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Shie Mannor

Publications and source records attributed to Shie Mannor.

At least 109 records · Page 6Linked to original sources

On Covariate Shift of Latent Confounders in Imitation and Reinforcement Learning

We consider the problem of using expert data with unobserved confounders for imitation and reinforcement learning. We begin by defining the problem of learning from confounded expert data in a contextual MDP setup. We analyze the limitations of learning from such data with and without external reward, and propose an adjustment of standard imitation learning algorithms to fit this setup. We then discuss the problem of distribution shift between the expert data and the online environment when the data is only partially observable. We prove possibility and impossibility results for imitation learning under arbitrary distribution shift of the missing covariates. When additional external reward is provided, we propose a sampling procedure that addresses the unknown shift and prove convergence to an optimal solution. Finally, we validate our claims empirically on challenging assistive healthcare and recommender system simulation tasks.

cs.LG↗

Twice regularized MDPs and the equivalence between robustness and regularization

Robust Markov decision processes (MDPs) aim to handle changing or partially known system dynamics. To solve them, one typically resorts to robust optimization methods. However, this significantly increases computational complexity and limits scalability in both learning and planning. On the other hand, regularized MDPs show more stability in policy learning without impairing time complexity. Yet, they generally do not encompass uncertainty in the model dynamics. In this work, we aim to learn robust MDPs using regularization. We first show that regularized MDPs are a particular instance of robust MDPs with uncertain reward. We thus establish that policy iteration on reward-robust MDPs can have the same time complexity as on regularized MDPs. We further extend this relationship to MDPs with uncertain transitions: this leads to a regularization term with an additional dependence on the value function. We finally generalize regularized MDPs to twice regularized MDPs (R${}^2$ MDPs), i.e., MDPs with $\textit{both}$ value and policy regularization. The corresponding Bellman operators enable developing policy iteration schemes with convergence and robustness guarantees. It also reduces planning and learning in robust MDPs to regularized MDPs.

cs.LG↗

Sim and Real: Better Together

Simulation is used extensively in autonomous systems, particularly in robotic manipulation. By far, the most common approach is to train a controller in simulation, and then use it as an initial starting point for the real system. We demonstrate how to learn simultaneously from both simulation and interaction with the real environment. We propose an algorithm for balancing the large number of samples from the high throughput but less accurate simulation and the low-throughput, high-fidelity and costly samples from the real environment. We achieve that by maintaining a replay buffer for each environment the agent interacts with. We analyze such multi-environment interaction theoretically, and provide convergence properties, through a novel theoretical replay buffer analysis. We demonstrate the efficacy of our method on a sim-to-real environment.

stat.ML↗

Continuous-Time Fitted Value Iteration for Robust Policies

Solving the Hamilton-Jacobi-Bellman equation is important in many domains including control, robotics and economics. Especially for continuous control, solving this differential equation and its extension the Hamilton-Jacobi-Isaacs equation, is important as it yields the optimal policy that achieves the maximum reward on a give task. In the case of the Hamilton-Jacobi-Isaacs equation, which includes an adversary controlling the environment and minimizing the reward, the obtained policy is also robust to perturbations of the dynamics. In this paper we propose continuous fitted value iteration (cFVI) and robust fitted value iteration (rFVI). These algorithms leverage the non-linear control-affine dynamics and separable state and action reward of many continuous control problems to derive the optimal policy and optimal adversary in closed form. This analytic expression simplifies the differential equations and enables us to solve for the optimal value function using value iteration for continuous actions and states as well as the adversarial case. Notably, the resulting algorithms do not require discretization of states or actions. We apply the resulting algorithms to the Furuta pendulum and cartpole. We show that both algorithms obtain the optimal policy. The robustness Sim2Real experiments on the physical systems show that the policies successfully achieve the task in the real-world. When changing the masses of the pendulum, we observe that robust value iteration is more robust compared to deep reinforcement learning algorithm and the non-robust version of the algorithm. Videos of the experiments are shown at https://sites.google.com/view/rfvi

cs.RO↗

Locality Matters: A Scalable Value Decomposition Approach for Cooperative Multi-Agent Reinforcement Learning

