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The reinforcement learning (RL) problem is rife with sources of non-stationarity, making it a notoriously difficult problem domain for the application of neural networks. We identify a mechanism by which non-stationary prediction targets can prevent learning progress in deep RL agents: \textit{capacity loss}, whereby networks trained on a sequence of target values lose their ability to quickly update their predictions over time. We demonstrate that capacity loss occurs in a range of RL agents and environments, and is particularly damaging to performance in sparse-reward tasks. We then present a simple regularizer, Initial Feature Regularization (InFeR), that mitigates this phenomenon by regressing a subspace of features towards its value at initialization, leading to significant performance improvements in sparse-reward environments such as Montezuma's Revenge. We conclude that preventing capacity loss is crucial to enable agents to maximally benefit from the learning signals they obtain throughout the entire training trajectory.

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We investigate whether self-supervised learning (SSL) can improve online reinforcement learning (RL) from pixels. We extend the contrastive reinforcement learning framework (e.g., CURL) that jointly optimizes SSL and RL losses and conduct an extensive amount of experiments with various self-supervised losses. Our observations suggest that the existing SSL framework for RL fails to bring meaningful improvement over the baselines only taking advantage of image augmentation when the same amount of data and augmentation is used. We further perform an evolutionary search to find the optimal combination of multiple self-supervised losses for RL, but find that even such a loss combination fails to meaningfully outperform the methods that only utilize carefully designed image augmentations. Often, the use of self-supervised losses under the existing framework lowered RL performances. We evaluate the approach in multiple different environments including a real-world robot environment and confirm that no single self-supervised loss or image augmentation method can dominate all environments and that the current framework for joint optimization of SSL and RL is limited. Finally, we empirically investigate the pretraining framework for SSL + RL and the properties of representations learned with different approaches.

Multi-agent deep reinforcement learning has been applied to address a variety of complex problems with either discrete or continuous action spaces and achieved great success. However, most real-world environments cannot be described by only discrete action spaces or only continuous action spaces. And there are few works having ever utilized deep reinforcement learning (drl) to multi-agent problems with hybrid action spaces. Therefore, we propose a novel algorithm: Deep Multi-Agent Hybrid Soft Actor-Critic (MAHSAC) to fill this gap. This algorithm follows the centralized training but decentralized execution (CTDE) paradigm, and extend the Soft Actor-Critic algorithm (SAC) to handle hybrid action space problems in Multi-Agent environments based on maximum entropy. Our experiences are running on an easy multi-agent particle world with a continuous observation and discrete action space, along with some basic simulated physics. The experimental results show that MAHSAC has good performance in training speed, stability, and anti-interference ability. At the same time, it outperforms existing independent deep hybrid learning method in cooperative scenarios and competitive scenarios.

The generalization of model-based reinforcement learning (MBRL) methods to environments with unseen transition dynamics is an important yet challenging problem. Existing methods try to extract environment-specified information $Z$ from past transition segments to make the dynamics prediction model generalizable to different dynamics. However, because environments are not labelled, the extracted information inevitably contains redundant information unrelated to the dynamics in transition segments and thus fails to maintain a crucial property of $Z$: $Z$ should be similar in the same environment and dissimilar in different ones. As a result, the learned dynamics prediction function will deviate from the true one, which undermines the generalization ability. To tackle this problem, we introduce an interventional prediction module to estimate the probability of two estimated $\hat{z}_i, \hat{z}_j$ belonging to the same environment. Furthermore, by utilizing the $Z$'s invariance within a single environment, a relational head is proposed to enforce the similarity between $\hat{{Z}}$ from the same environment. As a result, the redundant information will be reduced in $\hat{Z}$. We empirically show that $\hat{{Z}}$ estimated by our method enjoy less redundant information than previous methods, and such $\hat{{Z}}$ can significantly reduce dynamics prediction errors and improve the performance of model-based RL methods on zero-shot new environments with unseen dynamics. The codes of this method are available at \url{//github.com/CR-Gjx/RIA}.

