We built a robot called the Robotroller that actuates an Atari CX40+ controller and a device called the Atari Devbox that renders the game frame and the reward signal from the Arcade Learning Environment on a screen. The Robotroller and the Atari Devbox, together with an off-the-shelf camera and a desktop computer, constitute a system that can be used to study reinforcement learning algorithms in the physical world. We call the full system Physical Atari. In this paper, we detail the key decisions that make Physical Atari a robust and accessible platform. To make the system robust, we designed the Robotroller so that all movement is done through bearings, which reduces wear. Additionally, we wrote software that monitors the state of the servos at a high frequency and intervenes to limit stress. To make the system accessible, we used affordable off-the-shelf components and parts that can be manufactured using consumer 3D printers. Physical Atari can be built for under $1,000 and has been used for weeks of non-stop reinforcement learning experiments without any mechanical failures. We used it to validate that reinforcement learning algorithms can learn directly on robots and show that even small distribution shifts between learning and deployment can significantly degrade the performance of policies. Our results underscore the importance of on-device adaptation for strong performance on robots.
In this paper, we advocate for incorporating enactive approaches to perception and cognition into artificial intelligence (AI). Enactive approaches view perception as an active, skillful engagement with the world, where agents perceive by acting and by understanding how their actions shape their experience. This contrasts with classical views that treat perception as a passive internal process in which the brain receives sensory input, processes it, and issues commands for action. Enactive views emphasize the dynamic, embodied, and interactive character of perception, grounded in the lived experience of agents embedded in their environments. We identify and develop four key enactive concepts that we find most relevant to AI: experience, action perception inseparability, autonomy, and embodiment. Much of mainstream AI, from classical rule based systems to large language models, has largely neglected these insights, treating cognition as internal processing detached from embodied interaction and intrinsic normativity. Reinforcement learning (RL), however, exhibits structural resonance with enactive principles through its emphasis on action, agent environment interaction, feedback driven adaptation, and agent centered evaluation. However, this resonance should not be taken as theoretical equivalence, as RL approximates some enactive insights, but key elements remain absent or weakly developed. Building on this analysis, we suggest a broader incorporation of enactive ideas into both mainstream AI and RL.
Neural networks that can grow or both grow and shrink during learning, referred to as growing neural networks and elastic neural networks, respectively, have recently been explored in offline continual learning with a particular focus on catastrophic forgetting. Driven by the observations that 1) online continual learning closely resembles how animals learn; 2) loss of plasticity—the progressive decline in a learning network's ability to learn—is another crucial challenge facing continual learning; and 3) incremental introduction of randomly initialized hidden units was recently shown to help preserve plasticity, in this paper, we study the plasticity of several foundational growing and elastic networks in online continual learning. Our experiments in supervised learning settings show that adaptive growing networks, which incrementally incorporate new, randomly initialized units to the network while keeping all existing connections adaptive, can maintain high prediction accuracy without losing plasticity despite the continuous increase in the dead hidden unit proportion. Furthermore, we demonstrate that adaptive elastic networks, which in addition to progressively adding new hidden units also prune estimated dead hidden units at the beginning of each new task, can achieve excellent accuracy without loss of plasticity while simultaneously maintaining a near-constant, compact size. Our results suggest that growing and elastic networks, which exhibit the ability to adapt its structure to the relevant learning objectives, can be a promising class of algorithms also for preserving high plasticity in online continual learning.