Cooperative multi-agent reinforcement learning (MARL) faces significant scalability issues due to state and action spaces that are exponentially large in the number of agents. As environments grow in size, effective credit assignment becomes increasingly harder and often results in infeasible learning times. Still, in many real-world settings, there exist simplified underlying dynamics that can be leveraged for more scalable solutions. In this work, we exploit such locality structures effectively whilst maintaining global cooperation. We propose a novel, value-based multi-agent algorithm called LOMAQ, which incorporates local rewards in the Centralized Training Decentralized Execution paradigm. Additionally, we provide a direct reward decomposition method for finding these local rewards when only a global signal is provided. We test our method empirically, showing it scales well compared to other methods, significantly improving performance and convergence speed.

cs.AI↗

Lenient Regret for Multi-Armed Bandits

We consider the Multi-Armed Bandit (MAB) problem, where an agent sequentially chooses actions and observes rewards for the actions it took. While the majority of algorithms try to minimize the regret, i.e., the cumulative difference between the reward of the best action and the agent's action, this criterion might lead to undesirable results. For example, in large problems, or when the interaction with the environment is brief, finding an optimal arm is infeasible, and regret-minimizing algorithms tend to over-explore. To overcome this issue, algorithms for such settings should instead focus on playing near-optimal arms. To this end, we suggest a new, more lenient, regret criterion that ignores suboptimality gaps smaller than some $ε$. We then present a variant of the Thompson Sampling (TS) algorithm, called $ε$-TS, and prove its asymptotic optimality in terms of the lenient regret. Importantly, we show that when the mean of the optimal arm is high enough, the lenient regret of $ε$-TS is bounded by a constant. Finally, we show that $ε$-TS can be applied to improve the performance when the agent knows a lower bound of the suboptimality gaps.

cs.LG↗

Bandits with Partially Observable Confounded Data

We study linear contextual bandits with access to a large, confounded, offline dataset that was sampled from some fixed policy. We show that this problem is closely related to a variant of the bandit problem with side information. We construct a linear bandit algorithm that takes advantage of the projected information, and prove regret bounds. Our results demonstrate the ability to take advantage of confounded offline data. Particularly, we prove regret bounds that improve current bounds by a factor related to the visible dimensionality of the contexts in the data. Our results indicate that confounded offline data can significantly improve online learning algorithms. Finally, we demonstrate various characteristics of our approach through synthetic simulations.

cs.LG↗

Action Redundancy in Reinforcement Learning

Maximum Entropy (MaxEnt) reinforcement learning is a powerful learning paradigm which seeks to maximize return under entropy regularization. However, action entropy does not necessarily coincide with state entropy, e.g., when multiple actions produce the same transition. Instead, we propose to maximize the transition entropy, i.e., the entropy of next states. We show that transition entropy can be described by two terms; namely, model-dependent transition entropy and action redundancy. Particularly, we explore the latter in both deterministic and stochastic settings and develop tractable approximation methods in a near model-free setup. We construct algorithms to minimize action redundancy and demonstrate their effectiveness on a synthetic environment with multiple redundant actions as well as contemporary benchmarks in Atari and Mujoco. Our results suggest that action redundancy is a fundamental problem in reinforcement learning.

cs.LG↗

Confidence-Budget Matching for Sequential Budgeted Learning

A core element in decision-making under uncertainty is the feedback on the quality of the performed actions. However, in many applications, such feedback is restricted. For example, in recommendation systems, repeatedly asking the user to provide feedback on the quality of recommendations will annoy them. In this work, we formalize decision-making problems with querying budget, where there is a (possibly time-dependent) hard limit on the number of reward queries allowed. Specifically, we consider multi-armed bandits, linear bandits, and reinforcement learning problems. We start by analyzing the performance of `greedy' algorithms that query a reward whenever they can. We show that in fully stochastic settings, doing so performs surprisingly well, but in the presence of any adversity, this might lead to linear regret. To overcome this issue, we propose the Confidence-Budget Matching (CBM) principle that queries rewards when the confidence intervals are wider than the inverse square root of the available budget. We analyze the performance of CBM based algorithms in different settings and show that they perform well in the presence of adversity in the contexts, initial states, and budgets.

