AIMar 17, 2022
The Frost Hollow Experiments: Pavlovian Signalling as a Path to Coordination and Communication Between AgentsPatrick M. Pilarski, Andrew Butcher, Elnaz Davoodi et al. · deepmind
Learned communication between agents is a powerful tool when approaching decision-making problems that are hard to overcome by any single agent in isolation. However, continual coordination and communication learning between machine agents or human-machine partnerships remains a challenging open problem. As a stepping stone toward solving the continual communication learning problem, in this paper we contribute a multi-faceted study into what we term Pavlovian signalling -- a process by which learned, temporally extended predictions made by one agent inform decision-making by another agent with different perceptual access to their shared environment. We seek to establish how different temporal processes and representational choices impact Pavlovian signalling between learning agents. To do so, we introduce a partially observable decision-making domain we call the Frost Hollow. In this domain a prediction learning agent and a reinforcement learning agent are coupled into a two-part decision-making system that seeks to acquire sparse reward while avoiding time-conditional hazards. We evaluate two domain variations: 1) machine prediction and control learning in a linear walk, and 2) a prediction learning machine interacting with a human participant in a virtual reality environment. Our results showcase the speed of learning for Pavlovian signalling, the impact that different temporal representations do (and do not) have on agent-agent coordination, and how temporal aliasing impacts agent-agent and human-agent interactions differently. As a main contribution, we establish Pavlovian signalling as a natural bridge between fixed signalling paradigms and fully adaptive communication learning. Our results therefore point to an actionable, constructivist path towards continual communication learning between reinforcement learning agents, with potential impact in a range of real-world settings.
LGMar 13, 2023
Loss of Plasticity in Continual Deep Reinforcement LearningZaheer Abbas, Rosie Zhao, Joseph Modayil et al. · deepmind
The ability to learn continually is essential in a complex and changing world. In this paper, we characterize the behavior of canonical value-based deep reinforcement learning (RL) approaches under varying degrees of non-stationarity. In particular, we demonstrate that deep RL agents lose their ability to learn good policies when they cycle through a sequence of Atari 2600 games. This phenomenon is alluded to in prior work under various guises -- e.g., loss of plasticity, implicit under-parameterization, primacy bias, and capacity loss. We investigate this phenomenon closely at scale and analyze how the weights, gradients, and activations change over time in several experiments with varying dimensions (e.g., similarity between games, number of games, number of frames per game), with some experiments spanning 50 days and 2 billion environment interactions. Our analysis shows that the activation footprint of the network becomes sparser, contributing to the diminishing gradients. We investigate a remarkably simple mitigation strategy -- Concatenated ReLUs (CReLUs) activation function -- and demonstrate its effectiveness in facilitating continual learning in a changing environment.
LGApr 3, 2023
Empirical Design in Reinforcement LearningAndrew Patterson, Samuel Neumann, Martha White et al. · deepmind
Empirical design in reinforcement learning is no small task. Running good experiments requires attention to detail and at times significant computational resources. While compute resources available per dollar have continued to grow rapidly, so have the scale of typical experiments in reinforcement learning. It is now common to benchmark agents with millions of parameters against dozens of tasks, each using the equivalent of 30 days of experience. The scale of these experiments often conflict with the need for proper statistical evidence, especially when comparing algorithms. Recent studies have highlighted how popular algorithms are sensitive to hyper-parameter settings and implementation details, and that common empirical practice leads to weak statistical evidence (Machado et al., 2018; Henderson et al., 2018). Here we take this one step further. This manuscript represents both a call to action, and a comprehensive resource for how to do good experiments in reinforcement learning. In particular, we cover: the statistical assumptions underlying common performance measures, how to properly characterize performance variation and stability, hypothesis testing, special considerations for comparing multiple agents, baseline and illustrative example construction, and how to deal with hyper-parameters and experimenter bias. Throughout we highlight common mistakes found in the literature and the statistical consequences of those in example experiments. The objective of this document is to provide answers on how we can use our unprecedented compute to do good science in reinforcement learning, as well as stay alert to potential pitfalls in our empirical design.
LGFeb 28, 2023
The In-Sample Softmax for Offline Reinforcement LearningChenjun Xiao, Han Wang, Yangchen Pan et al. · deepmind
Reinforcement learning (RL) agents can leverage batches of previously collected data to extract a reasonable control policy. An emerging issue in this offline RL setting, however, is that the bootstrapping update underlying many of our methods suffers from insufficient action-coverage: standard max operator may select a maximal action that has not been seen in the dataset. Bootstrapping from these inaccurate values can lead to overestimation and even divergence. There are a growing number of methods that attempt to approximate an \emph{in-sample} max, that only uses actions well-covered by the dataset. We highlight a simple fact: it is more straightforward to approximate an in-sample \emph{softmax} using only actions in the dataset. We show that policy iteration based on the in-sample softmax converges, and that for decreasing temperatures it approaches the in-sample max. We derive an In-Sample Actor-Critic (AC), using this in-sample softmax, and show that it is consistently better or comparable to existing offline RL methods, and is also well-suited to fine-tuning.
LGOct 25, 2022
Auxiliary task discovery through generate-and-testBanafsheh Rafiee, Sina Ghiassian, Jun Jin et al. · deepmind
In this paper, we explore an approach to auxiliary task discovery in reinforcement learning based on ideas from representation learning. Auxiliary tasks tend to improve data efficiency by forcing the agent to learn auxiliary prediction and control objectives in addition to the main task of maximizing reward, and thus producing better representations. Typically these tasks are designed by people. Meta-learning offers a promising avenue for automatic task discovery; however, these methods are computationally expensive and challenging to tune in practice. In this paper, we explore a complementary approach to the auxiliary task discovery: continually generating new auxiliary tasks and preserving only those with high utility. We also introduce a new measure of auxiliary tasks' usefulness based on how useful the features induced by them are for the main task. Our discovery algorithm significantly outperforms random tasks and learning without auxiliary tasks across a suite of environments.
LGMay 18, 2022
No More Pesky Hyperparameters: Offline Hyperparameter Tuning for RLHan Wang, Archit Sakhadeo, Adam White et al. · deepmind
The performance of reinforcement learning (RL) agents is sensitive to the choice of hyperparameters. In real-world settings like robotics or industrial control systems, however, testing different hyperparameter configurations directly on the environment can be financially prohibitive, dangerous, or time consuming. We propose a new approach to tune hyperparameters from offline logs of data, to fully specify the hyperparameters for an RL agent that learns online in the real world. The approach is conceptually simple: we first learn a model of the environment from the offline data, which we call a calibration model, and then simulate learning in the calibration model to identify promising hyperparameters. We identify several criteria to make this strategy effective, and develop an approach that satisfies these criteria. We empirically investigate the method in a variety of settings to identify when it is effective and when it fails.
