Monte-Carlo Tree Search (MCTS) is a class of methods for solving complex decision-making problems through the synergy of Monte-Carlo planning and Reinforcement Learning (RL). The highly combinatorial nature of the problems commonly addressed by MCTS requires the use of efficient exploration strategies for navigating the planning tree and quickly convergent value backup methods. These crucial problems are particularly evident in recent advances that combine MCTS with deep neural networks for function approximation. In this work, we propose two methods for improving the convergence rate and exploration based on a newly introduced backup operator and entropy regularization. We provide strong theoretical guarantees to bound convergence rate, approximation error, and regret of our methods. Moreover, we introduce a mathematical framework based on the use of the $α$-divergence for backup and exploration in MCTS. We show that this theoretical formulation unifies different approaches, including our newly introduced ones, under the same mathematical framework, allowing to obtain different methods by simply changing the value of $α$. In practice, our unified perspective offers a flexible way to balance between exploration and exploitation by tuning the single $α$ parameter according to the problem at hand. We validate our methods through a rigorous empirical study from basic toy problems to the complex Atari games, and including both MDP and POMDP problems.
Maastricht University(马斯特里赫特大学);University of Denver(丹佛大学)
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha-beta search in games where good heuristic evaluations are difficult to obtain. In recent years, combining ideas from traditional minimax search in MCTS has been shown to be advantageous in some domains, such as Lines of Action, Amazons, and Breakthrough. In this paper, we propose a new way to use heuristic evaluations to guide the MCTS search by storing the two sources of information, estimated win rates and heuristic …
Monte-Carlo tree search with uncertainty propagation via optimal transport
Univ. Lille(里尔大学);Inria(法国国家信息与自动化研究所);CNRS(法国国家科学研究中心);Centrale Lille(里尔中央理工学院);Technical University of Darmstadt(达姆施塔特工业大学);ETH Zurich(苏黎世联邦理工学院);Aalto University(阿尔托大学);University of Würzburg(维尔茨堡大学)
This paper makes two proposals for Monte Carlo Softmax Search, which is a recently proposed method that is classified as a selective search like the Monte Carlo Tree Search. The first proposal separately defines the node-selection and backup policies to allow researchers to freely design a node-selection policy based on their searching strategies and confirms the principal variation produced by the Monte Carlo Softmax Search to that produced by a minimax search. The second proposal modifies commonly used learning methods for positional evaluation functions. In our new proposals, evaluation fun…
Hierarchical Reinforcement Learning (HRL) has held longstanding promise to advance reinforcement learning. Yet, it has remained a considerable challenge to develop practical algorithms that exhibit some of these promises. To improve our fundamental understanding of HRL, we investigate hierarchical credit assignment from the perspective of conventional multistep reinforcement learning. We show how e.g., a 1-step `hierarchical backup' can be seen as a conventional multistep backup with $n$ skip connections over time connecting each subsequent state to the first independent of actions inbetween. …
Technische Universität Darmstadt(达姆施塔特工业大学);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Tampere University(坦佩雷大学)
We consider Monte-Carlo Tree Search (MCTS) applied to Markov Decision Processes (MDPs) and Partially Observable MDPs (POMDPs), and the well-known Upper Confidence bound for Trees (UCT) algorithm. In UCT, a tree with nodes (states) and edges (actions) is incrementally built by the expansion of nodes, and the values of nodes are updated through a backup strategy based on the average value of child nodes. However, it has been shown that with enough samples the maximum operator yields more accurate node value estimates than averaging. Instead of settling for one of these value estimates, we go a s…
The concept of utilizing multi-step returns for updating value functions has been adopted in deep reinforcement learning (DRL) for a number of years. Updating value functions with different backup lengths provides advantages in different aspects, including bias and variance of value estimates, convergence speed, and exploration behavior of the agent. Conventional methods such as TD-lambda leverage these advantages by using a target value equivalent to an exponential average of different step returns. Nevertheless, integrating step returns into a single target sacrifices the diversity of the ad…
Technische Universität Darmstadt(达姆施塔特工业大学);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所)
Monte-Carlo planning and Reinforcement Learning (RL) are essential to sequential decision making. The recent AlphaGo and AlphaZero algorithms have shown how to successfully combine these two paradigms in order to solve large scale sequential decision problems. These methodologies exploit a variant of the well-known UCT algorithm to trade off exploitation of good actions and exploration of unvisited states, but their empirical success comes at the cost of poor sample-efficiency and high computation time. In this paper, we overcome these limitations by considering convex regularization in Monte-…
Online Robust Reinforcement Learning Through Monte-Carlo Planning
