A commonly used heuristic in RL is experience replay (e.g.~\citet{lin1993reinforcement, mnih2015human}), in which a learner stores and re-uses past trajectories as if they were sampled online. In this work, we initiate a rigorous study of this heuristic in the setting of tabular Q-learning. We provide a convergence rate guarantee, and discuss how it compares to the convergence of Q-learning depending on important parameters such as the frequency and number of replay iterations. We also provide theoretical evidence showing when we might expect this heuristic to strictly improve performance, by introducing and analyzing a simple class of MDPs. Finally, we provide some experiments to support our theoretical findings.
We study a novel setting in offline reinforcement learning (RL) where a number of distributed machines jointly cooperate to solve the problem but only one single round of communication is allowed and there is a budget constraint on the total number of information (in terms of bits) that each machine can send out. For value function prediction in contextual bandits, and both episodic and non-episodic MDPs, we establish information-theoretic lower bounds on the minimax risk for distributed statistical estimators; this reveals the minimum amount of communication required by any offline RL algorithms. Specifically, for contextual bandits, we show that the number of bits must scale at least as $\Omega(AC)$ to match the centralised minimax optimal rate, where $A$ is the number of actions and $C$ is the context dimension; meanwhile, we reach similar results in the MDP settings. Furthermore, we develop learning algorithms based on least-squares estimates and Monte-Carlo return estimates and provide a sharp analysis showing that they can achieve optimal risk up to logarithmic factors. Additionally, we also show that temporal difference is unable to efficiently utilise information from all available devices under the single-round communication setting due to the initial bias of this method. To our best knowledge, this paper presents the first minimax lower bounds for distributed offline RL problems.
We consider $Q$-learning with knowledge transfer, using samples from a target reinforcement learning (RL) task as well as source samples from different but related RL tasks. We propose transfer learning algorithms for both batch and online $Q$-learning with offline source studies. The proposed transferred $Q$-learning algorithm contains a novel re-targeting step that enables vertical information-cascading along multiple steps in an RL task, besides the usual horizontal information-gathering as transfer learning (TL) for supervised learning. We establish the first theoretical justifications of TL in RL tasks by showing a faster rate of convergence of the $Q$ function estimation in the offline RL transfer, and a lower regret bound in the offline-to-online RL transfer under certain similarity assumptions. Empirical evidences from both synthetic and real datasets are presented to back up the proposed algorithm and our theoretical results.
Artificial neural systems trained using reinforcement, supervised, and unsupervised learning all acquire internal representations of high dimensional input. To what extent these representations depend on the different learning objectives is largely unknown. Here we compare the representations learned by eight different convolutional neural networks, each with identical ResNet architectures and trained on the same family of egocentric images, but embedded within different learning systems. Specifically, the representations are trained to guide action in a compound reinforcement learning task; to predict one or a combination of three task-related targets with supervision; or using one of three different unsupervised objectives. Using representational similarity analysis, we find that the network trained with reinforcement learning differs most from the other networks. Using metrics inspired by the neuroscience literature, we find that the model trained with reinforcement learning has a sparse and high-dimensional representation wherein individual images are represented with very different patterns of neural activity. Further analysis suggests these representations may arise in order to guide long-term behavior and goal-seeking in the RL agent. Finally, we compare the representations learned by the RL agent to neural activity from mouse visual cortex and find it to perform as well or better than other models. Our results provide insights into how the properties of neural representations are influenced by objective functions and can inform transfer learning approaches.
Deep Reinforcement Learning (DRL) and Deep Multi-agent Reinforcement Learning (MARL) have achieved significant success across a wide range of domains, such as game AI, autonomous vehicles, robotics and finance. However, DRL and deep MARL agents are widely known to be sample-inefficient and millions of interactions are usually needed even for relatively simple game settings, thus preventing the wide application in real-industry scenarios. One bottleneck challenge behind is the well-known exploration problem, i.e., how to efficiently explore the unknown environments and collect informative experiences that could benefit the policy learning most. In this paper, we conduct a comprehensive survey on existing exploration methods in DRL and deep MARL for the purpose of providing understandings and insights on the critical problems and solutions. We first identify several key challenges to achieve efficient exploration, which most of the exploration methods aim at addressing. Then we provide a systematic survey of existing approaches by classifying them into two major categories: uncertainty-oriented exploration and intrinsic motivation-oriented exploration. The essence of uncertainty-oriented exploration is to leverage the quantification of the epistemic and aleatoric uncertainty to derive efficient exploration. By contrast, intrinsic motivation-oriented exploration methods usually incorporate different reward agnostic information for intrinsic exploration guidance. Beyond the above two main branches, we also conclude other exploration methods which adopt sophisticated techniques but are difficult to be classified into the above two categories. In addition, we provide a comprehensive empirical comparison of exploration methods for DRL on a set of commonly used benchmarks. Finally, we summarize the open problems of exploration in DRL and deep MARL and point out a few future directions.
