LGJul 5, 2022
An Empirical Study of Implicit Regularization in Deep Offline RLCaglar Gulcehre, Srivatsan Srinivasan, Jakub Sygnowski et al. · deepmind
Deep neural networks are the most commonly used function approximators in offline reinforcement learning. Prior works have shown that neural nets trained with TD-learning and gradient descent can exhibit implicit regularization that can be characterized by under-parameterization of these networks. Specifically, the rank of the penultimate feature layer, also called \textit{effective rank}, has been observed to drastically collapse during the training. In turn, this collapse has been argued to reduce the model's ability to further adapt in later stages of learning, leading to the diminished final performance. Such an association between the effective rank and performance makes effective rank compelling for offline RL, primarily for offline policy evaluation. In this work, we conduct a careful empirical study on the relation between effective rank and performance on three offline RL datasets : bsuite, Atari, and DeepMind lab. We observe that a direct association exists only in restricted settings and disappears in the more extensive hyperparameter sweeps. Also, we empirically identify three phases of learning that explain the impact of implicit regularization on the learning dynamics and found that bootstrapping alone is insufficient to explain the collapse of the effective rank. Further, we show that several other factors could confound the relationship between effective rank and performance and conclude that studying this association under simplistic assumptions could be highly misleading.
LGJan 11, 2023
An Analysis of Quantile Temporal-Difference LearningMark Rowland, Rémi Munos, Mohammad Gheshlaghi Azar et al.
We analyse quantile temporal-difference learning (QTD), a distributional reinforcement learning algorithm that has proven to be a key component in several successful large-scale applications of reinforcement learning. Despite these empirical successes, a theoretical understanding of QTD has proven elusive until now. Unlike classical TD learning, which can be analysed with standard stochastic approximation tools, QTD updates do not approximate contraction mappings, are highly non-linear, and may have multiple fixed points. The core result of this paper is a proof of convergence to the fixed points of a related family of dynamic programming procedures with probability 1, putting QTD on firm theoretical footing. The proof establishes connections between QTD and non-linear differential inclusions through stochastic approximation theory and non-smooth analysis.
LGJun 1, 2022
The Phenomenon of Policy ChurnTom Schaul, André Barreto, John Quan et al.
We identify and study the phenomenon of policy churn, that is, the rapid change of the greedy policy in value-based reinforcement learning. Policy churn operates at a surprisingly rapid pace, changing the greedy action in a large fraction of states within a handful of learning updates (in a typical deep RL set-up such as DQN on Atari). We characterise the phenomenon empirically, verifying that it is not limited to specific algorithm or environment properties. A number of ablations help whittle down the plausible explanations on why churn occurs to just a handful, all related to deep learning. Finally, we hypothesise that policy churn is a beneficial but overlooked form of implicit exploration that casts $ε$-greedy exploration in a fresh light, namely that $ε$-noise plays a much smaller role than expected.
LGMay 24, 2023
Deep Reinforcement Learning with Plasticity InjectionEvgenii Nikishin, Junhyuk Oh, Georg Ostrovski et al.
A growing body of evidence suggests that neural networks employed in deep reinforcement learning (RL) gradually lose their plasticity, the ability to learn from new data; however, the analysis and mitigation of this phenomenon is hampered by the complex relationship between plasticity, exploration, and performance in RL. This paper introduces plasticity injection, a minimalistic intervention that increases the network plasticity without changing the number of trainable parameters or biasing the predictions. The applications of this intervention are two-fold: first, as a diagnostic tool $\unicode{x2014}$ if injection increases the performance, we may conclude that an agent's network was losing its plasticity. This tool allows us to identify a subset of Atari environments where the lack of plasticity causes performance plateaus, motivating future studies on understanding and combating plasticity loss. Second, plasticity injection can be used to improve the computational efficiency of RL training if the agent has to re-learn from scratch due to exhausted plasticity or by growing the agent's network dynamically without compromising performance. The results on Atari show that plasticity injection attains stronger performance compared to alternative methods while being computationally efficient.