cs.LG↗

Controlling Graph Dynamics with Reinforcement Learning and Graph Neural Networks

We consider the problem of controlling a partially-observed dynamic process on a graph by a limited number of interventions. This problem naturally arises in contexts such as scheduling virus tests to curb an epidemic; targeted marketing in order to promote a product; and manually inspecting posts to detect fake news spreading on social networks. We formulate this setup as a sequential decision problem over a temporal graph process. In face of an exponential state space, combinatorial action space and partial observability, we design a novel tractable scheme to control dynamical processes on temporal graphs. We successfully apply our approach to two popular problems that fall into our framework: prioritizing which nodes should be tested in order to curb the spread of an epidemic, and influence maximization on a graph.

cs.LG↗

Improper Reinforcement Learning with Gradient-based Policy Optimization

We consider an improper reinforcement learning setting where a learner is given $M$ base controllers for an unknown Markov decision process, and wishes to combine them optimally to produce a potentially new controller that can outperform each of the base ones. This can be useful in tuning across controllers, learnt possibly in mismatched or simulated environments, to obtain a good controller for a given target environment with relatively few trials. \par We propose a gradient-based approach that operates over a class of improper mixtures of the controllers. We derive convergence rate guarantees for the approach assuming access to a gradient oracle. The value function of the mixture and its gradient may not be available in closed-form; however, we show that we can employ rollouts and simultaneous perturbation stochastic approximation (SPSA) for explicit gradient descent optimization. Numerical results on (i) the standard control theoretic benchmark of stabilizing an inverted pendulum and (ii) a constrained queueing task show that our improper policy optimization algorithm can stabilize the system even when the base policies at its disposal are unstable\footnote{Under review. Please do not distribute.}.

cs.LG↗

Online Limited Memory Neural-Linear Bandits with Likelihood Matching

We study neural-linear bandits for solving problems where {\em both} exploration and representation learning play an important role. Neural-linear bandits harnesses the representation power of Deep Neural Networks (DNNs) and combines it with efficient exploration mechanisms by leveraging uncertainty estimation of the model, designed for linear contextual bandits on top of the last hidden layer. In order to mitigate the problem of representation change during the process, new uncertainty estimations are computed using stored data from an unlimited buffer. Nevertheless, when the amount of stored data is limited, a phenomenon called catastrophic forgetting emerges. To alleviate this, we propose a likelihood matching algorithm that is resilient to catastrophic forgetting and is completely online. We applied our algorithm, Limited Memory Neural-Linear with Likelihood Matching (NeuralLinear-LiM2) on a variety of datasets and observed that our algorithm achieves comparable performance to the unlimited memory approach while exhibits resilience to catastrophic forgetting.

cs.LG↗

Over-the-Air Adversarial Flickering Attacks against Video Recognition Networks

Deep neural networks for video classification, just like image classification networks, may be subjected to adversarial manipulation. The main difference between image classifiers and video classifiers is that the latter usually use temporal information contained within the video. In this work we present a manipulation scheme for fooling video classifiers by introducing a flickering temporal perturbation that in some cases may be unnoticeable by human observers and is implementable in the real world. After demonstrating the manipulation of action classification of single videos, we generalize the procedure to make universal adversarial perturbation, achieving high fooling ratio. In addition, we generalize the universal perturbation and produce a temporal-invariant perturbation, which can be applied to the video without synchronizing the perturbation to the input. The attack was implemented on several target models and the transferability of the attack was demonstrated. These properties allow us to bridge the gap between simulated environment and real-world application, as will be demonstrated in this paper for the first time for an over-the-air flickering attack.

