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Doina Precup

Publications and source records attributed to Doina Precup.

At least 145 records · Page 8Linked to original sources

A Survey of Exploration Methods in Reinforcement Learning

Exploration is an essential component of reinforcement learning algorithms, where agents need to learn how to predict and control unknown and often stochastic environments. Reinforcement learning agents depend crucially on exploration to obtain informative data for the learning process as the lack of enough information could hinder effective learning. In this article, we provide a survey of modern exploration methods in (Sequential) reinforcement learning, as well as a taxonomy of exploration methods.

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Preferential Temporal Difference Learning

Temporal-Difference (TD) learning is a general and very useful tool for estimating the value function of a given policy, which in turn is required to find good policies. Generally speaking, TD learning updates states whenever they are visited. When the agent lands in a state, its value can be used to compute the TD-error, which is then propagated to other states. However, it may be interesting, when computing updates, to take into account other information than whether a state is visited or not. For example, some states might be more important than others (such as states which are frequently seen in a successful trajectory). Or, some states might have unreliable value estimates (for example, due to partial observability or lack of data), making their values less desirable as targets. We propose an approach to re-weighting states used in TD updates, both when they are the input and when they provide the target for the update. We prove that our approach converges with linear function approximation and illustrate its desirable empirical behaviour compared to other TD-style methods.

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Policy Gradients Incorporating the Future

Reasoning about the future -- understanding how decisions in the present time affect outcomes in the future -- is one of the central challenges for reinforcement learning (RL), especially in highly-stochastic or partially observable environments. While predicting the future directly is hard, in this work we introduce a method that allows an agent to "look into the future" without explicitly predicting it. Namely, we propose to allow an agent, during its training on past experience, to observe what \emph{actually} happened in the future at that time, while enforcing an information bottleneck to avoid the agent overly relying on this privileged information. This gives our agent the opportunity to utilize rich and useful information about the future trajectory dynamics in addition to the present. Our method, Policy Gradients Incorporating the Future (PGIF), is easy to implement and versatile, being applicable to virtually any policy gradient algorithm. We apply our proposed method to a number of off-the-shelf RL algorithms and show that PGIF is able to achieve higher reward faster in a variety of online and offline RL domains, as well as sparse-reward and partially observable environments.

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Temporally Abstract Partial Models

Humans and animals have the ability to reason and make predictions about different courses of action at many time scales. In reinforcement learning, option models (Sutton, Precup \& Singh, 1999; Precup, 2000) provide the framework for this kind of temporally abstract prediction and reasoning. Natural intelligent agents are also able to focus their attention on courses of action that are relevant or feasible in a given situation, sometimes termed affordable actions. In this paper, we define a notion of affordances for options, and develop temporally abstract partial option models, that take into account the fact that an option might be affordable only in certain situations. We analyze the trade-offs between estimation and approximation error in planning and learning when using such models, and identify some interesting special cases. Additionally, we demonstrate empirically the potential impact of partial option models on the efficiency of planning.

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The Option Keyboard: Combining Skills in Reinforcement Learning

The ability to combine known skills to create new ones may be crucial in the solution of complex reinforcement learning problems that unfold over extended periods. We argue that a robust way of combining skills is to define and manipulate them in the space of pseudo-rewards (or "cumulants"). Based on this premise, we propose a framework for combining skills using the formalism of options. We show that every deterministic option can be unambiguously represented as a cumulant defined in an extended domain. Building on this insight and on previous results on transfer learning, we show how to approximate options whose cumulants are linear combinations of the cumulants of known options. This means that, once we have learned options associated with a set of cumulants, we can instantaneously synthesise options induced by any linear combination of them, without any learning involved. We describe how this framework provides a hierarchical interface to the environment whose abstract actions correspond to combinations of basic skills. We demonstrate the practical benefits of our approach in a resource management problem and a navigation task involving a quadrupedal simulated robot.

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Locally Persistent Exploration in Continuous Control Tasks with Sparse Rewards

A major challenge in reinforcement learning is the design of exploration strategies, especially for environments with sparse reward structures and continuous state and action spaces. Intuitively, if the reinforcement signal is very scarce, the agent should rely on some form of short-term memory in order to cover its environment efficiently. We propose a new exploration method, based on two intuitions: (1) the choice of the next exploratory action should depend not only on the (Markovian) state of the environment, but also on the agent's trajectory so far, and (2) the agent should utilize a measure of spread in the state space to avoid getting stuck in a small region. Our method leverages concepts often used in statistical physics to provide explanations for the behavior of simplified (polymer) chains in order to generate persistent (locally self-avoiding) trajectories in state space. We discuss the theoretical properties of locally self-avoiding walks and their ability to provide a kind of short-term memory through a decaying temporal correlation within the trajectory. We provide empirical evaluations of our approach in a simulated 2D navigation task, as well as higher-dimensional MuJoCo continuous control locomotion tasks with sparse rewards.

