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Michael Bowling

Publications and source records attributed to Michael Bowling.

At least 37 records · Page 2Linked to original sources

Meta-Gradient Search Control: A Method for Improving the Efficiency of Dyna-style Planning

We study how a Reinforcement Learning (RL) system can remain sample-efficient when learning from an imperfect model of the environment. This is particularly challenging when the learning system is resource-constrained and in continual settings, where the environment dynamics change. To address these challenges, our paper introduces an online, meta-gradient algorithm that tunes a probability with which states are queried during Dyna-style planning. Our study compares the aggregate, empirical performance of this meta-gradient method to baselines that employ conventional sampling strategies. Results indicate that our method improves efficiency of the planning process, which, as a consequence, improves the sample-efficiency of the overall learning process. On the whole, we observe that our meta-learned solutions avoid several pathologies of conventional planning approaches, such as sampling inaccurate transitions and those that stall credit assignment. We believe these findings could prove useful, in future work, for designing model-based RL systems at scale.

cs.LG↗

Proper Laplacian Representation Learning

The ability to learn good representations of states is essential for solving large reinforcement learning problems, where exploration, generalization, and transfer are particularly challenging. The Laplacian representation is a promising approach to address these problems by inducing informative state encoding and intrinsic rewards for temporally-extended action discovery and reward shaping. To obtain the Laplacian representation one needs to compute the eigensystem of the graph Laplacian, which is often approximated through optimization objectives compatible with deep learning approaches. These approximations, however, depend on hyperparameters that are impossible to tune efficiently, converge to arbitrary rotations of the desired eigenvectors, and are unable to accurately recover the corresponding eigenvalues. In this paper we introduce a theoretically sound objective and corresponding optimization algorithm for approximating the Laplacian representation. Our approach naturally recovers both the true eigenvectors and eigenvalues while eliminating the hyperparameter dependence of previous approximations. We provide theoretical guarantees for our method and we show that those results translate empirically into robust learning across multiple environments.

cs.LG↗

Learning not to Regret

The literature on game-theoretic equilibrium finding predominantly focuses on single games or their repeated play. Nevertheless, numerous real-world scenarios feature playing a game sampled from a distribution of similar, but not identical games, such as playing poker with different public cards or trading correlated assets on the stock market. As these similar games feature similar equilibra, we investigate a way to accelerate equilibrium finding on such a distribution. We present a novel "learning not to regret" framework, enabling us to meta-learn a regret minimizer tailored to a specific distribution. Our key contribution, Neural Predictive Regret Matching, is uniquely meta-learned to converge rapidly for the chosen distribution of games, while having regret minimization guarantees on any game. We validated our algorithms' faster convergence on a distribution of river poker games. Our experiments show that the meta-learned algorithms outpace their non-meta-learned counterparts, achieving more than tenfold improvements.

cs.GT↗

Monitored Markov Decision Processes

In reinforcement learning (RL), an agent learns to perform a task by interacting with an environment and receiving feedback (a numerical reward) for its actions. However, the assumption that rewards are always observable is often not applicable in real-world problems. For example, the agent may need to ask a human to supervise its actions or activate a monitoring system to receive feedback. There may even be a period of time before rewards become observable, or a period of time after which rewards are no longer given. In other words, there are cases where the environment generates rewards in response to the agent's actions but the agent cannot observe them. In this paper, we formalize a novel but general RL framework - Monitored MDPs - where the agent cannot always observe rewards. We discuss the theoretical and practical consequences of this setting, show challenges raised even in toy environments, and propose algorithms to begin to tackle this novel setting. This paper introduces a powerful new formalism that encompasses both new and existing problems and lays the foundation for future research.

cs.LG↗

Assessing the Interpretability of Programmatic Policies with Large Language Models

Although the synthesis of programs encoding policies often carries the promise of interpretability, systematic evaluations were never performed to assess the interpretability of these policies, likely because of the complexity of such an evaluation. In this paper, we introduce a novel metric that uses large-language models (LLM) to assess the interpretability of programmatic policies. For our metric, an LLM is given both a program and a description of its associated programming language. The LLM then formulates a natural language explanation of the program. This explanation is subsequently fed into a second LLM, which tries to reconstruct the program from the natural-language explanation. Our metric then measures the behavioral similarity between the reconstructed program and the original. We validate our approach with synthesized and human-crafted programmatic policies for playing a real-time strategy game, comparing the interpretability scores of these programmatic policies to obfuscated versions of the same programs. Our LLM-based interpretability score consistently ranks less interpretable programs lower and more interpretable ones higher. These findings suggest that our metric could serve as a reliable and inexpensive tool for evaluating the interpretability of programmatic policies.

