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Rishabh Agarwal

Publications and source records attributed to Rishabh Agarwal.

49 records · Page 3Linked to original sources

On the Generalization of Representations in Reinforcement Learning

In reinforcement learning, state representations are used to tractably deal with large problem spaces. State representations serve both to approximate the value function with few parameters, but also to generalize to newly encountered states. Their features may be learned implicitly (as part of a neural network) or explicitly (for example, the successor representation of \citet{dayan1993improving}). While the approximation properties of representations are reasonably well-understood, a precise characterization of how and when these representations generalize is lacking. In this work, we address this gap and provide an informative bound on the generalization error arising from a specific state representation. This bound is based on the notion of effective dimension which measures the degree to which knowing the value at one state informs the value at other states. Our bound applies to any state representation and quantifies the natural tension between representations that generalize well and those that approximate well. We complement our theoretical results with an empirical survey of classic representation learning methods from the literature and results on the Arcade Learning Environment, and find that the generalization behaviour of learned representations is well-explained by their effective dimension.

cs.LG↗

Deep Reinforcement Learning at the Edge of the Statistical Precipice

Deep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. Most published results on deep RL benchmarks compare point estimates of aggregate performance such as mean and median scores across tasks, ignoring the statistical uncertainty implied by the use of a finite number of training runs. Beginning with the Arcade Learning Environment (ALE), the shift towards computationally-demanding benchmarks has led to the practice of evaluating only a small number of runs per task, exacerbating the statistical uncertainty in point estimates. In this paper, we argue that reliable evaluation in the few run deep RL regime cannot ignore the uncertainty in results without running the risk of slowing down progress in the field. We illustrate this point using a case study on the Atari 100k benchmark, where we find substantial discrepancies between conclusions drawn from point estimates alone versus a more thorough statistical analysis. With the aim of increasing the field's confidence in reported results with a handful of runs, we advocate for reporting interval estimates of aggregate performance and propose performance profiles to account for the variability in results, as well as present more robust and efficient aggregate metrics, such as interquartile mean scores, to achieve small uncertainty in results. Using such statistical tools, we scrutinize performance evaluations of existing algorithms on other widely used RL benchmarks including the ALE, Procgen, and the DeepMind Control Suite, again revealing discrepancies in prior comparisons. Our findings call for a change in how we evaluate performance in deep RL, for which we present a more rigorous evaluation methodology, accompanied with an open-source library rliable, to prevent unreliable results from stagnating the field.

cs.LG↗

DR3: Value-Based Deep Reinforcement Learning Requires Explicit Regularization

Despite overparameterization, deep networks trained via supervised learning are easy to optimize and exhibit excellent generalization. One hypothesis to explain this is that overparameterized deep networks enjoy the benefits of implicit regularization induced by stochastic gradient descent, which favors parsimonious solutions that generalize well on test inputs. It is reasonable to surmise that deep reinforcement learning (RL) methods could also benefit from this effect. In this paper, we discuss how the implicit regularization effect of SGD seen in supervised learning could in fact be harmful in the offline deep RL setting, leading to poor generalization and degenerate feature representations. Our theoretical analysis shows that when existing models of implicit regularization are applied to temporal difference learning, the resulting derived regularizer favors degenerate solutions with excessive "aliasing", in stark contrast to the supervised learning case. We back up these findings empirically, showing that feature representations learned by a deep network value function trained via bootstrapping can indeed become degenerate, aliasing the representations for state-action pairs that appear on either side of the Bellman backup. To address this issue, we derive the form of this implicit regularizer and, inspired by this derivation, propose a simple and effective explicit regularizer, called DR3, that counteracts the undesirable effects of this implicit regularizer. When combined with existing offline RL methods, DR3 substantially improves performance and stability, alleviating unlearning in Atari 2600 games, D4RL domains and robotic manipulation from images.

cs.LG↗

Implicit Under-Parameterization Inhibits Data-Efficient Deep Reinforcement Learning

