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arXiv:2011.03506

The Value Equivalence Principle for Model-Based Reinforcement Learning

Learning models of the environment from data is often viewed as an essential component to building intelligent reinforcement learning (RL) agents. The common practice is to separate the learning of the model from its use, by constructing a model of the environment's dynamics that correctly predicts the observed state transitions. In this paper we argue that the limited representational resources of model-based RL agents are better used to build models that are directly useful for value-based planning. As our main contribution, we introduce the principle of value equivalence: two models are value equivalent with respect to a set of functions and policies if they yield the same Bellman updates. We propose a formulation of the model learning problem based on the value equivalence principle and analyze how the set of feasible solutions is impacted by the choice of policies and functions. Specifically, we show that, as we augment the set of policies and functions considered, the class of value equivalent models shrinks, until eventually collapsing to a single point corresponding to a model that perfectly describes the environment. In many problems, directly modelling state-to-state transitions may be both difficult and unnecessary. By leveraging the value-equivalence principle one may find simpler models without compromising performance, saving computation and memory. We illustrate the benefits of value-equivalent model learning with experiments comparing it against more traditional counterparts like maximum likelihood estimation. More generally, we argue that the principle of value equivalence underlies a number of recent empirical successes in RL, such as Value Iteration Networks, the Predictron, Value Prediction Networks, TreeQN, and MuZero, and provides a first theoretical underpinning of those results.

arXiv:2011.01226

Sample-efficient reinforcement learning using deep Gaussian processes

Reinforcement learning provides a framework for learning to control which actions to take towards completing a task through trial-and-error. In many applications observing interactions is costly, necessitating sample-efficient learning. In model-based reinforcement learning efficiency is improved by learning to simulate the world dynamics. The challenge is that model inaccuracies rapidly accumulate over planned trajectories. We introduce deep Gaussian processes where the depth of the compositions introduces model complexity while incorporating prior knowledge on the dynamics brings smoothness and structure. Our approach is able to sample a Bayesian posterior over trajectories. We demonstrate highly improved early sample-efficiency over competing methods. This is shown across a number of continuous control tasks, including the half-cheetah whose contact dynamics have previously posed an insurmountable problem for earlier sample-efficient Gaussian process based models.

arXiv:2011.01734

Differentiable Physics Models for Real-world Offline Model-based Reinforcement Learning

A limitation of model-based reinforcement learning (MBRL) is the exploitation of errors in the learned models. Black-box models can fit complex dynamics with high fidelity, but their behavior is undefined outside of the data distribution.Physics-based models are better at extrapolating, due to the general validity of their informed structure, but underfit in the real world due to the presence of unmodeled phenomena. In this work, we demonstrate experimentally that for the offline model-based reinforcement learning setting, physics-based models can be beneficial compared to high-capacity function approximators if the mechanical structure is known. Physics-based models can learn to perform the ball in a cup (BiC) task on a physical manipulator using only 4 minutes of sampled data using offline MBRL. We find that black-box models consistently produce unviable policies for BiC as all predicted trajectories diverge to physically impossible state, despite having access to more data than the physics-based model. In addition, we generalize the approach of physics parameter identification from modeling holonomic multi-body systems to systems with nonholonomic dynamics using end-to-end automatic differentiation. Videos: https://sites.google.com/view/ball-in-a-cup-in-4-minutes/

arXiv:2011.00825

Reinforcement Learning with Efficient Active Feature Acquisition

Solving real-life sequential decision making problems under partial observability involves an exploration-exploitation problem. To be successful, an agent needs to efficiently gather valuable information about the state of the world for making rewarding decisions. However, in real-life, acquiring valuable information is often highly costly, e.g., in the medical domain, information acquisition might correspond to performing a medical test on a patient. This poses a significant challenge for the agent to perform optimally for the task while reducing the cost for information acquisition. In this paper, we propose a model-based reinforcement learning framework that learns an active feature acquisition policy to solve the exploration-exploitation problem during its execution. Key to the success is a novel sequential variational auto-encoder that learns high-quality representations from partially observed states, which are then used by the policy to maximize the task reward in a cost efficient manner. We demonstrate the efficacy of our proposed framework in a control domain as well as using a medical simulator. In both tasks, our proposed method outperforms conventional baselines and results in policies with greater cost efficiency.

