When humans are given a policy to execute, there can be policy execution errors and deviations in execution if there is uncertainty in identifying a state. So an algorithm that computes a policy for a human to execute ought to consider these effects in its computations. An optimal MDP policy that is poorly executed (because of a human agent) maybe much worse than another policy that is executed with fewer errors. In this paper, we consider the problems of erroneous execution and execution delay when computing policies for a human agent that would act in a setting modeled by a Markov Decision Process. We present a framework to model the likelihood of policy execution errors and likelihood of non-policy actions like inaction (delays) due to state uncertainty. This is followed by a hill climbing algorithm to search for good policies that account for these errors. We then use the best policy found by hill climbing with a branch and bound algorithm to find the optimal policy. We show experimental results in a Gridworld domain and analyze the performance of the two algorithms. We also present human studies that verify if our assumptions on policy execution by humans under state-aliasing are reasonable.
We consider off-policy evaluation (OPE) in Partially Observable Markov Decision Processes (POMDPs), where the evaluation policy depends only on observable variables and the behavior policy depends on unobservable latent variables. Existing works either assume no unmeasured confounders, or focus on settings where both the observation and the state spaces are tabular. As such, these methods suffer from either a large bias in the presence of unmeasured confounders, or a large variance in settings with continuous or large observation/state spaces. In this work, we first propose novel identification methods for OPE in POMDPs with latent confounders, by introducing bridge functions that link the target policy's value and the observed data distribution. In fully-observable MDPs, these bridge functions reduce to the familiar value functions and marginal density ratios between the evaluation and the behavior policies. We next propose minimax estimation methods for learning these bridge functions. Our proposal permits general function approximation and is thus applicable to settings with continuous or large observation/state spaces. Finally, we construct three estimators based on these estimated bridge functions, corresponding to a value function-based estimator, a marginalized importance sampling estimator, and a doubly-robust estimator. Their nonasymptotic and asymptotic properties are investigated in detail.
Applications of machine learning inform human decision makers in a broad range of tasks. The resulting problem is usually formulated in terms of a single decision maker. We argue that it should rather be described as a two-player learning problem where one player is the machine and the other the human. While both players try to optimize the final decision, the setup is often characterized by (1) the presence of private information and (2) opacity, i.e imperfect understanding between the decision makers. In the paper we prove that both properties can complicate decision making considerably. A lower bound quantifies the worst-case hardness of optimally advising a decision maker who is opaque or has access to private information. An upper bound shows that a simple coordination strategy is nearly minimax optimal. More efficient learning is possible under certain assumptions on the problem, for example that both players learn to take actions independently. Such assumptions are implicit in existing literature, for example in medical applications of machine learning, but have not been described or justified theoretically.
Mastering robotic manipulation skills through reinforcement learning (RL) typically requires the design of shaped reward functions. Recent developments in this area have demonstrated that using sparse rewards, i.e. rewarding the agent only when the task has been successfully completed, can lead to better policies. However, state-action space exploration is more difficult in this case. Recent RL approaches to learning with sparse rewards have leveraged high-quality human demonstrations for the task, but these can be costly, time consuming or even impossible to obtain. In this paper, we propose a novel and effective approach that does not require human demonstrations. We observe that every robotic manipulation task could be seen as involving a locomotion task from the perspective of the object being manipulated, i.e. the object could learn how to reach a target state on its own. In order to exploit this idea, we introduce a framework whereby an object locomotion policy is initially obtained using a realistic physics simulator. This policy is then used to generate auxiliary rewards, called simulated locomotion demonstration rewards (SLDRs), which enable us to learn the robot manipulation policy. The proposed approach has been evaluated on 13 tasks of increasing complexity, and can achieve higher success rate and faster learning rates compared to alternative algorithms. SLDRs are especially beneficial for tasks like multi-object stacking and non-rigid object manipulation.
