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Policy constraint methods to offline reinforcement learning (RL) typically utilize parameterization or regularization that constrains the policy to perform actions within the support set of the behavior policy. The elaborative designs of parameterization methods usually intrude into the policy networks, which may bring extra inference cost and cannot take full advantage of well-established online methods. Regularization methods reduce the divergence between the learned policy and the behavior policy, which may mismatch the inherent density-based definition of support set thereby failing to avoid the out-of-distribution actions effectively. This paper presents Supported Policy OpTimization (SPOT), which is directly derived from the theoretical formalization of the density-based support constraint. SPOT adopts a VAE-based density estimator to explicitly model the support set of behavior policy and presents a simple but effective density-based regularization term, which can be plugged non-intrusively into off-the-shelf off-policy RL algorithms. On the standard benchmarks for offline RL, SPOT substantially outperforms state-of-the-art offline RL methods. Benefiting from the pluggable design, the offline pretrained models from SPOT can also be applied to perform online fine-tuning seamlessly.

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We introduce a new constrained optimization method for policy gradient reinforcement learning, which uses two trust regions to regulate each policy update. In addition to using the proximity of one single old policy as the first trust region as done by prior works, we propose to form a second trust region through the construction of another virtual policy that represents a wide range of past policies. We then enforce the new policy to stay closer to the virtual policy, which is beneficial in case the old policy performs badly. More importantly, we propose a mechanism to automatically build the virtual policy from a memory buffer of past policies, providing a new capability for dynamically selecting appropriate trust regions during the optimization process. Our proposed method, dubbed as Memory-Constrained Policy Optimization (MCPO), is examined on a diverse suite of environments including robotic locomotion control, navigation with sparse rewards and Atari games, consistently demonstrating competitive performance against recent on-policy constrained policy gradient methods.

Applications of Reinforcement Learning (RL), in which agents learn to make a sequence of decisions despite lacking complete information about the latent states of the controlled system, that is, they act under partial observability of the states, are ubiquitous. Partially observable RL can be notoriously difficult -- well-known information-theoretic results show that learning partially observable Markov decision processes (POMDPs) requires an exponential number of samples in the worst case. Yet, this does not rule out the existence of large subclasses of POMDPs over which learning is tractable. In this paper we identify such a subclass, which we call weakly revealing POMDPs. This family rules out the pathological instances of POMDPs where observations are uninformative to a degree that makes learning hard. We prove that for weakly revealing POMDPs, a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to guarantee polynomial sample complexity. To the best of our knowledge, this is the first provably sample-efficient result for learning from interactions in overcomplete POMDPs, where the number of latent states can be larger than the number of observations.

We present a data-efficient framework for solving sequential decision-making problems which exploits the combination of reinforcement learning (RL) and latent variable generative models. The framework, called GenRL, trains deep policies by introducing an action latent variable such that the feed-forward policy search can be divided into two parts: (i) training a sub-policy that outputs a distribution over the action latent variable given a state of the system, and (ii) unsupervised training of a generative model that outputs a sequence of motor actions conditioned on the latent action variable. GenRL enables safe exploration and alleviates the data-inefficiency problem as it exploits prior knowledge about valid sequences of motor actions. Moreover, we provide a set of measures for evaluation of generative models such that we are able to predict the performance of the RL policy training prior to the actual training on a physical robot. We experimentally determine the characteristics of generative models that have most influence on the performance of the final policy training on two robotics tasks: shooting a hockey puck and throwing a basketball. Furthermore, we empirically demonstrate that GenRL is the only method which can safely and efficiently solve the robotics tasks compared to two state-of-the-art RL methods.

We study online convex optimization with switching costs, a practically important but also extremely challenging problem due to the lack of complete offline information. By tapping into the power of machine learning (ML) based optimizers, ML-augmented online algorithms (also referred to as expert calibration in this paper) have been emerging as state of the art, with provable worst-case performance guarantees. Nonetheless, by using the standard practice of training an ML model as a standalone optimizer and plugging it into an ML-augmented algorithm, the average cost performance can be even worse than purely using ML predictions. In order to address the "how to learn" challenge, we propose EC-L2O (expert-calibrated learning to optimize), which trains an ML-based optimizer by explicitly taking into account the downstream expert calibrator. To accomplish this, we propose a new differentiable expert calibrator that generalizes regularized online balanced descent and offers a provably better competitive ratio than pure ML predictions when the prediction error is large. For training, our loss function is a weighted sum of two different losses -- one minimizing the average ML prediction error for better robustness, and the other one minimizing the post-calibration average cost. We also provide theoretical analysis for EC-L2O, highlighting that expert calibration can be even beneficial for the average cost performance and that the high-percentile tail ratio of the cost achieved by EC-L2O to that of the offline optimal oracle (i.e., tail cost ratio) can be bounded. Finally, we test EC-L2O by running simulations for sustainable datacenter demand response. Our results demonstrate that EC-L2O can empirically achieve a lower average cost as well as a lower competitive ratio than the existing baseline algorithms.

