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arXiv:1902.06583

Fast Efficient Hyperparameter Tuning for Policy Gradients

The performance of policy gradient methods is sensitive to hyperparameter settings that must be tuned for any new application. Widely used grid search methods for tuning hyperparameters are sample inefficient and computationally expensive. More advanced methods like Population Based Training that learn optimal schedules for hyperparameters instead of fixed settings can yield better results, but are also sample inefficient and computationally expensive. In this paper, we propose Hyperparameter Optimisation on the Fly (HOOF), a gradient-free algorithm that requires no more than one training run to automatically adapt the hyperparameter that affect the policy update directly through the gradient. The main idea is to use existing trajectories sampled by the policy gradient method to optimise a one-step improvement objective, yielding a sample and computationally efficient algorithm that is easy to implement. Our experimental results across multiple domains and algorithms show that using HOOF to learn these hyperparameter schedules leads to faster learning with improved performance.

arXiv:1902.03633

Diverse Exploration via Conjugate Policies for Policy Gradient Methods

We address the challenge of effective exploration while maintaining good performance in policy gradient methods. As a solution, we propose diverse exploration (DE) via conjugate policies. DE learns and deploys a set of conjugate policies which can be conveniently generated as a byproduct of conjugate gradient descent. We provide both theoretical and empirical results showing the effectiveness of DE at achieving exploration, improving policy performance, and the advantage of DE over exploration by random policy perturbations.

arXiv:1901.06212공식 코드 · Papers with Code

On-Policy Trust Region Policy Optimisation with Replay Buffers

Building upon the recent success of deep reinforcement learning methods, we investigate the possibility of on-policy reinforcement learning improvement by reusing the data from several consecutive policies. On-policy methods bring many benefits, such as ability to evaluate each resulting policy. However, they usually discard all the information about the policies which existed before. In this work, we propose adaptation of the replay buffer concept, borrowed from the off-policy learning setting, to create the method, combining advantages of on- and off-policy learning. To achieve this, the proposed algorithm generalises the $Q$-, value and advantage functions for data from multiple policies. The method uses trust region optimisation, while avoiding some of the common problems of the algorithms such as TRPO or ACKTR: it uses hyperparameters to replace the trust region selection heuristics, as well as the trainable covariance matrix instead of the fixed one. In many cases, the method not only improves the results comparing to the state-of-the-art trust region on-policy learning algorithms such as PPO, ACKTR and TRPO, but also with respect to their off-policy counterpart DDPG.

arXiv:1812.03239

Communication-Efficient Policy Gradient Methods for Distributed Reinforcement Learning

This paper deals with distributed policy optimization in reinforcement learning, which involves a central controller and a group of learners. In particular, two typical settings encountered in several applications are considered: multi-agent reinforcement learning (RL) and parallel RL, where frequent information exchanges between the learners and the controller are required. For many practical distributed systems, however, the overhead caused by these frequent communication exchanges is considerable, and becomes the bottleneck of the overall performance. To address this challenge, a novel policy gradient approach is developed for solving distributed RL. The novel approach adaptively skips the policy gradient communication during iterations, and can reduce the communication overhead without degrading learning performance. It is established analytically that: i) the novel algorithm has convergence rate identical to that of the plain-vanilla policy gradient; while ii) if the distributed learners are heterogeneous in terms of their reward functions, the number of communication rounds needed to achieve a desirable learning accuracy is markedly reduced. Numerical experiments corroborate the communication reduction attained by the novel algorithm compared to alternatives.

arXiv:1811.12432

AdaFrame: Adaptive Frame Selection for Fast Video Recognition

We present AdaFrame, a framework that adaptively selects relevant frames on a per-input basis for fast video recognition. AdaFrame contains a Long Short-Term Memory network augmented with a global memory that provides context information for searching which frames to use over time. Trained with policy gradient methods, AdaFrame generates a prediction, determines which frame to observe next, and computes the utility, i.e., expected future rewards, of seeing more frames at each time step. At testing time, AdaFrame exploits predicted utilities to achieve adaptive lookahead inference such that the overall computational costs are reduced without incurring a decrease in accuracy. Extensive experiments are conducted on two large-scale video benchmarks, FCVID and ActivityNet. AdaFrame matches the performance of using all frames with only 8.21 and 8.65 frames on FCVID and ActivityNet, respectively. We further qualitatively demonstrate learned frame usage can indicate the difficulty of making classification decisions; easier samples need fewer frames while harder ones require more, both at instance-level within the same class and at class-level among different categories.