arXiv:2010.15948공식 코드 · Papers with Code

Bayes-Adaptive Deep Model-Based Policy Optimisation

We introduce a Bayesian (deep) model-based reinforcement learning method (RoMBRL) that can capture model uncertainty to achieve sample-efficient policy optimisation. We propose to formulate the model-based policy optimisation problem as a Bayes-adaptive Markov decision process (BAMDP). RoMBRL maintains model uncertainty via belief distributions through a deep Bayesian neural network whose samples are generated via stochastic gradient Hamiltonian Monte Carlo. Uncertainty is propagated through simulations controlled by sampled models and history-based policies. As beliefs are encoded in visited histories, we propose a history-based policy network that can be end-to-end trained to generalise across history space and will be trained using recurrent Trust-Region Policy Optimisation. We show that RoMBRL outperforms existing approaches on many challenging control benchmark tasks in terms of sample complexity and task performance. The source code of this paper is also publicly available on https://github.com/thobotics/RoMBRL.

arXiv:2010.12914

Planning with Exploration: Addressing Dynamics Bottleneck in Model-based Reinforcement Learning

Model-based reinforcement learning (MBRL) is believed to have higher sample efficiency compared with model-free reinforcement learning (MFRL). However, MBRL is plagued by dynamics bottleneck dilemma. Dynamics bottleneck dilemma is the phenomenon that the performance of the algorithm falls into the local optimum instead of increasing when the interaction step with the environment increases, which means more data can not bring better performance. In this paper, we find that the trajectory reward estimation error is the main reason that causes dynamics bottleneck dilemma through theoretical analysis. We give an upper bound of the trajectory reward estimation error and point out that increasing the agent's exploration ability is the key to reduce trajectory reward estimation error, thereby alleviating dynamics bottleneck dilemma. Motivated by this, a model-based control method combined with exploration named MOdel-based Progressive Entropy-based Exploration (MOPE2) is proposed. We conduct experiments on several complex continuous control benchmark tasks. The results verify that MOPE2 can effectively alleviate dynamics bottleneck dilemma and have higher sample efficiency than previous MBRL and MFRL algorithms.

arXiv:2010.12974

Improving the Exploration of Deep Reinforcement Learning in Continuous Domains using Planning for Policy Search

Local policy search is performed by most Deep Reinforcement Learning (D-RL) methods, which increases the risk of getting trapped in a local minimum. Furthermore, the availability of a simulation model is not fully exploited in D-RL even in simulation-based training, which potentially decreases efficiency. To better exploit simulation models in policy search, we propose to integrate a kinodynamic planner in the exploration strategy and to learn a control policy in an offline fashion from the generated environment interactions. We call the resulting model-based reinforcement learning method PPS (Planning for Policy Search). We compare PPS with state-of-the-art D-RL methods in typical RL settings including underactuated systems. The comparison shows that PPS, guided by the kinodynamic planner, collects data from a wider region of the state space. This generates training data that helps PPS discover better policies.

arXiv:2010.13303공식 코드 · Papers with Code

Trajectory-wise Multiple Choice Learning for Dynamics Generalization in Reinforcement Learning

Model-based reinforcement learning (RL) has shown great potential in various control tasks in terms of both sample-efficiency and final performance. However, learning a generalizable dynamics model robust to changes in dynamics remains a challenge since the target transition dynamics follow a multi-modal distribution. In this paper, we present a new model-based RL algorithm, coined trajectory-wise multiple choice learning, that learns a multi-headed dynamics model for dynamics generalization. The main idea is updating the most accurate prediction head to specialize each head in certain environments with similar dynamics, i.e., clustering environments. Moreover, we incorporate context learning, which encodes dynamics-specific information from past experiences into the context latent vector, enabling the model to perform online adaptation to unseen environments. Finally, to utilize the specialized prediction heads more effectively, we propose an adaptive planning method, which selects the most accurate prediction head over a recent experience. Our method exhibits superior zero-shot generalization performance across a variety of control tasks, compared to state-of-the-art RL methods. Source code and videos are available at https://sites.google.com/view/trajectory-mcl.