cs.LG↗

Robust Value Iteration for Continuous Control Tasks

When transferring a control policy from simulation to a physical system, the policy needs to be robust to variations in the dynamics to perform well. Commonly, the optimal policy overfits to the approximate model and the corresponding state-distribution, often resulting in failure to trasnfer underlying distributional shifts. In this paper, we present Robust Fitted Value Iteration, which uses dynamic programming to compute the optimal value function on the compact state domain and incorporates adversarial perturbations of the system dynamics. The adversarial perturbations encourage a optimal policy that is robust to changes in the dynamics. Utilizing the continuous-time perspective of reinforcement learning, we derive the optimal perturbations for the states, actions, observations and model parameters in closed-form. Notably, the resulting algorithm does not require discretization of states or actions. Therefore, the optimal adversarial perturbations can be efficiently incorporated in the min-max value function update. We apply the resulting algorithm to the physical Furuta pendulum and cartpole. By changing the masses of the systems we evaluate the quantitative and qualitative performance across different model parameters. We show that robust value iteration is more robust compared to deep reinforcement learning algorithm and the non-robust version of the algorithm. Videos of the experiments are shown at https://sites.google.com/view/rfvi

cs.LG↗

Value Iteration in Continuous Actions, States and Time

Classical value iteration approaches are not applicable to environments with continuous states and actions. For such environments, the states and actions are usually discretized, which leads to an exponential increase in computational complexity. In this paper, we propose continuous fitted value iteration (cFVI). This algorithm enables dynamic programming for continuous states and actions with a known dynamics model. Leveraging the continuous-time formulation, the optimal policy can be derived for non-linear control-affine dynamics. This closed-form solution enables the efficient extension of value iteration to continuous environments. We show in non-linear control experiments that the dynamic programming solution obtains the same quantitative performance as deep reinforcement learning methods in simulation but excels when transferred to the physical system. The policy obtained by cFVI is more robust to changes in the dynamics despite using only a deterministic model and without explicitly incorporating robustness in the optimization. Videos of the physical system are available at \url{https://sites.google.com/view/value-iteration}.

cs.LG↗

Better than the Best: Gradient-based Improper Reinforcement Learning for Network Scheduling

We consider the problem of scheduling in constrained queueing networks with a view to minimizing packet delay. Modern communication systems are becoming increasingly complex, and are required to handle multiple types of traffic with widely varying characteristics such as arrival rates and service times. This, coupled with the need for rapid network deployment, render a bottom up approach of first characterizing the traffic and then devising an appropriate scheduling protocol infeasible. In contrast, we formulate a top down approach to scheduling where, given an unknown network and a set of scheduling policies, we use a policy gradient based reinforcement learning algorithm that produces a scheduler that performs better than the available atomic policies. We derive convergence results and analyze finite time performance of the algorithm. Simulation results show that the algorithm performs well even when the arrival rates are nonstationary and can stabilize the system even when the constituent policies are unstable.

cs.LG↗

Maximum Entropy Reinforcement Learning with Mixture Policies

Mixture models are an expressive hypothesis class that can approximate a rich set of policies. However, using mixture policies in the Maximum Entropy (MaxEnt) framework is not straightforward. The entropy of a mixture model is not equal to the sum of its components, nor does it have a closed-form expression in most cases. Using such policies in MaxEnt algorithms, therefore, requires constructing a tractable approximation of the mixture entropy. In this paper, we derive a simple, low-variance mixture-entropy estimator. We show that it is closely related to the sum of marginal entropies. Equipped with our entropy estimator, we derive an algorithmic variant of Soft Actor-Critic (SAC) to the mixture policy case and evaluate it on a series of continuous control tasks.

cs.LG↗

Reinforcement Learning with Trajectory Feedback

The standard feedback model of reinforcement learning requires revealing the reward of every visited state-action pair. However, in practice, it is often the case that such frequent feedback is not available. In this work, we take a first step towards relaxing this assumption and require a weaker form of feedback, which we refer to as \emph{trajectory feedback}. Instead of observing the reward obtained after every action, we assume we only receive a score that represents the quality of the whole trajectory observed by the agent, namely, the sum of all rewards obtained over this trajectory. We extend reinforcement learning algorithms to this setting, based on least-squares estimation of the unknown reward, for both the known and unknown transition model cases, and study the performance of these algorithms by analyzing their regret. For cases where the transition model is unknown, we offer a hybrid optimistic-Thompson Sampling approach that results in a tractable algorithm.

cs.LG↗