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Rémi Munos

Publications and source records attributed to Rémi Munos.

At least 73 records · Page 4Linked to original sources

Monte-Carlo Tree Search as Regularized Policy Optimization

The combination of Monte-Carlo tree search (MCTS) with deep reinforcement learning has led to significant advances in artificial intelligence. However, AlphaZero, the current state-of-the-art MCTS algorithm, still relies on handcrafted heuristics that are only partially understood. In this paper, we show that AlphaZero's search heuristics, along with other common ones such as UCT, are an approximation to the solution of a specific regularized policy optimization problem. With this insight, we propose a variant of AlphaZero which uses the exact solution to this policy optimization problem, and show experimentally that it reliably outperforms the original algorithm in multiple domains.

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Bootstrap Latent-Predictive Representations for Multitask Reinforcement Learning

Learning a good representation is an essential component for deep reinforcement learning (RL). Representation learning is especially important in multitask and partially observable settings where building a representation of the unknown environment is crucial to solve the tasks. Here we introduce Prediction of Bootstrap Latents (PBL), a simple and flexible self-supervised representation learning algorithm for multitask deep RL. PBL builds on multistep predictive representations of future observations, and focuses on capturing structured information about environment dynamics. Specifically, PBL trains its representation by predicting latent embeddings of future observations. These latent embeddings are themselves trained to be predictive of the aforementioned representations. These predictions form a bootstrapping effect, allowing the agent to learn more about the key aspects of the environment dynamics. In addition, by defining prediction tasks completely in latent space, PBL provides the flexibility of using multimodal observations involving pixel images, language instructions, rewards and more. We show in our experiments that PBL delivers across-the-board improved performance over state of the art deep RL agents in the DMLab-30 and Atari-57 multitask setting.

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Taylor Expansion Policy Optimization

In this work, we investigate the application of Taylor expansions in reinforcement learning. In particular, we propose Taylor expansion policy optimization, a policy optimization formalism that generalizes prior work (e.g., TRPO) as a first-order special case. We also show that Taylor expansions intimately relate to off-policy evaluation. Finally, we show that this new formulation entails modifications which improve the performance of several state-of-the-art distributed algorithms.

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Concentration bounds for temporal difference learning with linear function approximation: The case of batch data and uniform sampling

We propose a stochastic approximation (SA) based method with randomization of samples for policy evaluation using the least squares temporal difference (LSTD) algorithm. Our proposed scheme is equivalent to running regular temporal difference learning with linear function approximation, albeit with samples picked uniformly from a given dataset. Our method results in an $O(d)$ improvement in complexity in comparison to LSTD, where $d$ is the dimension of the data. We provide non-asymptotic bounds for our proposed method, both in high probability and in expectation, under the assumption that the matrix underlying the LSTD solution is positive definite. The latter assumption can be easily satisfied for the pathwise LSTD variant proposed in [23]. Moreover, we also establish that using our method in place of LSTD does not impact the rate of convergence of the approximate value function to the true value function. These rate results coupled with the low computational complexity of our method make it attractive for implementation in big data settings, where $d$ is large. A similar low-complexity alternative for least squares regression is well-known as the stochastic gradient descent (SGD) algorithm. We provide finite-time bounds for SGD. We demonstrate the practicality of our method as an efficient alternative for pathwise LSTD empirically by combining it with the least squares policy iteration (LSPI) algorithm in a traffic signal control application. We also conduct another set of experiments that combines the SA based low-complexity variant for least squares regression with the LinUCB algorithm for contextual bandits, using the large scale news recommendation dataset from Yahoo.

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Neural Predictive Belief Representations

Unsupervised representation learning has succeeded with excellent results in many applications. It is an especially powerful tool to learn a good representation of environments with partial or noisy observations. In partially observable domains it is important for the representation to encode a belief state, a sufficient statistic of the observations seen so far. In this paper, we investigate whether it is possible to learn such a belief representation using modern neural architectures. Specifically, we focus on one-step frame prediction and two variants of contrastive predictive coding (CPC) as the objective functions to learn the representations. To evaluate these learned representations, we test how well they can predict various pieces of information about the underlying state of the environment, e.g., position of the agent in a 3D maze. We show that all three methods are able to learn belief representations of the environment, they encode not only the state information, but also its uncertainty, a crucial aspect of belief states. We also find that for CPC multi-step predictions and action-conditioning are critical for accurate belief representations in visually complex environments. The ability of neural representations to capture the belief information has the potential to spur new advances for learning and planning in partially observable domains, where leveraging uncertainty is essential for optimal decision making.

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World Discovery Models

As humans we are driven by a strong desire for seeking novelty in our world. Also upon observing a novel pattern we are capable of refining our understanding of the world based on the new information---humans can discover their world. The outstanding ability of the human mind for discovery has led to many breakthroughs in science, art and technology. Here we investigate the possibility of building an agent capable of discovering its world using the modern AI technology. In particular we introduce NDIGO, Neural Differential Information Gain Optimisation, a self-supervised discovery model that aims at seeking new information to construct a global view of its world from partial and noisy observations. Our experiments on some controlled 2-D navigation tasks show that NDIGO outperforms state-of-the-art information-seeking methods in terms of the quality of the learned representation. The improvement in performance is particularly significant in the presence of white or structured noise where other information-seeking methods follow the noise instead of discovering their world.

