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Existing offline reinforcement learning (RL) algorithms typically assume that training data is either: 1) generated by a known policy, or 2) of entirely unknown origin. We consider multi-demonstrator offline RL, a middle ground where we know which demonstrators generated each dataset, but make no assumptions about the underlying policies of the demonstrators. This is the most natural setting when collecting data from multiple human operators, yet remains unexplored. Since different demonstrators induce different data distributions, we show that this can be naturally framed as a domain generalization problem, with each demonstrator corresponding to a different domain. Specifically, we propose Domain-Invariant Model-based Offline RL (DIMORL), where we apply Risk Extrapolation (REx) (Krueger et al., 2020) to the process of learning dynamics and rewards models. Our results show that models trained with REx exhibit improved domain generalization performance when compared with the natural baseline of pooling all demonstrators' data. We observe that the resulting models frequently enable the learning of superior policies in the offline model-based RL setting, can improve the stability of the policy learning process, and potentially enable increased exploration.

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Offline RL methods have been shown to reduce the need for environment interaction by training agents using offline collected episodes. However, these methods typically require action information to be logged during data collection, which can be difficult or even impossible in some practical cases. In this paper, we investigate the potential of using action-free offline datasets to improve online reinforcement learning, name this problem Reinforcement Learning with Action-Free Offline Pretraining (AFP-RL). We introduce Action-Free Guide (AF-Guide), a method that guides online training by extracting knowledge from action-free offline datasets. AF-Guide consists of an Action-Free Decision Transformer (AFDT) implementing a variant of Upside-Down Reinforcement Learning. It learns to plan the next states from the offline dataset, and a Guided Soft Actor-Critic (Guided SAC) that learns online with guidance from AFDT. Experimental results show that AF-Guide can improve sample efficiency and performance in online training thanks to the knowledge from the action-free offline dataset.

Offline reinforcement learning has developed rapidly over the recent years, but estimating the actual performance of offline policies still remains a challenge. We propose a scoring metric for offline policies that highly correlates with actual policy performance and can be directly used for offline policy optimization in a supervised manner. To achieve this, we leverage the contrastive learning framework to design a scoring metric that gives high scores to policies that imitate the actions yielding relatively high returns while avoiding those yielding relatively low returns. Our experiments show that 1) our scoring metric is able to more accurately rank offline policies and 2) the policies optimized using our metric show high performance on various offline reinforcement learning benchmarks. Notably, our algorithm has a much lower network capacity requirement for the policy network compared to other supervised learning-based methods and also does not need any additional networks such as a Q-network.

The focus of this work is sample-efficient deep reinforcement learning (RL) with a simulator. One useful property of simulators is that it is typically easy to reset the environment to a previously observed state. We propose an algorithmic framework, named uncertainty-first local planning (UFLP), that takes advantage of this property. Concretely, in each data collection iteration, with some probability, our meta-algorithm resets the environment to an observed state which has high uncertainty, instead of sampling according to the initial-state distribution. The agent-environment interaction then proceeds as in the standard online RL setting. We demonstrate that this simple procedure can dramatically improve the sample cost of several baseline RL algorithms on difficult exploration tasks. Notably, with our framework, we can achieve super-human performance on the notoriously hard Atari game, Montezuma's Revenge, with a simple (distributional) double DQN. Our work can be seen as an efficient approximate implementation of an existing algorithm with theoretical guarantees, which offers an interpretation of the positive empirical results.

As a framework for sequential decision-making, Reinforcement Learning (RL) has been regarded as an essential component leading to Artificial General Intelligence (AGI). However, RL is often criticized for having the same training environment as the test one, which also hinders its application in the real world. To mitigate this problem, Distributionally Robust RL (DRRL) is proposed to improve the worst performance in a set of environments that may contain the unknown test environment. Due to the nonlinearity of the robustness goal, most of the previous work resort to the model-based approach, learning with either an empirical distribution learned from the data or a simulator that can be sampled infinitely, which limits their applications in simple dynamics environments. In contrast, we attempt to design a DRRL algorithm that can be trained along a single trajectory, i.e., no repeated sampling from a state. Based on the standard Q-learning, we propose distributionally robust Q-learning with the single trajectory (DRQ) and its average-reward variant named differential DRQ. We provide asymptotic convergence guarantees and experiments for both settings, demonstrating their superiority in the perturbed environments against the non-robust ones.

Among the reasons hindering reinforcement learning (RL) applications to real-world problems, two factors are critical: limited data and the mismatch between the testing environment (real environment in which the policy is deployed) and the training environment (e.g., a simulator). This paper attempts to address these issues simultaneously with distributionally robust offline RL, where we learn a distributionally robust policy using historical data obtained from the source environment by optimizing against a worst-case perturbation thereof. In particular, we move beyond tabular settings and consider linear function approximation. More specifically, we consider two settings, one where the dataset is well-explored and the other where the dataset has sufficient coverage of the optimal policy. We propose two algorithms~-- one for each of the two settings~-- that achieve error bounds $\tilde{O}(d^{1/2}/N^{1/2})$ and $\tilde{O}(d^{3/2}/N^{1/2})$ respectively, where $d$ is the dimension in the linear function approximation and $N$ is the number of trajectories in the dataset. To the best of our knowledge, they provide the first non-asymptotic results of the sample complexity in this setting. Diverse experiments are conducted to demonstrate our theoretical findings, showing the superiority of our algorithm against the non-robust one.

In the sequential decision making setting, an agent aims to achieve systematic generalization over a large, possibly infinite, set of environments. Such environments are modeled as discrete Markov decision processes with both states and actions represented through a feature vector. The underlying structure of the environments allows the transition dynamics to be factored into two components: one that is environment-specific and another that is shared. Consider a set of environments that share the laws of motion as an example. In this setting, the agent can take a finite amount of reward-free interactions from a subset of these environments. The agent then must be able to approximately solve any planning task defined over any environment in the original set, relying on the above interactions only. Can we design a provably efficient algorithm that achieves this ambitious goal of systematic generalization? In this paper, we give a partially positive answer to this question. First, we provide a tractable formulation of systematic generalization by employing a causal viewpoint. Then, under specific structural assumptions, we provide a simple learning algorithm that guarantees any desired planning error up to an unavoidable sub-optimality term, while showcasing a polynomial sample complexity.

Unsupervised domain adaptation has recently emerged as an effective paradigm for generalizing deep neural networks to new target domains. However, there is still enormous potential to be tapped to reach the fully supervised performance. In this paper, we present a novel active learning strategy to assist knowledge transfer in the target domain, dubbed active domain adaptation. We start from an observation that energy-based models exhibit free energy biases when training (source) and test (target) data come from different distributions. Inspired by this inherent mechanism, we empirically reveal that a simple yet efficient energy-based sampling strategy sheds light on selecting the most valuable target samples than existing approaches requiring particular architectures or computation of the distances. Our algorithm, Energy-based Active Domain Adaptation (EADA), queries groups of targe data that incorporate both domain characteristic and instance uncertainty into every selection round. Meanwhile, by aligning the free energy of target data compact around the source domain via a regularization term, domain gap can be implicitly diminished. Through extensive experiments, we show that EADA surpasses state-of-the-art methods on well-known challenging benchmarks with substantial improvements, making it a useful option in the open world. Code is available at //github.com/BIT-DA/EADA.

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.

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.

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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