arXiv:2010.12142공식 코드 · Papers with Code

Bridging Imagination and Reality for Model-Based Deep Reinforcement Learning

Sample efficiency has been one of the major challenges for deep reinforcement learning. Recently, model-based reinforcement learning has been proposed to address this challenge by performing planning on imaginary trajectories with a learned world model. However, world model learning may suffer from overfitting to training trajectories, and thus model-based value estimation and policy search will be pone to be sucked in an inferior local policy. In this paper, we propose a novel model-based reinforcement learning algorithm, called BrIdging Reality and Dream (BIRD). It maximizes the mutual information between imaginary and real trajectories so that the policy improvement learned from imaginary trajectories can be easily generalized to real trajectories. We demonstrate that our approach improves sample efficiency of model-based planning, and achieves state-of-the-art performance on challenging visual control benchmarks.

arXiv:2010.11876

Error Bounds of Imitating Policies and Environments

Imitation learning trains a policy by mimicking expert demonstrations. Various imitation methods were proposed and empirically evaluated, meanwhile, their theoretical understanding needs further studies. In this paper, we firstly analyze the value gap between the expert policy and imitated policies by two imitation methods, behavioral cloning and generative adversarial imitation. The results support that generative adversarial imitation can reduce the compounding errors compared to behavioral cloning, and thus has a better sample complexity. Noticed that by considering the environment transition model as a dual agent, imitation learning can also be used to learn the environment model. Therefore, based on the bounds of imitating policies, we further analyze the performance of imitating environments. The results show that environment models can be more effectively imitated by generative adversarial imitation than behavioral cloning, suggesting a novel application of adversarial imitation for model-based reinforcement learning. We hope these results could inspire future advances in imitation learning and model-based reinforcement learning.

arXiv:2010.10740

Safety Verification of Model Based Reinforcement Learning Controllers

Model-based reinforcement learning (RL) has emerged as a promising tool for developing controllers for real world systems (e.g., robotics, autonomous driving, etc.). However, real systems often have constraints imposed on their state space which must be satisfied to ensure the safety of the system and its environment. Developing a verification tool for RL algorithms is challenging because the non-linear structure of neural networks impedes analytical verification of such models or controllers. To this end, we present a novel safety verification framework for model-based RL controllers using reachable set analysis. The proposed frame-work can efficiently handle models and controllers which are represented using neural networks. Additionally, if a controller fails to satisfy the safety constraints in general, the proposed framework can also be used to identify the subset of initial states from which the controller can be safely executed.

arXiv:2010.09832공식 코드 · Papers with Code

Dream and Search to Control: Latent Space Planning for Continuous Control

Learning and planning with latent space dynamics has been shown to be useful for sample efficiency in model-based reinforcement learning (MBRL) for discrete and continuous control tasks. In particular, recent work, for discrete action spaces, demonstrated the effectiveness of latent-space planning via Monte-Carlo Tree Search (MCTS) for bootstrapping MBRL during learning and at test time. However, the potential gains from latent-space tree search have not yet been demonstrated for environments with continuous action spaces. In this work, we propose and explore an MBRL approach for continuous action spaces based on tree-based planning over learned latent dynamics. We show that it is possible to demonstrate the types of bootstrapping benefits as previously shown for discrete spaces. In particular, the approach achieves improved sample efficiency and performance on a majority of challenging continuous-control benchmarks compared to the state-of-the-art.

arXiv:2010.09546공식 코드 · Papers with Code

Model-based Policy Optimization with Unsupervised Model Adaptation

Model-based reinforcement learning methods learn a dynamics model with real data sampled from the environment and leverage it to generate simulated data to derive an agent. However, due to the potential distribution mismatch between simulated data and real data, this could lead to degraded performance. Despite much effort being devoted to reducing this distribution mismatch, existing methods fail to solve it explicitly. In this paper, we investigate how to bridge the gap between real and simulated data due to inaccurate model estimation for better policy optimization. To begin with, we first derive a lower bound of the expected return, which naturally inspires a bound maximization algorithm by aligning the simulated and real data distributions. To this end, we propose a novel model-based reinforcement learning framework AMPO, which introduces unsupervised model adaptation to minimize the integral probability metric (IPM) between feature distributions from real and simulated data. Instantiating our framework with Wasserstein-1 distance gives a practical model-based approach. Empirically, our approach achieves state-of-the-art performance in terms of sample efficiency on a range of continuous control benchmark tasks.