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Statistics and Samples in Distributional Reinforcement Learning

We present a unifying framework for designing and analysing distributional reinforcement learning (DRL) algorithms in terms of recursively estimating statistics of the return distribution. Our key insight is that DRL algorithms can be decomposed as the combination of some statistical estimator and a method for imputing a return distribution consistent with that set of statistics. With this new understanding, we are able to provide improved analyses of existing DRL algorithms as well as construct a new algorithm (EDRL) based upon estimation of the expectiles of the return distribution. We compare EDRL with existing methods on a variety of MDPs to illustrate concrete aspects of our analysis, and develop a deep RL variant of the algorithm, ER-DQN, which we evaluate on the Atari-57 suite of games.

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Transfer in Deep Reinforcement Learning Using Successor Features and Generalised Policy Improvement

The ability to transfer skills across tasks has the potential to scale up reinforcement learning (RL) agents to environments currently out of reach. Recently, a framework based on two ideas, successor features (SFs) and generalised policy improvement (GPI), has been introduced as a principled way of transferring skills. In this paper we extend the SFs & GPI framework in two ways. One of the basic assumptions underlying the original formulation of SFs & GPI is that rewards for all tasks of interest can be computed as linear combinations of a fixed set of features. We relax this constraint and show that the theoretical guarantees supporting the framework can be extended to any set of tasks that only differ in the reward function. Our second contribution is to show that one can use the reward functions themselves as features for future tasks, without any loss of expressiveness, thus removing the need to specify a set of features beforehand. This makes it possible to combine SFs & GPI with deep learning in a more stable way. We empirically verify this claim on a complex 3D environment where observations are images from a first-person perspective. We show that the transfer promoted by SFs & GPI leads to very good policies on unseen tasks almost instantaneously. We also describe how to learn policies specialised to the new tasks in a way that allows them to be added to the agent's set of skills, and thus be reused in the future.

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Optimistic optimization of a Brownian

We address the problem of optimizing a Brownian motion. We consider a (random) realization $W$ of a Brownian motion with input space in $[0,1]$. Given $W$, our goal is to return an $ε$-approximation of its maximum using the smallest possible number of function evaluations, the sample complexity of the algorithm. We provide an algorithm with sample complexity of order $\log^2(1/ε)$. This improves over previous results of Al-Mharmah and Calvin (1996) and Calvin et al. (2017) which provided only polynomial rates. Our algorithm is adaptive---each query depends on previous values---and is an instance of the optimism-in-the-face-of-uncertainty principle.

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Universal Successor Features Approximators

The ability of a reinforcement learning (RL) agent to learn about many reward functions at the same time has many potential benefits, such as the decomposition of complex tasks into simpler ones, the exchange of information between tasks, and the reuse of skills. We focus on one aspect in particular, namely the ability to generalise to unseen tasks. Parametric generalisation relies on the interpolation power of a function approximator that is given the task description as input; one of its most common form are universal value function approximators (UVFAs). Another way to generalise to new tasks is to exploit structure in the RL problem itself. Generalised policy improvement (GPI) combines solutions of previous tasks into a policy for the unseen task; this relies on instantaneous policy evaluation of old policies under the new reward function, which is made possible through successor features (SFs). Our proposed universal successor features approximators (USFAs) combine the advantages of all of these, namely the scalability of UVFAs, the instant inference of SFs, and the strong generalisation of GPI. We discuss the challenges involved in training a USFA, its generalisation properties and demonstrate its practical benefits and transfer abilities on a large-scale domain in which the agent has to navigate in a first-person perspective three-dimensional environment.

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Learning to Search with MCTSnets

Planning problems are among the most important and well-studied problems in artificial intelligence. They are most typically solved by tree search algorithms that simulate ahead into the future, evaluate future states, and back-up those evaluations to the root of a search tree. Among these algorithms, Monte-Carlo tree search (MCTS) is one of the most general, powerful and widely used. A typical implementation of MCTS uses cleverly designed rules, optimized to the particular characteristics of the domain. These rules control where the simulation traverses, what to evaluate in the states that are reached, and how to back-up those evaluations. In this paper we instead learn where, what and how to search. Our architecture, which we call an MCTSnet, incorporates simulation-based search inside a neural network, by expanding, evaluating and backing-up a vector embedding. The parameters of the network are trained end-to-end using gradient-based optimisation. When applied to small searches in the well known planning problem Sokoban, the learned search algorithm significantly outperformed MCTS baselines.

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Autoregressive Quantile Networks for Generative Modeling

We introduce autoregressive implicit quantile networks (AIQN), a fundamentally different approach to generative modeling than those commonly used, that implicitly captures the distribution using quantile regression. AIQN is able to achieve superior perceptual quality and improvements in evaluation metrics, without incurring a loss of sample diversity. The method can be applied to many existing models and architectures. In this work we extend the PixelCNN model with AIQN and demonstrate results on CIFAR-10 and ImageNet using Inception score, FID, non-cherry-picked samples, and inpainting results. We consistently observe that AIQN yields a highly stable algorithm that improves perceptual quality while maintaining a highly diverse distribution.