LGJun 6, 2022
Goal-Space Planning with Subgoal ModelsChunlok Lo, Kevin Roice, Parham Mohammad Panahi et al. · deepmind
This paper investigates a new approach to model-based reinforcement learning using background planning: mixing (approximate) dynamic programming updates and model-free updates, similar to the Dyna architecture. Background planning with learned models is often worse than model-free alternatives, such as Double DQN, even though the former uses significantly more memory and computation. The fundamental problem is that learned models can be inaccurate and often generate invalid states, especially when iterated many steps. In this paper, we avoid this limitation by constraining background planning to a set of (abstract) subgoals and learning only local, subgoal-conditioned models. This goal-space planning (GSP) approach is more computationally efficient, naturally incorporates temporal abstraction for faster long-horizon planning and avoids learning the transition dynamics entirely. We show that our GSP algorithm can propagate value from an abstract space in a manner that helps a variety of base learners learn significantly faster in different domains.
LGJul 10, 2023
Measuring and Mitigating Interference in Reinforcement LearningVincent Liu, Han Wang, Ruo Yu Tao et al. · deepmind
Catastrophic interference is common in many network-based learning systems, and many proposals exist for mitigating it. Before overcoming interference we must understand it better. In this work, we provide a definition and novel measure of interference for value-based reinforcement learning methods such as Fitted Q-Iteration and DQN. We systematically evaluate our measure of interference, showing that it correlates with instability in control performance, across a variety of network architectures. Our new interference measure allows us to ask novel scientific questions about commonly used deep learning architectures and study learning algorithms which mitigate interference. Lastly, we outline a class of algorithms which we call online-aware that are designed to mitigate interference, and show they do reduce interference according to our measure and that they improve stability and performance in several classic control environments.
AIApr 1, 2022
What makes useful auxiliary tasks in reinforcement learning: investigating the effect of the target policyBanafsheh Rafiee, Jun Jin, Jun Luo et al. · deepmind
Auxiliary tasks have been argued to be useful for representation learning in reinforcement learning. Although many auxiliary tasks have been empirically shown to be effective for accelerating learning on the main task, it is not yet clear what makes useful auxiliary tasks. Some of the most promising results are on the pixel control, reward prediction, and the next state prediction auxiliary tasks; however, the empirical results are mixed, showing substantial improvements in some cases and marginal improvements in others. Careful investigations of how auxiliary tasks help the learning of the main task is necessary. In this paper, we take a step studying the effect of the target policies on the usefulness of the auxiliary tasks formulated as general value functions. General value functions consist of three core elements: 1) policy 2) cumulant 3) continuation function. Our focus on the role of the target policy of the auxiliary tasks is motivated by the fact that the target policy determines the behavior about which the agent wants to make a prediction and the state-action distribution that the agent is trained on, which further affects the main task learning. Our study provides insights about questions such as: Does a greedy policy result in bigger improvement gains compared to other policies? Is it best to set the auxiliary task policy to be the same as the main task policy? Does the choice of the target policy have a substantial effect on the achieved performance gain or simple strategies for setting the policy, such as using a uniformly random policy, work as well? Our empirical results suggest that: 1) Auxiliary tasks with the greedy policy tend to be useful. 2) Most policies, including a uniformly random policy, tend to improve over the baseline. 3) Surprisingly, the main task policy tends to be less useful compared to other policies.
LGNov 15, 2022
Agent-State Construction with Auxiliary InputsRuo Yu Tao, Adam White, Marlos C. Machado · deepmind
In many, if not every realistic sequential decision-making task, the decision-making agent is not able to model the full complexity of the world. The environment is often much larger and more complex than the agent, a setting also known as partial observability. In such settings, the agent must leverage more than just the current sensory inputs; it must construct an agent state that summarizes previous interactions with the world. Currently, a popular approach for tackling this problem is to learn the agent-state function via a recurrent network from the agent's sensory stream as input. Many impressive reinforcement learning applications have instead relied on environment-specific functions to aid the agent's inputs for history summarization. These augmentations are done in multiple ways, from simple approaches like concatenating observations to more complex ones such as uncertainty estimates. Although ubiquitous in the field, these additional inputs, which we term auxiliary inputs, are rarely emphasized, and it is not clear what their role or impact is. In this work we explore this idea further, and relate these auxiliary inputs to prior classic approaches to state construction. We present a series of examples illustrating the different ways of using auxiliary inputs for reinforcement learning. We show that these auxiliary inputs can be used to discriminate between observations that would otherwise be aliased, leading to more expressive features that smoothly interpolate between different states. Finally, we show that this approach is complementary to state-of-the-art methods such as recurrent neural networks and truncated back-propagation through time, and acts as a heuristic that facilitates longer temporal credit assignment, leading to better performance.
AIOct 29, 2023
Predicting recovery following stroke: deep learning, multimodal data and feature selection using explainable AIAdam White, Margarita Saranti, Artur d'Avila Garcez et al.
Machine learning offers great potential for automated prediction of post-stroke symptoms and their response to rehabilitation. Major challenges for this endeavour include the very high dimensionality of neuroimaging data, the relatively small size of the datasets available for learning, and how to effectively combine neuroimaging and tabular data (e.g. demographic information and clinical characteristics). This paper evaluates several solutions based on two strategies. The first is to use 2D images that summarise MRI scans. The second is to select key features that improve classification accuracy. Additionally, we introduce the novel approach of training a convolutional neural network (CNN) on images that combine regions-of-interest extracted from MRIs, with symbolic representations of tabular data. We evaluate a series of CNN architectures (both 2D and a 3D) that are trained on different representations of MRI and tabular data, to predict whether a composite measure of post-stroke spoken picture description ability is in the aphasic or non-aphasic range. MRI and tabular data were acquired from 758 English speaking stroke survivors who participated in the PLORAS study. The classification accuracy for a baseline logistic regression was 0.678 for lesion size alone, rising to 0.757 and 0.813 when initial symptom severity and recovery time were successively added. The highest classification accuracy 0.854 was observed when 8 regions-of-interest was extracted from each MRI scan and combined with lesion size, initial severity and recovery time in a 2D Residual Neural Network.Our findings demonstrate how imaging and tabular data can be combined for high post-stroke classification accuracy, even when the dataset is small in machine learning terms. We conclude by proposing how the current models could be improved to achieve even higher levels of accuracy using images from hospital scanners.
