Offline reinforcement learning (RL) enables the agent to effectively learn from logged data, which significantly extends the applicability of RL algorithms in real-world scenarios where exploration can be expensive or unsafe. Previous works have shown that extracting primitive skills from the recurring and temporally extended structures in the logged data yields better learning. However, these methods suffer greatly when the primitives have limited representation ability to recover the original policy space, especially in offline settings. In this paper, we give a quantitative characterization of the performance of offline hierarchical learning and highlight the importance of learning lossless primitives. To this end, we propose to use a \emph{flow}-based structure as the representation for low-level policies. This allows us to represent the behaviors in the dataset faithfully while keeping the expression ability to recover the whole policy space. We show that such lossless primitives can drastically improve the performance of hierarchical policies. The experimental results and extensive ablation studies on the standard D4RL benchmark show that our method has a good representation ability for policies and achieves superior performance in most tasks.
In recent years, by leveraging more data, computation, and diverse tasks, learned optimizers have achieved remarkable success in supervised learning optimization, outperforming classical hand-designed optimizers. However, in practice, these learned optimizers fail to generalize to reinforcement learning tasks due to unstable and complex loss landscapes. Moreover, neither hand-designed optimizers nor learned optimizers have been specifically designed to address the unique optimization properties in reinforcement learning. In this work, we take a data-driven approach to learn to optimize for reinforcement learning using meta-learning. We introduce a novel optimizer structure that significantly improves the training efficiency of learned optimizers, making it possible to learn an optimizer for reinforcement learning from scratch. Although trained in toy tasks, our learned optimizer demonstrates its generalization ability to unseen complex tasks. Finally, we design a set of small gridworlds to train the first general-purpose optimizer for reinforcement learning.
Pre-training with offline data and online fine-tuning using reinforcement learning is a promising strategy for learning control policies by leveraging the best of both worlds in terms of sample efficiency and performance. One natural approach is to initialize the policy for online learning with the one trained offline. In this work, we introduce a policy expansion scheme for this task. After learning the offline policy, we use it as one candidate policy in a policy set. We then expand the policy set with another policy which will be responsible for further learning. The two policies will be composed in an adaptive manner for interacting with the environment. With this approach, the policy previously learned offline is fully retained during online learning, thus mitigating the potential issues such as destroying the useful behaviors of the offline policy in the initial stage of online learning while allowing the offline policy participate in the exploration naturally in an adaptive manner. Moreover, new useful behaviors can potentially be captured by the newly added policy through learning. Experiments are conducted on a number of tasks and the results demonstrate the effectiveness of the proposed approach.
Deep Reinforcement Learning (DRL) and Deep Multi-agent Reinforcement Learning (MARL) have achieved significant successes across a wide range of domains, including game AI, autonomous vehicles, robotics, and so on. However, DRL and deep MARL agents are widely known to be sample inefficient that millions of interactions are usually needed even for relatively simple problem settings, thus preventing the wide application and deployment in real-industry scenarios. One bottleneck challenge behind is the well-known exploration problem, i.e., how efficiently exploring the environment and collecting informative experiences that could benefit policy learning towards the optimal ones. This problem becomes more challenging in complex environments with sparse rewards, noisy distractions, long horizons, and non-stationary co-learners. In this paper, we conduct a comprehensive survey on existing exploration methods for both single-agent and multi-agent RL. We start the survey by identifying several key challenges to efficient exploration. Beyond the above two main branches, we also include other notable exploration methods with different ideas and techniques. In addition to algorithmic analysis, we provide a comprehensive and unified empirical comparison of different exploration methods for DRL on a set of commonly used benchmarks. According to our algorithmic and empirical investigation, we finally summarize the open problems of exploration in DRL and deep MARL and point out a few future directions.
Being able to harness the power of large, static datasets for developing autonomous multi-agent systems could unlock enormous value for real-world applications. Many important industrial systems are multi-agent in nature and are difficult to model using bespoke simulators. However, in industry, distributed system processes can often be recorded during operation, and large quantities of demonstrative data can be stored. Offline multi-agent reinforcement learning (MARL) provides a promising paradigm for building effective online controllers from static datasets. However, offline MARL is still in its infancy, and, therefore, lacks standardised benchmarks, baselines and evaluation protocols typically found in more mature subfields of RL. This deficiency makes it difficult for the community to sensibly measure progress. In this work, we aim to fill this gap by releasing \emph{off-the-grid MARL (OG-MARL)}: a framework for generating offline MARL datasets and algorithms. We release an initial set of datasets and baselines for cooperative offline MARL, created using the framework, along with a standardised evaluation protocol. Our datasets provide settings that are characteristic of real-world systems, including complex dynamics, non-stationarity, partial observability, suboptimality and sparse rewards, and are generated from popular online MARL benchmarks. We hope that OG-MARL will serve the community and help steer progress in offline MARL, while also providing an easy entry point for researchers new to the field.