Conventionally, generation of natural language for dialogue agents may be viewed as a statistical learning problem: determine the patterns in human-provided data and generate appropriate responses with similar statistical properties. However, dialogue can also be regarded as a goal directed process, where speakers attempt to accomplish a specific task. Reinforcement learning (RL) algorithms are designed specifically for solving such goal-directed problems, but the most direct way to apply RL -- through trial-and-error learning in human conversations, -- is costly. In this paper, we study how offline reinforcement learning can instead be used to train dialogue agents entirely using static datasets collected from human speakers. Our experiments show that recently developed offline RL methods can be combined with language models to yield realistic dialogue agents that better accomplish task goals.

Driving safely requires multiple capabilities from human and intelligent agents, such as the generalizability to unseen environments, the safety awareness of the surrounding traffic, and the decision-making in complex multi-agent settings. Despite the great success of Reinforcement Learning (RL), most of the RL research works investigate each capability separately due to the lack of integrated environments. In this work, we develop a new driving simulation platform called MetaDrive to support the research of generalizable reinforcement learning algorithms for machine autonomy. MetaDrive is highly compositional, which can generate an infinite number of diverse driving scenarios from both the procedural generation and the real data importing. Based on MetaDrive, we construct a variety of RL tasks and baselines in both single-agent and multi-agent settings, including benchmarking generalizability across unseen scenes, safe exploration, and learning multi-agent traffic. The generalization experiments conducted on both procedurally generated scenarios and real-world scenarios show that increasing the diversity and the size of the training set leads to the improvement of the generalizability of the RL agents. We further evaluate various safe reinforcement learning and multi-agent reinforcement learning algorithms in MetaDrive environments and provide the benchmarks. Source code, documentation, and demo video are available at //metadriverse.github.io/metadrive . More research projects based on MetaDrive simulator are listed at //metadriverse.github.io

Agents that interact with other agents often do not know a priori what the other agents' strategies are, but have to maximise their own online return while interacting with and learning about others. The optimal adaptive behaviour under uncertainty over the other agents' strategies w.r.t. some prior can in principle be computed using the Interactive Bayesian Reinforcement Learning framework. Unfortunately, doing so is intractable in most settings, and existing approximation methods are restricted to small tasks. To overcome this, we propose to meta-learn approximate belief inference and Bayes-optimal behaviour for a given prior. To model beliefs over other agents, we combine sequential and hierarchical Variational Auto-Encoders, and meta-train this inference model alongside the policy. We show empirically that our approach outperforms existing methods that use a model-free approach, sample from the approximate posterior, maintain memory-free models of others, or do not fully utilise the known structure of the environment.

Consider the problem of training robustly capable agents. One approach is to generate a diverse collection of agent polices. Training can then be viewed as a quality diversity (QD) optimization problem, where we search for a collection of performant policies that are diverse with respect to quantified behavior. Recent work shows that differentiable quality diversity (DQD) algorithms greatly accelerate QD optimization when exact gradients are available. However, agent policies typically assume that the environment is not differentiable. To apply DQD algorithms to training agent policies, we must approximate gradients for performance and behavior. We propose two variants of the current state-of-the-art DQD algorithm that compute gradients via approximation methods common in reinforcement learning (RL). We evaluate our approach on four simulated locomotion tasks. One variant achieves results comparable to the current state-of-the-art in combining QD and RL, while the other performs comparably in two locomotion tasks. These results provide insight into the limitations of current DQD algorithms in domains where gradients must be approximated. Source code is available at //github.com/icaros-usc/dqd-rl

Reinforcement learning (RL) has shown great success in solving many challenging tasks via use of deep neural networks. Although using deep learning for RL brings immense representational power, it also causes a well-known sample-inefficiency problem. This means that the algorithms are data-hungry and require millions of training samples to converge to an adequate policy. One way to combat this issue is to use action advising in a teacher-student framework, where a knowledgeable teacher provides action advice to help the student. This work considers how to better leverage uncertainties about when a student should ask for advice and if the student can model the teacher to ask for less advice. The student could decide to ask for advice when it is uncertain or when both it and its model of the teacher are uncertain. In addition to this investigation, this paper introduces a new method to compute uncertainty for a deep RL agent using a secondary neural network. Our empirical results show that using dual uncertainties to drive advice collection and reuse may improve learning performance across several Atari games.

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.

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