We identify an implicit under-parameterization phenomenon in value-based deep RL methods that use bootstrapping: when value functions, approximated using deep neural networks, are trained with gradient descent using iterated regression onto target values generated by previous instances of the value network, more gradient updates decrease the expressivity of the current value network. We characterize this loss of expressivity via a drop in the rank of the learned value network features, and show that this typically corresponds to a performance drop. We demonstrate this phenomenon on Atari and Gym benchmarks, in both offline and online RL settings. We formally analyze this phenomenon and show that it results from a pathological interaction between bootstrapping and gradient-based optimization. We further show that mitigating implicit under-parameterization by controlling rank collapse can improve performance.

cs.LG↗

Neural Additive Models: Interpretable Machine Learning with Neural Nets

Deep neural networks (DNNs) are powerful black-box predictors that have achieved impressive performance on a wide variety of tasks. However, their accuracy comes at the cost of intelligibility: it is usually unclear how they make their decisions. This hinders their applicability to high stakes decision-making domains such as healthcare. We propose Neural Additive Models (NAMs) which combine some of the expressivity of DNNs with the inherent intelligibility of generalized additive models. NAMs learn a linear combination of neural networks that each attend to a single input feature. These networks are trained jointly and can learn arbitrarily complex relationships between their input feature and the output. Our experiments on regression and classification datasets show that NAMs are more accurate than widely used intelligible models such as logistic regression and shallow decision trees. They perform similarly to existing state-of-the-art generalized additive models in accuracy, but are more flexible because they are based on neural nets instead of boosted trees. To demonstrate this, we show how NAMs can be used for multitask learning on synthetic data and on the COMPAS recidivism data due to their composability, and demonstrate that the differentiability of NAMs allows them to train more complex interpretable models for COVID-19.

cs.LG↗

Control-Oriented Model-Based Reinforcement Learning with Implicit Differentiation

The shortcomings of maximum likelihood estimation in the context of model-based reinforcement learning have been highlighted by an increasing number of papers. When the model class is misspecified or has a limited representational capacity, model parameters with high likelihood might not necessarily result in high performance of the agent on a downstream control task. To alleviate this problem, we propose an end-to-end approach for model learning which directly optimizes the expected returns using implicit differentiation. We treat a value function that satisfies the Bellman optimality operator induced by the model as an implicit function of model parameters and show how to differentiate the function. We provide theoretical and empirical evidence highlighting the benefits of our approach in the model misspecification regime compared to likelihood-based methods.

cs.LG↗

Contrastive Behavioral Similarity Embeddings for Generalization in Reinforcement Learning

Reinforcement learning methods trained on few environments rarely learn policies that generalize to unseen environments. To improve generalization, we incorporate the inherent sequential structure in reinforcement learning into the representation learning process. This approach is orthogonal to recent approaches, which rarely exploit this structure explicitly. Specifically, we introduce a theoretically motivated policy similarity metric (PSM) for measuring behavioral similarity between states. PSM assigns high similarity to states for which the optimal policies in those states as well as in future states are similar. We also present a contrastive representation learning procedure to embed any state similarity metric, which we instantiate with PSM to obtain policy similarity embeddings (PSEs). We demonstrate that PSEs improve generalization on diverse benchmarks, including LQR with spurious correlations, a jumping task from pixels, and Distracting DM Control Suite.

cs.LG↗

RL Unplugged: A Suite of Benchmarks for Offline Reinforcement Learning

Offline methods for reinforcement learning have a potential to help bridge the gap between reinforcement learning research and real-world applications. They make it possible to learn policies from offline datasets, thus overcoming concerns associated with online data collection in the real-world, including cost, safety, or ethical concerns. In this paper, we propose a benchmark called RL Unplugged to evaluate and compare offline RL methods. RL Unplugged includes data from a diverse range of domains including games (e.g., Atari benchmark) and simulated motor control problems (e.g., DM Control Suite). The datasets include domains that are partially or fully observable, use continuous or discrete actions, and have stochastic vs. deterministic dynamics. We propose detailed evaluation protocols for each domain in RL Unplugged and provide an extensive analysis of supervised learning and offline RL methods using these protocols. We will release data for all our tasks and open-source all algorithms presented in this paper. We hope that our suite of benchmarks will increase the reproducibility of experiments and make it possible to study challenging tasks with a limited computational budget, thus making RL research both more systematic and more accessible across the community. Moving forward, we view RL Unplugged as a living benchmark suite that will evolve and grow with datasets contributed by the research community and ourselves. Our project page is available on https://git.io/JJUhd.

