Provably Efficient Reward Transfer in Reinforcement Learning with Discrete Markov Decision Processes
This addresses inefficiency in adapting to new reward functions for reinforcement learning agents, though it is incremental as it builds on existing methods like value iteration.
The paper tackles the problem of reward adaptation in reinforcement learning by introducing Q-Manipulation (Q-M), a method that uses bounds on Q-functions to prune actions before learning, resulting in provably efficient sample complexity without affecting optimality.
In this paper, we propose a new solution to reward adaptation (RA) in reinforcement learning, where the agent adapts to a target reward function based on one or more existing source behaviors learned a priori under the same domain dynamics but different reward functions. While learning the target behavior from scratch is possible, it is often inefficient given the available source behaviors. Our work introduces a new approach to RA through the manipulation of Q-functions. Assuming the target reward function is a known function of the source reward functions, we compute bounds on the Q-function and present an iterative process (akin to value iteration) to tighten these bounds. Such bounds enable action pruning in the target domain before learning even starts. We refer to this method as "Q-Manipulation" (Q-M). The iteration process assumes access to a lite-model, which is easy to provide or learn. We formally prove that Q-M, under discrete domains, does not affect the optimality of the returned policy and show that it is provably efficient in terms of sample complexity in a probabilistic sense. Q-M is evaluated in a variety of synthetic and simulation domains to demonstrate its effectiveness, generalizability, and practicality.