Javed, Sharifnassab, and Sutton (2024) introduced a new algorithm for TD learning – SwiftTD – that augments True Online TD(λ) with step-size optimization, a bound on the effective learning rate, and step-size decay. In their experiments SwiftTD outperformed True Online TD(λ) and TD(λ) on a variety of prediction tasks derived from Atari games, and its performance was robust to the choice of hyper-parameters. In this extended abstract we extend SwiftTD to work for control problems. We combine the key ideas behind SwiftTD with True Online Sarsa(λ) to develop an on-policy reinforcement learning algorithm called Swift-Sarsa. We propose a simple benchmark for linear on-policy control called the operant conditioning benchmark. The key challenge in the operant conditioning benchmark is that a very small subset of input signals are relevant for decision making. The majority of the signals are noise sampled from a non-stationary distribution. To learn effectively, the agent must learn to differentiate between the relevant signals and the noisy signals, and minimize prediction errors by assigning credit to the weight parameters associated with the relevant signals. Swift-Sarsa, when applied to the operant conditioning benchmark, learned to assign credit to the relevant signals without any prior knowledge of the structure of the problem. It opens the door for solution methods that learn representations by searching over hundreds of millions of features in parallel without performance degradation due to noisy or bad features.
This paper applies the authors' recent results on asynchronous stochastic approximation (SA) in the Borkar-Meyn framework to reinforcement learning in average-reward semi-Markov decision processes (SMDPs). We establish the convergence of an asynchronous SA analogue of Schweitzer's classical relative value iteration algorithm, RVI Q-learning, for finite-space, weakly communicating SMDPs. In particular, we show that the algorithm converges almost surely to a compact, connected subset of solutions to the average-reward optimality equation, with convergence to a unique, sample path-dependent solution under additional stepsize and asynchrony conditions. Moreover, to make full use of the SA framework, we introduce new monotonicity conditions for estimating the optimal reward rate in RVI Q-learning. These conditions substantially expand the previously considered algorithmic framework and are addressed through novel arguments in the stability and convergence analysis of RVI Q-learning.
Constructing states from sequences of observations is an important component of reinforcement learning agents. One solution for state construction is to use recurrent neural networks. Back-propagation through time (BPTT), and real-time recurrent learning (RTRL) are two popular gradient-based methods for recurrent learning. BPTT requires complete trajectories of observations before it can compute the gradients and is unsuitable for online updates. RTRL can do online updates but scales poorly to large networks. In this paper, we propose two constraints that make RTRL scalable. We show that by either decomposing the network into independent modules or learning the network in stages, we can make RTRL scale linearly with the number of parameters. Unlike prior scalable gradient estimation algorithms, such as UORO and Truncated-BPTT, our algorithms do not add noise or bias to the gradient estimate. Instead, they trade off the functional capacity of the network for computationally efficient learning. We demonstrate the effectiveness of our approach over Truncated-BPTT on a prediction benchmark inspired by animal learning and by doing policy evaluation of pre-trained policies for Atari 2600 games.
To achieve the ambitious goals of artificial intelligence, reinforcement learning must include planning with a model of the world that is abstract in state and time. Deep learning has made progress with state abstraction, but temporal abstraction has rarely been used, despite extensively developed theory based on the options framework. One reason for this is that the space of possible options is immense, and the methods previously proposed for option discovery do not take into account how the option models will be used in planning. Options are typically discovered by posing subsidiary tasks, such as reaching a bottleneck state or maximizing the cumulative sum of a sensory signal other than reward. Each subtask is solved to produce an option, and then a model of the option is learned and made available to the planning process. In most previous work, the subtasks ignore the reward on the original problem, whereas we propose subtasks that use the original reward plus a bonus based on a feature of the state at the time the option terminates. We show that option models obtained from such reward-respecting subtasks are much more likely to be useful in planning than eigenoptions, shortest path options based on bottleneck states, or reward-respecting options generated by the option-critic. Reward respecting subtasks strongly constrain the space of options and thereby also provide a partial solution to the problem of option discovery. Finally, we show how values, policies, options, and models can all be learned online and off-policy using standard algorithms and general value functions.