Hanoi University of Science and Technology(河内科技大学);Univ. Lille, Inria, CNRS, Centrale Lille, UMR 9189-CRIStAL(里尔大学、法国国家信息与自动化研究所、法国国家科学研究中心、中央理工学院里尔分校、CRIStAL实验室)
Bellemare et al. (2016) introduced the notion of a pseudo-count, derived from a density model, to generalize count-based exploration to non-tabular reinforcement learning. This pseudo-count was used to generate an exploration bonus for a DQN agent and combined with a mixed Monte Carlo update was sufficient to achieve state of the art on the Atari 2600 game Montezuma's Revenge. We consider two questions left open by their work: First, how important is the quality of the density model for exploration? Second, what role does the Monte Carlo update play in exploration? We answer the first question…
MILA, Université de Montréal(蒙特利尔大学米拉研究所);Google Brain(谷歌大脑)
Research on exploration in reinforcement learning, as applied to Atari 2600 game-playing, has emphasized tackling difficult exploration problems such as Montezuma's Revenge (Bellemare et al., 2016). Recently, bonus-based exploration methods, which explore by augmenting the environment reward, have reached above-human average performance on such domains. In this paper we reassess popular bonus-based exploration methods within a common evaluation framework. We combine Rainbow (Hessel et al., 2018) with different exploration bonuses and evaluate its performance on Montezuma's Revenge, Bellemare e…
Institute of Mathematics Polish Academy of Sciences(波兰科学院数学研究所);Faculty of Mathematics, Informatics and Mechanics, University of Warsaw(华沙大学数学、信息学与力学学院)
We propose a reinforcement learning framework for discrete environments in which an agent makes both strategic and tactical decisions. The former manifests itself through the use of value function, while the latter is powered by a tree search planner. These tools complement each other. The planning module performs a local \textit{what-if} analysis, which allows to avoid tactical pitfalls and boost backups of the value function. The value function, being global in nature, compensates for inherent locality of the planner. In order to further solidify this synergy, we introduce an exploration mec…
Off-policy deep reinforcement learning (RL) has been successful in a range of challenging domains. However, standard off-policy RL algorithms can suffer from several issues, such as instability in Q-learning and balancing exploration and exploitation. To mitigate these issues, we present SUNRISE, a simple unified ensemble method, which is compatible with various off-policy RL algorithms. SUNRISE integrates two key ingredients: (a) ensemble-based weighted Bellman backups, which re-weight target Q-values based on uncertainty estimates from a Q-ensemble, and (b) an inference method that selects a…
Providing densely shaped reward functions for RL algorithms is often exceedingly challenging, motivating the development of RL algorithms that can learn from easier-to-specify sparse reward functions. This sparsity poses new exploration challenges. One common way to address this problem is using demonstrations to provide initial signal about regions of the state space with high rewards. However, prior RL from demonstrations algorithms introduce significant complexity and many hyperparameters, making them hard to implement and tune. We introduce Monte Carlo Augmented Actor Critic (MCAC), a para…
Active Reinforcement Learning (ARL) is a twist on RL where the agent observes reward information only if it pays a cost. This subtle change makes exploration substantially more challenging. Powerful principles in RL like optimism, Thompson sampling, and random exploration do not help with ARL. We relate ARL in tabular environments to Bayes-Adaptive MDPs. We provide an ARL algorithm using Monte-Carlo Tree Search that is asymptotically Bayes optimal. Experimentally, this algorithm is near-optimal on small Bandit problems and MDPs. On larger MDPs it outperforms a Q-learner augmented with speciali…
Provable and Practical: Efficient Exploration in Reinforcement Learning via Langevin Monte Carlo
Mila, McGill University(米拉研究所,麦吉尔大学);University of Alberta, Amii(阿尔伯塔大学,阿尔伯塔创新机器学习研究所);Duke University(杜克大学);CIFAR AI Chair, Amii(加拿大高级研究所人工智能主席职位,阿尔伯塔创新机器学习研究所);Google DeepMind(谷歌DeepMind);California Institute of Technology, Nvidia(加州理工学院,英伟达);Nvidia(英伟达)
In many applications of computer algebra large expressions must be simplified to make repeated numerical evaluations tractable. Previous works presented heuristically guided improvements, e.g., for Horner schemes. The remaining expression is then further reduced by common subexpression elimination. A recent approach successfully applied a relatively new algorithm, Monte Carlo Tree Search (MCTS) with UCT as the selection criterion, to find better variable orderings. Yet, this approach is fit for further improvements since it is sensitive to the so-called exploration-exploitation constant $C_p$ …
A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exp…
Delft University of Technology(代尔夫特理工大学);Leiden University(莱顿大学)
Monte Carlo Tree Search (MCTS) efficiently balances exploration and exploitation in tree search based on count-derived uncertainty. However, these local visit counts ignore a second type of uncertainty induced by the size of the subtree below an action. We first show how, due to the lack of this second uncertainty type, MCTS may completely fail in well-known sparse exploration problems, known from the reinforcement learning community. We then introduce a new algorithm, which estimates the size of the subtree below an action, and leverages this information in the UCB formula to better direct ex…