LGOct 24, 2023
AGaLiTe: Approximate Gated Linear Transformers for Online Reinforcement LearningSubhojeet Pramanik, Esraa Elelimy, Marlos C. Machado et al.
In this paper we investigate transformer architectures designed for partially observable online reinforcement learning. The self-attention mechanism in the transformer architecture is capable of capturing long-range dependencies and it is the main reason behind its effectiveness in processing sequential data. Nevertheless, despite their success, transformers have two significant drawbacks that still limit their applicability in online reinforcement learning: (1) in order to remember all past information, the self-attention mechanism requires access to the whole history to be provided as context. (2) The inference cost in transformers is expensive. In this paper, we introduce recurrent alternatives to the transformer self-attention mechanism that offer context-independent inference cost, leverage long-range dependencies effectively, and performs well in online reinforcement learning task. We quantify the impact of the different components of our architecture in a diagnostic environment and assess performance gains in 2D and 3D pixel-based partially-observable environments (e.g. T-Maze, Mystery Path, Craftax, and Memory Maze). Compared with a state-of-the-art architecture, GTrXL, inference in our approach is at least 40% cheaper while reducing memory use more than 50%. Our approach either performs similarly or better than GTrXL, improving more than 37% upon GTrXL performance in harder tasks.
51.0LGMay 1
Forager: a lightweight testbed for continual learning with partial observability in RLSteven Tang, Xinze Xiong, Anna Hakhverdyan et al.
In continual reinforcement learning (CRL), good performance requires never-ending learning, acting, and exploration in a big, partially observable world. Most CRL experiments have focused on loss of plasticity -- the inability to keep learning -- in one-off experiments where some unobservable non-stationarity is added to classic fully observable MDPs. Further, these experiments rarely consider the role of partial observability and the importance of CRL agents that use memory or recurrence. One potential reason for this focus on mitigating loss of plasticity without considering partial observability is that many partially-observable CRL environments are prohibitively expensive. In this paper, we introduce Forager, a light-weight partially-observable CRL environment with a constant memory footprint. We provide a set of experiments and sample tasks demonstrating that Forager is challenging for current CRL agents and yet also allows for in-depth study of those agents. We demonstrate that agents exhibit loss of plasticity, proposed mitigations can help, but that most useful is to leverage state construction. We conclude with a variant of Forager that generates an unending stream of new tasks to learn that clearly highlights the limitations of current CRL agents.
LGJul 26, 2024
The Cross-environment Hyperparameter Setting Benchmark for Reinforcement LearningAndrew Patterson, Samuel Neumann, Raksha Kumaraswamy et al.
This paper introduces a new empirical methodology, the Cross-environment Hyperparameter Setting Benchmark, that compares RL algorithms across environments using a single hyperparameter setting, encouraging algorithmic development which is insensitive to hyperparameters. We demonstrate that this benchmark is robust to statistical noise and obtains qualitatively similar results across repeated applications, even when using few samples. This robustness makes the benchmark computationally cheap to apply, allowing statistically sound insights at low cost. We demonstrate two example instantiations of the CHS, on a set of six small control environments (SC-CHS) and on the entire DM Control suite of 28 environments (DMC-CHS). Finally, to illustrate the applicability of the CHS to modern RL algorithms on challenging environments, we conduct a novel empirical study of an open question in the continuous control literature. We show, with high confidence, that there is no meaningful difference in performance between Ornstein-Uhlenbeck noise and uncorrelated Gaussian noise for exploration with the DDPG algorithm on the DMC-CHS.
LGSep 2, 2024
Real-Time Recurrent Learning using Trace Units in Reinforcement LearningEsraa Elelimy, Adam White, Michael Bowling et al.
Recurrent Neural Networks (RNNs) are used to learn representations in partially observable environments. For agents that learn online and continually interact with the environment, it is desirable to train RNNs with real-time recurrent learning (RTRL); unfortunately, RTRL is prohibitively expensive for standard RNNs. A promising direction is to use linear recurrent architectures (LRUs), where dense recurrent weights are replaced with a complex-valued diagonal, making RTRL efficient. In this work, we build on these insights to provide a lightweight but effective approach for training RNNs in online RL. We introduce Recurrent Trace Units (RTUs), a small modification on LRUs that we nonetheless find to have significant performance benefits over LRUs when trained with RTRL. We find RTUs significantly outperform other recurrent architectures across several partially observable environments while using significantly less computation.
LGJul 12, 2024
Investigating the Interplay of Prioritized Replay and GeneralizationParham Mohammad Panahi, Andrew Patterson, Martha White et al.
Experience replay, the reuse of past data to improve sample efficiency, is ubiquitous in reinforcement learning. Though a variety of smart sampling schemes have been introduced to improve performance, uniform sampling by far remains the most common approach. One exception is Prioritized Experience Replay (PER), where sampling is done proportionally to TD errors, inspired by the success of prioritized sweeping in dynamic programming. The original work on PER showed improvements in Atari, but follow-up results were mixed. In this paper, we investigate several variations on PER, to attempt to understand where and when PER may be useful. Our findings in prediction tasks reveal that while PER can improve value propagation in tabular settings, behavior is significantly different when combined with neural networks. Certain mitigations $-$ like delaying target network updates to control generalization and using estimates of expected TD errors in PER to avoid chasing stochasticity $-$ can avoid large spikes in error with PER and neural networks but generally do not outperform uniform replay. In control tasks, none of the prioritized variants consistently outperform uniform replay. We present new insight into the interaction between prioritization, bootstrapping, and neural networks and propose several improvements for PER in tabular settings and noisy domains.
LGJul 12, 2025Code
Deep Reinforcement Learning with Gradient Eligibility TracesEsraa Elelimy, Brett Daley, Andrew Patterson et al.
Achieving fast and stable off-policy learning in deep reinforcement learning (RL) is challenging. Most existing methods rely on semi-gradient temporal-difference (TD) methods for their simplicity and efficiency, but are consequently susceptible to divergence. While more principled approaches like Gradient TD (GTD) methods have strong convergence guarantees, they have rarely been used in deep RL. Recent work introduced the generalized Projected Bellman Error ($\overline{\text{PBE}}$), enabling GTD methods to work efficiently with nonlinear function approximation. However, this work is limited to one-step methods, which are slow at credit assignment and require a large number of samples. In this paper, we extend the generalized $\overline{\text{PBE}}$ objective to support multistep credit assignment based on the $λ$-return and derive three gradient-based methods that optimize this new objective. We provide both a forward-view formulation compatible with experience replay and a backward-view formulation compatible with streaming algorithms. Finally, we evaluate the proposed algorithms and show that they outperform both PPO and StreamQ in MuJoCo and MinAtar environments, respectively. Code available at https://github.com/esraaelelimy/gtd\_algos
52.6LGMay 9
Revisiting Mixture Policies in Entropy-Regularized Actor-CriticJiamin He, Samuel Neumann, Jincheng Mei et al.
