7.7AIMar 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.
35.0LGMar 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.
27.7LGApr 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.
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.
5.8LGOct 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.
8.7LGMay 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.
10.2AIApr 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.
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.
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.
9.2LGJul 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.
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
7.1LGMay 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.
18.2LGJun 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.
19.2LGMar 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.
11.1LGFeb 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.
6.2AIJan 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.
8.9AIDec 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 .
8.4LGJul 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.
6.5CVJun 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.
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.
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.
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.