arXiv:1811.09013

An Off-policy Policy Gradient Theorem Using Emphatic Weightings

Policy gradient methods are widely used for control in reinforcement learning, particularly for the continuous action setting. There have been a host of theoretically sound algorithms proposed for the on-policy setting, due to the existence of the policy gradient theorem which provides a simplified form for the gradient. In off-policy learning, however, where the behaviour policy is not necessarily attempting to learn and follow the optimal policy for the given task, the existence of such a theorem has been elusive. In this work, we solve this open problem by providing the first off-policy policy gradient theorem. The key to the derivation is the use of $emphatic$ $weightings$. We develop a new actor-critic algorithm$\unicode{x2014}$called Actor Critic with Emphatic weightings (ACE)$\unicode{x2014}$that approximates the simplified gradients provided by the theorem. We demonstrate in a simple counterexample that previous off-policy policy gradient methods$\unicode{x2014}$particularly OffPAC and DPG$\unicode{x2014}$converge to the wrong solution whereas ACE finds the optimal solution.

arXiv:1811.06225

Reward-estimation variance elimination in sequential decision processes

Policy gradient methods are very attractive in reinforcement learning due to their model-free nature and convergence guarantees. These methods, however, suffer from high variance in gradient estimation, resulting in poor sample efficiency. To mitigate this issue, a number of variance-reduction approaches have been proposed. Unfortunately, in the challenging problems with delayed rewards, these approaches either bring a relatively modest improvement or do reduce variance at expense of introducing a bias and undermining convergence. The unbiased methods of gradient estimation, in general, only partially reduce variance, without eliminating it completely even in the limit of exact knowledge of the value functions and problem dynamics, as one might have wished. In this work we propose an unbiased method that does completely eliminate variance under some, commonly encountered, conditions. Of practical interest is the limit of deterministic dynamics and small policy stochasticity. In the case of a quadratic value function, as in linear quadratic Gaussian models, the policy randomness need not be small. We use such a model to analyze performance of the proposed variance-elimination approach and compare it with standard variance-reduction methods. The core idea behind the approach is to use control variates at all future times down the trajectory. We present both a model-based and model-free formulations.

arXiv:1811.01458

Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning

When observing the actions of others, humans make inferences about why they acted as they did, and what this implies about the world; humans also use the fact that their actions will be interpreted in this manner, allowing them to act informatively and thereby communicate efficiently with others. Although learning algorithms have recently achieved superhuman performance in a number of two-player, zero-sum games, scalable multi-agent reinforcement learning algorithms that can discover effective strategies and conventions in complex, partially observable settings have proven elusive. We present the Bayesian action decoder (BAD), a new multi-agent learning method that uses an approximate Bayesian update to obtain a public belief that conditions on the actions taken by all agents in the environment. BAD introduces a new Markov decision process, the public belief MDP, in which the action space consists of all deterministic partial policies, and exploits the fact that an agent acting only on this public belief state can still learn to use its private information if the action space is augmented to be over all partial policies mapping private information into environment actions. The Bayesian update is closely related to the theory of mind reasoning that humans carry out when observing others' actions. We first validate BAD on a proof-of-principle two-step matrix game, where it outperforms policy gradient methods; we then evaluate BAD on the challenging, cooperative partial-information card game Hanabi, where, in the two-player setting, it surpasses all previously published learning and hand-coded approaches, establishing a new state of the art.

arXiv:1810.09126

Risk-Sensitive Reinforcement Learning via Policy Gradient Search

The objective in a traditional reinforcement learning (RL) problem is to find a policy that optimizes the expected value of a performance metric such as the infinite-horizon cumulative discounted or long-run average cost/reward. In practice, optimizing the expected value alone may not be satisfactory, in that it may be desirable to incorporate the notion of risk into the optimization problem formulation, either in the objective or as a constraint. Various risk measures have been proposed in the literature, e.g., exponential utility, variance, percentile performance, chance constraints, value at risk (quantile), conditional value-at-risk, prospect theory and its later enhancement, cumulative prospect theory. In this book, we consider risk-sensitive RL in two settings: one where the goal is to find a policy that optimizes the usual expected value objective while ensuring that a risk constraint is satisfied, and the other where the risk measure is the objective. We survey some of the recent work in this area specifically where policy gradient search is the solution approach. In the first risk-sensitive RL setting, we cover popular risk measures based on variance, conditional value-at-risk, and chance constraints, and present a template for policy gradient-based risk-sensitive RL algorithms using a Lagrangian formulation. For the setting where risk is incorporated directly into the objective function, we consider an exponential utility formulation, cumulative prospect theory, and coherent risk measures. This non-exhaustive survey aims to give a flavor of the challenges involved in solving risk-sensitive RL problems using policy gradient methods, as well as outlining some potential future research directions.