Mixture policies theoretically offer greater flexibility than unimodal policies in continuous action reinforcement learning, but the practical benefits of this complexity remain elusive. Mixture policies are notably absent from most state-of-the-art algorithms, raising a fundamental question: Is the added representational overhead useful? We show that increased flexibility can theoretically enhance solution quality and entropy robustness. Yet standard algorithms like SAC do not leverage these advantages. A core issue is the lack of a low-variance reparameterization trick for mixtures, a luxury Gaussian policies enjoy. We propose a marginalized reparameterization (MRP) estimator to address this, proving it offers lower variance than the standard likelihood-ratio (LR) approach. Our experiments across Gym MuJoCo, DeepMind Control Suite, and MetaWorld show that MRP mixture policies significantly outperform their LR ones, and reach parity (sometimes better) with Gaussian counterparts. In addition, we do find several cases where MRP mixture policies exhibit clear empirical advantages. In this paper, we provide a clearer understanding of the trade-offs involved, elevating MRP mixture policies from theoretical curiosity to a practical tool.
23.7LGMay 4
Investigating Action Encodings in Recurrent Neural Networks in Reinforcement LearningMatthew Schlegel, Volodymyr Tkachuk, Adam White et al.
Building and maintaining state to learn policies and value functions is critical for deploying reinforcement learning (RL) agents in the real world. Recurrent neural networks (RNNs) have become a key point of interest for the state-building problem, and several large-scale reinforcement learning agents incorporate recurrent networks. While RNNs have become a mainstay in many RL applications, many key design choices and implementation details responsible for performance improvements are often not reported. In this work, we discuss one axis on which RNN architectures can be (and have been) modified for use in RL. Specifically, we look at how action information can be incorporated into the state update function of a recurrent cell. We discuss several choices in using action information and empirically evaluate the resulting architectures on a set of illustrative domains. Finally, we discuss future work in developing recurrent cells and discuss challenges specific to the RL setting.
LGMar 26, 2024
Application-Driven Innovation in Machine LearningDavid Rolnick, Alan Aspuru-Guzik, Sara Beery et al. · mit
As applications of machine learning proliferate, innovative algorithms inspired by specific real-world challenges have become increasingly important. Such work offers the potential for significant impact not merely in domains of application but also in machine learning itself. In this paper, we describe the paradigm of application-driven research in machine learning, contrasting it with the more standard paradigm of methods-driven research. We illustrate the benefits of application-driven machine learning and how this approach can productively synergize with methods-driven work. Despite these benefits, we find that reviewing, hiring, and teaching practices in machine learning often hold back application-driven innovation. We outline how these processes may be improved.
LGDec 10, 2024
A Method for Evaluating Hyperparameter Sensitivity in Reinforcement LearningJacob Adkins, Michael Bowling, Adam White
The performance of modern reinforcement learning algorithms critically relies on tuning ever-increasing numbers of hyperparameters. Often, small changes in a hyperparameter can lead to drastic changes in performance, and different environments require very different hyperparameter settings to achieve state-of-the-art performance reported in the literature. We currently lack a scalable and widely accepted approach to characterizing these complex interactions. This work proposes a new empirical methodology for studying, comparing, and quantifying the sensitivity of an algorithm's performance to hyperparameter tuning for a given set of environments. We then demonstrate the utility of this methodology by assessing the hyperparameter sensitivity of several commonly used normalization variants of PPO. The results suggest that several algorithmic performance improvements may, in fact, be a result of an increased reliance on hyperparameter tuning.
LGDec 4, 2023
GVFs in the Real World: Making Predictions Online for Water TreatmentMuhammad Kamran Janjua, Haseeb Shah, Martha White et al.
In this paper we investigate the use of reinforcement-learning based prediction approaches for a real drinking-water treatment plant. Developing such a prediction system is a critical step on the path to optimizing and automating water treatment. Before that, there are many questions to answer about the predictability of the data, suitable neural network architectures, how to overcome partial observability and more. We first describe this dataset, and highlight challenges with seasonality, nonstationarity, partial observability, and heterogeneity across sensors and operation modes of the plant. We then describe General Value Function (GVF) predictions -- discounted cumulative sums of observations -- and highlight why they might be preferable to classical n-step predictions common in time series prediction. We discuss how to use offline data to appropriately pre-train our temporal difference learning (TD) agents that learn these GVF predictions, including how to select hyperparameters for online fine-tuning in deployment. We find that the TD-prediction agent obtains an overall lower normalized mean-squared error than the n-step prediction agent. Finally, we show the importance of learning in deployment, by comparing a TD agent trained purely offline with no online updating to a TD agent that learns online. This final result is one of the first to motivate the importance of adapting predictions in real-time, for non-stationary high-volume systems in the real world.
LGApr 2, 2024
Position: Lifetime tuning is incompatible with continual reinforcement learningGolnaz Mesbahi, Parham Mohammad Panahi, Olya Mastikhina et al.
In continual RL we want agents capable of never-ending learning, and yet our evaluation methodologies do not reflect this. The standard practice in RL is to assume unfettered access to the deployment environment for the full lifetime of the agent. For example, agent designers select the best performing hyperparameters in Atari by testing each for 200 million frames and then reporting results on 200 million frames. In this position paper, we argue and demonstrate the pitfalls of this inappropriate empirical methodology: lifetime tuning. We provide empirical evidence to support our position by testing DQN and SAC across several of continuing and non-stationary environments with two main findings: (1) lifetime tuning does not allow us to identify algorithms that work well for continual learning -- all algorithms equally succeed; (2) recently developed continual RL algorithms outperform standard non-continual algorithms when tuning is limited to a fraction of the agent's lifetime. The goal of this paper is to provide an explanation for why recent progress in continual RL has been mixed and motivate the development of empirical practices that better match the goals of continual RL.