cs.AI↗

Student of Games: A unified learning algorithm for both perfect and imperfect information games

Games have a long history as benchmarks for progress in artificial intelligence. Approaches using search and learning produced strong performance across many perfect information games, and approaches using game-theoretic reasoning and learning demonstrated strong performance for specific imperfect information poker variants. We introduce Student of Games, a general-purpose algorithm that unifies previous approaches, combining guided search, self-play learning, and game-theoretic reasoning. Student of Games achieves strong empirical performance in large perfect and imperfect information games -- an important step towards truly general algorithms for arbitrary environments. We prove that Student of Games is sound, converging to perfect play as available computation and approximation capacity increases. Student of Games reaches strong performance in chess and Go, beats the strongest openly available agent in heads-up no-limit Texas hold'em poker, and defeats the state-of-the-art agent in Scotland Yard, an imperfect information game that illustrates the value of guided search, learning, and game-theoretic reasoning.

cs.AI↗

TacticAI: an AI assistant for football tactics

Identifying key patterns of tactics implemented by rival teams, and developing effective responses, lies at the heart of modern football. However, doing so algorithmically remains an open research challenge. To address this unmet need, we propose TacticAI, an AI football tactics assistant developed and evaluated in close collaboration with domain experts from Liverpool FC. We focus on analysing corner kicks, as they offer coaches the most direct opportunities for interventions and improvements. TacticAI incorporates both a predictive and a generative component, allowing the coaches to effectively sample and explore alternative player setups for each corner kick routine and to select those with the highest predicted likelihood of success. We validate TacticAI on a number of relevant benchmark tasks: predicting receivers and shot attempts and recommending player position adjustments. The utility of TacticAI is validated by a qualitative study conducted with football domain experts at Liverpool FC. We show that TacticAI's model suggestions are not only indistinguishable from real tactics, but also favoured over existing tactics 90% of the time, and that TacticAI offers an effective corner kick retrieval system. TacticAI achieves these results despite the limited availability of gold-standard data, achieving data efficiency through geometric deep learning.

cs.LG↗

Settling the Reward Hypothesis

The reward hypothesis posits that, "all of what we mean by goals and purposes can be well thought of as maximization of the expected value of the cumulative sum of a received scalar signal (reward)." We aim to fully settle this hypothesis. This will not conclude with a simple affirmation or refutation, but rather specify completely the implicit requirements on goals and purposes under which the hypothesis holds.

cs.AI↗

Temporal Abstraction in Reinforcement Learning with the Successor Representation

Reasoning at multiple levels of temporal abstraction is one of the key attributes of intelligence. In reinforcement learning, this is often modeled through temporally extended courses of actions called options. Options allow agents to make predictions and to operate at different levels of abstraction within an environment. Nevertheless, approaches based on the options framework often start with the assumption that a reasonable set of options is known beforehand. When this is not the case, there are no definitive answers for which options one should consider. In this paper, we argue that the successor representation (SR), which encodes states based on the pattern of state visitation that follows them, can be seen as a natural substrate for the discovery and use of temporal abstractions. To support our claim, we take a big picture view of recent results, showing how the SR can be used to discover options that facilitate either temporally-extended exploration or planning. We cast these results as instantiations of a general framework for option discovery in which the agent's representation is used to identify useful options, which are then used to further improve its representation. This results in a virtuous, never-ending, cycle in which both the representation and the options are constantly refined based on each other. Beyond option discovery itself, we also discuss how the SR allows us to augment a set of options into a combinatorially large counterpart without additional learning. This is achieved through the combination of previously learned options. Our empirical evaluation focuses on options discovered for exploration and on the use of the SR to combine them. The results of our experiments shed light on important design decisions involved in the definition of options and demonstrate the synergy of different methods based on the SR, such as eigenoptions and the option keyboard.

