
Hierarchical bandits is an approach for global optimization of extremely irregular functions. This paper provides new elements regarding POO, an adaptive meta-algorithm that does not require the knowledge of local smoothness of the target function. We first highlight the fact that the subroutine algorithm used in POO should have a small regret under the assumption of local smoothness with respect to the chosen partitioning, which is unknown if it is satisfied by the standard subroutine HOO. In this work, we establish such regret guarantee for HCT, which is another hierarchical optimistic optimization algorithm that needs to know the smoothness. This confirms the validity of POO. We show that POO can be used with HCT as a subroutine with a regret upper bound that matches the one of best-known algorithms using the knowledge of smoothness up to a √ log n factor.
Batch Reinforcement Learning (Batch RL) consists in training a policy using trajectories collected with another policy, called the behavioural policy. Safe policy improvement (SPI) provides guarantees with high probability that the trained policy performs better than the behavioural policy, also called baseline in this setting. Previous work shows that the SPI objective improves mean performance as compared to using the basic RL objective, which boils down to solving the MDP with maximum likelihood (Laroche et al. 2019). Here, we build on that work and improve more precisely the SPI with Baseline Bootstrapping algorithm (SPIBB) by allowing the policy search over a wider set of policies. Instead of binarily classifying the state-action pairs into two sets (the uncertain and the safe-to-train-on ones), we adopt a softer strategy that controls the error in the value estimates by constraining the policy change according to the local model uncertainty. The method can take more risks on uncertain actions all the while remaining provably-safe, and is therefore less conservative than the state-of-the-art methods. We propose two algorithms (one optimal and one approximate) to solve this constrained optimization problem and empirically show a significant improvement over existing SPI algorithms both on finite MDPS and on infinite MDPs with a neural network function approximation.
Anderson acceleration is an old and simple method for accelerating the computation of a fixed point. However, as far as we know and quite surprisingly, it has never been applied to dynamic programming or reinforcement learning. In this paper, we explain briefly what Anderson acceleration is and how it can be applied to value iteration, this being supported by preliminary experiments showing a significant speed up of convergence, that we critically discuss. We also discuss how this idea could be applied more generally to (deep) reinforcement learning.
Anderson (1965) acceleration is an old and simple method for accelerating the computation of a fixed point. However, as far as we know and quite surprisingly, it has never been applied to dynamic programming or reinforcement learning. In this paper, we explain briefly what Anderson acceleration is and how it can be applied to value iteration, this being supported by preliminary experiments showing a significant speed up of convergence, that we critically discuss. We also discuss how this idea could be applied more generally to (deep) reinforcement learning.
Combinatorial bandits (CMAB) are a generalization of the well-known Multi-Armed Bandit framework, in which the learner chooses, at each round, a subset of the available arms that satisfies some known constraints. The learner observes the payoffs of each chosen arm and aims at maximizing the cumulative reward. We study, for the first time, CMAB settings with some form of correlation over the arms expected rewards. The arm correlation is crucial to allow algorithms to be effective when the space of the arms is large. In the present paper, we propose a bandit algorithm, namely Gaussian Combinatorial Bandit (GCB), designed for settings in which the arms are partitioned in subsets, and the payoff functions of the arms of each subset are jointly distributed as a Gaussian Process (GP). We provide two different variations of our algorithm (frequentist and Bayesian) that, under mild assumptions, their worst-case regret is Õ(C √ N), where C is the number of subsets of arms whose payoffs are correlated and N is the number of rounds.
Imitating an expert policy is one way to boost reinforcement learning algorithms which, in most cases, rely on random exploration and a huge amount of data. While some major drawbacks of imitation learning, such as compound errors, have been addressed, most results make an implicit hypothesis of having a good (or desired) expert which is usually hard to get in practice. To overcome this obstacle, this paper focuses on learning good policies from suboptimal demonstration data. We systematically investigate the performance of a recent approach under varying assumptions on demonstration quality and show that it performs poorly with suboptimal demonstration data. We then demonstrate the potential to overcome this issue through a performance comparison between learner and demonstrator.
Counterfactual Regret Minimization (CFR) has found success in settings like poker which have both terminal states and perfect recall. We seek to understand how to relax these requirements. As a first step, we introduce a simple algorithm, local no-regret learning (LONR), which uses a Q-learning-like update rule to allow learning without terminal states or perfect recall. We prove its convergence for the basic case of MDPs (and limited extensions of them) and present empirical results showing that it achieves last iterate convergence in a number of settings, most notably NoSDE games, a class of Markov games specifically designed to be challenging to learn where no prior algorithm is known to achieve convergence to a stationary equilibrium even on average.
Recent development of Deep Reinforcement Learning (DRL) has demonstrated superior performance of neural networks in solving challenging problems with large or continuous state spaces. In this work, we focus on the problem of minimising the expected one step Temporal Difference (TD) error with neural function approximator for a continuous state space, from a smooth optimisation perspective. An approximate Newton’s algorithm is proposed. Effectiveness of the algorithm is demonstrated on both finite and continuous state space benchmarks. We show that, in order to benefit from the second order approximate Newton’s algorithm, gradient of the TD target needs to be considered for training.
We address the problem of budgeted reinforcement learning, in continuous state-space, using a batch of transitions. To this extend, we introduce a novel algorithm called Budgeted Fitted-Q (BFTQ). Benchmarks show that BFTQ performs as well as a regular Fitted-Q algorithm in a continuous 2-D world but also allows one to choose the right amount of budget that fits to a given task without the need of engineering the rewards. We believe that the general principles used to design BFTQ can be applied to extend others classical reinforcement learning algorithms for budgeted oriented applications.