LGMay 1, 2025
Fine-Tuning without Performance DegradationHan Wang, Adam White, Martha White
Fine-tuning policies learned offline remains a major challenge in application domains. Monotonic performance improvement during \emph{fine-tuning} is often challenging, as agents typically experience performance degradation at the early fine-tuning stage. The community has identified multiple difficulties in fine-tuning a learned network online, however, the majority of progress has focused on improving learning efficiency during fine-tuning. In practice, this comes at a serious cost during fine-tuning: initially, agent performance degrades as the agent explores and effectively overrides the policy learned offline. We show across a range of settings, many offline-to-online algorithms exhibit either (1) performance degradation or (2) slow learning (sometimes effectively no improvement) during fine-tuning. We introduce a new fine-tuning algorithm, based on an algorithm called Jump Start, that gradually allows more exploration based on online estimates of performance. Empirically, this approach achieves fast fine-tuning and significantly reduces performance degradations compared with existing algorithms designed to do the same.
LGMar 8
Gradient Iterated Temporal-Difference LearningThéo Vincent, Kevin Gerhardt, Yogesh Tripathi et al.
Temporal-difference (TD) learning is highly effective at controlling and evaluating an agent's long-term outcomes. Most approaches in this paradigm implement a semi-gradient update to boost the learning speed, which consists of ignoring the gradient of the bootstrapped estimate. While popular, this type of update is prone to divergence, as Baird's counterexample illustrates. Gradient TD methods were introduced to overcome this issue, but have not been widely used, potentially due to issues with learning speed compared to semi-gradient methods. Recently, iterated TD learning was developed to increase the learning speed of TD methods. For that, it learns a sequence of action-value functions in parallel, where each function is optimized to represent the application of the Bellman operator over the previous function in the sequence. While promising, this algorithm can be unstable due to its semi-gradient nature, as each function tracks a moving target. In this work, we modify iterated TD learning by computing the gradients over those moving targets, aiming to build a powerful gradient TD method that competes with semi-gradient methods. Our evaluation reveals that this algorithm, called Gradient Iterated Temporal-Difference learning, has a competitive learning speed against semi-gradient methods across various benchmarks, including Atari games, a result that no prior work on gradient TD methods has demonstrated.
LGJun 23, 2024
Position: Benchmarking is Limited in Reinforcement Learning ResearchScott M. Jordan, Adam White, Bruno Castro da Silva et al.
Novel reinforcement learning algorithms, or improvements on existing ones, are commonly justified by evaluating their performance on benchmark environments and are compared to an ever-changing set of standard algorithms. However, despite numerous calls for improvements, experimental practices continue to produce misleading or unsupported claims. One reason for the ongoing substandard practices is that conducting rigorous benchmarking experiments requires substantial computational time. This work investigates the sources of increased computation costs in rigorous experiment designs. We show that conducting rigorous performance benchmarks will likely have computational costs that are often prohibitive. As a result, we argue for using an additional experimentation paradigm to overcome the limitations of benchmarking.
LGJun 3, 2024
A New View on Planning in Online Reinforcement LearningKevin Roice, Parham Mohammad Panahi, Scott M. Jordan et al.
This paper investigates a new approach to model-based reinforcement learning using background planning: mixing (approximate) dynamic programming updates and model-free updates, similar to the Dyna architecture. Background planning with learned models is often worse than model-free alternatives, such as Double DQN, even though the former uses significantly more memory and computation. The fundamental problem is that learned models can be inaccurate and often generate invalid states, especially when iterated many steps. In this paper, we avoid this limitation by constraining background planning to a set of (abstract) subgoals and learning only local, subgoal-conditioned models. This goal-space planning (GSP) approach is more computationally efficient, naturally incorporates temporal abstraction for faster long-horizon planning and avoids learning the transition dynamics entirely. We show that our GSP algorithm can propagate value from an abstract space in a manner that helps a variety of base learners learn significantly faster in different domains.
LGMar 30, 2022
Investigating the Properties of Neural Network Representations in Reinforcement LearningHan Wang, Erfan Miahi, Martha White et al.
In this paper we investigate the properties of representations learned by deep reinforcement learning systems. Much of the early work on representations for reinforcement learning focused on designing fixed-basis architectures to achieve properties thought to be desirable, such as orthogonality and sparsity. In contrast, the idea behind deep reinforcement learning methods is that the agent designer should not encode representational properties, but rather that the data stream should determine the properties of the representation -- good representations emerge under appropriate training schemes. In this paper we bring these two perspectives together, empirically investigating the properties of representations that support transfer in reinforcement learning. We introduce and measure six representational properties over more than 25 thousand agent-task settings. We consider Deep Q-learning agents with different auxiliary losses in a pixel-based navigation environment, with source and transfer tasks corresponding to different goal locations. We develop a method to better understand why some representations work better for transfer, through a systematic approach varying task similarity and measuring and correlating representation properties with transfer performance. We demonstrate the generality of the methodology by investigating representations learned by a Rainbow agent that successfully transfer across games modes in Atari 2600.
LGFeb 22, 2022
Continual Auxiliary Task LearningMatthew McLeod, Chunlok Lo, Matthew Schlegel et al.
Learning auxiliary tasks, such as multiple predictions about the world, can provide many benefits to reinforcement learning systems. A variety of off-policy learning algorithms have been developed to learn such predictions, but as yet there is little work on how to adapt the behavior to gather useful data for those off-policy predictions. In this work, we investigate a reinforcement learning system designed to learn a collection of auxiliary tasks, with a behavior policy learning to take actions to improve those auxiliary predictions. We highlight the inherent non-stationarity in this continual auxiliary task learning problem, for both prediction learners and the behavior learner. We develop an algorithm based on successor features that facilitates tracking under non-stationary rewards, and prove the separation into learning successor features and rewards provides convergence rate improvements. We conduct an in-depth study into the resulting multi-prediction learning system.
LGFeb 7, 2022
Reward-Respecting Subtasks for Model-Based Reinforcement LearningRichard S. Sutton, Marlos C. Machado, G. Zacharias Holland et al.
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.
AIJan 11, 2022
Pavlovian Signalling with General Value Functions in Agent-Agent Temporal Decision MakingAndrew Butcher, Michael Bradley Johanson, Elnaz Davoodi et al.
In this paper, we contribute a multi-faceted study into Pavlovian signalling -- a process by which learned, temporally extended predictions made by one agent inform decision-making by another agent. Signalling is intimately connected to time and timing. In service of generating and receiving signals, humans and other animals are known to represent time, determine time since past events, predict the time until a future stimulus, and both recognize and generate patterns that unfold in time. We investigate how different temporal processes impact coordination and signalling between learning agents by introducing a partially observable decision-making domain we call the Frost Hollow. In this domain, a prediction learning agent and a reinforcement learning agent are coupled into a two-part decision-making system that works to acquire sparse reward while avoiding time-conditional hazards. We evaluate two domain variations: machine agents interacting in a seven-state linear walk, and human-machine interaction in a virtual-reality environment. Our results showcase the speed of learning for Pavlovian signalling, the impact that different temporal representations do (and do not) have on agent-agent coordination, and how temporal aliasing impacts agent-agent and human-agent interactions differently. As a main contribution, we establish Pavlovian signalling as a natural bridge between fixed signalling paradigms and fully adaptive communication learning between two agents. We further show how to computationally build this adaptive signalling process out of a fixed signalling process, characterized by fast continual prediction learning and minimal constraints on the nature of the agent receiving signals. Our results therefore suggest an actionable, constructivist path towards communication learning between reinforcement learning agents.