cs.LG↗

The Alberta Plan for AI Research

Herein we describe our approach to artificial intelligence research, which we call the Alberta Plan. The Alberta Plan is pursued within our research groups in Alberta and by others who are like minded throughout the world. We welcome all who would join us in this pursuit.

cs.AI↗

Targeted Search Control in AlphaZero for Effective Policy Improvement

AlphaZero is a self-play reinforcement learning algorithm that achieves superhuman play in chess, shogi, and Go via policy iteration. To be an effective policy improvement operator, AlphaZero's search requires accurate value estimates for the states appearing in its search tree. AlphaZero trains upon self-play matches beginning from the initial state of a game and only samples actions over the first few moves, limiting its exploration of states deeper in the game tree. We introduce Go-Exploit, a novel search control strategy for AlphaZero. Go-Exploit samples the start state of its self-play trajectories from an archive of states of interest. Beginning self-play trajectories from varied starting states enables Go-Exploit to more effectively explore the game tree and to learn a value function that generalizes better. Producing shorter self-play trajectories allows Go-Exploit to train upon more independent value targets, improving value training. Finally, the exploration inherent in Go-Exploit reduces its need for exploratory actions, enabling it to train under more exploitative policies. In the games of Connect Four and 9x9 Go, we show that Go-Exploit learns with a greater sample efficiency than standard AlphaZero, resulting in stronger performance against reference opponents and in head-to-head play. We also compare Go-Exploit to KataGo, a more sample efficient reimplementation of AlphaZero, and demonstrate that Go-Exploit has a more effective search control strategy. Furthermore, Go-Exploit's sample efficiency improves when KataGo's other innovations are incorporated.

cs.AI↗

Approximate exploitability: Learning a best response in large games

Researchers have demonstrated that neural networks are vulnerable to adversarial examples and subtle environment changes, both of which one can view as a form of distribution shift. To humans, the resulting errors can look like blunders, eroding trust in these agents. In prior games research, agent evaluation often focused on the in-practice game outcomes. While valuable, such evaluation typically fails to evaluate robustness to worst-case outcomes. Prior research in computer poker has examined how to assess such worst-case performance, both exactly and approximately. Unfortunately, exact computation is infeasible with larger domains, and existing approximations rely on poker-specific knowledge. We introduce ISMCTS-BR, a scalable search-based deep reinforcement learning algorithm for learning a best response to an agent, thereby approximating worst-case performance. We demonstrate the technique in several two-player zero-sum games against a variety of agents, including several AlphaZero-based agents.

cs.LG↗

Over-communicate no more: Situated RL agents learn concise communication protocols

While it is known that communication facilitates cooperation in multi-agent settings, it is unclear how to design artificial agents that can learn to effectively and efficiently communicate with each other. Much research on communication emergence uses reinforcement learning (RL) and explores unsituated communication in one-step referential tasks -- the tasks are not temporally interactive and lack time pressures typically present in natural communication. In these settings, agents may successfully learn to communicate, but they do not learn to exchange information concisely -- they tend towards over-communication and an inefficient encoding. Here, we explore situated communication in a multi-step task, where the acting agent has to forgo an environmental action to communicate. Thus, we impose an opportunity cost on communication and mimic the real-world pressure of passing time. We compare communication emergence under this pressure against learning to communicate with a cost on articulation effort, implemented as a per-message penalty (fixed and progressively increasing). We find that while all tested pressures can disincentivise over-communication, situated communication does it most effectively and, unlike the cost on effort, does not negatively impact emergence. Implementing an opportunity cost on communication in a temporally extended environment is a step towards embodiment, and might be a pre-condition for incentivising efficient, human-like communication.

cs.MA↗

Hindsight and Sequential Rationality of Correlated Play

Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less effective at producing competent players in general-sum games or those with more than two players than in two-player, zero-sum games. An appealing alternative is to consider adaptive algorithms that ensure strong performance in hindsight relative to what could have been achieved with modified behavior. This approach also leads to a game-theoretic analysis, but in the correlated play that arises from joint learning dynamics rather than factored agent behavior at equilibrium. We develop and advocate for this hindsight rationality framing of learning in general sequential decision-making settings. To this end, we re-examine mediated equilibrium and deviation types in extensive-form games, thereby gaining a more complete understanding and resolving past misconceptions. We present a set of examples illustrating the distinct strengths and weaknesses of each type of equilibrium in the literature, and prove that no tractable concept subsumes all others. This line of inquiry culminates in the definition of the deviation and equilibrium classes that correspond to algorithms in the counterfactual regret minimization (CFR) family, relating them to all others in the literature. Examining CFR in greater detail further leads to a new recursive definition of rationality in correlated play that extends sequential rationality in a way that naturally applies to hindsight evaluation.