cs.LG↗

IITK at SemEval-2020 Task 10: Transformers for Emphasis Selection

This paper describes the system proposed for addressing the research problem posed in Task 10 of SemEval-2020: Emphasis Selection For Written Text in Visual Media. We propose an end-to-end model that takes as input the text and corresponding to each word gives the probability of the word to be emphasized. Our results show that transformer-based models are particularly effective in this task. We achieved the best Matchm score (described in section 2.2) of 0.810 and were ranked third on the leaderboard.

cs.CL↗

Revisiting Fundamentals of Experience Replay

Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understanding. We therefore present a systematic and extensive analysis of experience replay in Q-learning methods, focusing on two fundamental properties: the replay capacity and the ratio of learning updates to experience collected (replay ratio). Our additive and ablative studies upend conventional wisdom around experience replay -- greater capacity is found to substantially increase the performance of certain algorithms, while leaving others unaffected. Counterintuitively we show that theoretically ungrounded, uncorrected n-step returns are uniquely beneficial while other techniques confer limited benefit for sifting through larger memory. Separately, by directly controlling the replay ratio we contextualize previous observations in the literature and empirically measure its importance across a variety of deep RL algorithms. Finally, we conclude by testing a set of hypotheses on the nature of these performance benefits.

cs.LG↗

An Optimistic Perspective on Offline Reinforcement Learning

Off-policy reinforcement learning (RL) using a fixed offline dataset of logged interactions is an important consideration in real world applications. This paper studies offline RL using the DQN replay dataset comprising the entire replay experience of a DQN agent on 60 Atari 2600 games. We demonstrate that recent off-policy deep RL algorithms, even when trained solely on this fixed dataset, outperform the fully trained DQN agent. To enhance generalization in the offline setting, we present Random Ensemble Mixture (REM), a robust Q-learning algorithm that enforces optimal Bellman consistency on random convex combinations of multiple Q-value estimates. Offline REM trained on the DQN replay dataset surpasses strong RL baselines. Ablation studies highlight the role of offline dataset size and diversity as well as the algorithm choice in our positive results. Overall, the results here present an optimistic view that robust RL algorithms trained on sufficiently large and diverse offline datasets can lead to high quality policies. The DQN replay dataset can serve as an offline RL benchmark and is open-sourced.

cs.LG↗

Learning to Generalize from Sparse and Underspecified Rewards

We consider the problem of learning from sparse and underspecified rewards, where an agent receives a complex input, such as a natural language instruction, and needs to generate a complex response, such as an action sequence, while only receiving binary success-failure feedback. Such success-failure rewards are often underspecified: they do not distinguish between purposeful and accidental success. Generalization from underspecified rewards hinges on discounting spurious trajectories that attain accidental success, while learning from sparse feedback requires effective exploration. We address exploration by using a mode covering direction of KL divergence to collect a diverse set of successful trajectories, followed by a mode seeking KL divergence to train a robust policy. We propose Meta Reward Learning (MeRL) to construct an auxiliary reward function that provides more refined feedback for learning. The parameters of the auxiliary reward function are optimized with respect to the validation performance of a trained policy. The MeRL approach outperforms our alternative reward learning technique based on Bayesian Optimization, and achieves the state-of-the-art on weakly-supervised semantic parsing. It improves previous work by 1.2% and 2.4% on WikiTableQuestions and WikiSQL datasets respectively.

cs.LG↗

Evaluation Function Approximation for Scrabble

The current state-of-the-art Scrabble agents are not learning-based but depend on truncated Monte Carlo simulations and the quality of such agents is contingent upon the time available for running the simulations. This thesis takes steps towards building a learning-based Scrabble agent using self-play. Specifically, we try to find a better function approximation for the static evaluation function used in Scrabble which determines the move goodness at a given board configuration. In this work, we experimented with evolutionary algorithms and Bayesian Optimization to learn the weights for an approximate feature-based evaluation function. However, these optimization methods were not quite effective, which lead us to explore the given problem from an Imitation Learning point of view. We also tried to imitate the ranking of moves produced by the Quackle simulation agent using supervised learning with a neural network function approximator which takes the raw representation of the Scrabble board as the input instead of using only a fixed number of handcrafted features.

cs.AI↗