AIDec 14, 2021
Assessing Human Interaction in Virtual Reality With Continually Learning Prediction Agents Based on Reinforcement Learning Algorithms: A Pilot StudyDylan J. A. Brenneis, Adam S. Parker, Michael Bradley Johanson et al.
Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research has hitherto under-explored interactions that occur while the system is actively learning, and can noticeably change its behaviour in minutes. In this pilot study, we investigate how the interaction between a human and a continually learning prediction agent develops as the agent develops competency. Additionally, we compare two different agent architectures to assess how representational choices in agent design affect the human-agent interaction. We develop a virtual reality environment and a time-based prediction task wherein learned predictions from a reinforcement learning (RL) algorithm augment human predictions. We assess how a participant's performance and behaviour in this task differs across agent types, using both quantitative and qualitative analyses. Our findings suggest that human trust of the system may be influenced by early interactions with the agent, and that trust in turn affects strategic behaviour, but limitations of the pilot study rule out any conclusive statement. We identify trust as a key feature of interaction to focus on when considering RL-based technologies, and make several recommendations for modification to this study in preparation for a larger-scale investigation. A video summary of this paper can be found at https://youtu.be/oVYJdnBqTwQ .
AISep 20, 2021
Counterfactual Instances Explain LittleAdam White, Artur d'Avila Garcez
In many applications, it is important to be able to explain the decisions of machine learning systems. An increasingly popular approach has been to seek to provide \emph{counterfactual instance explanations}. These specify close possible worlds in which, contrary to the facts, a person receives their desired decision from the machine learning system. This paper will draw on literature from the philosophy of science to argue that a satisfactory explanation must consist of both counterfactual instances and a causal equation (or system of equations) that support the counterfactual instances. We will show that counterfactual instances by themselves explain little. We will further illustrate how explainable AI methods that provide both causal equations and counterfactual instances can successfully explain machine learning predictions.
LGJul 12, 2021
Learning Expected Emphatic Traces for Deep RLRay Jiang, Shangtong Zhang, Veronica Chelu et al.
Off-policy sampling and experience replay are key for improving sample efficiency and scaling model-free temporal difference learning methods. When combined with function approximation, such as neural networks, this combination is known as the deadly triad and is potentially unstable. Recently, it has been shown that stability and good performance at scale can be achieved by combining emphatic weightings and multi-step updates. This approach, however, is generally limited to sampling complete trajectories in order, to compute the required emphatic weighting. In this paper we investigate how to combine emphatic weightings with non-sequential, off-line data sampled from a replay buffer. We develop a multi-step emphatic weighting that can be combined with replay, and a time-reversed $n$-step TD learning algorithm to learn the required emphatic weighting. We show that these state weightings reduce variance compared with prior approaches, while providing convergence guarantees. We tested the approach at scale on Atari 2600 video games, and observed that the new X-ETD($n$) agent improved over baseline agents, highlighting both the scalability and broad applicability of our approach.
CVJun 28, 2021
Contrastive Counterfactual Visual Explanations With OverdeterminationAdam White, Kwun Ho Ngan, James Phelan et al.
A novel explainable AI method called CLEAR Image is introduced in this paper. CLEAR Image is based on the view that a satisfactory explanation should be contrastive, counterfactual and measurable. CLEAR Image explains an image's classification probability by contrasting the image with a corresponding image generated automatically via adversarial learning. This enables both salient segmentation and perturbations that faithfully determine each segment's importance. CLEAR Image was successfully applied to a medical imaging case study where it outperformed methods such as Grad-CAM and LIME by an average of 27% using a novel pointing game metric. CLEAR Image excels in identifying cases of "causal overdetermination" where there are multiple patches in an image, any one of which is sufficient by itself to cause the classification probability to be close to one.
LGJun 21, 2021
Emphatic Algorithms for Deep Reinforcement LearningRay Jiang, Tom Zahavy, Zhongwen Xu et al.
Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-policy sampling - this is known as the ''deadly triad''. Emphatic temporal difference (ETD($λ$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($λ$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($λ$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.
LGApr 28, 2021
A Generalized Projected Bellman Error for Off-policy Value Estimation in Reinforcement LearningAndrew Patterson, Adam White, Martha White
Many reinforcement learning algorithms rely on value estimation, however, the most widely used algorithms -- namely temporal difference algorithms -- can diverge under both off-policy sampling and nonlinear function approximation. Many algorithms have been developed for off-policy value estimation based on the linear mean squared projected Bellman error (MSPBE) and are sound under linear function approximation. Extending these methods to the nonlinear case has been largely unsuccessful. Recently, several methods have been introduced that approximate a different objective -- the mean-squared Bellman error (MSBE) -- which naturally facilitate nonlinear approximation. In this work, we build on these insights and introduce a new generalized MSPBE that extends the linear MSPBE to the nonlinear setting. We show how this generalized objective unifies previous work and obtain new bounds for the value error of the solutions of the generalized objective. We derive an easy-to-use, but sound, algorithm to minimize the generalized objective, and show that it is more stable across runs, is less sensitive to hyperparameters, and performs favorably across four control domains with neural network function approximation.
AINov 9, 2020
From Eye-blinks to State Construction: Diagnostic Benchmarks for Online Representation LearningBanafsheh Rafiee, Zaheer Abbas, Sina Ghiassian et al.
We present three new diagnostic prediction problems inspired by classical-conditioning experiments to facilitate research in online prediction learning. Experiments in classical conditioning show that animals such as rabbits, pigeons, and dogs can make long temporal associations that enable multi-step prediction. To replicate this remarkable ability, an agent must construct an internal state representation that summarizes its interaction history. Recurrent neural networks can automatically construct state and learn temporal associations. However, the current training methods are prohibitively expensive for online prediction -- continual learning on every time step -- which is the focus of this paper. Our proposed problems test the learning capabilities that animals readily exhibit and highlight the limitations of the current recurrent learning methods. While the proposed problems are nontrivial, they are still amenable to extensive testing and analysis in the small-compute regime, thereby enabling researchers to study issues in isolation, ultimately accelerating progress towards scalable online representation learning methods.