This paper investigates the stability and convergence properties of asynchronous stochastic approximation (SA) algorithms, with a focus on extensions relevant to average-reward reinforcement learning. We first extend a stability proof method of Borkar and Meyn to accommodate more general noise conditions than previously considered, thereby yielding broader convergence guarantees for asynchronous SA. To sharpen the convergence analysis, we further examine the shadowing properties of asynchronous SA, building on a dynamical systems approach of Hirsch and Benaïm. These results provide a theoretical foundation for a class of relative value iteration-based reinforcement learning algorithms – developed and analyzed in a companion paper – for solving average-reward Markov and semi-Markov decision processes.
In continual learning, a learner has to keep learning from the data over its whole life time. A key issue is to decide what knowledge to keep and what knowledge to let go. In a neural network, this can be implemented by using a step-size vector to scale how much gradient samples change network weights. Common algorithms, like RMSProp and Adam, use heuristics, specifically normalization, to adapt this step-size vector. In this paper, we show that those heuristics ignore the effect of their adaptation on the overall objective function, for example by moving the step-size vector away from better step-size vectors. On the other hand, stochastic meta-gradient descent algorithms, like IDBD (Sutton, 1992), explicitly optimize the step-size vector with respect to the overall objective function. On simple problems, we show that IDBD is able to consistently improve step-size vectors, where RMSProp and Adam do not. We explain the differences between the two approaches and their respective limitations. We conclude by suggesting that combining both approaches could be a promising future direction to improve the performance of neural networks in continual learning.
We show that discounted methods for solving continuing reinforcement learning problems can perform significantly better if they center their rewards by subtracting out the rewards' empirical average. The improvement is substantial at commonly used discount factors and increases further as the discount factor approaches one. In addition, we show that if a problem's rewards are shifted by a constant, then standard methods perform much worse, whereas methods with reward centering are unaffected. Estimating the average reward is straightforward in the on-policy setting; we propose a slightly more sophisticated method for the off-policy setting. Reward centering is a general idea, so we expect almost every reinforcement-learning algorithm to benefit by the addition of reward centering.
Clinical cardiac electrophysiology represents a convergence of five key medical sciences, each with a unique (albeit occasionally overlapping) evolutionary history Without any one of the following five elements, the modern clinical cardiac electrophysiologist would be less well equipped to address many common problems as effectively as currently expected (1) electrocardiographic assessment, (2) device therapy including pacing, defibrillation, and monitoring, (3) intracardiac recordings, stimulation, and/or autonomic assessments, (4) mapping (both epicardial and endocardial) with associated imaging and/or navigation, and (5) pharmacologic therapies such as antiarrhythmic and anticoagulation drugsThis chapter is designed to provide readers with a brief overview of the evolution of each of these aspects of modern clinical cardiac electrophysiology practice, and also to illustrate how they interact to facilitate our understanding and treatment of common clinical conditions Inevitably, space and time preclude a comprehensive review of each subject Such a review would span more than 100 years encompass contributions from throughout the world and emanate from the effort and insight of scientists, engineers, clinicians, and often volunteers and patients too numerous to mention Furthermore, in many cases the origin of seminal work remains controversial As a result, some readers may differ with our interpretation of some of the cited events Nevertheless, our primary goal is to provide an appropriate perspective that will enhance appreciation of the more detailed and focused chapters to follow
Modern deep-learning systems are specialized to problem settings in which training occurs once and then never again, as opposed to continual-learning settings in which training occurs continually. If deep-learning systems are applied in a continual learning setting, then it is well known that they may fail to remember earlier examples. More fundamental, but less well known, is that they may also lose their ability to learn on new examples, a phenomenon called loss of plasticity. We provide direct demonstrations of loss of plasticity using the MNIST and ImageNet datasets repurposed for continual learning as sequences of tasks. In ImageNet, binary classification performance dropped from 89% accuracy on an early task down to 77%, about the level of a linear network, on the 2000th task. Loss of plasticity occurred with a wide range of deep network architectures, optimizers, activation functions, batch normalization, dropout, but was substantially eased by L2-regularization, particularly when combined with weight perturbation. Further, we introduce a new algorithm -- continual backpropagation -- which slightly modifies conventional backpropagation to reinitialize a small fraction of less-used units after each example and appears to maintain plasticity indefinitely.
