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Romain Laroche

Publications and source records attributed to Romain Laroche.

At least 37 records · Page 2Linked to original sources

Beyond the Policy Gradient Theorem for Efficient Policy Updates in Actor-Critic Algorithms

In Reinforcement Learning, the optimal action at a given state is dependent on policy decisions at subsequent states. As a consequence, the learning targets evolve with time and the policy optimization process must be efficient at unlearning what it previously learnt. In this paper, we discover that the policy gradient theorem prescribes policy updates that are slow to unlearn because of their structural symmetry with respect to the value target. To increase the unlearning speed, we study a novel policy update: the gradient of the cross-entropy loss with respect to the action maximizing $q$, but find that such updates may lead to a decrease in value. Consequently, we introduce a modified policy update devoid of that flaw, and prove its guarantees of convergence to global optimality in $\mathcal{O}(t^{-1})$ under classic assumptions. Further, we assess standard policy updates and our cross-entropy policy updates along six analytical dimensions. Finally, we empirically validate our theoretical findings.

cs.LG↗

A Deeper Look at Discounting Mismatch in Actor-Critic Algorithms

We investigate the discounting mismatch in actor-critic algorithm implementations from a representation learning perspective. Theoretically, actor-critic algorithms usually have discounting for both actor and critic, i.e., there is a $γ^t$ term in the actor update for the transition observed at time $t$ in a trajectory and the critic is a discounted value function. Practitioners, however, usually ignore the discounting ($γ^t$) for the actor while using a discounted critic. We investigate this mismatch in two scenarios. In the first scenario, we consider optimizing an undiscounted objective $(γ= 1)$ where $γ^t$ disappears naturally $(1^t = 1)$. We then propose to interpret the discounting in critic in terms of a bias-variance-representation trade-off and provide supporting empirical results. In the second scenario, we consider optimizing a discounted objective ($γ< 1$) and propose to interpret the omission of the discounting in the actor update from an auxiliary task perspective and provide supporting empirical results.

cs.LG↗

Multi-Objective SPIBB: Seldonian Offline Policy Improvement with Safety Constraints in Finite MDPs

We study the problem of Safe Policy Improvement (SPI) under constraints in the offline Reinforcement Learning (RL) setting. We consider the scenario where: (i) we have a dataset collected under a known baseline policy, (ii) multiple reward signals are received from the environment inducing as many objectives to optimize. We present an SPI formulation for this RL setting that takes into account the preferences of the algorithm's user for handling the trade-offs for different reward signals while ensuring that the new policy performs at least as well as the baseline policy along each individual objective. We build on traditional SPI algorithms and propose a novel method based on Safe Policy Iteration with Baseline Bootstrapping (SPIBB, Laroche et al., 2019) that provides high probability guarantees on the performance of the agent in the true environment. We show the effectiveness of our method on a synthetic grid-world safety task as well as in a real-world critical care context to learn a policy for the administration of IV fluids and vasopressors to treat sepsis.

cs.LG↗

Dr Jekyll and Mr Hyde: the Strange Case of Off-Policy Policy Updates

The policy gradient theorem states that the policy should only be updated in states that are visited by the current policy, which leads to insufficient planning in the off-policy states, and thus to convergence to suboptimal policies. We tackle this planning issue by extending the policy gradient theory to policy updates with respect to any state density. Under these generalized policy updates, we show convergence to optimality under a necessary and sufficient condition on the updates' state densities, and thereby solve the aforementioned planning issue. We also prove asymptotic convergence rates that significantly improve those in the policy gradient literature. To implement the principles prescribed by our theory, we propose an agent, Dr Jekyll & Mr Hyde (JH), with a double personality: Dr Jekyll purely exploits while Mr Hyde purely explores. JH's independent policies allow to record two separate replay buffers: one on-policy (Dr Jekyll's) and one off-policy (Mr Hyde's), and therefore to update JH's models with a mixture of on-policy and off-policy updates. More than an algorithm, JH defines principles for actor-critic algorithms to satisfy the requirements we identify in our analysis. We extensively test on finite MDPs where JH demonstrates a superior ability to recover from converging to a suboptimal policy without impairing its speed of convergence. We also implement a deep version of the algorithm and test it on a simple problem where it shows promising results.

cs.LG↗

Batched Bandits with Crowd Externalities

In Batched Multi-Armed Bandits (BMAB), the policy is not allowed to be updated at each time step. Usually, the setting asserts a maximum number of allowed policy updates and the algorithm schedules them so that to minimize the expected regret. In this paper, we describe a novel setting for BMAB, with the following twist: the timing of the policy update is not controlled by the BMAB algorithm, but instead the amount of data received during each batch, called \textit{crowd}, is influenced by the past selection of arms. We first design a near-optimal policy with approximate knowledge of the parameters that we prove to have a regret in $\mathcal{O}(\sqrt{\frac{\ln x}{x}}+ε)$ where $x$ is the size of the crowd and $ε$ is the parameter error. Next, we implement a UCB-inspired algorithm that guarantees an additional regret in $\mathcal{O}\left(\max(K\ln T,\sqrt{T\ln T})\right)$, where $K$ is the number of arms and $T$ is the horizon.