We propose a recurrent RL agent with an episodic exploration mechanism that helps discovering good policies in text-based game environments. We show promising results on a set of generated text-based games of varying difficulty where the goal is to collect a coin located at the end of a chain of rooms. In contrast to previous text-based RL approaches, we observe that our agent learns policies that generalize to unseen games of greater difficulty.
Multitask networks that can play multiple Atari games at expert level have been successfully trained using supervised learning from several single task Deep Q Networks (DQN). However, such networks are not be able to exploit the high level similarity between games or learn common representations of game states. In fact, learned representations were shown to be separable given the game. In our work, we show that with sufficient similarity between tasks, we can train a multitask extension of DQN (MDQN) which shares representations across tasks without loss of performance. To this end, we construct a novel set of tasks with shared characteristics in Minecraft, a complex 3D world, and are able to demonstrate meaningful representation sharing between different related tasks. Sharing representations for similar tasks has paramount importance for transfer learning and lifelong learning. We envision results of this work as a stepping stone to novel lifelong learning approaches.
In order to speed-up classification models when facing a large number of categories, one usual approach consists in organizing the categories in a particular structure, this structure being then used as a way to speed-up the prediction computation. This is for example the case when using error-correcting codes or even hierarchies of categories. But in the majority of approaches, this structure is chosen \textit{by hand}, or during a preliminary step, and not integrated in the learning process. We propose a new model called Reinforced Decision Tree which simultaneously learns how to organize categories in a tree structure and how to classify any input based on this structure. This approach keeps the advantages of existing techniques (low inference complexity) but allows one to build efficient classifiers in one learning step. The learning algorithm is inspired by reinforcement learning and policy-gradient techniques which allows us to integrate the two steps (building the tree, and learning the classifier) in one single algorithm.
In Reinforcement Learning (RL) the goal is to find a policy π that maximizes the expected future return, calculated based on a scalar reward function R(·) ∈ R. The policy π determines what actions will be performed by the RL agent. Traditionally, the RL problem is formulated in terms of a Markov Decision Process (MDP) or a Partially Observable MDP (POMDP). In this formulation, the policy π is viewed as a mapping function (π : s 7−→ a) from state s ∈ S to action a ∈ A. This approach, however, suffers severely from the curse of dimensionality.
Recently, rollout-based planning and search methods have emerged as an alternative to traditional tree-search methods. The fundamental operation in rollout-based tree search is the generation of trajectories in the search tree from root to leaf. Game-playing programs based on Monte-Carlo rollouts methods such as UCT have proven remarkably effective at using information from trajectories to make state-of-the-art decisions at the root. In this paper, we show that trajectories can be used to prune more aggressively than classical alpha-beta search. We modify a rollout-based method, FSSS, to allow for use in game-tree search and show it outprunes alpha-beta both empirically and formally.
This paper addresses the Inverse Reinforcement Learning (IRL) problem which is a particular case of learning from demonstrations. The IRL framework assumes that an expert, demonstrating a task, is acting optimally with respect to an unknown reward function to be discovered. Unlike most of existing IRL algorithms, the proposed approach doesn't require any of the following: complete trajectories from the expert, a generative model of the environment, the knowledge of the transition probabilities, the ability to repeatedly solve the forward Reinforcement Learning (RL) problem, the expert's policy anywhere in the state space. Using a classi cation approach in which the structure of the underlying Markov Decision Process (MDP) is implicitly injected, we end-up with an e cient subgradient descent-based algorithm. In addition, only a small amount of expert demonstrations (not even in the form of trajectories but simple transitions) is required. Keywords: inverse reinforcement learning, structured multi-class classi cation
We consider the problem of learning high-performance Exploration/Exploitation (E/E) strategies for finite Markov Decision Processes (MDPs) when the MDP to be controlled is supposed to be drawn from a known probability distribution pM(·). The performance criterion is the sum of discounted rewards collected by the E/E strategy over an infinite length trajectory. We propose an approach for solving this problem that works by considering a rich set of candidate E/E strategies and by looking for the one that gives the best average performances on MDPs drawn according to pM(·). As candidate E/E strategies, we consider index-based strategies parametrized by small formulas combining variables that include the estimated reward function, the number of times each transition has occurred and the optimal value functions ˆ V and ˆ Q of the estimated MDP (obtained through value iteration). The search for the best formula is formalized as a multi-armed bandit problem, each arm being associated with a formula. We experimentally compare the performances of the approach with R-max as well as with ǫ-Greedy strategies and the results are promising.
In apprenticeship learning we aim to learn a good policy by observing the behavior of an expert or a set of experts. In particular, we consider the case where the expert acts so as to maximize an unknown reward function defined as a linear combination of a set of state features. In this paper, we consider the setting where we observe many sample trajectories (i.e., sequences of states) but only one or a few of them are labeled as experts’ trajectories. We investigate the conditions under which the remaining unlabeled trajectories can help in learning a policy with a good performance. In particular, we define an extension to the max-margin inverse reinforcement learning proposed by Abbeel and Ng [2004] where, at each iteration, the max-margin optimization step is replaced by a semi-supervised optimization problem which favors classifiers separating clusters of trajectories. Finally, we report empirical results on two grid-world domains showing that the semi-supervised algorithm is able to output a better policy in fewer iterations than the related algorithm that does not take the unlabeled trajectories into account.