LGJul 7, 2020
Towards a practical measure of interference for reinforcement learningVincent Liu, Adam White, Hengshuai Yao et al.
Catastrophic interference is common in many network-based learning systems, and many proposals exist for mitigating it. But, before we overcome interference we must understand it better. In this work, we provide a definition of interference for control in reinforcement learning. We systematically evaluate our new measures, by assessing correlation with several measures of learning performance, including stability, sample efficiency, and online and offline control performance across a variety of learning architectures. Our new interference measure allows us to ask novel scientific questions about commonly used deep learning architectures. In particular we show that target network frequency is a dominating factor for interference, and that updates on the last layer result in significantly higher interference than updates internal to the network. This new measure can be expensive to compute; we conclude with motivation for an efficient proxy measure and empirically demonstrate it is correlated with our definition of interference.
LGJul 1, 2020
Gradient Temporal-Difference Learning with Regularized CorrectionsSina Ghiassian, Andrew Patterson, Shivam Garg et al.
It is still common to use Q-learning and temporal difference (TD) learning-even though they have divergence issues and sound Gradient TD alternatives exist-because divergence seems rare and they typically perform well. However, recent work with large neural network learning systems reveals that instability is more common than previously thought. Practitioners face a difficult dilemma: choose an easy to use and performant TD method, or a more complex algorithm that is more sound but harder to tune and all but unexplored with non-linear function approximation or control. In this paper, we introduce a new method called TD with Regularized Corrections (TDRC), that attempts to balance ease of use, soundness, and performance. It behaves as well as TD, when TD performs well, but is sound in cases where TD diverges. We empirically investigate TDRC across a range of problems, for both prediction and control, and for both linear and non-linear function approximation, and show, potentially for the first time, that gradient TD methods could be a better alternative to TD and Q-learning.
LGMar 16, 2020
Improving Performance in Reinforcement Learning by Breaking Generalization in Neural NetworksSina Ghiassian, Banafsheh Rafiee, Yat Long Lo et al.
Reinforcement learning systems require good representations to work well. For decades practical success in reinforcement learning was limited to small domains. Deep reinforcement learning systems, on the other hand, are scalable, not dependent on domain specific prior knowledge and have been successfully used to play Atari, in 3D navigation from pixels, and to control high degree of freedom robots. Unfortunately, the performance of deep reinforcement learning systems is sensitive to hyper-parameter settings and architecture choices. Even well tuned systems exhibit significant instability both within a trial and across experiment replications. In practice, significant expertise and trial and error are usually required to achieve good performance. One potential source of the problem is known as catastrophic interference: when later training decreases performance by overriding previous learning. Interestingly, the powerful generalization that makes Neural Networks (NN) so effective in batch supervised learning might explain the challenges when applying them in reinforcement learning tasks. In this paper, we explore how online NN training and interference interact in reinforcement learning. We find that simply re-mapping the input observations to a high-dimensional space improves learning speed and parameter sensitivity. We also show this preprocessing reduces interference in prediction tasks. More practically, we provide a simple approach to NN training that is easy to implement, and requires little additional computation. We demonstrate that our approach improves performance in both prediction and control with an extensive batch of experiments in classic control domains.
AIAug 8, 2019
Measurable Counterfactual Local Explanations for Any ClassifierAdam White, Artur d'Avila Garcez
We propose a novel method for explaining the predictions of any classifier. In our approach, local explanations are expected to explain both the outcome of a prediction and how that prediction would change if 'things had been different'. Furthermore, we argue that satisfactory explanations cannot be dissociated from a notion and measure of fidelity, as advocated in the early days of neural networks' knowledge extraction. We introduce a definition of fidelity to the underlying classifier for local explanation models which is based on distances to a target decision boundary. A system called CLEAR: Counterfactual Local Explanations via Regression, is introduced and evaluated. CLEAR generates w-counterfactual explanations that state minimum changes necessary to flip a prediction's classification. CLEAR then builds local regression models, using the w-counterfactuals to measure and improve the fidelity of its regressions. By contrast, the popular LIME method, which also uses regression to generate local explanations, neither measures its own fidelity nor generates counterfactuals. CLEAR's regressions are found to have significantly higher fidelity than LIME's, averaging over 45% higher in this paper's four case studies.
LGJul 17, 2019
Meta-descent for Online, Continual PredictionAndrew Jacobsen, Matthew Schlegel, Cameron Linke et al.
This paper investigates different vector step-size adaptation approaches for non-stationary online, continual prediction problems. Vanilla stochastic gradient descent can be considerably improved by scaling the update with a vector of appropriately chosen step-sizes. Many methods, including AdaGrad, RMSProp, and AMSGrad, keep statistics about the learning process to approximate a second order update---a vector approximation of the inverse Hessian. Another family of approaches use meta-gradient descent to adapt the step-size parameters to minimize prediction error. These meta-descent strategies are promising for non-stationary problems, but have not been as extensively explored as quasi-second order methods. We first derive a general, incremental meta-descent algorithm, called AdaGain, designed to be applicable to a much broader range of algorithms, including those with semi-gradient updates or even those with accelerations, such as RMSProp. We provide an empirical comparison of methods from both families. We conclude that methods from both families can perform well, but in non-stationary prediction problems the meta-descent methods exhibit advantages. Our method is particularly robust across several prediction problems, and is competitive with the state-of-the-art method on a large-scale, time-series prediction problem on real data from a mobile robot.
LGJun 19, 2019
Adapting Behaviour via Intrinsic Reward: A Survey and Empirical StudyCam Linke, Nadia M. Ady, Martha White et al.
Learning about many things can provide numerous benefits to a reinforcement learning system. For example, learning many auxiliary value functions, in addition to optimizing the environmental reward, appears to improve both exploration and representation learning. The question we tackle in this paper is how to sculpt the stream of experience---how to adapt the learning system's behavior---to optimize the learning of a collection of value functions. A simple answer is to compute an intrinsic reward based on the statistics of each auxiliary learner, and use reinforcement learning to maximize that intrinsic reward. Unfortunately, implementing this simple idea has proven difficult, and thus has been the focus of decades of study. It remains unclear which of the many possible measures of learning would work well in a parallel learning setting where environmental reward is extremely sparse or absent. In this paper, we investigate and compare different intrinsic reward mechanisms in a new bandit-like parallel-learning testbed. We discuss the interaction between reward and prediction learners and highlight the importance of introspective prediction learners: those that increase their rate of learning when progress is possible, and decrease when it is not. We provide a comprehensive empirical comparison of 14 different rewards, including well-known ideas from reinforcement learning and active learning. Our results highlight a simple but seemingly powerful principle: intrinsic rewards based on the amount of learning can generate useful behavior, if each individual learner is introspective.