LGOct 26, 2021
The Difficulty of Passive Learning in Deep Reinforcement LearningGeorg Ostrovski, Pablo Samuel Castro, Will Dabney
Learning to act from observational data without active environmental interaction is a well-known challenge in Reinforcement Learning (RL). Recent approaches involve constraints on the learned policy or conservative updates, preventing strong deviations from the state-action distribution of the dataset. Although these methods are evaluated using non-linear function approximation, theoretical justifications are mostly limited to the tabular or linear cases. Given the impressive results of deep reinforcement learning, we argue for a need to more clearly understand the challenges in this setting. In the vein of Held & Hein's classic 1963 experiment, we propose the "tandem learning" experimental paradigm which facilitates our empirical analysis of the difficulties in offline reinforcement learning. We identify function approximation in conjunction with fixed data distributions as the strongest factors, thereby extending but also challenging hypotheses stated in past work. Our results provide relevant insights for offline deep reinforcement learning, while also shedding new light on phenomena observed in the online case of learning control.
LGAug 26, 2021
When should agents explore?Miruna Pîslar, David Szepesvari, Georg Ostrovski et al.
Exploration remains a central challenge for reinforcement learning (RL). Virtually all existing methods share the feature of a monolithic behaviour policy that changes only gradually (at best). In contrast, the exploratory behaviours of animals and humans exhibit a rich diversity, namely including forms of switching between modes. This paper presents an initial study of mode-switching, non-monolithic exploration for RL. We investigate different modes to switch between, at what timescales it makes sense to switch, and what signals make for good switching triggers. We also propose practical algorithmic components that make the switching mechanism adaptive and robust, which enables flexibility without an accompanying hyper-parameter-tuning burden. Finally, we report a promising and detailed analysis on Atari, using two-mode exploration and switching at sub-episodic time-scales.
LGMay 11, 2021
Return-based Scaling: Yet Another Normalisation Trick for Deep RLTom Schaul, Georg Ostrovski, Iurii Kemaev et al.
Scaling issues are mundane yet irritating for practitioners of reinforcement learning. Error scales vary across domains, tasks, and stages of learning; sometimes by many orders of magnitude. This can be detrimental to learning speed and stability, create interference between learning tasks, and necessitate substantial tuning. We revisit this topic for agents based on temporal-difference learning, sketch out some desiderata and investigate scenarios where simple fixes fall short. The mechanism we propose requires neither tuning, clipping, nor adaptation. We validate its effectiveness and robustness on the suite of Atari games. Our scaling method turns out to be particularly helpful at mitigating interference, when training a shared neural network on multiple targets that differ in reward scale or discounting.
LGFeb 25, 2021
On The Effect of Auxiliary Tasks on Representation DynamicsClare Lyle, Mark Rowland, Georg Ostrovski et al.
While auxiliary tasks play a key role in shaping the representations learnt by reinforcement learning agents, much is still unknown about the mechanisms through which this is achieved. This work develops our understanding of the relationship between auxiliary tasks, environment structure, and representations by analysing the dynamics of temporal difference algorithms. Through this approach, we establish a connection between the spectral decomposition of the transition operator and the representations induced by a variety of auxiliary tasks. We then leverage insights from these theoretical results to inform the selection of auxiliary tasks for deep reinforcement learning agents in sparse-reward environments.
LGJun 2, 2020
Temporally-Extended ε-Greedy ExplorationWill Dabney, Georg Ostrovski, André Barreto
Recent work on exploration in reinforcement learning (RL) has led to a series of increasingly complex solutions to the problem. This increase in complexity often comes at the expense of generality. Recent empirical studies suggest that, when applied to a broader set of domains, some sophisticated exploration methods are outperformed by simpler counterparts, such as ε-greedy. In this paper we propose an exploration algorithm that retains the simplicity of ε-greedy while reducing dithering. We build on a simple hypothesis: the main limitation of ε-greedy exploration is its lack of temporal persistence, which limits its ability to escape local optima. We propose a temporally extended form of ε-greedy that simply repeats the sampled action for a random duration. It turns out that, for many duration distributions, this suffices to improve exploration on a large set of domains. Interestingly, a class of distributions inspired by ecological models of animal foraging behaviour yields particularly strong performance.
LGDec 14, 2019
Adapting Behaviour for Learning ProgressTom Schaul, Diana Borsa, David Ding et al.