This paper analyzes reinforcement learning (RL) algorithms for Markov decision processes (MDPs) under the average-reward criterion. We focus on Q-learning algorithms based on relative value iteration (RVI), which are model-free stochastic analogues of the classical RVI method for average-reward MDPs. These algorithms have low per-iteration complexity, making them well-suited for large state space problems. We extend the almost-sure convergence analysis of RVI Q-learning algorithms developed by Abounadi, Bertsekas, and Borkar (2001) from unichain to weakly communicating MDPs. This extension is important both practically and theoretically: weakly communicating MDPs cover a much broader range of applications compared to unichain MDPs, and their optimality equations have a richer solution structure (with multiple degrees of freedom), introducing additional complexity in proving algorithmic convergence. We also characterize the sets to which RVI Q-learning algorithms converge, showing that they are compact, connected, potentially nonconvex, and comprised of solutions to the average-reward optimality equation, with exactly one less degree of freedom than the general solution set of this equation. Furthermore, we extend our analysis to two RVI-based hierarchical average-reward RL algorithms using the options framework, proving their almost-sure convergence and characterizing their sets of convergence under the assumption that the underlying semi-Markov decision process is weakly communicating.
Many reinforcement learning algorithms are built on an assumption that an agent interacts with an environment over fixed-duration, discrete time steps. However, physical systems are continuous in time, requiring a choice of time-discretization granularity when digitally controlling them. Furthermore, such systems do not wait for decisions to be made before advancing the environment state, necessitating the study of how the choice of discretization may affect a reinforcement learning algorithm. In this work, we consider the relationship between the definitions of the continuous-time and discrete-time returns. Specifically, we acknowledge an idiosyncrasy with naively applying a discrete-time algorithm to a discretized continuous-time environment, and note how a simple modification can better align the return definitions. This observation is of practical consideration when dealing with environments where time-discretization granularity is a choice, or situations where such granularity is inherently stochastic.
Off-policy prediction-learning the value function for one policy from data generated while following another policy-is one of the most challenging problems in reinforcement learning. This article makes two main contributions: 1) it empirically studies 11 off-policy prediction learning algorithms with emphasis on their sensitivity to parameters, learning speed, and asymptotic error and 2) based on the empirical results, it proposes two step-size adaptation methods called and that help the algorithm with the lowest error from the experimental study learn faster. Many off-policy prediction learning algorithms have been proposed in the past decade, but it remains unclear which algorithms learn faster than others. In this article, we empirically compare 11 off-policy prediction learning algorithms with linear function approximation on three small tasks: the Collision task, the task, and the task. The Collision task is a small off-policy problem analogous to that of an autonomous car trying to predict whether it will collide with an obstacle. The and tasks are designed such that learning fast in them is challenging. In the Rooms task, the product of importance sampling ratios can be as large as 2(14) . To control the high variance caused by the product of the importance sampling ratios, step size should be set small, which, in turn, slows down learning. The task is more extreme in that the product of the ratios can become as large as 2(14) x 25 . The algorithms considered are Off-policy TD(lambda), five Gradient-TD algorithms, two Emphatic-TD algorithms, Vtrace, and variants of Tree Backup and ABQ that are applicable to the prediction setting. We found that the algorithms' performance is highly affected by the variance induced by the importance sampling ratios. Tree Backup(lambda), Vtrace(lambda), and ABTD(zeta)are not affected by the high variance as much as other algorithms, but they restrict the effective bootstrapping parameter in a way that is too limiting for tasks where high variance is not present. We observed that Emphatic TD(lambda)tends to have lower asymptotic error than other algorithms but might learn more slowly in some cases. Based on the empirical results, we propose two step-size adaptation algorithms, which we collectively refer to as the Ratchet algorithms, with the same underlying idea: keep the step-size parameter as large as possible and ratchet it down only when necessary to avoid overshoot. We show that the Ratchet algorithms are effective by comparing them with other popular step-size adaptation algorithms, such as the Adam optimizer.
