Alexander T. Trott

AI
h-index19
4papers
332citations
Novelty54%
AI Score32

4 Papers

28.0LGFeb 10, 2020Code
Explore, Discover and Learn: Unsupervised Discovery of State-Covering Skills

Víctor Campos, Alexander Trott, Caiming Xiong et al.

Acquiring abilities in the absence of a task-oriented reward function is at the frontier of reinforcement learning research. This problem has been studied through the lens of empowerment, which draws a connection between option discovery and information theory. Information-theoretic skill discovery methods have garnered much interest from the community, but little research has been conducted in understanding their limitations. Through theoretical analysis and empirical evidence, we show that existing algorithms suffer from a common limitation -- they discover options that provide a poor coverage of the state space. In light of this, we propose 'Explore, Discover and Learn' (EDL), an alternative approach to information-theoretic skill discovery. Crucially, EDL optimizes the same information-theoretic objective derived from the empowerment literature, but addresses the optimization problem using different machinery. We perform an extensive evaluation of skill discovery methods on controlled environments and show that EDL offers significant advantages, such as overcoming the coverage problem, reducing the dependence of learned skills on the initial state, and allowing the user to define a prior over which behaviors should be learned. Code is publicly available at https://github.com/victorcampos7/edl.

2.3MAJan 18, 2022Code
Solving Dynamic Principal-Agent Problems with a Rationally Inattentive Principal

Tong Mu, Stephan Zheng, Alexander Trott

Principal-Agent (PA) problems describe a broad class of economic relationships characterized by misaligned incentives and asymmetric information. The Principal's problem is to find optimal incentives given the available information, e.g., a manager setting optimal wages for its employees. Whereas the Principal is often assumed rational, comparatively little is known about solutions when the Principal is boundedly rational, especially in the sequential setting, with multiple Agents, and with multiple information channels. Here, we develop RIRL, a deep reinforcement learning framework that solves such complex PA problems with a rationally inattentive Principal. Such a Principal incurs a cost for paying attention to information, which can model forms of bounded rationality. We use RIRL to analyze rich economic phenomena in manager-employee relationships. In the single-step setting, 1) RIRL yields wages that are consistent with theoretical predictions; and 2) non-zero attention costs lead to simpler but less profitable wage structures, and increased Agent welfare. In a sequential setting with multiple Agents, RIRL shows opposing consequences of the Principal's inattention to different information channels: 1) inattention to Agents' outputs closes wage gaps based on ability differences; and 2) inattention to Agents' efforts induces a social dilemma dynamic in which Agents work harder, but essentially for free. Moreover, RIRL reveals non-trivial relationships between the Principal's inattention and Agent types, e.g., if Agents are prone to sub-optimal effort choices, payment schedules are more sensitive to the Principal's attention cost. As such, RIRL can reveal novel economic relationships and enables progress towards understanding the effects of bounded rationality in dynamic settings.

4.3GTJan 3, 2022
Analyzing Micro-Founded General Equilibrium Models with Many Agents using Deep Reinforcement Learning

Michael Curry, Alexander Trott, Soham Phade et al.

Real economies can be modeled as a sequential imperfect-information game with many heterogeneous agents, such as consumers, firms, and governments. Dynamic general equilibrium (DGE) models are often used for macroeconomic analysis in this setting. However, finding general equilibria is challenging using existing theoretical or computational methods, especially when using microfoundations to model individual agents. Here, we show how to use deep multi-agent reinforcement learning (MARL) to find $ε$-meta-equilibria over agent types in microfounded DGE models. Whereas standard MARL fails to learn non-trivial solutions, our structured learning curricula enable stable convergence to meaningful solutions. Conceptually, our approach is more flexible and does not need unrealistic assumptions, e.g., continuous market clearing, that are commonly used for analytical tractability. Furthermore, our end-to-end GPU implementation enables fast real-time convergence with a large number of RL economic agents. We showcase our approach in open and closed real-business-cycle (RBC) models with 100 worker-consumers, 10 firms, and a social planner who taxes and redistributes. We validate the learned solutions are $ε$-meta-equilibria through best-response analyses, show that they align with economic intuitions, and show our approach can learn a spectrum of qualitatively distinct $ε$-meta-equilibria in open RBC models. As such, we show that hardware-accelerated MARL is a promising framework for modeling the complexity of economies based on microfoundations.

30.8AINov 4, 2019
Keeping Your Distance: Solving Sparse Reward Tasks Using Self-Balancing Shaped Rewards

Alexander Trott, Stephan Zheng, Caiming Xiong et al.

While using shaped rewards can be beneficial when solving sparse reward tasks, their successful application often requires careful engineering and is problem specific. For instance, in tasks where the agent must achieve some goal state, simple distance-to-goal reward shaping often fails, as it renders learning vulnerable to local optima. We introduce a simple and effective model-free method to learn from shaped distance-to-goal rewards on tasks where success depends on reaching a goal state. Our method introduces an auxiliary distance-based reward based on pairs of rollouts to encourage diverse exploration. This approach effectively prevents learning dynamics from stabilizing around local optima induced by the naive distance-to-goal reward shaping and enables policies to efficiently solve sparse reward tasks. Our augmented objective does not require any additional reward engineering or domain expertise to implement and converges to the original sparse objective as the agent learns to solve the task. We demonstrate that our method successfully solves a variety of hard-exploration tasks (including maze navigation and 3D construction in a Minecraft environment), where naive distance-based reward shaping otherwise fails, and intrinsic curiosity and reward relabeling strategies exhibit poor performance.