Determining what experience to generate to best facilitate learning (i.e. exploration) is one of the distinguishing features and open challenges in reinforcement learning. The advent of distributed agents that interact with parallel instances of the environment has enabled larger scales and greater flexibility, but has not removed the need to tune exploration to the task, because the ideal data for the learning algorithm necessarily depends on its process of learning. We propose to dynamically adapt the data generation by using a non-stationary multi-armed bandit to optimize a proxy of the learning progress. The data distribution is controlled by modulating multiple parameters of the policy (such as stochasticity, consistency or optimism) without significant overhead. The adaptation speed of the bandit can be increased by exploiting the factored modulation structure. We demonstrate on a suite of Atari 2600 games how this unified approach produces results comparable to per-task tuning at a fraction of the cost.
LGJun 14, 2018
Autoregressive Quantile Networks for Generative ModelingGeorg Ostrovski, Will Dabney, Rémi Munos
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.
LGJun 14, 2018
Implicit Quantile Networks for Distributional Reinforcement LearningWill Dabney, Georg Ostrovski, David Silver et al.
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.
AIOct 6, 2017
Rainbow: Combining Improvements in Deep Reinforcement LearningMatteo Hessel, Joseph Modayil, Hado van Hasselt et al.
The deep reinforcement learning community has made several independent improvements to the DQN algorithm. However, it is unclear which of these extensions are complementary and can be fruitfully combined. This paper examines six extensions to the DQN algorithm and empirically studies their combination. Our experiments show that the combination provides state-of-the-art performance on the Atari 2600 benchmark, both in terms of data efficiency and final performance. We also provide results from a detailed ablation study that shows the contribution of each component to overall performance.
AIMar 3, 2017
Count-Based Exploration with Neural Density ModelsGeorg Ostrovski, Marc G. Bellemare, Aaron van den Oord et al.
Bellemare et al. (2016) introduced the notion of a pseudo-count, derived from a density model, to generalize count-based exploration to non-tabular reinforcement learning. This pseudo-count was used to generate an exploration bonus for a DQN agent and combined with a mixed Monte Carlo update was sufficient to achieve state of the art on the Atari 2600 game Montezuma's Revenge. We consider two questions left open by their work: First, how important is the quality of the density model for exploration? Second, what role does the Monte Carlo update play in exploration? We answer the first question by demonstrating the use of PixelCNN, an advanced neural density model for images, to supply a pseudo-count. In particular, we examine the intrinsic difficulties in adapting Bellemare et al.'s approach when assumptions about the model are violated. The result is a more practical and general algorithm requiring no special apparatus. We combine PixelCNN pseudo-counts with different agent architectures to dramatically improve the state of the art on several hard Atari games. One surprising finding is that the mixed Monte Carlo update is a powerful facilitator of exploration in the sparsest of settings, including Montezuma's Revenge.
AIJun 6, 2016
Unifying Count-Based Exploration and Intrinsic MotivationMarc G. Bellemare, Sriram Srinivasan, Georg Ostrovski et al.
We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across observations. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We transform these pseudo-counts into intrinsic rewards and obtain significantly improved exploration in a number of hard games, including the infamously difficult Montezuma's Revenge.
AIDec 15, 2015
Increasing the Action Gap: New Operators for Reinforcement LearningMarc G. Bellemare, Georg Ostrovski, Arthur Guez et al.
This paper introduces new optimality-preserving operators on Q-functions. We first describe an operator for tabular representations, the consistent Bellman operator, which incorporates a notion of local policy consistency. We show that this local consistency leads to an increase in the action gap at each state; increasing this gap, we argue, mitigates the undesirable effects of approximation and estimation errors on the induced greedy policies. This operator can also be applied to discretized continuous space and time problems, and we provide empirical results evidencing superior performance in this context. Extending the idea of a locally consistent operator, we then derive sufficient conditions for an operator to preserve optimality, leading to a family of operators which includes our consistent Bellman operator. As corollaries we provide a proof of optimality for Baird's advantage learning algorithm and derive other gap-increasing operators with interesting properties. We conclude with an empirical study on 60 Atari 2600 games illustrating the strong potential of these new operators.