Discovering useful temporal abstractions, in the form of options, is widely thought to be key to applying reinforcement learning and planning to increasingly complex domains. Building on the empirical success of the Expert Iteration approach to policy learning used in AlphaZero, we propose Option Iteration, an analogous approach to option discovery. Rather than learning a single strong policy that is trained to match the search results everywhere, Option Iteration learns a set of option policies trained such that for each state encountered, at least one policy in the set matches the search results for some horizon into the future. Intuitively, this may be significantly easier as it allows the algorithm to hedge its bets compared to learning a single globally strong policy, which may have complex dependencies on the details of the current state. Having learned such a set of locally strong policies, we can use them to guide the search algorithm resulting in a virtuous cycle where better options lead to better search results which allows for training of better options. We demonstrate experimentally that planning using options learned with Option Iteration leads to a significant benefit in challenging planning environments compared to an analogous planning algorithm operating in the space of primitive actions and learning a single rollout policy with Expert Iteration.
In this paper, we study asynchronous stochastic approximation algorithms without communication delays. Our main contribution is a stability proof for these algorithms that extends a method of Borkar and Meyn by accommodating more general noise conditions. We also derive convergence results from this stability result and discuss their application in important average-reward reinforcement learning problems.
In this work, we present a perspective on the role machine intelligence can play in supporting human abilities. In particular, we consider research in rehabilitation technologies such as prosthetic devices, as this domain requires tight coupling between human and machine. Taking an agent-based view of such devices, we propose that human–machine collaborations have a capacity to perform tasks which is a result of the combined agency of the human and the machine. We introduce communicative capital as a resource developed by a human and a machine working together in ongoing interactions. Development of this resource enables the partnership to eventually perform tasks at a capacity greater than either individual could achieve alone. We then examine the benefits and challenges of increasing the agency of prostheses by surveying literature which demonstrates that building communicative resources enables more complex, task-directed interactions. The viewpoint developed in this article extends current thinking on how best to support the functional use of increasingly complex prostheses, and establishes insight toward creating more fruitful interactions between humans and supportive, assistive, and augmentative technologies.
Importance sampling is a central idea underlying off-policy prediction in reinforcement learning. It provides a strategy for re-weighting samples from a distribution to obtain unbiased estimates under another distribution. However, importance sampling weights tend to exhibit extreme variance, often leading to stability issues in practice. In this work, we consider a broader class of importance weights to correct samples in off-policy learning. We propose the use of value-aware importance weights which take into account the sample space to provide lower variance, but still unbiased, estimates under a target distribution. We derive how such weights can be computed, and detail key properties of the resulting importance weights. We then extend several reinforcement learning prediction algorithms to the off-policy setting with these weights, and evaluate them empirically.
We propose a new objective for option discovery that emphasizes the computational advantage of using options in planning. In a sequential machine, the speed of planning is proportional to the number of elementary operations used to achieve a good policy. For episodic tasks, the number of elementary operations depends on the number of options composed by the policy in an episode and the number of options being considered at each decision point. To reduce the amount of computation in planning, for a given set of episodic tasks and a given number of options, our objective prefers options with which it is possible to achieve a high return by composing few options, and also prefers a smaller set of options to choose from at each decision point. We develop an algorithm that optimizes the proposed objective. In a variant of the classic four-room domain, we show that 1) a higher objective value is typically associated with fewer number of elementary planning operations used by the option-value iteration algorithm to obtain a near-optimal value function, 2) our algorithm achieves an objective value that matches it achieved by two human-designed options 3) the amount of computation used by option-value iteration with options discovered by our algorithm matches it with the human-designed options, 4) the options produced by our algorithm also make intuitive sense--they seem to move to and terminate at the entrances of rooms.