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Correcting Momentum in Temporal Difference Learning

A common optimization tool used in deep reinforcement learning is momentum, which consists in accumulating and discounting past gradients, reapplying them at each iteration. We argue that, unlike in supervised learning, momentum in Temporal Difference (TD) learning accumulates gradients that become doubly stale: not only does the gradient of the loss change due to parameter updates, the loss itself changes due to bootstrapping. We first show that this phenomenon exists, and then propose a first-order correction term to momentum. We show that this correction term improves sample efficiency in policy evaluation by correcting target value drift. An important insight of this work is that deep RL methods are not always best served by directly importing techniques from the supervised setting.

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AndroidEnv: A Reinforcement Learning Platform for Android

We introduce AndroidEnv, an open-source platform for Reinforcement Learning (RL) research built on top of the Android ecosystem. AndroidEnv allows RL agents to interact with a wide variety of apps and services commonly used by humans through a universal touchscreen interface. Since agents train on a realistic simulation of an Android device, they have the potential to be deployed on real devices. In this report, we give an overview of the environment, highlighting the significant features it provides for research, and we present an empirical evaluation of some popular reinforcement learning agents on a set of tasks built on this platform.

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Optimal Spectral-Norm Approximate Minimization of Weighted Finite Automata

We address the approximate minimization problem for weighted finite automata (WFAs) with weights in $\mathbb{R}$, over a one-letter alphabet: to compute the best possible approximation of a WFA given a bound on the number of states. This work is grounded in Adamyan-Arov-Krein Approximation theory, a remarkable collection of results on the approximation of Hankel operators. In addition to its intrinsic mathematical relevance, this theory has proven to be very effective for model reduction. We adapt these results to the framework of weighted automata over a one-letter alphabet. We provide theoretical guarantees and bounds on the quality of the approximation in the spectral and $\ell^2$ norm. We develop an algorithm that, based on the properties of Hankel operators, returns the optimal approximation in the spectral norm.

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What is Going on Inside Recurrent Meta Reinforcement Learning Agents?

Recurrent meta reinforcement learning (meta-RL) agents are agents that employ a recurrent neural network (RNN) for the purpose of "learning a learning algorithm". After being trained on a pre-specified task distribution, the learned weights of the agent's RNN are said to implement an efficient learning algorithm through their activity dynamics, which allows the agent to quickly solve new tasks sampled from the same distribution. However, due to the black-box nature of these agents, the way in which they work is not yet fully understood. In this study, we shed light on the internal working mechanisms of these agents by reformulating the meta-RL problem using the Partially Observable Markov Decision Process (POMDP) framework. We hypothesize that the learned activity dynamics is acting as belief states for such agents. Several illustrative experiments suggest that this hypothesis is true, and that recurrent meta-RL agents can be viewed as agents that learn to act optimally in partially observable environments consisting of multiple related tasks. This view helps in understanding their failure cases and some interesting model-based results reported in the literature.

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Training a First-Order Theorem Prover from Synthetic Data

A major challenge in applying machine learning to automated theorem proving is the scarcity of training data, which is a key ingredient in training successful deep learning models. To tackle this problem, we propose an approach that relies on training purely with synthetically generated theorems, without any human data aside from axioms. We use these theorems to train a neurally-guided saturation-based prover. Our neural prover outperforms the state-of-the-art E-prover on this synthetic data in both time and search steps, and shows significant transfer to the unseen human-written theorems from the TPTP library, where it solves 72\% of first-order problems without equality.

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Safe Option-Critic: Learning Safety in the Option-Critic Architecture

Designing hierarchical reinforcement learning algorithms that exhibit safe behaviour is not only vital for practical applications but also, facilitates a better understanding of an agent's decisions. We tackle this problem in the options framework, a particular way to specify temporally abstract actions which allow an agent to use sub-policies with start and end conditions. We consider a behaviour as safe that avoids regions of state-space with high uncertainty in the outcomes of actions. We propose an optimization objective that learns safe options by encouraging the agent to visit states with higher behavioural consistency. The proposed objective results in a trade-off between maximizing the standard expected return and minimizing the effect of model uncertainty in the return. We propose a policy gradient algorithm to optimize the constrained objective function. We examine the quantitative and qualitative behaviour of the proposed approach in a tabular grid-world, continuous-state puddle-world, and three games from the Arcade Learning Environment: Ms.Pacman, Amidar, and Q*Bert. Our approach achieves a reduction in the variance of return, boosts performance in environments with intrinsic variability in the reward structure, and compares favorably both with primitive actions as well as with risk-neutral options.