We study a class of reinforcement learning problems where the reward signals for policy learning are generated by a discriminator that is dependent on and jointly optimized with the policy. This interdependence between the policy and the discriminator leads to an unstable learning process because reward signals from an immature discriminator are noisy and impede policy learning, and conversely, an untrained policy impedes discriminator learning. We call this learning setting $\textit{Internally Rewarded Reinforcement Learning}$ (IRRL) as the reward is not provided directly by the environment but $\textit{internally}$ by the discriminator. In this paper, we formally formulate IRRL and present a class of problems that belong to IRRL. We theoretically derive and empirically analyze the effect of the reward function in IRRL and based on these analyses propose the clipped linear reward function. Experimental results show that the proposed reward function can consistently stabilize the training process by reducing the impact of reward noise, which leads to faster convergence and higher performance compared with baselines in diverse tasks.
Various methods for Multi-Agent Reinforcement Learning (MARL) have been developed with the assumption that agents' policies are based on accurate state information. However, policies learned through Deep Reinforcement Learning (DRL) are susceptible to adversarial state perturbation attacks. In this work, we propose a State-Adversarial Markov Game (SAMG) and make the first attempt to investigate the fundamental properties of MARL under state uncertainties. Our analysis shows that the commonly used solution concepts of optimal agent policy and robust Nash equilibrium do not always exist in SAMGs. To circumvent this difficulty, we consider a new solution concept called robust agent policy, where agents aim to maximize the worst-case expected state value. We prove the existence of robust agent policy for finite state and finite action SAMGs. Additionally, we propose a Robust Multi-Agent Adversarial Actor-Critic (RMA3C) algorithm to learn robust policies for MARL agents under state uncertainties. Our experiments demonstrate that our algorithm outperforms existing methods when faced with state perturbations and greatly improves the robustness of MARL policies. Our code is public on //songyanghan.github.io/what_is_solution/.
The past few years have seen rapid progress in combining reinforcement learning (RL) with deep learning. Various breakthroughs ranging from games to robotics have spurred the interest in designing sophisticated RL algorithms and systems. However, the prevailing workflow in RL is to learn tabula rasa, which may incur computational inefficiency. This precludes continuous deployment of RL algorithms and potentially excludes researchers without large-scale computing resources. In many other areas of machine learning, the pretraining paradigm has shown to be effective in acquiring transferable knowledge, which can be utilized for a variety of downstream tasks. Recently, we saw a surge of interest in Pretraining for Deep RL with promising results. However, much of the research has been based on different experimental settings. Due to the nature of RL, pretraining in this field is faced with unique challenges and hence requires new design principles. In this survey, we seek to systematically review existing works in pretraining for deep reinforcement learning, provide a taxonomy of these methods, discuss each sub-field, and bring attention to open problems and future directions.
Recommender systems have been widely applied in different real-life scenarios to help us find useful information. Recently, Reinforcement Learning (RL) based recommender systems have become an emerging research topic. It often surpasses traditional recommendation models even most deep learning-based methods, owing to its interactive nature and autonomous learning ability. Nevertheless, there are various challenges of RL when applying in recommender systems. Toward this end, we firstly provide a thorough overview, comparisons, and summarization of RL approaches for five typical recommendation scenarios, following three main categories of RL: value-function, policy search, and Actor-Critic. Then, we systematically analyze the challenges and relevant solutions on the basis of existing literature. Finally, under discussion for open issues of RL and its limitations of recommendation, we highlight some potential research directions in this field.
Meta reinforcement learning (meta-RL) extracts knowledge from previous tasks and achieves fast adaptation to new tasks. Despite recent progress, efficient exploration in meta-RL remains a key challenge in sparse-reward tasks, as it requires quickly finding informative task-relevant experiences in both meta-training and adaptation. To address this challenge, we explicitly model an exploration policy learning problem for meta-RL, which is separated from exploitation policy learning, and introduce a novel empowerment-driven exploration objective, which aims to maximize information gain for task identification. We derive a corresponding intrinsic reward and develop a new off-policy meta-RL framework, which efficiently learns separate context-aware exploration and exploitation policies by sharing the knowledge of task inference. Experimental evaluation shows that our meta-RL method significantly outperforms state-of-the-art baselines on various sparse-reward MuJoCo locomotion tasks and more complex sparse-reward Meta-World tasks.
Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.