arXiv:1810.09103공식 코드 · Papers with Code

Greedy Actor-Critic: A New Conditional Cross-Entropy Method for Policy Improvement

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.

arXiv:1810.07900

Policy Gradient in Partially Observable Environments: Approximation and Convergence

Policy gradient is a generic and flexible reinforcement learning approach that generally enjoys simplicity in analysis, implementation, and deployment. In the last few decades, this approach has been extensively advanced for fully observable environments. In this paper, we generalize a variety of these advances to partially observable settings, and similar to the fully observable case, we keep our focus on the class of Markovian policies. We propose a series of technical tools, including a novel notion of advantage function, to develop policy gradient algorithms and study their convergence properties in such environments. Deploying these tools, we generalize a variety of existing theoretical guarantees, such as policy gradient and convergence theorems, to partially observable domains, those which also could be carried to more settings of interest. This study also sheds light on the understanding of policy gradient approaches in real-world applications which tend to be partially observable.

arXiv:1810.02525공식 코드 · Papers with Code

Where Did My Optimum Go?: An Empirical Analysis of Gradient Descent Optimization in Policy Gradient Methods

Recent analyses of certain gradient descent optimization methods have shown that performance can degrade in some settings - such as with stochasticity or implicit momentum. In deep reinforcement learning (Deep RL), such optimization methods are often used for training neural networks via the temporal difference error or policy gradient. As an agent improves over time, the optimization target changes and thus the loss landscape (and local optima) change. Due to the failure modes of those methods, the ideal choice of optimizer for Deep RL remains unclear. As such, we provide an empirical analysis of the effects that a wide range of gradient descent optimizers and their hyperparameters have on policy gradient methods, a subset of Deep RL algorithms, for benchmark continuous control tasks. We find that adaptive optimizers have a narrow window of effective learning rates, diverging in other cases, and that the effectiveness of momentum varies depending on the properties of the environment. Our analysis suggests that there is significant interplay between the dynamics of the environment and Deep RL algorithm properties which aren't necessarily accounted for by traditional adaptive gradient methods. We provide suggestions for optimal settings of current methods and further lines of research based on our findings.

arXiv:1809.06719

Improvements on Hindsight Learning

Sparse reward problems are one of the biggest challenges in Reinforcement Learning. Goal-directed tasks are one such sparse reward problems where a reward signal is received only when the goal is reached. One promising way to train an agent to perform goal-directed tasks is to use Hindsight Learning approaches. In these approaches, even when an agent fails to reach the desired goal, the agent learns to reach the goal it achieved instead. Doing this over multiple trajectories while generalizing the policy learned from the achieved goals, the agent learns a goal conditioned policy to reach any goal. One such approach is Hindsight Experience replay which uses an off-policy Reinforcement Learning algorithm to learn a goal conditioned policy. In this approach, a replay of the past transitions happens in a uniformly random fashion. Another approach is to use a Hindsight version of the policy gradients to directly learn a policy. In this work, we discuss different ways to replay past transitions to improve learning in hindsight experience replay focusing on prioritized variants in particular. Also, we implement the Hindsight Policy gradient methods to robotic tasks.

arXiv:1809.04835

Image Captioning based on Deep Reinforcement Learning

Recently it has shown that the policy-gradient methods for reinforcement learning have been utilized to train deep end-to-end systems on natural language processing tasks. What's more, with the complexity of understanding image content and diverse ways of describing image content in natural language, image captioning has been a challenging problem to deal with. To the best of our knowledge, most state-of-the-art methods follow a pattern of sequential model, such as recurrent neural networks (RNN). However, in this paper, we propose a novel architecture for image captioning with deep reinforcement learning to optimize image captioning tasks. We utilize two networks called "policy network" and "value network" to collaboratively generate the captions of images. The experiments are conducted on Microsoft COCO dataset, and the experimental results have verified the effectiveness of the proposed method.

arXiv:1807.11150

Learning to Interrupt: A Hierarchical Deep Reinforcement Learning Framework for Efficient Exploration

To achieve scenario intelligence, humans must transfer knowledge to robots by developing goal-oriented algorithms, which are sometimes insensitive to dynamically changing environments. While deep reinforcement learning achieves significant success recently, it is still extremely difficult to be deployed in real robots directly. In this paper, we propose a hybrid structure named Option-Interruption in which human knowledge is embedded into a hierarchical reinforcement learning framework. Our architecture has two key components: options, represented by existing human-designed methods, can significantly speed up the training process and interruption mechanism, based on learnable termination functions, enables our system to quickly respond to the external environment. To implement this architecture, we derive a set of update rules based on policy gradient methods and present a complete training process. In the experiment part, our method is evaluated in Four-room navigation and exploration task, which shows the efficiency and flexibility of our framework.