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Variance Penalized On-Policy and Off-Policy Actor-Critic

Reinforcement learning algorithms are typically geared towards optimizing the expected return of an agent. However, in many practical applications, low variance in the return is desired to ensure the reliability of an algorithm. In this paper, we propose on-policy and off-policy actor-critic algorithms that optimize a performance criterion involving both mean and variance in the return. Previous work uses the second moment of return to estimate the variance indirectly. Instead, we use a much simpler recently proposed direct variance estimator which updates the estimates incrementally using temporal difference methods. Using the variance-penalized criterion, we guarantee the convergence of our algorithm to locally optimal policies for finite state action Markov decision processes. We demonstrate the utility of our algorithm in tabular and continuous MuJoCo domains. Our approach not only performs on par with actor-critic and prior variance-penalization baselines in terms of expected return, but also generates trajectories which have lower variance in the return.

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A Study of Policy Gradient on a Class of Exactly Solvable Models

Policy gradient methods are extensively used in reinforcement learning as a way to optimize expected return. In this paper, we explore the evolution of the policy parameters, for a special class of exactly solvable POMDPs, as a continuous-state Markov chain, whose transition probabilities are determined by the gradient of the distribution of the policy's value. Our approach relies heavily on random walk theory, specifically on affine Weyl groups. We construct a class of novel partially observable environments with controllable exploration difficulty, in which the value distribution, and hence the policy parameter evolution, can be derived analytically. Using these environments, we analyze the probabilistic convergence of policy gradient to different local maxima of the value function. To our knowledge, this is the first approach developed to analytically compute the landscape of policy gradient in POMDPs for a class of such environments, leading to interesting insights into the difficulty of this problem.

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Reward Propagation Using Graph Convolutional Networks

Potential-based reward shaping provides an approach for designing good reward functions, with the purpose of speeding up learning. However, automatically finding potential functions for complex environments is a difficult problem (in fact, of the same difficulty as learning a value function from scratch). We propose a new framework for learning potential functions by leveraging ideas from graph representation learning. Our approach relies on Graph Convolutional Networks which we use as a key ingredient in combination with the probabilistic inference view of reinforcement learning. More precisely, we leverage Graph Convolutional Networks to perform message passing from rewarding states. The propagated messages can then be used as potential functions for reward shaping to accelerate learning. We verify empirically that our approach can achieve considerable improvements in both small and high-dimensional control problems.

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Forethought and Hindsight in Credit Assignment

We address the problem of credit assignment in reinforcement learning and explore fundamental questions regarding the way in which an agent can best use additional computation to propagate new information, by planning with internal models of the world to improve its predictions. Particularly, we work to understand the gains and peculiarities of planning employed as forethought via forward models or as hindsight operating with backward models. We establish the relative merits, limitations and complementary properties of both planning mechanisms in carefully constructed scenarios. Further, we investigate the best use of models in planning, primarily focusing on the selection of states in which predictions should be (re)-evaluated. Lastly, we discuss the issue of model estimation and highlight a spectrum of methods that stretch from explicit environment-dynamics predictors to more abstract planner-aware models.

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An Equivalence between Loss Functions and Non-Uniform Sampling in Experience Replay

Prioritized Experience Replay (PER) is a deep reinforcement learning technique in which agents learn from transitions sampled with non-uniform probability proportionate to their temporal-difference error. We show that any loss function evaluated with non-uniformly sampled data can be transformed into another uniformly sampled loss function with the same expected gradient. Surprisingly, we find in some environments PER can be replaced entirely by this new loss function without impact to empirical performance. Furthermore, this relationship suggests a new branch of improvements to PER by correcting its uniformly sampled loss function equivalent. We demonstrate the effectiveness of our proposed modifications to PER and the equivalent loss function in several MuJoCo and Atari environments.

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Value-driven Hindsight Modelling

Value estimation is a critical component of the reinforcement learning (RL) paradigm. The question of how to effectively learn value predictors from data is one of the major problems studied by the RL community, and different approaches exploit structure in the problem domain in different ways. Model learning can make use of the rich transition structure present in sequences of observations, but this approach is usually not sensitive to the reward function. In contrast, model-free methods directly leverage the quantity of interest from the future, but receive a potentially weak scalar signal (an estimate of the return). We develop an approach for representation learning in RL that sits in between these two extremes: we propose to learn what to model in a way that can directly help value prediction. To this end, we determine which features of the future trajectory provide useful information to predict the associated return. This provides tractable prediction targets that are directly relevant for a task, and can thus accelerate learning the value function. The idea can be understood as reasoning, in hindsight, about which aspects of the future observations could help past value prediction. We show how this can help dramatically even in simple policy evaluation settings. We then test our approach at scale in challenging domains, including on 57 Atari 2600 games.

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