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Doina Precup

Publications and source records attributed to Doina Precup.

At least 181 records · Page 10Linked to original sources

oIRL: Robust Adversarial Inverse Reinforcement Learning with Temporally Extended Actions

Explicit engineering of reward functions for given environments has been a major hindrance to reinforcement learning methods. While Inverse Reinforcement Learning (IRL) is a solution to recover reward functions from demonstrations only, these learned rewards are generally heavily \textit{entangled} with the dynamics of the environment and therefore not portable or \emph{robust} to changing environments. Modern adversarial methods have yielded some success in reducing reward entanglement in the IRL setting. In this work, we leverage one such method, Adversarial Inverse Reinforcement Learning (AIRL), to propose an algorithm that learns hierarchical disentangled rewards with a policy over options. We show that this method has the ability to learn \emph{generalizable} policies and reward functions in complex transfer learning tasks, while yielding results in continuous control benchmarks that are comparable to those of the state-of-the-art methods.

cs.LG↗

Options of Interest: Temporal Abstraction with Interest Functions

Temporal abstraction refers to the ability of an agent to use behaviours of controllers which act for a limited, variable amount of time. The options framework describes such behaviours as consisting of a subset of states in which they can initiate, an internal policy and a stochastic termination condition. However, much of the subsequent work on option discovery has ignored the initiation set, because of difficulty in learning it from data. We provide a generalization of initiation sets suitable for general function approximation, by defining an interest function associated with an option. We derive a gradient-based learning algorithm for interest functions, leading to a new interest-option-critic architecture. We investigate how interest functions can be leveraged to learn interpretable and reusable temporal abstractions. We demonstrate the efficacy of the proposed approach through quantitative and qualitative results, in both discrete and continuous environments.

cs.LG↗

Shaping representations through communication: community size effect in artificial learning systems

Motivated by theories of language and communication that explain why communities with large numbers of speakers have, on average, simpler languages with more regularity, we cast the representation learning problem in terms of learning to communicate. Our starting point sees the traditional autoencoder setup as a single encoder with a fixed decoder partner that must learn to communicate. Generalizing from there, we introduce community-based autoencoders in which multiple encoders and decoders collectively learn representations by being randomly paired up on successive training iterations. We find that increasing community sizes reduce idiosyncrasies in the learned codes, resulting in representations that better encode concept categories and correlate with human feature norms.

cs.CL↗

Entropy Regularization with Discounted Future State Distribution in Policy Gradient Methods

The policy gradient theorem is defined based on an objective with respect to the initial distribution over states. In the discounted case, this results in policies that are optimal for one distribution over initial states, but may not be uniformly optimal for others, no matter where the agent starts from. Furthermore, to obtain unbiased gradient estimates, the starting point of the policy gradient estimator requires sampling states from a normalized discounted weighting of states. However, the difficulty of estimating the normalized discounted weighting of states, or the stationary state distribution, is quite well-known. Additionally, the large sample complexity of policy gradient methods is often attributed to insufficient exploration, and to remedy this, it is often assumed that the restart distribution provides sufficient exploration in these algorithms. In this work, we propose exploration in policy gradient methods based on maximizing entropy of the discounted future state distribution. The key contribution of our work includes providing a practically feasible algorithm to estimate the normalized discounted weighting of states, i.e, the \textit{discounted future state distribution}. We propose that exploration can be achieved by entropy regularization with the discounted state distribution in policy gradients, where a metric for maximal coverage of the state space can be based on the entropy of the induced state distribution. The proposed approach can be considered as a three time-scale algorithm and under some mild technical conditions, we prove its convergence to a locally optimal policy. Experimentally, we demonstrate usefulness of regularization with the discounted future state distribution in terms of increased state space coverage and faster learning on a range of complex tasks.

cs.LG↗

Doubly Robust Off-Policy Actor-Critic Algorithms for Reinforcement Learning

We study the problem of off-policy critic evaluation in several variants of value-based off-policy actor-critic algorithms. Off-policy actor-critic algorithms require an off-policy critic evaluation step, to estimate the value of the new policy after every policy gradient update. Despite enormous success of off-policy policy gradients on control tasks, existing general methods suffer from high variance and instability, partly because the policy improvement depends on gradient of the estimated value function. In this work, we present a new way of off-policy policy evaluation in actor-critic, based on the doubly robust estimators. We extend the doubly robust estimator from off-policy policy evaluation (OPE) to actor-critic algorithms that consist of a reward estimator performance model. We find that doubly robust estimation of the critic can significantly improve performance in continuous control tasks. Furthermore, in cases where the reward function is stochastic that can lead to high variance, doubly robust critic estimation can improve performance under corrupted, stochastic reward signals, indicating its usefulness for robust and safe reinforcement learning.

cs.LG↗

Marginalized State Distribution Entropy Regularization in Policy Optimization

Entropy regularization is used to get improved optimization performance in reinforcement learning tasks. A common form of regularization is to maximize policy entropy to avoid premature convergence and lead to more stochastic policies for exploration through action space. However, this does not ensure exploration in the state space. In this work, we instead consider the distribution of discounted weighting of states, and propose to maximize the entropy of a lower bound approximation to the weighting of a state, based on latent space state representation. We propose entropy regularization based on the marginal state distribution, to encourage the policy to have a more uniform distribution over the state space for exploration. Our approach based on marginal state distribution achieves superior state space coverage on complex gridworld domains, that translate into empirical gains in sparse reward 3D maze navigation and continuous control domains compared to entropy regularization with stochastic policies.