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Implicit Quantile Networks for Distributional Reinforcement Learning

In this work, we build on recent advances in distributional reinforcement learning to give a generally applicable, flexible, and state-of-the-art distributional variant of DQN. We achieve this by using quantile regression to approximate the full quantile function for the state-action return distribution. By reparameterizing a distribution over the sample space, this yields an implicitly defined return distribution and gives rise to a large class of risk-sensitive policies. We demonstrate improved performance on the 57 Atari 2600 games in the ALE, and use our algorithm's implicitly defined distributions to study the effects of risk-sensitive policies in Atari games.

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Observe and Look Further: Achieving Consistent Performance on Atari

Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges that any algorithm needs to master in order to perform well on all games: processing diverse reward distributions, reasoning over long time horizons, and exploring efficiently. In this paper, we propose an algorithm that addresses each of these challenges and is able to learn human-level policies on nearly all Atari games. A new transformed Bellman operator allows our algorithm to process rewards of varying densities and scales; an auxiliary temporal consistency loss allows us to train stably using a discount factor of $γ= 0.999$ (instead of $γ= 0.99$) extending the effective planning horizon by an order of magnitude; and we ease the exploration problem by using human demonstrations that guide the agent towards rewarding states. When tested on a set of 42 Atari games, our algorithm exceeds the performance of an average human on 40 games using a common set of hyper parameters. Furthermore, it is the first deep RL algorithm to solve the first level of Montezuma's Revenge.

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Successor Features for Transfer in Reinforcement Learning

Transfer in reinforcement learning refers to the notion that generalization should occur not only within a task but also across tasks. We propose a transfer framework for the scenario where the reward function changes between tasks but the environment's dynamics remain the same. Our approach rests on two key ideas: "successor features", a value function representation that decouples the dynamics of the environment from the rewards, and "generalized policy improvement", a generalization of dynamic programming's policy improvement operation that considers a set of policies rather than a single one. Put together, the two ideas lead to an approach that integrates seamlessly within the reinforcement learning framework and allows the free exchange of information across tasks. The proposed method also provides performance guarantees for the transferred policy even before any learning has taken place. We derive two theorems that set our approach in firm theoretical ground and present experiments that show that it successfully promotes transfer in practice, significantly outperforming alternative methods in a sequence of navigation tasks and in the control of a simulated robotic arm.

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An Analysis of Categorical Distributional Reinforcement Learning

Distributional approaches to value-based reinforcement learning model the entire distribution of returns, rather than just their expected values, and have recently been shown to yield state-of-the-art empirical performance. This was demonstrated by the recently proposed C51 algorithm, based on categorical distributional reinforcement learning (CDRL) [Bellemare et al., 2017]. However, the theoretical properties of CDRL algorithms are not yet well understood. In this paper, we introduce a framework to analyse CDRL algorithms, establish the importance of the projected distributional Bellman operator in distributional RL, draw fundamental connections between CDRL and the Cramér distance, and give a proof of convergence for sample-based categorical distributional reinforcement learning algorithms.

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Distributional Reinforcement Learning with Quantile Regression

In reinforcement learning an agent interacts with the environment by taking actions and observing the next state and reward. When sampled probabilistically, these state transitions, rewards, and actions can all induce randomness in the observed long-term return. Traditionally, reinforcement learning algorithms average over this randomness to estimate the value function. In this paper, we build on recent work advocating a distributional approach to reinforcement learning in which the distribution over returns is modeled explicitly instead of only estimating the mean. That is, we examine methods of learning the value distribution instead of the value function. We give results that close a number of gaps between the theoretical and algorithmic results given by Bellemare, Dabney, and Munos (2017). First, we extend existing results to the approximate distribution setting. Second, we present a novel distributional reinforcement learning algorithm consistent with our theoretical formulation. Finally, we evaluate this new algorithm on the Atari 2600 games, observing that it significantly outperforms many of the recent improvements on DQN, including the related distributional algorithm C51.

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A Distributional Perspective on Reinforcement Learning

In this paper we argue for the fundamental importance of the value distribution: the distribution of the random return received by a reinforcement learning agent. This is in contrast to the common approach to reinforcement learning which models the expectation of this return, or value. Although there is an established body of literature studying the value distribution, thus far it has always been used for a specific purpose such as implementing risk-aware behaviour. We begin with theoretical results in both the policy evaluation and control settings, exposing a significant distributional instability in the latter. We then use the distributional perspective to design a new algorithm which applies Bellman's equation to the learning of approximate value distributions. We evaluate our algorithm using the suite of games from the Arcade Learning Environment. We obtain both state-of-the-art results and anecdotal evidence demonstrating the importance of the value distribution in approximate reinforcement learning. Finally, we combine theoretical and empirical evidence to highlight the ways in which the value distribution impacts learning in the approximate setting.

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