Model-based offline optimization with dynamics-aware policy provides a new perspective for policy learning and out-of-distribution generalization, where the learned policy could adapt to different dynamics enumerated at the training stage. But due to the limitation under the offline setting, the learned model could not mimic real dynamics well enough to support reliable out-of-distribution exploration, which still hinders policy to generalize well. To narrow the gap, previous works roughly ensemble randomly initialized models to better approximate the real dynamics. However, such practice is costly and inefficient, and provides no guarantee on how well the real dynamics could be approximated by the learned models, which we name coverability in this paper. We actively address this issue by generating models with provable ability to cover real dynamics in an efficient and controllable way. To that end, we design a distance metric for dynamic models based on the occupancy of policies under the dynamics, and propose an algorithm to generate models optimizing their coverage for the real dynamics. We give a theoretical analysis on the model generation process and proves that our algorithm could provide enhanced coverability. As a downstream task, we train a dynamics-aware policy with minor or no conservative penalty, and experiments demonstrate that our algorithm outperforms prior offline methods on existing offline RL benchmarks. We also discover that policies learned by our method have better zero-shot transfer performance, implying their better generalization.

Many deep reinforcement learning algorithms rely on simple forms of exploration, such as the additive action-noise often used in continuous control domains. Typically, the scaling factor of this action noise is chosen as a hyper-parameter and kept constant during training. In this paper, we analyze how the learned policy is impacted by the noise type, scale, and reducing of the scaling factor over time. We consider the two most prominent types of action-noise: Gaussian and Ornstein-Uhlenbeck noise, and perform a vast experimental campaign by systematically varying the noise type and scale parameter, and by measuring variables of interest like the expected return of the policy and the state space coverage during exploration. For the latter, we propose a novel state-space coverage measure $\operatorname{X}_{\mathcal{U}\text{rel}}$ that is more robust to boundary artifacts than previously proposed measures. Larger noise scales generally increase state space coverage. However, we found that increasing the space coverage using a larger noise scale is often not beneficial. On the contrary, reducing the noise-scale over the training process reduces the variance and generally improves the learning performance. We conclude that the best noise-type and scale are environment dependent, and based on our observations, derive heuristic rules for guiding the choice of the action noise as a starting point for further optimization.

Spatial-temporal data contains rich information and has been widely studied in recent years due to the rapid development of relevant applications in many fields. For instance, medical institutions often use electrodes attached to different parts of a patient to analyse the electorencephal data rich with spatial and temporal features for health assessment and disease diagnosis. Existing research has mainly used deep learning techniques such as convolutional neural network (CNN) or recurrent neural network (RNN) to extract hidden spatial-temporal features. Yet, it is challenging to incorporate both inter-dependencies spatial information and dynamic temporal changes simultaneously. In reality, for a model that leverages these spatial-temporal features to fulfil complex prediction tasks, it often requires a colossal amount of training data in order to obtain satisfactory model performance. Considering the above-mentioned challenges, we propose an adaptive federated relevance framework, namely FedRel, for spatial-temporal graph learning in this paper. After transforming the raw spatial-temporal data into high quality features, the core Dynamic Inter-Intra Graph (DIIG) module in the framework is able to use these features to generate the spatial-temporal graphs capable of capturing the hidden topological and long-term temporal correlation information in these graphs. To improve the model generalization ability and performance while preserving the local data privacy, we also design a relevance-driven federated learning module in our framework to leverage diverse data distributions from different participants with attentive aggregations of their models.

Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.

Reinforcement learning (RL) is a popular paradigm for addressing sequential decision tasks in which the agent has only limited environmental feedback. Despite many advances over the past three decades, learning in many domains still requires a large amount of interaction with the environment, which can be prohibitively expensive in realistic scenarios. To address this problem, transfer learning has been applied to reinforcement learning such that experience gained in one task can be leveraged when starting to learn the next, harder task. More recently, several lines of research have explored how tasks, or data samples themselves, can be sequenced into a curriculum for the purpose of learning a problem that may otherwise be too difficult to learn from scratch. In this article, we present a framework for curriculum learning (CL) in reinforcement learning, and use it to survey and classify existing CL methods in terms of their assumptions, capabilities, and goals. Finally, we use our framework to find open problems and suggest directions for future RL curriculum learning research.

Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.

In recent years, a specific machine learning method called deep learning has gained huge attraction, as it has obtained astonishing results in broad applications such as pattern recognition, speech recognition, computer vision, and natural language processing. Recent research has also been shown that deep learning techniques can be combined with reinforcement learning methods to learn useful representations for the problems with high dimensional raw data input. This chapter reviews the recent advances in deep reinforcement learning with a focus on the most used deep architectures such as autoencoders, convolutional neural networks and recurrent neural networks which have successfully been come together with the reinforcement learning framework.

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