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Hindsight Credit Assignment

We consider the problem of efficient credit assignment in reinforcement learning. In order to efficiently and meaningfully utilize new data, we propose to explicitly assign credit to past decisions based on the likelihood of them having led to the observed outcome. This approach uses new information in hindsight, rather than employing foresight. Somewhat surprisingly, we show that value functions can be rewritten through this lens, yielding a new family of algorithms. We study the properties of these algorithms, and empirically show that they successfully address important credit assignment challenges, through a set of illustrative tasks.

cs.LG↗

Algorithmic Improvements for Deep Reinforcement Learning applied to Interactive Fiction

Text-based games are a natural challenge domain for deep reinforcement learning algorithms. Their state and action spaces are combinatorially large, their reward function is sparse, and they are partially observable: the agent is informed of the consequences of its actions through textual feedback. In this paper we emphasize this latter point and consider the design of a deep reinforcement learning agent that can play from feedback alone. Our design recognizes and takes advantage of the structural characteristics of text-based games. We first propose a contextualisation mechanism, based on accumulated reward, which simplifies the learning problem and mitigates partial observability. We then study different methods that rely on the notion that most actions are ineffectual in any given situation, following Zahavy et al.'s idea of an admissible action. We evaluate these techniques in a series of text-based games of increasing difficulty based on the TextWorld framework, as well as the iconic game Zork. Empirically, we find that these techniques improve the performance of a baseline deep reinforcement learning agent applied to text-based games.

cs.AI↗

Efficient Planning under Partial Observability with Unnormalized Q Functions and Spectral Learning

Learning and planning in partially-observable domains is one of the most difficult problems in reinforcement learning. Traditional methods consider these two problems as independent, resulting in a classical two-stage paradigm: first learn the environment dynamics and then plan accordingly. This approach, however, disconnects the two problems and can consequently lead to algorithms that are sample inefficient and time consuming. In this paper, we propose a novel algorithm that combines learning and planning together. Our algorithm is closely related to the spectral learning algorithm for predicitive state representations and offers appealing theoretical guarantees and time complexity. We empirically show on two domains that our approach is more sample and time efficient compared to classical methods.

cs.AI↗

Navigation Agents for the Visually Impaired: A Sidewalk Simulator and Experiments

Millions of blind and visually-impaired (BVI) people navigate urban environments every day, using smartphones for high-level path-planning and white canes or guide dogs for local information. However, many BVI people still struggle to travel to new places. In our endeavor to create a navigation assistant for the BVI, we found that existing Reinforcement Learning (RL) environments were unsuitable for the task. This work introduces SEVN, a sidewalk simulation environment and a neural network-based approach to creating a navigation agent. SEVN contains panoramic images with labels for house numbers, doors, and street name signs, and formulations for several navigation tasks. We study the performance of an RL algorithm (PPO) in this setting. Our policy model fuses multi-modal observations in the form of variable resolution images, visible text, and simulated GPS data to navigate to a goal door. We hope that this dataset, simulator, and experimental results will provide a foundation for further research into the creation of agents that can assist members of the BVI community with outdoor navigation.

cs.CV↗

Actor Critic with Differentially Private Critic

Reinforcement learning algorithms are known to be sample inefficient, and often performance on one task can be substantially improved by leveraging information (e.g., via pre-training) on other related tasks. In this work, we propose a technique to achieve such knowledge transfer in cases where agent trajectories contain sensitive or private information, such as in the healthcare domain. Our approach leverages a differentially private policy evaluation algorithm to initialize an actor-critic model and improve the effectiveness of learning in downstream tasks. We empirically show this technique increases sample efficiency in resource-constrained control problems while preserving the privacy of trajectories collected in an upstream task.

cs.LG↗

Augmenting learning using symmetry in a biologically-inspired domain

Invariances to translation, rotation and other spatial transformations are a hallmark of the laws of motion, and have widespread use in the natural sciences to reduce the dimensionality of systems of equations. In supervised learning, such as in image classification tasks, rotation, translation and scale invariances are used to augment training datasets. In this work, we use data augmentation in a similar way, exploiting symmetry in the quadruped domain of the DeepMind control suite (Tassa et al. 2018) to add to the trajectories experienced by the actor in the actor-critic algorithm of Abdolmaleki et al. (2018). In a data-limited regime, the agent using a set of experiences augmented through symmetry is able to learn faster. Our approach can be used to inject knowledge of invariances in the domain and task to augment learning in robots, and more generally, to speed up learning in realistic robotics applications.

