Conventional reinforcement learning (RL) needs an environment to collect fresh data, which is impractical when online interactions are costly. Offline RL provides an alternative solution by directly learning from the previously collected dataset. However, it will yield unsatisfactory performance if the quality of the offline datasets is poor. In this paper, we consider an offline-to-online setting where the agent is first learned from the offline dataset and then trained online, and propose a framework called Adaptive Policy Learning for effectively taking advantage of offline and online data. Specifically, we explicitly consider the difference between the online and offline data and apply an adaptive update scheme accordingly, that is, a pessimistic update strategy for the offline dataset and an optimistic/greedy update scheme for the online dataset. Such a simple and effective method provides a way to mix the offline and online RL and achieve the best of both worlds. We further provide two detailed algorithms for implementing the framework through embedding value or policy-based RL algorithms into it. Finally, we conduct extensive experiments on popular continuous control tasks, and results show that our algorithm can learn the expert policy with high sample efficiency even when the quality of offline dataset is poor, e.g., random dataset.
Model-based approaches are becoming increasingly popular in the field of offline reinforcement learning, with high potential in real-world applications due to the model's capability of thoroughly utilizing the large historical datasets available with supervised learning techniques. This paper presents a literature review of recent work in offline model-based reinforcement learning, a field that utilizes model-based approaches in offline reinforcement learning. The survey provides a brief overview of the concepts and recent developments in both offline reinforcement learning and model-based reinforcement learning, and discuss the intersection of the two fields. We then presents key relevant papers in the field of offline model-based reinforcement learning and discuss their methods, particularly their approaches in solving the issue of distributional shift, the main problem faced by all current offline model-based reinforcement learning methods. We further discuss key challenges faced by the field, and suggest possible directions for future work.
We consider the problem of federated offline reinforcement learning (RL), a scenario under which distributed learning agents must collaboratively learn a high-quality control policy only using small pre-collected datasets generated according to different unknown behavior policies. Naively combining a standard offline RL approach with a standard federated learning approach to solve this problem can lead to poorly performing policies. In response, we develop the Federated Ensemble-Directed Offline Reinforcement Learning Algorithm (FEDORA), which distills the collective wisdom of the clients using an ensemble learning approach. We develop the FEDORA codebase to utilize distributed compute resources on a federated learning platform. We show that FEDORA significantly outperforms other approaches, including offline RL over the combined data pool, in various complex continuous control environments and real world datasets. Finally, we demonstrate the performance of FEDORA in the real-world on a mobile robot.
While off-policy reinforcement learning (RL) algorithms are sample efficient due to gradient-based updates and data reuse in the replay buffer, they struggle with convergence to local optima due to limited exploration. On the other hand, population-based algorithms offer a natural exploration strategy, but their heuristic black-box operators are inefficient. Recent algorithms have integrated these two methods, connecting them through a shared replay buffer. However, the effect of using diverse data from population optimization iterations on off-policy RL algorithms has not been thoroughly investigated. In this paper, we first analyze the use of off-policy RL algorithms in combination with population-based algorithms, showing that the use of population data could introduce an overlooked error and harm performance. To test this, we propose a uniform and scalable training design and conduct experiments on our tailored framework in robot locomotion tasks from the OpenAI gym. Our results substantiate that using population data in off-policy RL can cause instability during training and even degrade performance. To remedy this issue, we further propose a double replay buffer design that provides more on-policy data and show its effectiveness through experiments. Our results offer practical insights for training these hybrid methods.
Many reinforcement learning (RL) applications have combinatorial action spaces, where each action is a composition of sub-actions. A standard RL approach ignores this inherent factorization structure, resulting in a potential failure to make meaningful inferences about rarely observed sub-action combinations; this is particularly problematic for offline settings, where data may be limited. In this work, we propose a form of linear Q-function decomposition induced by factored action spaces. We study the theoretical properties of our approach, identifying scenarios where it is guaranteed to lead to zero bias when used to approximate the Q-function. Outside the regimes with theoretical guarantees, we show that our approach can still be useful because it leads to better sample efficiency without necessarily sacrificing policy optimality, allowing us to achieve a better bias-variance trade-off. Across several offline RL problems using simulators and real-world datasets motivated by healthcare, we demonstrate that incorporating factored action spaces into value-based RL can result in better-performing policies. Our approach can help an agent make more accurate inferences within underexplored regions of the state-action space when applying RL to observational datasets.
