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Richard S. Sutton

Publications and source records attributed to Richard S. Sutton.

At least 19 recordsLinked to original sources

Plasticity of Growing and Elastic Neural Networks in Online Continual Learning

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.

cs.LG

Physical Atari: A Robust and Accessible Platform for Real-time Reinforcement Learning on Robots

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.

cs.RO

Intentional Updates for Streaming Reinforcement Learning

In gradient-based learning, a step size chosen in parameter units does not produce a predictable per-step change in function output. This often leads to instability in the streaming setting (i.e., batch size=1), where stochasticity is not averaged out and update magnitudes can momentarily become arbitrarily big or small. Instead, we propose intentional updates: first specify the intended outcome of an update and then solve for the step size that approximately achieves it. This strategy has precedent in online supervised linear regression via Normalized Least Mean Squares algorithm, which selects a step size to yield a specified change in the function output proportional to the current error. We extend this principle to streaming deep reinforcement learning by defining appropriate intended outcomes: Intentional TD aims for a fixed fractional reduction of the TD error, and Intentional Policy Gradient aims for a bounded per-step change in the policy, limiting local KL divergence. We propose practical algorithms combining eligibility traces and diagonal scaling. Empirically, these methods yield state-of-the-art streaming performance, frequently performing on par with batch and replay-buffer approaches.

cs.LG

Average-reward reinforcement learning in semi-Markov decision processes via relative value iteration

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.

cs.LG

Swift-Sarsa: Fast and Robust Linear Control

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 $\textit{Swift-Sarsa}$. We propose a simple benchmark for linear on-policy control called the $\textit{operant conditioning benchmark}$. 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.

cs.LG

Reward Centering

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.

cs.LG

Asynchronous Stochastic Approximation with Applications to Average-Reward Reinforcement Learning

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 Bena\"{i}m. 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.

cs.LG

An Idiosyncrasy of Time-discretization in Reinforcement Learning

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.

cs.LG

On Convergence of Average-Reward Q-Learning in Weakly Communicating Markov Decision Processes

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.

cs.LG

A Note on Stability in Asynchronous Stochastic Approximation without Communication Delays

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.

cs.LG

Maintaining Plasticity in Deep Continual Learning

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.

cs.LG

Iterative Option Discovery for Planning, by Planning

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.

cs.AI

Reward-Respecting Subtasks for Model-Based Reinforcement Learning

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.

cs.LG

Value-aware Importance Weighting for Off-policy Reinforcement Learning

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 $\textit{value-aware importance weights}$ 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.

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

Doubly-Asynchronous Value Iteration: Making Value Iteration Asynchronous in Actions

Value iteration (VI) is a foundational dynamic programming method, important for learning and planning in optimal control and reinforcement learning. VI proceeds in batches, where the update to the value of each state must be completed before the next batch of updates can begin. Completing a single batch is prohibitively expensive if the state space is large, rendering VI impractical for many applications. Asynchronous VI helps to address the large state space problem by updating one state at a time, in-place and in an arbitrary order. However, Asynchronous VI still requires a maximization over the entire action space, making it impractical for domains with large action space. To address this issue, we propose doubly-asynchronous value iteration (DAVI), a new algorithm that generalizes the idea of asynchrony from states to states and actions. More concretely, DAVI maximizes over a sampled subset of actions that can be of any user-defined size. This simple approach of using sampling to reduce computation maintains similarly appealing theoretical properties to VI without the need to wait for a full sweep through the entire action space in each update. In this paper, we show DAVI converges to the optimal value function with probability one, converges at a near-geometric rate with probability 1-delta, and returns a near-optimal policy in computation time that nearly matches a previously established bound for VI. We also empirically demonstrate DAVI's effectiveness in several experiments.

cs.LG

On Convergence of Average-Reward Off-Policy Control Algorithms in Weakly Communicating MDPs

We show two average-reward off-policy control algorithms, Differential Q-learning (Wan, Naik, & Sutton 2021a) and RVI Q-learning (Abounadi Bertsekas & Borkar 2001), converge in weakly communicating MDPs. Weakly communicating MDPs are the most general MDPs that can be solved by a learning algorithm with a single stream of experience. The original convergence proofs of the two algorithms require that the solution set of the average-reward optimality equation only has one degree of freedom, which is not necessarily true for weakly communicating MDPs. To the best of our knowledge, our results are the first showing average-reward off-policy control algorithms converge in weakly communicating MDPs. As a direct extension, we show that average-reward options algorithms for temporal abstraction introduced by Wan, Naik, & Sutton (2021b) converge if the Semi-MDP induced by options is weakly communicating.

cs.LG

Average-Reward Off-Policy Policy Evaluation with Function Approximation

We consider off-policy policy evaluation with function approximation (FA) in average-reward MDPs, where the goal is to estimate both the reward rate and the differential value function. For this problem, bootstrapping is necessary and, along with off-policy learning and FA, results in the deadly triad (Sutton & Barto, 2018). To address the deadly triad, we propose two novel algorithms, reproducing the celebrated success of Gradient TD algorithms in the average-reward setting. In terms of estimating the differential value function, the algorithms are the first convergent off-policy linear function approximation algorithms. In terms of estimating the reward rate, the algorithms are the first convergent off-policy linear function approximation algorithms that do not require estimating the density ratio. We demonstrate empirically the advantage of the proposed algorithms, as well as their nonlinear variants, over a competitive density-ratio-based approach, in a simple domain as well as challenging robot simulation tasks.

cs.LG