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Offline policy evaluation (OPE) is considered a fundamental and challenging problem in reinforcement learning (RL). This paper focuses on the value estimation of a target policy based on pre-collected data generated from a possibly different policy, under the framework of infinite-horizon Markov decision processes. Motivated by the recently developed marginal importance sampling method in RL and the covariate balancing idea in causal inference, we propose a novel estimator with approximately projected state-action balancing weights for the policy value estimation. We obtain the convergence rate of these weights, and show that the proposed value estimator is semi-parametric efficient under technical conditions. In terms of asymptotics, our results scale with both the number of trajectories and the number of decision points at each trajectory. As such, consistency can still be achieved with a limited number of subjects when the number of decision points diverges. In addition, we make a first attempt towards characterizing the difficulty of OPE problems, which may be of independent interest. Numerical experiments demonstrate the promising performance of our proposed estimator.

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We study reinforcement learning (RL) in a setting with a network of agents whose states and actions interact in a local manner where the objective is to find localized policies such that the (discounted) global reward is maximized. A fundamental challenge in this setting is that the state-action space size scales exponentially in the number of agents, rendering the problem intractable for large networks. In this paper, we propose a Scalable Actor Critic (SAC) framework that exploits the network structure and finds a localized policy that is an $O(\rho^{\kappa})$-approximation of a stationary point of the objective for some $\rho\in(0,1)$, with complexity that scales with the local state-action space size of the largest $\kappa$-hop neighborhood of the network. We illustrate our model and approach using examples from wireless communication, epidemics and traffic.

We discuss the problem of decentralized multi-agent reinforcement learning (MARL) in this work. In our setting, the global state, action, and reward are assumed to be fully observable, while the local policy is protected as privacy by each agent, and thus cannot be shared with others. There is a communication graph, among which the agents can exchange information with their neighbors. The agents make individual decisions and cooperate to reach a higher accumulated reward. Towards this end, we first propose a decentralized actor-critic (AC) setting. Then, the policy evaluation and policy improvement algorithms are designed for discrete and continuous state-action-space Markov Decision Process (MDP) respectively. Furthermore, convergence analysis is given under the discrete-space case, which guarantees that the policy will be reinforced by alternating between the processes of policy evaluation and policy improvement. In order to validate the effectiveness of algorithms, we design experiments and compare them with previous algorithms, e.g., Q-learning \cite{watkins1992q} and MADDPG \cite{lowe2017multi}. The results show that our algorithms perform better from the aspects of both learning speed and final performance. Moreover, the algorithms can be executed in an off-policy manner, which greatly improves the data efficiency compared with on-policy algorithms.

Evaluating the performance of an ongoing policy plays a vital role in many areas such as medicine and economics, to provide crucial instruction on the early-stop of the online experiment and timely feedback from the environment. Policy evaluation in online learning thus attracts increasing attention by inferring the mean outcome of the optimal policy (i.e., the value) in real-time. Yet, such a problem is particularly challenging due to the dependent data generated in the online environment, the unknown optimal policy, and the complex exploration and exploitation trade-off in the adaptive experiment. In this paper, we aim to overcome these difficulties in policy evaluation for online learning. We explicitly derive the probability of exploration that quantifies the probability of exploring the non-optimal actions under commonly used bandit algorithms. We use this probability to conduct valid inference on the online conditional mean estimator under each action and develop the doubly robust interval estimation (DREAM) method to infer the value under the estimated optimal policy in online learning. The proposed value estimator provides double protection on the consistency and is asymptotically normal with a Wald-type confidence interval provided. Extensive simulations and real data applications are conducted to demonstrate the empirical validity of the proposed DREAM method.

We present a mathematical framework and computational methods to optimally design a finite number of sequential experiments. We formulate this sequential optimal experimental design (sOED) problem as a finite-horizon partially observable Markov decision process (POMDP) in a Bayesian setting and with information-theoretic utilities. It is built to accommodate continuous random variables, general non-Gaussian posteriors, and expensive nonlinear forward models. sOED then seeks an optimal design policy that incorporates elements of both feedback and lookahead, generalizing the suboptimal batch and greedy designs. We solve for the sOED policy numerically via policy gradient (PG) methods from reinforcement learning, and derive and prove the PG expression for sOED. Adopting an actor-critic approach, we parameterize the policy and value functions using deep neural networks and improve them using gradient estimates produced from simulated episodes of designs and observations. The overall PG-sOED method is validated on a linear-Gaussian benchmark, and its advantages over batch and greedy designs are demonstrated through a contaminant source inversion problem in a convection-diffusion field.