cs.LG↗

Avoidance Learning Using Observational Reinforcement Learning

Imitation learning seeks to learn an expert policy from sampled demonstrations. However, in the real world, it is often difficult to find a perfect expert and avoiding dangerous behaviors becomes relevant for safety reasons. We present the idea of \textit{learning to avoid}, an objective opposite to imitation learning in some sense, where an agent learns to avoid a demonstrator policy given an environment. We define avoidance learning as the process of optimizing the agent's reward while avoiding dangerous behaviors given by a demonstrator. In this work we develop a framework of avoidance learning by defining a suitable objective function for these problems which involves the \emph{distance} of state occupancy distributions of the expert and demonstrator policies. We use density estimates for state occupancy measures and use the aforementioned distance as the reward bonus for avoiding the demonstrator. We validate our theory with experiments using a wide range of partially observable environments. Experimental results show that we are able to improve sample efficiency during training compared to state of the art policy optimization and safety methods.

cs.LG↗

Revisit Policy Optimization in Matrix Form

In tabular case, when the reward and environment dynamics are known, policy evaluation can be written as $\bm{V}_{\bmπ} = (I - γP_{\bmπ})^{-1} \bm{r}_{\bmπ}$, where $P_{\bmπ}$ is the state transition matrix given policy ${\bmπ}$ and $\bm{r}_{\bmπ}$ is the reward signal given ${\bmπ}$. What annoys us is that $P_{\bmπ}$ and $\bm{r}_{\bmπ}$ are both mixed with ${\bmπ}$, which means every time when we update ${\bmπ}$, they will change together. In this paper, we leverage the notation from \cite{wang2007dual} to disentangle ${\bmπ}$ and environment dynamics which makes optimization over policy more straightforward. We show that policy gradient theorem \cite{sutton2018reinforcement} and TRPO \cite{schulman2015trust} can be put into a more general framework and such notation has good potential to be extended to model-based reinforcement learning.

cs.LG↗

Break the Ceiling: Stronger Multi-scale Deep Graph Convolutional Networks

Recently, neural network based approaches have achieved significant improvement for solving large, complex, graph-structured problems. However, their bottlenecks still need to be addressed, and the advantages of multi-scale information and deep architectures have not been sufficiently exploited. In this paper, we theoretically analyze how existing Graph Convolutional Networks (GCNs) have limited expressive power due to the constraint of the activation functions and their architectures. We generalize spectral graph convolution and deep GCN in block Krylov subspace forms and devise two architectures, both with the potential to be scaled deeper but each making use of the multi-scale information in different ways. We further show that the equivalence of these two architectures can be established under certain conditions. On several node classification tasks, with or without the help of validation, the two new architectures achieve better performance compared to many state-of-the-art methods.

cs.LG↗

Off-Policy Deep Reinforcement Learning without Exploration

Many practical applications of reinforcement learning constrain agents to learn from a fixed batch of data which has already been gathered, without offering further possibility for data collection. In this paper, we demonstrate that due to errors introduced by extrapolation, standard off-policy deep reinforcement learning algorithms, such as DQN and DDPG, are incapable of learning with data uncorrelated to the distribution under the current policy, making them ineffective for this fixed batch setting. We introduce a novel class of off-policy algorithms, batch-constrained reinforcement learning, which restricts the action space in order to force the agent towards behaving close to on-policy with respect to a subset of the given data. We present the first continuous control deep reinforcement learning algorithm which can learn effectively from arbitrary, fixed batch data, and empirically demonstrate the quality of its behavior in several tasks.

cs.LG↗

An Empirical Study of Batch Normalization and Group Normalization in Conditional Computation

Batch normalization has been widely used to improve optimization in deep neural networks. While the uncertainty in batch statistics can act as a regularizer, using these dataset statistics specific to the training set impairs generalization in certain tasks. Recently, alternative methods for normalizing feature activations in neural networks have been proposed. Among them, group normalization has been shown to yield similar, in some domains even superior performance to batch normalization. All these methods utilize a learned affine transformation after the normalization operation to increase representational power. Methods used in conditional computation define the parameters of these transformations as learnable functions of conditioning information. In this work, we study whether and where the conditional formulation of group normalization can improve generalization compared to conditional batch normalization. We evaluate performances on the tasks of visual question answering, few-shot learning, and conditional image generation.

cs.CV↗

Learning Modular Safe Policies in the Bandit Setting with Application to Adaptive Clinical Trials

The stochastic multi-armed bandit problem is a well-known model for studying the exploration-exploitation trade-off. It has significant possible applications in adaptive clinical trials, which allow for dynamic changes in the treatment allocation probabilities of patients. However, most bandit learning algorithms are designed with the goal of minimizing the expected regret. While this approach is useful in many areas, in clinical trials, it can be sensitive to outlier data, especially when the sample size is small. In this paper, we define and study a new robustness criterion for bandit problems. Specifically, we consider optimizing a function of the distribution of returns as a regret measure. This provides practitioners more flexibility to define an appropriate regret measure. The learning algorithm we propose to solve this type of problem is a modification of the BESA algorithm [Baransi et al., 2014], which considers a more general version of regret. We present a regret bound for our approach and evaluate it empirically both on synthetic problems as well as on a dataset from the clinical trial literature. Our approach compares favorably to a suite of standard bandit algorithms.

cs.LG↗