arXiv:1807.05827공식 코드 · Papers with Code

Remember and Forget for Experience Replay

Experience replay (ER) is a fundamental component of off-policy deep reinforcement learning (RL). ER recalls experiences from past iterations to compute gradient estimates for the current policy, increasing data-efficiency. However, the accuracy of such updates may deteriorate when the policy diverges from past behaviors and can undermine the performance of ER. Many algorithms mitigate this issue by tuning hyper-parameters to slow down policy changes. An alternative is to actively enforce the similarity between policy and the experiences in the replay memory. We introduce Remember and Forget Experience Replay (ReF-ER), a novel method that can enhance RL algorithms with parameterized policies. ReF-ER (1) skips gradients computed from experiences that are too unlikely with the current policy and (2) regulates policy changes within a trust region of the replayed behaviors. We couple ReF-ER with Q-learning, deterministic policy gradient and off-policy gradient methods. We find that ReF-ER consistently improves the performance of continuous-action, off-policy RL on fully observable benchmarks and partially observable flow control problems.

arXiv:1807.02264

Variance Reduction for Reinforcement Learning in Input-Driven Environments

We consider reinforcement learning in input-driven environments, where an exogenous, stochastic input process affects the dynamics of the system. Input processes arise in many applications, including queuing systems, robotics control with disturbances, and object tracking. Since the state dynamics and rewards depend on the input process, the state alone provides limited information for the expected future returns. Therefore, policy gradient methods with standard state-dependent baselines suffer high variance during training. We derive a bias-free, input-dependent baseline to reduce this variance, and analytically show its benefits over state-dependent baselines. We then propose a meta-learning approach to overcome the complexity of learning a baseline that depends on a long sequence of inputs. Our experimental results show that across environments from queuing systems, computer networks, and MuJoCo robotic locomotion, input-dependent baselines consistently improve training stability and result in better eventual policies.

arXiv:1807.00737공식 코드 · Papers with Code

Learning Goal-Oriented Visual Dialog via Tempered Policy Gradient

Learning goal-oriented dialogues by means of deep reinforcement learning has recently become a popular research topic. However, commonly used policy-based dialogue agents often end up focusing on simple utterances and suboptimal policies. To mitigate this problem, we propose a class of novel temperature-based extensions for policy gradient methods, which are referred to as Tempered Policy Gradients (TPGs). On a recent AI-testbed, i.e., the GuessWhat?! game, we achieve significant improvements with two innovations. The first one is an extension of the state-of-the-art solutions with Seq2Seq and Memory Network structures that leads to an improvement of 7%. The second one is the application of our newly developed TPG methods, which improves the performance additionally by around 5% and, even more importantly, helps produce more convincing utterances.

arXiv:1312.3811

Efficient Baseline-free Sampling in Parameter Exploring Policy Gradients: Super Symmetric PGPE

Policy Gradient methods that explore directly in parameter space are among the most effective and robust direct policy search methods and have drawn a lot of attention lately. The basic method from this field, Policy Gradients with Parameter-based Exploration, uses two samples that are symmetric around the current hypothesis to circumvent misleading reward in \emph{asymmetrical} reward distributed problems gathered with the usual baseline approach. The exploration parameters are still updated by a baseline approach - leaving the exploration prone to asymmetric reward distributions. In this paper we will show how the exploration parameters can be sampled quasi symmetric despite having limited instead of free parameters for exploration. We give a transformation approximation to get quasi symmetric samples with respect to the exploration without changing the overall sampling distribution. Finally we will demonstrate that sampling symmetrically also for the exploration parameters is superior in needs of samples and robustness than the original sampling approach.

arXiv:1502.03919

Policy Gradient for Coherent Risk Measures

Several authors have recently developed risk-sensitive policy gradient methods that augment the standard expected cost minimization problem with a measure of variability in cost. These studies have focused on specific risk-measures, such as the variance or conditional value at risk (CVaR). In this work, we extend the policy gradient method to the whole class of coherent risk measures, which is widely accepted in finance and operations research, among other fields. We consider both static and time-consistent dynamic risk measures. For static risk measures, our approach is in the spirit of policy gradient algorithms and combines a standard sampling approach with convex programming. For dynamic risk measures, our approach is actor-critic style and involves explicit approximation of value function. Most importantly, our contribution presents a unified approach to risk-sensitive reinforcement learning that generalizes and extends previous results.