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…
Massachusetts Institute of Technology(麻省理工学院);MIT-IBM Watson AI Lab(麻省理工学院-IBM沃森人工智能实验室);Aalto University(阿尔托大学)
State-of-the-art reinforcement learning (RL) algorithms typically use random sampling (e.g., $ε$-greedy) for exploration, but this method fails on hard exploration tasks like Montezuma's Revenge. To address the challenge of exploration, prior works incentivize exploration by rewarding the agent when it visits novel states. Such intrinsic rewards (also called exploration bonus or curiosity) often lead to excellent performance on hard exploration tasks. However, on easy exploration tasks, the agent gets distracted by intrinsic rewards and performs unnecessary exploration even when sufficient tas…
Amplifying Exploration in Monte-Carlo Tree Search by Focusing on the Unknown
Technical University Darmstadt(达姆施塔特工业大学);Hessian Center for Artificial Intelligence (hessian.AI)(黑森人工智能中心);National Research Center for Applied Cybersecurity ATHENE(国家应用网络安全研究中心ATHENE);Johannes Gutenberg-Universität Mainz(美因茨约翰内斯·古腾堡大学);Centre for Cognitive Science(认知科学中心);German Research Center for Artificial Intelligence (DFKI)(德国人工智能研究中心)
We present a new algorithm that significantly improves the efficiency of exploration for deep Q-learning agents in dialogue systems. Our agents explore via Thompson sampling, drawing Monte Carlo samples from a Bayes-by-Backprop neural network. Our algorithm learns much faster than common exploration strategies such as ε-greedy, Boltzmann, bootstrapping, and intrinsic-reward-based ones. Additionally, we show that spiking the replay buffer with experiences from just a few successful episodes can make Q-learning feasible when it might otherwise fail.
We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across observations. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw …
Exploration is a key problem in reinforcement learning. Recently bonus-based methods have achieved considerable successes in environments where exploration is difficult such as Montezuma's Revenge, which assign additional bonuses (e.g., intrinsic rewards) to guide the agent to rarely visited states. Since the bonus is calculated according to the novelty of the next state after performing an action, we call such methods as the next-state bonus methods. However, the next-state bonus methods force the agent to pay overmuch attention in exploring known states and ignore finding unknown states sinc…
OpenAI;Google Brain(谷歌大脑);Happy Elements Inc.(乐元素公司)
We propose a new method for learning from a single demonstration to solve hard exploration tasks like the Atari game Montezuma's Revenge. Instead of imitating human demonstrations, as proposed in other recent works, our approach is to maximize rewards directly. Our agent is trained using off-the-shelf reinforcement learning, but starts every episode by resetting to a state from a demonstration. By starting from such demonstration states, the agent requires much less exploration to learn a game compared to when it starts from the beginning of the game at every episode. We analyze reinforcement …
Northeastern University(东北大学);University of Liverpool(利物浦大学)
The POMDP is a powerful framework for reasoning under outcome and information uncertainty, but constructing an accurate POMDP model is difficult. Bayes-Adaptive Partially Observable Markov Decision Processes (BA-POMDPs) extend POMDPs to allow the model to be learned during execution. BA-POMDPs are a Bayesian RL approach that, in principle, allows for an optimal trade-off between exploitation and exploration. Unfortunately, BA-POMDPs are currently impractical to solve for any non-trivial domain. In this paper, we extend the Monte-Carlo Tree Search method POMCP to BA-POMDPs and show that the res…
MILA, Université de Montréal(蒙特利尔大学米拉研究所);Google Research, Brain Team(谷歌研究院大脑团队);CIFAR Fellow(加拿大高级研究所研究员)
This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE). We study the use of different reward bonuses that incentives exploration in reinforcement learning. We do so by fixing the learning algorithm used and focusing only on the impact of the different exploration bonuses in the agent's performance. We use Rainbow, the state-of-the-art algorithm for value-based agents, and focus on some of the bonuses proposed in the last few years. We consider the impact these algorithms have on performance within the popular game M…
In this study, we address the problem of efficient exploration in reinforcement learning. Most common exploration approaches depend on random action selection, however these approaches do not work well in environments with sparse or no rewards. We propose Generative Adversarial Network-based Intrinsic Reward Module that learns the distribution of the observed states and sends an intrinsic reward that is computed as high for states that are out of distribution, in order to lead agent to unexplored states. We evaluate our approach in Super Mario Bros for a no reward setting and in Montezuma's Re…
We introduce an exploration bonus for deep reinforcement learning methods that is easy to implement and adds minimal overhead to the computation performed. The bonus is the error of a neural network predicting features of the observations given by a fixed randomly initialized neural network. We also introduce a method to flexibly combine intrinsic and extrinsic rewards. We find that the random network distillation (RND) bonus combined with this increased flexibility enables significant progress on several hard exploration Atari games. In particular we establish state of the art performance on …
