Ensemble reinforcement learning (RL) aims to mitigate instability in Q-learning and to learn a robust policy, which introduces multiple value and policy functions. In this paper, we consider finding a novel but simple ensemble Deep RL algorithm to solve the resource consumption issue. Specifically, we consider integrating multiple models into a single model. To this end, we propose the \underline{M}inimalist \underline{E}nsemble \underline{P}olicy \underline{G}radient framework (MEPG), which introduces minimalist ensemble consistent Bellman update. And we find one value network is sufficient in our framework. Moreover, we theoretically show that the policy evaluation phase in the MEPG is mathematically equivalent to a deep Gaussian Process. To verify the effectiveness of the MEPG framework, we conduct experiments on the gym simulator, which show that the MEPG framework matches or outperforms the state-of-the-art ensemble methods and model-free methods without additional computational resource costs.
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.
The difficulty in specifying rewards for many real-world problems has led to an increased focus on learning rewards from human feedback, such as demonstrations. However, there are often many different reward functions that explain the human feedback, leaving agents with uncertainty over what the true reward function is. While most policy optimization approaches handle this uncertainty by optimizing for expected performance, many applications demand risk-averse behavior. We derive a novel policy gradient-style robust optimization approach, PG-BROIL, that optimizes a soft-robust objective that balances expected performance and risk. To the best of our knowledge, PG-BROIL is the first policy optimization algorithm robust to a distribution of reward hypotheses which can scale to continuous MDPs. Results suggest that PG-BROIL can produce a family of behaviors ranging from risk-neutral to risk-averse and outperforms state-of-the-art imitation learning algorithms when learning from ambiguous demonstrations by hedging against uncertainty, rather than seeking to uniquely identify the demonstrator's reward function.
To rapidly learn a new task, it is often essential for agents to explore efficiently -- especially when performance matters from the first timestep. One way to learn such behaviour is via meta-learning. Many existing methods however rely on dense rewards for meta-training, and can fail catastrophically if the rewards are sparse. Without a suitable reward signal, the need for exploration during meta-training is exacerbated. To address this, we propose HyperX, which uses novel reward bonuses for meta-training to explore in approximate hyper-state space (where hyper-states represent the environment state and the agent's task belief). We show empirically that HyperX meta-learns better task-exploration and adapts more successfully to new tasks than existing methods.
We study the offline meta-reinforcement learning (OMRL) problem, a paradigm which enables reinforcement learning (RL) algorithms to quickly adapt to unseen tasks without any interactions with the environments, making RL truly practical in many real-world applications. This problem is still not fully understood, for which two major challenges need to be addressed. First, offline RL usually suffers from bootstrapping errors of out-of-distribution state-actions which leads to divergence of value functions. Second, meta-RL requires efficient and robust task inference learned jointly with control policy. In this work, we enforce behavior regularization on learned policy as a general approach to offline RL, combined with a deterministic context encoder for efficient task inference. We propose a novel negative-power distance metric on bounded context embedding space, whose gradients propagation is detached from the Bellman backup. We provide analysis and insight showing that some simple design choices can yield substantial improvements over recent approaches involving meta-RL and distance metric learning. To the best of our knowledge, our method is the first model-free and end-to-end OMRL algorithm, which is computationally efficient and demonstrated to outperform prior algorithms on several meta-RL benchmarks.
We consider the problem of knowledge transfer when an agent is facing a series of Reinforcement Learning (RL) tasks. We introduce a novel metric between Markov Decision Processes and establish that close MDPs have close optimal value functions. Formally, the optimal value functions are Lipschitz continuous with respect to the tasks space. These theoretical results lead us to a value transfer method for Lifelong RL, which we use to build a PAC-MDP algorithm with improved convergence rate. We illustrate the benefits of the method in Lifelong RL experiments.
In this paper, we propose a deep reinforcement learning framework called GCOMB to learn algorithms that can solve combinatorial problems over large graphs. GCOMB mimics the greedy algorithm in the original problem and incrementally constructs a solution. The proposed framework utilizes Graph Convolutional Network (GCN) to generate node embeddings that predicts the potential nodes in the solution set from the entire node set. These embeddings enable an efficient training process to learn the greedy policy via Q-learning. Through extensive evaluation on several real and synthetic datasets containing up to a million nodes, we establish that GCOMB is up to 41% better than the state of the art, up to seven times faster than the greedy algorithm, robust and scalable to large dynamic networks.
Deep reinforcement learning is the combination of reinforcement learning (RL) and deep learning. This field of research has been able to solve a wide range of complex decision-making tasks that were previously out of reach for a machine. Thus, deep RL opens up many new applications in domains such as healthcare, robotics, smart grids, finance, and many more. This manuscript provides an introduction to deep reinforcement learning models, algorithms and techniques. Particular focus is on the aspects related to generalization and how deep RL can be used for practical applications. We assume the reader is familiar with basic machine learning concepts.
Machine learning algorithms have found several applications in the field of robotics and control systems. The control systems community has started to show interest towards several machine learning algorithms from the sub-domains such as supervised learning, imitation learning and reinforcement learning to achieve autonomous control and intelligent decision making. Amongst many complex control problems, stable bipedal walking has been the most challenging problem. In this paper, we present an architecture to design and simulate a planar bipedal walking robot(BWR) using a realistic robotics simulator, Gazebo. The robot demonstrates successful walking behaviour by learning through several of its trial and errors, without any prior knowledge of itself or the world dynamics. The autonomous walking of the BWR is achieved using reinforcement learning algorithm called Deep Deterministic Policy Gradient(DDPG). DDPG is one of the algorithms for learning controls in continuous action spaces. After training the model in simulation, it was observed that, with a proper shaped reward function, the robot achieved faster walking or even rendered a running gait with an average speed of 0.83 m/s. The gait pattern of the bipedal walker was compared with the actual human walking pattern. The results show that the bipedal walking pattern had similar characteristics to that of a human walking pattern.
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.
Recently, ensemble has been applied to deep metric learning to yield state-of-the-art results. Deep metric learning aims to learn deep neural networks for feature embeddings, distances of which satisfy given constraint. In deep metric learning, ensemble takes average of distances learned by multiple learners. As one important aspect of ensemble, the learners should be diverse in their feature embeddings. To this end, we propose an attention-based ensemble, which uses multiple attention masks, so that each learner can attend to different parts of the object. We also propose a divergence loss, which encourages diversity among the learners. The proposed method is applied to the standard benchmarks of deep metric learning and experimental results show that it outperforms the state-of-the-art methods by a significant margin on image retrieval tasks.