We present an end-to-end, model-based deep reinforcement learning agent which dynamically attends to relevant parts of its state, in order to plan and to generalize better out-of-distribution. The agent uses a bottleneck mechanism over a set-based representation to force the number of entities to which the agent attends at each planning step to be small. In experiments, we investigate the bottleneck mechanism with several sets of customized environments featuring different challenges. We consistently observe that the design allows the planning agents to generalize their learned task-solving abilities in compatible unseen environments by attending to the relevant objects, leading to better out-of-distribution performance.
Multi-agent reinforcement learning (MARL) provides a framework for problems involving multiple interacting agents. Despite apparent similarity to the single-agent case, multi-agent problems are often harder to train and analyze theoretically. In this work, we propose MA-Trace, a new on-policy actor-critic algorithm, which extends V-Trace to the MARL setting. The key advantage of our algorithm is its high scalability in a multi-worker setting. To this end, MA-Trace utilizes importance sampling as an off-policy correction method, which allows distributing the computations with no impact on the quality of training. Furthermore, our algorithm is theoretically grounded - we prove a fixed-point theorem that guarantees convergence. We evaluate the algorithm extensively on the StarCraft Multi-Agent Challenge, a standard benchmark for multi-agent algorithms. MA-Trace achieves high performance on all its tasks and exceeds state-of-the-art results on some of them.
Deep Reinforcement Learning (DeepRL) methods have been widely used in robotics to learn about the environment and acquire behaviors autonomously. Deep Interactive Reinforcement Learning (DeepIRL) includes interactive feedback from an external trainer or expert giving advice to help learners choosing actions to speed up the learning process. However, current research has been limited to interactions that offer actionable advice to only the current state of the agent. Additionally, the information is discarded by the agent after a single use that causes a duplicate process at the same state for a revisit. In this paper, we present Broad-persistent Advising (BPA), a broad-persistent advising approach that retains and reuses the processed information. It not only helps trainers to give more general advice relevant to similar states instead of only the current state but also allows the agent to speed up the learning process. We test the proposed approach in two continuous robotic scenarios, namely, a cart pole balancing task and a simulated robot navigation task. The obtained results show that the performance of the agent using BPA improves while keeping the number of interactions required for the trainer in comparison to the DeepIRL approach.
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 present CURL: Contrastive Unsupervised Representations for Reinforcement Learning. CURL extracts high-level features from raw pixels using contrastive learning and performs off-policy control on top of the extracted features. CURL outperforms prior pixel-based methods, both model-based and model-free, on complex tasks in the DeepMind Control Suite and Atari Games showing 1.9x and 1.6x performance gains at the 100K environment and interaction steps benchmarks respectively. On the DeepMind Control Suite, CURL is the first image-based algorithm to nearly match the sample-efficiency and performance of methods that use state-based features.
Meta-reinforcement learning algorithms can enable robots to acquire new skills much more quickly, by leveraging prior experience to learn how to learn. However, much of the current research on meta-reinforcement learning focuses on task distributions that are very narrow. For example, a commonly used meta-reinforcement learning benchmark uses different running velocities for a simulated robot as different tasks. When policies are meta-trained on such narrow task distributions, they cannot possibly generalize to more quickly acquire entirely new tasks. Therefore, if the aim of these methods is to enable faster acquisition of entirely new behaviors, we must evaluate them on task distributions that are sufficiently broad to enable generalization to new behaviors. In this paper, we propose an open-source simulated benchmark for meta-reinforcement learning and multi-task learning consisting of 50 distinct robotic manipulation tasks. Our aim is to make it possible to develop algorithms that generalize to accelerate the acquisition of entirely new, held-out tasks. We evaluate 6 state-of-the-art meta-reinforcement learning and multi-task learning algorithms on these tasks. Surprisingly, while each task and its variations (e.g., with different object positions) can be learned with reasonable success, these algorithms struggle to learn with multiple tasks at the same time, even with as few as ten distinct training tasks. Our analysis and open-source environments pave the way for future research in multi-task learning and meta-learning that can enable meaningful generalization, thereby unlocking the full potential of these methods.
We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL.