LGApr 2, 2019
Planning with Expectation ModelsYi Wan, Zaheer Abbas, Adam White et al.
Distribution and sample models are two popular model choices in model-based reinforcement learning (MBRL). However, learning these models can be intractable, particularly when the state and action spaces are large. Expectation models, on the other hand, are relatively easier to learn due to their compactness and have also been widely used for deterministic environments. For stochastic environments, it is not obvious how expectation models can be used for planning as they only partially characterize a distribution. In this paper, we propose a sound way of using approximate expectation models for MBRL. In particular, we 1) show that planning with an expectation model is equivalent to planning with a distribution model if the state value function is linear in state features, 2) analyze two common parametrization choices for approximating the expectation: linear and non-linear expectation models, 3) propose a sound model-based policy evaluation algorithm and present its convergence results, and 4) empirically demonstrate the effectiveness of the proposed planning algorithm.
AINov 16, 2018
The Barbados 2018 List of Open Issues in Continual LearningTom Schaul, Hado van Hasselt, Joseph Modayil et al.
We want to make progress toward artificial general intelligence, namely general-purpose agents that autonomously learn how to competently act in complex environments. The purpose of this report is to sketch a research outline, share some of the most important open issues we are facing, and stimulate further discussion in the community. The content is based on some of our discussions during a week-long workshop held in Barbados in February 2018.
LGNov 15, 2018
Context-Dependent Upper-Confidence Bounds for Directed ExplorationRaksha Kumaraswamy, Matthew Schlegel, Adam White et al.
Directed exploration strategies for reinforcement learning are critical for learning an optimal policy in a minimal number of interactions with the environment. Many algorithms use optimism to direct exploration, either through visitation estimates or upper confidence bounds, as opposed to data-inefficient strategies like ε-greedy that use random, undirected exploration. Most data-efficient exploration methods require significant computation, typically relying on a learned model to guide exploration. Least-squares methods have the potential to provide some of the data-efficiency benefits of model-based approaches -- because they summarize past interactions -- with the computation closer to that of model-free approaches. In this work, we provide a novel, computationally efficient, incremental exploration strategy, leveraging this property of least-squares temporal difference learning (LSTD). We derive upper confidence bounds on the action-values learned by LSTD, with context-dependent (or state-dependent) noise variance. Such context-dependent noise focuses exploration on a subset of variable states, and allows for reduced exploration in other states. We empirically demonstrate that our algorithm can converge more quickly than other incremental exploration strategies using confidence estimates on action-values.
LGNov 6, 2018
Online Off-policy PredictionSina Ghiassian, Andrew Patterson, Martha White et al.
This paper investigates the problem of online prediction learning, where learning proceeds continuously as the agent interacts with an environment. The predictions made by the agent are contingent on a particular way of behaving, represented as a value function. However, the behavior used to select actions and generate the behavior data might be different from the one used to define the predictions, and thus the samples are generated off-policy. The ability to learn behavior-contingent predictions online and off-policy has long been advocated as a key capability of predictive-knowledge learning systems but remained an open algorithmic challenge for decades. The issue lies with the temporal difference (TD) learning update at the heart of most prediction algorithms: combining bootstrapping, off-policy sampling and function approximation may cause the value estimate to diverge. A breakthrough came with the development of a new objective function that admitted stochastic gradient descent variants of TD. Since then, many sound online off-policy prediction algorithms have been developed, but there has been limited empirical work investigating the relative merits of all the variants. This paper aims to fill these empirical gaps and provide clarity on the key ideas behind each method. We summarize the large body of literature on off-policy learning, focusing on 1- methods that use computation linear in the number of features and are convergent under off-policy sampling, and 2- other methods which have proven useful with non-fixed, nonlinear function approximation. We provide an empirical study of off-policy prediction methods in two challenging microworlds. We report each method's parameter sensitivity, empirical convergence rate, and final performance, providing new insights that should enable practitioners to successfully extend these new methods to large-scale applications.[Abridged abstract]
LGOct 22, 2018
Greedy Actor-Critic: A New Conditional Cross-Entropy Method for Policy ImprovementSamuel Neumann, Sungsu Lim, Ajin Joseph et al.
Many policy gradient methods are variants of Actor-Critic (AC), where a value function (critic) is learned to facilitate updating the parameterized policy (actor). The update to the actor involves a log-likelihood update weighted by the action-values, with the addition of entropy regularization for soft variants. In this work, we explore an alternative update for the actor, based on an extension of the cross entropy method (CEM) to condition on inputs (states). The idea is to start with a broader policy and slowly concentrate around maximal actions, using a maximum likelihood update towards actions in the top percentile per state. The speed of this concentration is controlled by a proposal policy, that concentrates at a slower rate than the actor. We first provide a policy improvement result in an idealized setting, and then prove that our conditional CEM (CCEM) strategy tracks a CEM update per state, even with changing action-values. We empirically show that our Greedy AC algorithm, that uses CCEM for the actor update, performs better than Soft Actor-Critic and is much less sensitive to entropy-regularization.
LGJul 18, 2018
General Value Function NetworksMatthew Schlegel, Andrew Jacobsen, Zaheer Abbas et al.
State construction is important for learning in partially observable environments. A general purpose strategy for state construction is to learn the state update using a Recurrent Neural Network (RNN), which updates the internal state using the current internal state and the most recent observation. This internal state provides a summary of the observed sequence, to facilitate accurate predictions and decision-making. At the same time, specifying and training RNNs is notoriously tricky, particularly as the common strategy to approximate gradients back in time, called truncated Back-prop Through Time (BPTT), can be sensitive to the truncation window. Further, domain-expertise--which can usually help constrain the function class and so improve trainability--can be difficult to incorporate into complex recurrent units used within RNNs. In this work, we explore how to use multi-step predictions to constrain the RNN and incorporate prior knowledge. In particular, we revisit the idea of using predictions to construct state and ask: does constraining (parts of) the state to consist of predictions about the future improve RNN trainability? We formulate a novel RNN architecture, called a General Value Function Network (GVFN), where each internal state component corresponds to a prediction about the future represented as a value function. We first provide an objective for optimizing GVFNs, and derive several algorithms to optimize this objective. We then show that GVFNs are more robust to the truncation level, in many cases only requiring one-step gradient updates.