimation error. Finally, we demonstrate the effectiveness of our algorithm on joke recommendati…
Learning Markov decision processes (MDPs) in the presence of the adversary is a challenging problem in reinforcement learning (RL). In this paper, we study RL in episodic MDPs with adversarial reward and full information feedback, where the unknown transition probability function is a linear function of a given feature mapping, and the reward function can change arbitrarily episode by episode. We propose an optimistic policy optimization algorithm POWERS and show that it can achieve $\tilde{O}(dH\sqrt{T})$ regret, where $H$ is the length of the episode, $T$ is the number of interactions with t…
University of Southern California(南加州大学);Tel-Aviv University(特拉维夫大学)
Policy optimization is among the most popular and successful reinforcement learning algorithms, and there is increasing interest in understanding its theoretical guarantees. In this work, we initiate the study of policy optimization for the stochastic shortest path (SSP) problem, a goal-oriented reinforcement learning model that strictly generalizes the finite-horizon model and better captures many applications. We consider a wide range of settings, including stochastic and adversarial environments under full information or bandit feedback, and propose a policy optimization algorithm for each …
Sample inefficiency is a long-lasting problem in reinforcement learning (RL). The state-of-the-art estimates the optimal action values while it usually involves an extensive search over the state-action space and unstable optimization. Towards the sample-efficient RL, we propose ranking policy gradient (RPG), a policy gradient method that learns the optimal rank of a set of discrete actions. To accelerate the learning of policy gradient methods, we establish the equivalence between maximizing the lower bound of return and imitating a near-optimal policy without accessing any oracles. These res…
Google DeepMind(谷歌DeepMind);Vrije Universiteit Brussel(布鲁塞尔自由大学)
In this work, we take a fresh look at some old and new algorithms for off-policy, return-based reinforcement learning. Expressing these in a common form, we derive a novel algorithm, Retrace($λ$), with three desired properties: (1) it has low variance; (2) it safely uses samples collected from any behaviour policy, whatever its degree of "off-policyness"; and (3) it is efficient as it makes the best use of samples collected from near on-policy behaviour policies. We analyze the contractive nature of the related operator under both off-policy policy evaluation and control settings and derive on…
When the environment is partially observable (PO), a deep reinforcement learning (RL) agent must learn a suitable temporal representation of the entire history in addition to a strategy to control. This problem is not novel, and there have been model-free and model-based algorithms proposed for this problem. However, inspired by recent success in model-free image-based RL, we noticed the absence of a model-free baseline for history-based RL that (1) uses full history and (2) incorporates recent advances in off-policy continuous control. Therefore, we implement recurrent versions of DDPG, TD3, …
Policy optimization methods are popular reinforcement learning algorithms, because their incremental and on-policy nature makes them more stable than the value-based counterparts. However, the same properties also make them slow to converge and sample inefficient, as the on-policy requirement precludes data reuse and the incremental updates couple large iteration complexity into the sample complexity. These characteristics have been observed in experiments as well as in theory in the recent work of~\citet{agarwal2020pc}, which provides a policy optimization method PCPG that can robustly find n…
Off-policy learning is a framework for evaluating and optimizing policies without deploying them, from data collected by another policy. Real-world environments are typically non-stationary and the offline learned policies should adapt to these changes. To address this challenge, we study the novel problem of off-policy optimization in piecewise-stationary contextual bandits. Our proposed solution has two phases. In the offline learning phase, we partition logged data into categorical latent states and learn a near-optimal sub-policy for each state. In the online deployment phase, we adaptivel…
Standard reinforcement learning methods aim to master one way of solving a task whereas there may exist multiple near-optimal policies. Being able to identify this collection of near-optimal policies can allow a domain expert to efficiently explore the space of reasonable solutions. Unfortunately, existing approaches that quantify uncertainty over policies are not ultimately relevant to finding policies with qualitatively distinct behaviors. In this work, we formalize the difference between policies as a difference between the distribution of trajectories induced by each policy, which encourag…
DeepMind;Google Brain(谷歌大脑);Facebook AI Research(Facebook人工智能研究院)
We study continuous action reinforcement learning problems in which it is crucial that the agent interacts with the environment only through safe policies, i.e.,~policies that do not take the agent to undesirable situations. We formulate these problems as constrained Markov decision processes (CMDPs) and present safe policy optimization algorithms that are based on a Lyapunov approach to solve them. Our algorithms can use any standard policy gradient (PG) method, such as deep deterministic policy gradient (DDPG) or proximal policy optimization (PPO), to train a neural network policy, while gua…
This paper studies the statistical theory of batch data reinforcement learning with function approximation. Consider the off-policy evaluation problem, which is to estimate the cumulative value of a new target policy from logged history generated by unknown behavioral policies. We study a regression-based fitted Q iteration method, and show that it is equivalent to a model-based method that estimates a conditional mean embedding of the transition operator. We prove that this method is information-theoretically optimal and has nearly minimal estimation error. In particular, by leveraging contra…
Norwegian University of Science and Technology (NTNU)(挪威科技大学)
In this paper, we are interested in optimal control problems with purely economic costs, which often yield optimal policies having a (nearly) bang-bang structure. We focus on policy approximations based on Model Predictive Control (MPC) and the use of the deterministic policy gradient method to optimize the MPC closed-loop performance in the presence of unmodelled stochasticity or model error. When the policy has a (nearly) bang-bang structure, we observe that the policy gradient method can struggle to produce meaningful steps in the policy parameters. To tackle this issue, we propose a homoto…
Imitation learning can reproduce policies by observing experts, which poses a problem regarding policy privacy. Policies, such as human, or policies on deployed robots, can all be cloned without consent from the owners. How can we protect against external observers cloning our proprietary policies? To answer this question we introduce a new reinforcement learning framework, where we train an ensemble of near-optimal policies, whose demonstrations are guaranteed to be useless for an external observer. We formulate this idea by a constrained optimization problem, where the objective is to improv…
We study the optimal sample complexity in large-scale Reinforcement Learning (RL) problems with policy space generalization, i.e. the agent has a prior knowledge that the optimal policy lies in a known policy space. Existing results show that without a generalization model, the sample complexity of an RL algorithm will inevitably depend on the cardinalities of state space and action space, which are intractably large in many practical problems. To avoid such undesirable dependence on the state and action space sizes, this paper proposes a new notion of eluder dimension for the policy space, wh…
We show that in a cooperative $N$-agent network, one can design locally executable policies for the agents such that the resulting discounted sum of average rewards (value) well approximates the optimal value computed over all (including non-local) policies. Specifically, we prove that, if $|\mathcal{X}|, |\mathcal{U}|$ denote the size of state, and action spaces of individual agents, then for sufficiently small discount factor, the approximation error is given by $\mathcal{O}(e)$ where $e\triangleq \frac{1}{\sqrt{N}}\left[\sqrt{|\mathcal{X}|}+\sqrt{|\mathcal{U}|}\right]$. Moreover, in a speci…
We consider the problem of finding Nash equilibrium for two-player turn-based zero-sum games. Inspired by the AlphaGo Zero (AGZ) algorithm, we develop a Reinforcement Learning based approach. Specifically, we propose Explore-Improve-Supervise (EIS) method that combines "exploration", "policy improvement"' and "supervised learning" to find the value function and policy associated with Nash equilibrium. We identify sufficient conditions for convergence and correctness for such an approach. For a concrete instance of EIS where random policy is used for "exploration", Monte-Carlo Tree Search is us…