We consider the problem of control in the setting of reinforcement learning (RL), where model information is not available. Policy gradient algorithms are a popular solution approach for this problem and are usually shown to converge to a stationary point of the value function. In this paper, we propose two policy Newton algorithms that incorporate cubic regularization. Both algorithms employ the likelihood ratio method to form estimates of the gradient and Hessian of the value function using sample trajectories. The first algorithm requires an exact solution of the cubic regularized problem in each iteration, while the second algorithm employs an efficient gradient descent-based approximation to the cubic regularized problem. We establish convergence of our proposed algorithms to a second-order stationary point (SOSP) of the value function, which results in the avoidance of traps in the form of saddle points. In particular, the sample complexity of our algorithms to find an $\epsilon$-SOSP is $O(\epsilon^{-3.5})$, which is an improvement over the state-of-the-art sample complexity of $O(\epsilon^{-4.5})$.
Offline reinforcement learning (RL) methodologies enforce constraints on the policy to adhere closely to the behavior policy, thereby stabilizing value learning and mitigating the selection of out-of-distribution (OOD) actions during test time. Conventional approaches apply identical constraints for both value learning and test time inference. However, our findings indicate that the constraints suitable for value estimation may in fact be excessively restrictive for action selection during test time. To address this issue, we propose a Mildly Constrained Evaluation Policy (MCEP) for test time inference with a more constrained target policy for value estimation. Since the target policy has been adopted in various prior approaches, MCEP can be seamlessly integrated with them as a plug-in. We instantiate MCEP based on TD3-BC [Fujimoto and Gu, 2021] and AWAC [Nair et al., 2020] algorithms. The empirical results on MuJoCo locomotion tasks show that the MCEP significantly outperforms the target policy and achieves competitive results to state-of-the-art offline RL methods. The codes are open-sourced at //github.com/egg-west/MCEP.git.
In this paper, we study the problem of (finite horizon tabular) Markov decision processes (MDPs) with heavy-tailed rewards under the constraint of differential privacy (DP). Compared with the previous studies for private reinforcement learning that typically assume rewards are sampled from some bounded or sub-Gaussian distributions to ensure DP, we consider the setting where reward distributions have only finite $(1+v)$-th moments with some $v \in (0,1]$. By resorting to robust mean estimators for rewards, we first propose two frameworks for heavy-tailed MDPs, i.e., one is for value iteration and another is for policy optimization. Under each framework, we consider both joint differential privacy (JDP) and local differential privacy (LDP) models. Based on our frameworks, we provide regret upper bounds for both JDP and LDP cases and show that the moment of distribution and privacy budget both have significant impacts on regrets. Finally, we establish a lower bound of regret minimization for heavy-tailed MDPs in JDP model by reducing it to the instance-independent lower bound of heavy-tailed multi-armed bandits in DP model. We also show the lower bound for the problem in LDP by adopting some private minimax methods. Our results reveal that there are fundamental differences between the problem of private RL with sub-Gaussian and that with heavy-tailed rewards.
Routing is a crucial and time-consuming stage in modern design automation flow for advanced technology nodes. Great progress in the field of reinforcement learning makes it possible to use those approaches to improve the routing quality and efficiency. However, the scale of the routing problems solved by reinforcement learning-based methods in recent studies is too small for these methods to be used in commercial EDA tools. We introduce the XRoute Environment, a new reinforcement learning environment where agents are trained to select and route nets in an advanced, end-to-end routing framework. Novel algorithms and ideas can be quickly tested in a safe and reproducible manner in it. The resulting environment is challenging, easy to use, customize and add additional scenarios, and it is available under a permissive open-source license. In addition, it provides support for distributed deployment and multi-instance experiments. We propose two tasks for learning and build a full-chip test bed with routing benchmarks of various region sizes. We also pre-define several static routing regions with different pin density and number of nets for easier learning and testing. For net ordering task, we report baseline results for two widely used reinforcement learning algorithms (PPO and DQN) and one searching-based algorithm (TritonRoute). The XRoute Environment will be available at //github.com/xplanlab/xroute_env.
We study finite episodic Markov decision processes incorporating dynamic risk measures to capture risk sensitivity. To this end, we present two model-based algorithms applied to \emph{Lipschitz} dynamic risk measures, a wide range of risk measures that subsumes spectral risk measure, optimized certainty equivalent, distortion risk measures among others. We establish both regret upper bounds and lower bounds. Notably, our upper bounds demonstrate optimal dependencies on the number of actions and episodes, while reflecting the inherent trade-off between risk sensitivity and sample complexity. Additionally, we substantiate our theoretical results through numerical experiments.
We study reinforcement learning (RL) in the setting of continuous time and space, for an infinite horizon with a discounted objective and the underlying dynamics driven by a stochastic differential equation. Built upon recent advances in the continuous approach to RL, we develop a notion of occupation time (specifically for a discounted objective), and show how it can be effectively used to derive performance-difference and local-approximation formulas. We further extend these results to illustrate their applications in the PG (policy gradient) and TRPO/PPO (trust region policy optimization/ proximal policy optimization) methods, which have been familiar and powerful tools in the discrete RL setting but under-developed in continuous RL. Through numerical experiments, we demonstrate the effectiveness and advantages of our approach.
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.
The combination of Reinforcement Learning (RL) with deep learning has led to a series of impressive feats, with many believing (deep) RL provides a path towards generally capable agents. However, the success of RL agents is often highly sensitive to design choices in the training process, which may require tedious and error-prone manual tuning. This makes it challenging to use RL for new problems, while also limits its full potential. In many other areas of machine learning, AutoML has shown it is possible to automate such design choices and has also yielded promising initial results when applied to RL. However, Automated Reinforcement Learning (AutoRL) involves not only standard applications of AutoML but also includes additional challenges unique to RL, that naturally produce a different set of methods. As such, AutoRL has been emerging as an important area of research in RL, providing promise in a variety of applications from RNA design to playing games such as Go. Given the diversity of methods and environments considered in RL, much of the research has been conducted in distinct subfields, ranging from meta-learning to evolution. In this survey we seek to unify the field of AutoRL, we provide a common taxonomy, discuss each area in detail and pose open problems which would be of interest to researchers going forward.
This paper aims to mitigate straggler effects in synchronous distributed learning for multi-agent reinforcement learning (MARL) problems. Stragglers arise frequently in a distributed learning system, due to the existence of various system disturbances such as slow-downs or failures of compute nodes and communication bottlenecks. To resolve this issue, we propose a coded distributed learning framework, which speeds up the training of MARL algorithms in the presence of stragglers, while maintaining the same accuracy as the centralized approach. As an illustration, a coded distributed version of the multi-agent deep deterministic policy gradient(MADDPG) algorithm is developed and evaluated. Different coding schemes, including maximum distance separable (MDS)code, random sparse code, replication-based code, and regular low density parity check (LDPC) code are also investigated. Simulations in several multi-robot problems demonstrate the promising performance of the proposed framework.
This paper surveys the field of transfer learning in the problem setting of Reinforcement Learning (RL). RL has been the key solution to sequential decision-making problems. Along with the fast advance of RL in various domains. including robotics and game-playing, transfer learning arises as an important technique to assist RL by leveraging and transferring external expertise to boost the learning process. In this survey, we review the central issues of transfer learning in the RL domain, providing a systematic categorization of its state-of-the-art techniques. We analyze their goals, methodologies, applications, and the RL frameworks under which these transfer learning techniques would be approachable. We discuss the relationship between transfer learning and other relevant topics from an RL perspective and also explore the potential challenges as well as future development directions for transfer learning in RL.
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.