In this work, we consider the problem of collaborative multi-user reinforcement learning. In this setting there are multiple users with the same state-action space and transition probabilities but with different rewards. Under the assumption that the reward matrix of the $N$ users has a low-rank structure -- a standard and practically successful assumption in the offline collaborative filtering setting -- the question is can we design algorithms with significantly lower sample complexity compared to the ones that learn the MDP individually for each user. Our main contribution is an algorithm which explores rewards collaboratively with $N$ user-specific MDPs and can learn rewards efficiently in two key settings: tabular MDPs and linear MDPs. When $N$ is large and the rank is constant, the sample complexity per MDP depends logarithmically over the size of the state-space, which represents an exponential reduction (in the state-space size) when compared to the standard ``non-collaborative'' algorithms.
Currently, research on Reinforcement learning (RL) can be broadly classified into two categories: online RL and offline RL. Both in online and offline RL, the primary focus of research on the Bellman error lies in the optimization techniques and performance improvement, rather than exploring the inherent structural properties of the Bellman error, such as distribution characteristics. In this study, we analyze the distribution of the Bellman approximation error in both online and offline settings. We find that in the online environment, the Bellman error follows a Logistic distribution, while in the offline environment, the Bellman error follows a constrained Logistic distribution, where the constrained distribution is dependent on the prior policy in the offline data set. Based on this finding, we have improved the MSELoss which is based on the assumption that the Bellman errors follow a normal distribution, and we utilized the Logistic maximum likelihood function to construct $\rm LLoss$ as an alternative loss function. In addition, we observed that the rewards in the offline data set should follow a specific distribution, which would facilitate the achievement of offline objectives. In our numerical experiments, we performed controlled variable corrections on the loss functions of two variants of Soft-Actor-Critic in both online and offline environments. The results confirmed our hypothesis regarding the online and offline settings, we also found that the variance of LLoss is smaller than MSELoss. Our research provides valuable insights for further investigations based on the distribution of Bellman errors.
Representation learning has become a crucial area of research in machine learning, as it aims to discover efficient ways of representing raw data with useful features to increase the effectiveness, scope and applicability of downstream tasks such as classification and prediction. In this paper, we propose a novel method to generate representations for time series-type data. This method relies on ideas from theoretical physics to construct a compact representation in a data-driven way, and it can capture both the underlying structure of the data and task-specific information while still remaining intuitive, interpretable and verifiable. This novel methodology aims to identify linear laws that can effectively capture a shared characteristic among samples belonging to a specific class. By subsequently utilizing these laws to generate a classifier-agnostic representation in a forward manner, they become applicable in a generalized setting. We demonstrate the effectiveness of our approach on the task of ECG signal classification, achieving state-of-the-art performance.
Reinforcement learning is a learning paradigm for solving sequential decision-making problems. Recent years have witnessed remarkable progress in reinforcement learning upon the fast development of deep neural networks. Along with the promising prospects of reinforcement learning in numerous domains such as robotics and game-playing, transfer learning has arisen to tackle various challenges faced by reinforcement learning, by transferring knowledge from external expertise to facilitate the efficiency and effectiveness of the learning process. In this survey, we systematically investigate the recent progress of transfer learning approaches in the context of deep reinforcement learning. Specifically, we provide a framework for categorizing the state-of-the-art transfer learning approaches, under which we analyze their goals, methodologies, compatible reinforcement learning backbones, and practical applications. We also draw connections between transfer learning and other relevant topics from the reinforcement learning perspective and explore their potential challenges that await future research progress.
Deep reinforcement learning (DRL) algorithms have proven effective in robot navigation, especially in unknown environments, by directly mapping perception inputs into robot control commands. However, most existing methods ignore the local minimum problem in navigation and thereby cannot handle complex unknown environments. In this paper, we propose the first DRL-based navigation method modeled by a semi-Markov decision process (SMDP) with continuous action space, named Adaptive Forward Simulation Time (AFST), to overcome this problem. Specifically, we reduce the dimensions of the action space and improve the distributed proximal policy optimization (DPPO) algorithm for the specified SMDP problem by modifying its GAE to better estimate the policy gradient in SMDPs. Experiments in various unknown environments demonstrate the effectiveness of AFST.
While Reinforcement Learning (RL) achieves tremendous success in sequential decision-making problems of many domains, it still faces key challenges of data inefficiency and the lack of interpretability. Interestingly, many researchers have leveraged insights from the causality literature recently, bringing forth flourishing works to unify the merits of causality and address well the challenges from RL. As such, it is of great necessity and significance to collate these Causal Reinforcement Learning (CRL) works, offer a review of CRL methods, and investigate the potential functionality from causality toward RL. In particular, we divide existing CRL approaches into two categories according to whether their causality-based information is given in advance or not. We further analyze each category in terms of the formalization of different models, ranging from the Markov Decision Process (MDP), Partially Observed Markov Decision Process (POMDP), Multi-Arm Bandits (MAB), and Dynamic Treatment Regime (DTR). Moreover, we summarize the evaluation matrices and open sources while we discuss emerging applications, along with promising prospects for the future development of CRL.
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.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
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.
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.
We study the problem of learning to reason in large scale knowledge graphs (KGs). More specifically, we describe a novel reinforcement learning framework for learning multi-hop relational paths: we use a policy-based agent with continuous states based on knowledge graph embeddings, which reasons in a KG vector space by sampling the most promising relation to extend its path. In contrast to prior work, our approach includes a reward function that takes the accuracy, diversity, and efficiency into consideration. Experimentally, we show that our proposed method outperforms a path-ranking based algorithm and knowledge graph embedding methods on Freebase and Never-Ending Language Learning datasets.