University of Wyoming(怀俄明大学);Uber AI Labs(优步人工智能实验室)
Traditional exploration methods in RL require agents to perform random actions to find rewards. But these approaches struggle on sparse-reward domains like Montezuma's Revenge where the probability that any random action sequence leads to reward is extremely low. Recent algorithms have performed well on such tasks by encouraging agents to visit new states or perform new actions in relation to all prior training episodes (which we call across-training novelty). But such algorithms do not consider whether an agent exhibits intra-life novelty: doing something new within the current episode, regar…
Exploration is a difficult challenge in reinforcement learning and is of prime importance in sparse reward environments. However, many of the state of the art deep reinforcement learning algorithms, that rely on epsilon-greedy, fail on these environments. In such cases, empowerment can serve as an intrinsic reward signal to enable the agent to maximize the influence it has over the near future. We formulate empowerment as the channel capacity between states and actions and is calculated by estimating the mutual information between the actions and the following states. The mutual information is…
DeepSearch: Overcome the Bottleneck of Reinforcement Learning with Verifiable Rewards via Monte Carlo Tree Search
Stanford University(斯坦福大学);University of Tokyo(东京大学);RIKEN AIP(日本理化学研究所革新智能研究中心);UC Berkeley(加州大学伯克利分校);University of Washington(华盛顿大学);Amazon AWS(亚马逊云科技)
The actor-critic RL is widely used in various robotic control tasks. By viewing the actor-critic RL from the perspective of variational inference (VI), the policy network is trained to obtain the approximate posterior of actions given the optimality criteria. However, in practice, the actor-critic RL may yield suboptimal policy estimates due to the amortization gap and insufficient exploration. In this work, inspired by the previous use of Hamiltonian Monte Carlo (HMC) in VI, we propose to integrate the policy network of actor-critic RL with HMC, which is termed as {\it Hamiltonian Policy}. As…
Remote sensing can provide crucial information for planetary rovers. However, they must validate these orbital observations with in situ measurements. Typically, this involves validating hyperspectral data using a spectrometer on-board the field robot. In order to achieve this, the robot must visit sampling locations that jointly improve a model of the environment while satisfying sampling constraints. However, current planners follow sub-optimal greedy strategies that are not scalable to larger regions. We demonstrate how the problem can be effectively defined in an MDP framework and propose …
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…
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency…
Stanford University(斯坦福大学);University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Nanjing University(南京大学)
Gradient-based methods are often used for policy optimization in deep reinforcement learning, despite being vulnerable to local optima and saddle points. Although gradient-free methods (e.g., genetic algorithms or evolution strategies) help mitigate these issues, poor initialization and local optima are still concerns in highly nonconvex spaces. This paper presents a method for policy optimization based on Monte-Carlo tree search and gradient-free optimization. Our method, called Monte-Carlo tree search for policy optimization (MCTSPO), provides a better exploration-exploitation trade-off thro…
We show that reinforcement learning agents that learn by surprise (surprisal) get stuck at abrupt environmental transition boundaries because these transitions are difficult to learn. We propose a counter-intuitive solution that we call Mutual Information Minimising Exploration (MIME) where an agent learns a latent representation of the environment without trying to predict the future states. We show that our agent performs significantly better over sharp transition boundaries while matching the performance of surprisal driven agents elsewhere. In particular, we show state-of-the-art performan…
Hierarchical Reinforcement Learning (HRL) exploits temporally extended actions, or options, to make decisions from a higher-dimensional perspective to alleviate the sparse reward problem, one of the most challenging problems in reinforcement learning. The majority of existing HRL algorithms require either significant manual design with respect to the specific environment or enormous exploration to automatically learn options from data. To achieve fast exploration without using manual design, we devise a multi-goal HRL algorithm, consisting of a high-level policy Manager and a low-level policy …
Microsoft Research(微软研究院);Google Inc.(谷歌公司);Citadel(城堡投资);Carnegie Mellon University(卡内基梅隆大学);Amazon AI(亚马逊人工智能)
We present a new algorithm that significantly improves the efficiency of exploration for deep Q-learning agents in dialogue systems. Our agents explore via Thompson sampling, drawing Monte Carlo samples from a Bayes-by-Backprop neural network. Our algorithm learns much faster than common exploration strategies such as $ε$-greedy, Boltzmann, bootstrapping, and intrinsic-reward-based ones. Additionally, we show that spiking the replay buffer with experiences from just a few successful episodes can make Q-learning feasible when it might otherwise fail.