Exploration is one of the most important tasks in Reinforcement Learning, but it is not well-defined beyond finite problems in the Dynamic Programming paradigm (see Subsection 2.4). We provide a reinterpretation of exploration which can be applied to any online learning method. We come to this definition by approaching exploration from a new direction. After finding that concepts of exploration created to solve simple Markov decision processes with Dynamic Programming are no longer broadly applicable, we reexamine exploration. Instead of extending the ends of dynamic exploration procedures, we extend their means. That is, rather than repeatedly sampling every state-action pair possible in a process, we define the act of modifying an agent to itself be explorative. The resulting definition of exploration can be applied in infinite problems and non-dynamic learning methods, which the dynamic notion of exploration cannot tolerate. To understand the way that modifications of an agent affect learning, we describe a novel structure on the set of agents: a collection of distances (see footnote 7) $d_{a} \in A$, which represent the perspectives of each agent possible in the process. Using these distances, we define a topology and show that many important structures in Reinforcement Learning are well behaved under the topology induced by convergence in the agent space.
In this paper, we investigate the challenges of using reinforcement learning agents for question-answering over knowledge graphs for real-world applications. We examine the performance metrics used by state-of-the-art systems and determine that they are inadequate for such settings. More specifically, they do not evaluate the systems correctly for situations when there is no answer available and thus agents optimized for these metrics are poor at modeling confidence. We introduce a simple new performance metric for evaluating question-answering agents that is more representative of practical usage conditions, and optimize for this metric by extending the binary reward structure used in prior work to a ternary reward structure which also rewards an agent for not answering a question rather than giving an incorrect answer. We show that this can drastically improve the precision of answered questions while only not answering a limited number of previously correctly answered questions. Employing a supervised learning strategy using depth-first-search paths to bootstrap the reinforcement learning algorithm further improves performance.
Active learning from demonstration allows a robot to query a human for specific types of input to achieve efficient learning. Existing work has explored a variety of active query strategies; however, to our knowledge, none of these strategies directly minimize the performance risk of the policy the robot is learning. Utilizing recent advances in performance bounds for inverse reinforcement learning, we propose a risk-aware active inverse reinforcement learning algorithm that focuses active queries on areas of the state space with the potential for large generalization error. We show that risk-aware active learning outperforms standard active IRL approaches on gridworld, simulated driving, and table setting tasks, while also providing a performance-based stopping criterion that allows a robot to know when it has received enough demonstrations to safely perform a task.
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of tasks, from video games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning and reinforcement learning, that learn to play from experience with minimal prior knowledge. However, these machines often do not win through intelligence alone -- they possess vastly superior speed and precision, allowing them to act in ways a human never could. To level the playing field, we restrict the machine's reaction time to a human level, and find that standard deep reinforcement learning methods quickly drop in performance. We propose a solution to the action delay problem inspired by human perception -- to endow agents with a neural predictive model of the environment which "undoes" the delay inherent in their environment -- and demonstrate its efficacy against professional players in Super Smash Bros. Melee, a popular console fighting game.
Learning robot objective functions from human input has become increasingly important, but state-of-the-art techniques assume that the human's desired objective lies within the robot's hypothesis space. When this is not true, even methods that keep track of uncertainty over the objective fail because they reason about which hypothesis might be correct, and not whether any of the hypotheses are correct. We focus specifically on learning from physical human corrections during the robot's task execution, where not having a rich enough hypothesis space leads to the robot updating its objective in ways that the person did not actually intend. We observe that such corrections appear irrelevant to the robot, because they are not the best way of achieving any of the candidate objectives. Instead of naively trusting and learning from every human interaction, we propose robots learn conservatively by reasoning in real time about how relevant the human's correction is for the robot's hypothesis space. We test our inference method in an experiment with human interaction data, and demonstrate that this alleviates unintended learning in an in-person user study with a 7DoF robot manipulator.
We present an end-to-end framework for solving the Vehicle Routing Problem (VRP) using reinforcement learning. In this approach, we train a single model that finds near-optimal solutions for problem instances sampled from a given distribution, only by observing the reward signals and following feasibility rules. Our model represents a parameterized stochastic policy, and by applying a policy gradient algorithm to optimize its parameters, the trained model produces the solution as a sequence of consecutive actions in real time, without the need to re-train for every new problem instance. On capacitated VRP, our approach outperforms classical heuristics and Google's OR-Tools on medium-sized instances in solution quality with comparable computation time (after training). We demonstrate how our approach can handle problems with split delivery and explore the effect of such deliveries on the solution quality. Our proposed framework can be applied to other variants of the VRP such as the stochastic VRP, and has the potential to be applied more generally to combinatorial optimization problems.