cs.GT↗

Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form Games

Hindsight rationality is an approach to playing general-sum games that prescribes no-regret learning dynamics for individual agents with respect to a set of deviations, and further describes jointly rational behavior among multiple agents with mediated equilibria. To develop hindsight rational learning in sequential decision-making settings, we formalize behavioral deviations as a general class of deviations that respect the structure of extensive-form games. Integrating the idea of time selection into counterfactual regret minimization (CFR), we introduce the extensive-form regret minimization (EFR) algorithm that achieves hindsight rationality for any given set of behavioral deviations with computation that scales closely with the complexity of the set. We identify behavioral deviation subsets, the partial sequence deviation types, that subsume previously studied types and lead to efficient EFR instances in games with moderate lengths. In addition, we present a thorough empirical analysis of EFR instantiated with different deviation types in benchmark games, where we find that stronger types typically induce better performance.

cs.GT↗

Interpolating Between Softmax Policy Gradient and Neural Replicator Dynamics with Capped Implicit Exploration

Neural replicator dynamics (NeuRD) is an alternative to the foundational softmax policy gradient (SPG) algorithm motivated by online learning and evolutionary game theory. The NeuRD expected update is designed to be nearly identical to that of SPG, however, we show that the Monte Carlo updates differ in a substantial way: the importance correction accounting for a sampled action is nullified in the SPG update, but not in the NeuRD update. Naturally, this causes the NeuRD update to have higher variance than its SPG counterpart. Building on implicit exploration algorithms in the adversarial bandit setting, we introduce capped implicit exploration (CIX) estimates that allow us to construct NeuRD-CIX, which interpolates between this aspect of NeuRD and SPG. We show how CIX estimates can be used in a black-box reduction to construct bandit algorithms with regret bounds that hold with high probability and the benefits this entails for NeuRD-CIX in sequential decision-making settings. Our analysis reveals a bias--variance tradeoff between SPG and NeuRD, and shows how theory predicts that NeuRD-CIX will perform well more consistently than NeuRD while retaining NeuRD's advantages over SPG in non-stationary environments.

cs.LG↗

Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form Games: Corrections

Hindsight rationality is an approach to playing general-sum games that prescribes no-regret learning dynamics for individual agents with respect to a set of deviations, and further describes jointly rational behavior among multiple agents with mediated equilibria. To develop hindsight rational learning in sequential decision-making settings, we formalize behavioral deviations as a general class of deviations that respect the structure of extensive-form games. Integrating the idea of time selection into counterfactual regret minimization (CFR), we introduce the extensive-form regret minimization (EFR) algorithm that achieves hindsight rationality for any given set of behavioral deviations with computation that scales closely with the complexity of the set. We identify behavioral deviation subsets, the partial sequence deviation types, that subsume previously studied types and lead to efficient EFR instances in games with moderate lengths. In addition, we present a thorough empirical analysis of EFR instantiated with different deviation types in benchmark games, where we find that stronger types typically induce better performance.

cs.GT↗

Should Models Be Accurate?

Model-based Reinforcement Learning (MBRL) holds promise for data-efficiency by planning with model-generated experience in addition to learning with experience from the environment. However, in complex or changing environments, models in MBRL will inevitably be imperfect, and their detrimental effects on learning can be difficult to mitigate. In this work, we question whether the objective of these models should be the accurate simulation of environment dynamics at all. We focus our investigations on Dyna-style planning in a prediction setting. First, we highlight and support three motivating points: a perfectly accurate model of environment dynamics is not practically achievable, is not necessary, and is not always the most useful anyways. Second, we introduce a meta-learning algorithm for training models with a focus on their usefulness to the learner instead of their accuracy in modelling the environment. Our experiments show that in a simple non-stationary environment, our algorithm enables faster learning than even using an accurate model built with domain-specific knowledge of the non-stationarity.

cs.LG↗