cs.LG↗

The Emergence of the Shape Bias Results from Communicative Efficiency

By the age of two, children tend to assume that new word categories are based on objects' shape, rather than their color or texture; this assumption is called the shape bias. They are thought to learn this bias by observing that their caregiver's language is biased towards shape based categories. This presents a chicken and egg problem: if the shape bias must be present in the language in order for children to learn it, how did it arise in language in the first place? In this paper, we propose that communicative efficiency explains both how the shape bias emerged and why it persists across generations. We model this process with neural emergent language agents that learn to communicate about raw pixelated images. First, we show that the shape bias emerges as a result of efficient communication strategies employed by agents. Second, we show that pressure brought on by communicative need is also necessary for it to persist across generations; simply having a shape bias in an agent's input language is insufficient. These results suggest that, over and above the operation of other learning strategies, the shape bias in human learners may emerge and be sustained by communicative pressures.

cs.CL↗

Learning Dynamic Belief Graphs to Generalize on Text-Based Games

Playing text-based games requires skills in processing natural language and sequential decision making. Achieving human-level performance on text-based games remains an open challenge, and prior research has largely relied on hand-crafted structured representations and heuristics. In this work, we investigate how an agent can plan and generalize in text-based games using graph-structured representations learned end-to-end from raw text. We propose a novel graph-aided transformer agent (GATA) that infers and updates latent belief graphs during planning to enable effective action selection by capturing the underlying game dynamics. GATA is trained using a combination of reinforcement and self-supervised learning. Our work demonstrates that the learned graph-based representations help agents converge to better policies than their text-only counterparts and facilitate effective generalization across game configurations. Experiments on 500+ unique games from the TextWorld suite show that our best agent outperforms text-based baselines by an average of 24.2%.

cs.CL↗

Safe Policy Improvement with an Estimated Baseline Policy

Previous work has shown the unreliability of existing algorithms in the batch Reinforcement Learning setting, and proposed the theoretically-grounded Safe Policy Improvement with Baseline Bootstrapping (SPIBB) fix: reproduce the baseline policy in the uncertain state-action pairs, in order to control the variance on the trained policy performance. However, in many real-world applications such as dialogue systems, pharmaceutical tests or crop management, data is collected under human supervision and the baseline remains unknown. In this paper, we apply SPIBB algorithms with a baseline estimate built from the data. We formally show safe policy improvement guarantees over the true baseline even without direct access to it. Our empirical experiments on finite and continuous states tasks support the theoretical findings. It shows little loss of performance in comparison with SPIBB when the baseline policy is given, and more importantly, drastically and significantly outperforms competing algorithms both in safe policy improvement, and in average performance.

cs.LG↗

Reinforcement Learning Framework for Deep Brain Stimulation Study

Malfunctioning neurons in the brain sometimes operate synchronously, reportedly causing many neurological diseases, e.g. Parkinson's. Suppression and control of this collective synchronous activity are therefore of great importance for neuroscience, and can only rely on limited engineering trials due to the need to experiment with live human brains. We present the first Reinforcement Learning gym framework that emulates this collective behavior of neurons and allows us to find suppression parameters for the environment of synthetic degenerate models of neurons. We successfully suppress synchrony via RL for three pathological signaling regimes, characterize the framework's stability to noise, and further remove the unwanted oscillations by engaging multiple PPO agents.

q-bio.NC↗

Building Dynamic Knowledge Graphs from Text-based Games

We are interested in learning how to update Knowledge Graphs (KG) from text. In this preliminary work, we propose a novel Sequence-to-Sequence (Seq2Seq) architecture to generate elementary KG operations. Furthermore, we introduce a new dataset for KG extraction built upon text-based game transitions (over 300k data points). We conduct experiments and discuss the results.

cs.CL↗

Safe Policy Improvement with Soft Baseline Bootstrapping

Batch Reinforcement Learning (Batch RL) consists in training a policy using trajectories collected with another policy, called the behavioural policy. Safe policy improvement (SPI) provides guarantees with high probability that the trained policy performs better than the behavioural policy, also called baseline in this setting. Previous work shows that the SPI objective improves mean performance as compared to using the basic RL objective, which boils down to solving the MDP with maximum likelihood. Here, we build on that work and improve more precisely the SPI with Baseline Bootstrapping algorithm (SPIBB) by allowing the policy search over a wider set of policies. Instead of binarily classifying the state-action pairs into two sets (the \textit{uncertain} and the \textit{safe-to-train-on} ones), we adopt a softer strategy that controls the error in the value estimates by constraining the policy change according to the local model uncertainty. The method can take more risks on uncertain actions all the while remaining provably-safe, and is therefore less conservative than the state-of-the-art methods. We propose two algorithms (one optimal and one approximate) to solve this constrained optimization problem and empirically show a significant improvement over existing SPI algorithms both on finite MDPs and on infinite MDPs with a neural network function approximation.