While deep reinforcement learning (RL) has fueled multiple high-profile successes in machine learning, it is held back from more widespread adoption by its often poor data efficiency and the limited generality of the policies it produces. A promising approach for alleviating these limitations is to cast the development of better RL algorithms as a machine learning problem itself in a process called meta-RL. Meta-RL is most commonly studied in a problem setting where, given a distribution of tasks, the goal is to learn a policy that is capable of adapting to any new task from the task distribution with as little data as possible. In this survey, we describe the meta-RL problem setting in detail as well as its major variations. We discuss how, at a high level, meta-RL research can be clustered based on the presence of a task distribution and the learning budget available for each individual task. Using these clusters, we then survey meta-RL algorithms and applications. We conclude by presenting the open problems on the path to making meta-RL part of the standard toolbox for a deep RL practitioner.
Despite the advancement of machine learning techniques in recent years, state-of-the-art systems lack robustness to "real world" events, where the input distributions and tasks encountered by the deployed systems will not be limited to the original training context, and systems will instead need to adapt to novel distributions and tasks while deployed. This critical gap may be addressed through the development of "Lifelong Learning" systems that are capable of 1) Continuous Learning, 2) Transfer and Adaptation, and 3) Scalability. Unfortunately, efforts to improve these capabilities are typically treated as distinct areas of research that are assessed independently, without regard to the impact of each separate capability on other aspects of the system. We instead propose a holistic approach, using a suite of metrics and an evaluation framework to assess Lifelong Learning in a principled way that is agnostic to specific domains or system techniques. Through five case studies, we show that this suite of metrics can inform the development of varied and complex Lifelong Learning systems. We highlight how the proposed suite of metrics quantifies performance trade-offs present during Lifelong Learning system development - both the widely discussed Stability-Plasticity dilemma and the newly proposed relationship between Sample Efficient and Robust Learning. Further, we make recommendations for the formulation and use of metrics to guide the continuing development of Lifelong Learning systems and assess their progress in the future.
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.
Recommender systems have been widely applied in different real-life scenarios to help us find useful information. Recently, Reinforcement Learning (RL) based recommender systems have become an emerging research topic. It often surpasses traditional recommendation models even most deep learning-based methods, owing to its interactive nature and autonomous learning ability. Nevertheless, there are various challenges of RL when applying in recommender systems. Toward this end, we firstly provide a thorough overview, comparisons, and summarization of RL approaches for five typical recommendation scenarios, following three main categories of RL: value-function, policy search, and Actor-Critic. Then, we systematically analyze the challenges and relevant solutions on the basis of existing literature. Finally, under discussion for open issues of RL and its limitations of recommendation, we highlight some potential research directions in this field.
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.
Recommender systems play a crucial role in mitigating the problem of information overload by suggesting users' personalized items or services. The vast majority of traditional recommender systems consider the recommendation procedure as a static process and make recommendations following a fixed strategy. In this paper, we propose a novel recommender system with the capability of continuously improving its strategies during the interactions with users. We model the sequential interactions between users and a recommender system as a Markov Decision Process (MDP) and leverage Reinforcement Learning (RL) to automatically learn the optimal strategies via recommending trial-and-error items and receiving reinforcements of these items from users' feedbacks. In particular, we introduce an online user-agent interacting environment simulator, which can pre-train and evaluate model parameters offline before applying the model online. Moreover, we validate the importance of list-wise recommendations during the interactions between users and agent, and develop a novel approach to incorporate them into the proposed framework LIRD for list-wide recommendations. The experimental results based on a real-world e-commerce dataset demonstrate the effectiveness of the proposed framework.