Humans and animals show remarkable flexibility in adjusting their behaviour when their goals, or rewards in the environment change. While such flexibility is a hallmark of intelligent behaviour, these multi-task scenarios remain an important challenge for machine learning algorithms and neurobiological models alike. Factored representations can enable flexible behaviour by abstracting away general aspects of a task from those prone to change, while nonparametric methods provide a principled way of using similarity to past experiences to guide current behaviour. Here we combine the successor representation (SR), that factors the value of actions into expected outcomes and corresponding rewards, with evaluating task similarity through nonparametric inference and clustering the space of rewards. The proposed algorithm improves SR's transfer capabilities by inverting a generative model over tasks, while also explaining important neurobiological signatures of place cell representation in the hippocampus. It dynamically samples from a flexible number of distinct SR maps while accumulating evidence about the current reward context, and outperforms competing algorithms in settings with both known and unsignalled rewards changes. It reproduces the "flickering" behaviour of hippocampal maps seen when rodents navigate to changing reward locations, and gives a quantitative account of trajectory-dependent hippocampal representations (so-called splitter cells) and their dynamics. We thus provide a novel algorithmic approach for multi-task learning, as well as a common normative framework that links together these different characteristics of the brain's spatial representation.
Deep reinforcement learning (RL) algorithms have shown an impressive ability to learn complex control policies in high-dimensional environments. However, despite the ever-increasing performance on popular benchmarks such as the Arcade Learning Environment (ALE), policies learned by deep RL algorithms often struggle to generalize when evaluated in remarkably similar environments. In this paper, we assess the generalization capabilities of DQN, one of the most traditional deep RL algorithms in the field. We provide evidence suggesting that DQN overspecializes to the training environment. We comprehensively evaluate the impact of traditional regularization methods, $\ell_2$-regularization and dropout, and of reusing the learned representations to improve the generalization capabilities of DQN. We perform this study using different game modes of Atari 2600 games, a recently introduced modification for the ALE which supports slight variations of the Atari 2600 games traditionally used for benchmarking. Despite regularization being largely underutilized in deep RL, we show that it can, in fact, help DQN learn more general features. These features can then be reused and fine-tuned on similar tasks, considerably improving the sample efficiency of DQN.
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.
We consider the exploration-exploitation trade-off in reinforcement learning and we show that an agent imbued with a risk-seeking utility function is able to explore efficiently, as measured by regret. The parameter that controls how risk-seeking the agent is can be optimized exactly, or annealed according to a schedule. We call the resulting algorithm K-learning and show that the corresponding K-values are optimistic for the expected Q-values at each state-action pair. The K-values induce a natural Boltzmann exploration policy for which the `temperature' parameter is equal to the risk-seeking parameter. This policy achieves an expected regret bound of $\tilde O(L^{3/2} \sqrt{S A T})$, where $L$ is the time horizon, $S$ is the number of states, $A$ is the number of actions, and $T$ is the total number of elapsed time-steps. This bound is only a factor of $L$ larger than the established lower bound. K-learning can be interpreted as mirror descent in the policy space, and it is similar to other well-known methods in the literature, including Q-learning, soft-Q-learning, and maximum entropy policy gradient, and is closely related to optimism and count based exploration methods. K-learning is simple to implement, as it only requires adding a bonus to the reward at each state-action and then solving a Bellman equation. We conclude with a numerical example demonstrating that K-learning is competitive with other state-of-the-art algorithms in practice.
Existing multi-agent reinforcement learning methods are limited typically to a small number of agents. When the agent number increases largely, the learning becomes intractable due to the curse of the dimensionality and the exponential growth of agent interactions. In this paper, we present Mean Field Reinforcement Learning where the interactions within the population of agents are approximated by those between a single agent and the average effect from the overall population or neighboring agents; the interplay between the two entities is mutually reinforced: the learning of the individual agent's optimal policy depends on the dynamics of the population, while the dynamics of the population change according to the collective patterns of the individual policies. We develop practical mean field Q-learning and mean field Actor-Critic algorithms and analyze the convergence of the solution to Nash equilibrium. Experiments on Gaussian squeeze, Ising model, and battle games justify the learning effectiveness of our mean field approaches. In addition, we report the first result to solve the Ising model via model-free reinforcement learning methods.
Policy gradient methods are widely used in reinforcement learning algorithms to search for better policies in the parameterized policy space. They do gradient search in the policy space and are known to converge very slowly. Nesterov developed an accelerated gradient search algorithm for convex optimization problems. This has been recently extended for non-convex and also stochastic optimization. We use Nesterov's acceleration for policy gradient search in the well-known actor-critic algorithm and show the convergence using ODE method. We tested this algorithm on a scheduling problem. Here an incoming job is scheduled into one of the four queues based on the queue lengths. We see from experimental results that algorithm using Nesterov's acceleration has significantly better performance compared to algorithm which do not use acceleration. To the best of our knowledge this is the first time Nesterov's acceleration has been used with actor-critic algorithm.