This manuscript surveys reinforcement learning from the perspective of optimization and control with a focus on continuous control applications. It surveys the general formulation, terminology, and typical experimental implementations of reinforcement learning and reviews competing solution paradigms. In order to compare the relative merits of various techniques, this survey presents a case study of the Linear Quadratic Regulator (LQR) with unknown dynamics, perhaps the simplest and best studied problem in optimal control. The manuscript describes how merging techniques from learning theory and control can provide non-asymptotic characterizations of LQR performance and shows that these characterizations tend to match experimental behavior. In turn, when revisiting more complex applications, many of the observed phenomena in LQR persist. In particular, theory and experiment demonstrate the role and importance of models and the cost of generality in reinforcement learning algorithms. This survey concludes with a discussion of some of the challenges in designing learning systems that safely and reliably interact with complex and uncertain environments and how tools from reinforcement learning and controls might be combined to approach these challenges.
Inferring other agents' mental states such as their knowledge, beliefs and intentions is thought to be essential for effective interactions with other agents. Recently, multiagent systems trained via deep reinforcement learning have been shown to succeed in solving different tasks, but it remains unclear how each agent modeled or represented other agents in their environment. In this work we test whether deep reinforcement learning agents explicitly represent other agents' intentions (their specific aims or goals) during a task in which the agents had to coordinate the covering of different spots in a 2D environment. In particular, we tracked over time the performance of a linear decoder trained to predict the final goal of all agents from the hidden state of each agent's neural network controller. We observed that the hidden layers of agents represented explicit information about other agents' goals, i.e. the target landmark they ended up covering. We also performed a series of experiments, in which some agents were replaced by others with fixed goals, to test the level of generalization of the trained agents. We noticed that during the training phase the agents developed a differential preference for each goal, which hindered generalization. To alleviate the above problem, we propose simple changes to the MADDPG training algorithm which leads to better generalization against unseen agents. We believe that training protocols promoting more active intention reading mechanisms, e.g. by preventing simple symmetry-breaking solutions, is a promising direction towards achieving a more robust generalization in different cooperative and competitive tasks.
Querying graph structured data is a fundamental operation that enables important applications including knowledge graph search, social network analysis, and cyber-network security. However, the growing size of real-world data graphs poses severe challenges for graph databases to meet the response-time requirements of the applications. Planning the computational steps of query processing - Query Planning - is central to address these challenges. In this paper, we study the problem of learning to speedup query planning in graph databases towards the goal of improving the computational-efficiency of query processing via training queries.We present a Learning to Plan (L2P) framework that is applicable to a large class of query reasoners that follow the Threshold Algorithm (TA) approach. First, we define a generic search space over candidate query plans, and identify target search trajectories (query plans) corresponding to the training queries by performing an expensive search. Subsequently, we learn greedy search control knowledge to imitate the search behavior of the target query plans. We provide a concrete instantiation of our L2P framework for STAR, a state-of-the-art graph query reasoner. Our experiments on benchmark knowledge graphs including DBpedia, YAGO, and Freebase show that using the query plans generated by the learned search control knowledge, we can significantly improve the speed of STAR with negligible loss in accuracy.
Modern communication networks have become very complicated and highly dynamic, which makes them hard to model, predict and control. In this paper, we develop a novel experience-driven approach that can learn to well control a communication network from its own experience rather than an accurate mathematical model, just as a human learns a new skill (such as driving, swimming, etc). Specifically, we, for the first time, propose to leverage emerging Deep Reinforcement Learning (DRL) for enabling model-free control in communication networks; and present a novel and highly effective DRL-based control framework, DRL-TE, for a fundamental networking problem: Traffic Engineering (TE). The proposed framework maximizes a widely-used utility function by jointly learning network environment and its dynamics, and making decisions under the guidance of powerful Deep Neural Networks (DNNs). We propose two new techniques, TE-aware exploration and actor-critic-based prioritized experience replay, to optimize the general DRL framework particularly for TE. To validate and evaluate the proposed framework, we implemented it in ns-3, and tested it comprehensively with both representative and randomly generated network topologies. Extensive packet-level simulation results show that 1) compared to several widely-used baseline methods, DRL-TE significantly reduces end-to-end delay and consistently improves the network utility, while offering better or comparable throughput; 2) DRL-TE is robust to network changes; and 3) DRL-TE consistently outperforms a state-ofthe-art DRL method (for continuous control), Deep Deterministic Policy Gradient (DDPG), which, however, does not offer satisfying performance.