cs.LG↗

Safe Policy Improvement with Baseline Bootstrapping

This paper considers Safe Policy Improvement (SPI) in Batch Reinforcement Learning (Batch RL): from a fixed dataset and without direct access to the true environment, train a policy that is guaranteed to perform at least as well as the baseline policy used to collect the data. Our approach, called SPI with Baseline Bootstrapping (SPIBB), is inspired by the knows-what-it-knows paradigm: it bootstraps the trained policy with the baseline when the uncertainty is high. Our first algorithm, $Π_b$-SPIBB, comes with SPI theoretical guarantees. We also implement a variant, $Π_{\leq b}$-SPIBB, that is even more efficient in practice. We apply our algorithms to a motivational stochastic gridworld domain and further demonstrate on randomly generated MDPs the superiority of SPIBB with respect to existing algorithms, not only in safety but also in mean performance. Finally, we implement a model-free version of SPIBB and show its benefits on a navigation task with deep RL implementation called SPIBB-DQN, which is, to the best of our knowledge, the first RL algorithm relying on a neural network representation able to train efficiently and reliably from batch data, without any interaction with the environment.

cs.LG↗

Budgeted Reinforcement Learning in Continuous State Space

A Budgeted Markov Decision Process (BMDP) is an extension of a Markov Decision Process to critical applications requiring safety constraints. It relies on a notion of risk implemented in the shape of a cost signal constrained to lie below an - adjustable - threshold. So far, BMDPs could only be solved in the case of finite state spaces with known dynamics. This work extends the state-of-the-art to continuous spaces environments and unknown dynamics. We show that the solution to a BMDP is a fixed point of a novel Budgeted Bellman Optimality operator. This observation allows us to introduce natural extensions of Deep Reinforcement Learning algorithms to address large-scale BMDPs. We validate our approach on two simulated applications: spoken dialogue and autonomous driving.

cs.LG↗

Counting to Explore and Generalize in Text-based Games

We propose a recurrent RL agent with an episodic exploration mechanism that helps discovering good policies in text-based game environments. We show promising results on a set of generated text-based games of varying difficulty where the goal is to collect a coin located at the end of a chain of rooms. In contrast to previous text-based RL approaches, we observe that our agent learns policies that generalize to unseen games of greater difficulty.

cs.CL↗

Hybrid Reward Architecture for Reinforcement Learning

One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.

cs.LG↗

Reinforcement Learning Algorithm Selection

This paper formalises the problem of online algorithm selection in the context of Reinforcement Learning. The setup is as follows: given an episodic task and a finite number of off-policy RL algorithms, a meta-algorithm has to decide which RL algorithm is in control during the next episode so as to maximize the expected return. The article presents a novel meta-algorithm, called Epochal Stochastic Bandit Algorithm Selection (ESBAS). Its principle is to freeze the policy updates at each epoch, and to leave a rebooted stochastic bandit in charge of the algorithm selection. Under some assumptions, a thorough theoretical analysis demonstrates its near-optimality considering the structural sampling budget limitations. ESBAS is first empirically evaluated on a dialogue task where it is shown to outperform each individual algorithm in most configurations. ESBAS is then adapted to a true online setting where algorithms update their policies after each transition, which we call SSBAS. SSBAS is evaluated on a fruit collection task where it is shown to adapt the stepsize parameter more efficiently than the classical hyperbolic decay, and on an Atari game, where it improves the performance by a wide margin.

stat.ML↗

Multi-Advisor Reinforcement Learning

We consider tackling a single-agent RL problem by distributing it to $n$ learners. These learners, called advisors, endeavour to solve the problem from a different focus. Their advice, taking the form of action values, is then communicated to an aggregator, which is in control of the system. We show that the local planning method for the advisors is critical and that none of the ones found in the literature is flawless: the egocentric planning overestimates values of states where the other advisors disagree, and the agnostic planning is inefficient around danger zones. We introduce a novel approach called empathic and discuss its theoretical aspects. We empirically examine and validate our theoretical findings on a fruit collection task.

cs.LG↗

The Complex Negotiation Dialogue Game

This position paper formalises an abstract model for complex negotiation dialogue. This model is to be used for the benchmark of optimisation algorithms ranging from Reinforcement Learning to Stochastic Games, through Transfer Learning, One-Shot Learning or others.

cs.AI↗