In applications of offline reinforcement learning to observational data, such as in healthcare or education, a general concern is that observed actions might be affected by unobserved factors, inducing confounding and biasing estimates derived under the assumption of a perfect Markov decision process (MDP) model. Here we tackle this by considering off-policy evaluation in a partially observed MDP (POMDP). Specifically, we consider estimating the value of a given target policy in a POMDP given trajectories with only partial state observations generated by a different and unknown policy that may depend on the unobserved state. We tackle two questions: what conditions allow us to identify the target policy value from the observed data and, given identification, how to best estimate it. To answer these, we extend the framework of proximal causal inference to our POMDP setting, providing a variety of settings where identification is made possible by the existence of so-called bridge functions. We then show how to construct semiparametrically efficient estimators in these settings. We term the resulting framework proximal reinforcement learning (PRL). We demonstrate the benefits of PRL in an extensive simulation study.

We study constrained reinforcement learning (CRL) from a novel perspective by setting constraints directly on state density functions, rather than the value functions considered by previous works. State density has a clear physical and mathematical interpretation, and is able to express a wide variety of constraints such as resource limits and safety requirements. Density constraints can also avoid the time-consuming process of designing and tuning cost functions required by value function-based constraints to encode system specifications. We leverage the duality between density functions and Q functions to develop an effective algorithm to solve the density constrained RL problem optimally and the constrains are guaranteed to be satisfied. We prove that the proposed algorithm converges to a near-optimal solution with a bounded error even when the policy update is imperfect. We use a set of comprehensive experiments to demonstrate the advantages of our approach over state-of-the-art CRL methods, with a wide range of density constrained tasks as well as standard CRL benchmarks such as Safety-Gym.

This paper proposes a model-free Reinforcement Learning (RL) algorithm to synthesise policies for an unknown Markov Decision Process (MDP), such that a linear time property is satisfied. We convert the given property into a Limit Deterministic Buchi Automaton (LDBA), then construct a synchronized MDP between the automaton and the original MDP. According to the resulting LDBA, a reward function is then defined over the state-action pairs of the product MDP. With this reward function, our algorithm synthesises a policy whose traces satisfies the linear time property: as such, the policy synthesis procedure is "constrained" by the given specification. Additionally, we show that the RL procedure sets up an online value iteration method to calculate the maximum probability of satisfying the given property, at any given state of the MDP - a convergence proof for the procedure is provided. Finally, the performance of the algorithm is evaluated via a set of numerical examples. We observe an improvement of one order of magnitude in the number of iterations required for the synthesis compared to existing approaches.

Recent studies have shown the vulnerability of reinforcement learning (RL) models in noisy settings. The sources of noises differ across scenarios. For instance, in practice, the observed reward channel is often subject to noise (e.g., when observed rewards are collected through sensors), and thus observed rewards may not be credible as a result. Also, in applications such as robotics, a deep reinforcement learning (DRL) algorithm can be manipulated to produce arbitrary errors. In this paper, we consider noisy RL problems where observed rewards by RL agents are generated with a reward confusion matrix. We call such observed rewards as perturbed rewards. We develop an unbiased reward estimator aided robust RL framework that enables RL agents to learn in noisy environments while observing only perturbed rewards. Our framework draws upon approaches for supervised learning with noisy data. The core ideas of our solution include estimating a reward confusion matrix and defining a set of unbiased surrogate rewards. We prove the convergence and sample complexity of our approach. Extensive experiments on different DRL platforms show that policies based on our estimated surrogate reward can achieve higher expected rewards, and converge faster than existing baselines. For instance, the state-of-the-art PPO algorithm is able to obtain 67.5% and 46.7% improvements in average on five Atari games, when the error rates are 10% and 30% respectively.

This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.

Deep hierarchical reinforcement learning has gained a lot of attention in recent years due to its ability to produce state-of-the-art results in challenging environments where non-hierarchical frameworks fail to learn useful policies. However, as problem domains become more complex, deep hierarchical reinforcement learning can become inefficient, leading to longer convergence times and poor performance. We introduce the Deep Nested Agent framework, which is a variant of deep hierarchical reinforcement learning where information from the main agent is propagated to the low level $nested$ agent by incorporating this information into the nested agent's state. We demonstrate the effectiveness and performance of the Deep Nested Agent framework by applying it to three scenarios in Minecraft with comparisons to a deep non-hierarchical single agent framework, as well as, a deep hierarchical framework.

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