arXiv:2010.08169

Uncertainty-aware Contact-safe Model-based Reinforcement Learning

This letter presents contact-safe Model-based Reinforcement Learning (MBRL) for robot applications that achieves contact-safe behaviors in the learning process. In typical MBRL, we cannot expect the data-driven model to generate accurate and reliable policies to the intended robotic tasks during the learning process due to sample scarcity. Operating these unreliable policies in a contact-rich environment could cause damage to the robot and its surroundings. To alleviate the risk of causing damage through unexpected intensive physical contacts, we present the contact-safe MBRL that associates the probabilistic Model Predictive Control's (pMPC) control limits with the model uncertainty so that the allowed acceleration of controlled behavior is adjusted according to learning progress. Control planning with such uncertainty-aware control limits is formulated as a deterministic MPC problem using a computation-efficient approximated GP dynamics and an approximated inference technique. Our approach's effectiveness is evaluated through bowl mixing tasks with simulated and real robots, scooping tasks with a real robot as examples of contact-rich manipulation skills. (video: https://youtu.be/sdhHP3NhYi0)

arXiv:2010.07968공식 코드 · Papers with Code

Constrained Model-based Reinforcement Learning with Robust Cross-Entropy Method

This paper studies the constrained/safe reinforcement learning (RL) problem with sparse indicator signals for constraint violations. We propose a model-based approach to enable RL agents to effectively explore the environment with unknown system dynamics and environment constraints given a significantly small number of violation budgets. We employ the neural network ensemble model to estimate the prediction uncertainty and use model predictive control as the basic control framework. We propose the robust cross-entropy method to optimize the control sequence considering the model uncertainty and constraints. We evaluate our methods in the Safety Gym environment. The results show that our approach learns to complete the tasks with a much smaller number of constraint violations than state-of-the-art baselines. Additionally, we are able to achieve several orders of magnitude better sample efficiency when compared with constrained model-free RL approaches. The code is available at \url{https://github.com/liuzuxin/safe-mbrl}.

arXiv:2010.06266

Model-Based Reinforcement Learning for Type 1Diabetes Blood Glucose Control

In this paper we investigate the use of model-based reinforcement learning to assist people with Type 1 Diabetes with insulin dose decisions. The proposed architecture consists of multiple Echo State Networks to predict blood glucose levels combined with Model Predictive Controller for planning. Echo State Network is a version of recurrent neural networks which allows us to learn long term dependencies in the input of time series data in an online manner. Additionally, we address the quantification of uncertainty for a more robust control. Here, we used ensembles of Echo State Networks to capture model (epistemic) uncertainty. We evaluated the approach with the FDA-approved UVa/Padova Type 1 Diabetes simulator and compared the results against baseline algorithms such as Basal-Bolus controller and Deep Q-learning. The results suggest that the model-based reinforcement learning algorithm can perform equally or better than the baseline algorithms for the majority of virtual Type 1 Diabetes person profiles tested.

arXiv:2010.05024

Reinforcement Learning on Computational Resource Allocation of Cloud-based Wireless Networks

Wireless networks used for Internet of Things (IoT) are expected to largely involve cloud-based computing and processing. Softwarised and centralised signal processing and network switching in the cloud enables flexible network control and management. In a cloud environment, dynamic computational resource allocation is essential to save energy while maintaining the performance of the processes. The stochastic features of the Central Processing Unit (CPU) load variation as well as the possible complex parallelisation situations of the cloud processes makes the dynamic resource allocation an interesting research challenge. This paper models this dynamic computational resource allocation problem into a Markov Decision Process (MDP) and designs a model-based reinforcement-learning agent to optimise the dynamic resource allocation of the CPU usage. Value iteration method is used for the reinforcement-learning agent to pick up the optimal policy during the MDP. To evaluate our performance we analyse two types of processes that can be used in the cloud-based IoT networks with different levels of parallelisation capabilities, i.e., Software-Defined Radio (SDR) and Software-Defined Networking (SDN). The results show that our agent rapidly converges to the optimal policy, stably performs in different parameter settings, outperforms or at least equally performs compared to a baseline algorithm in energy savings for different scenarios.

arXiv:2010.04893

Trust the Model When It Is Confident: Masked Model-based Actor-Critic

It is a popular belief that model-based Reinforcement Learning (RL) is more sample efficient than model-free RL, but in practice, it is not always true due to overweighed model errors. In complex and noisy settings, model-based RL tends to have trouble using the model if it does not know when to trust the model. In this work, we find that better model usage can make a huge difference. We show theoretically that if the use of model-generated data is restricted to state-action pairs where the model error is small, the performance gap between model and real rollouts can be reduced. It motivates us to use model rollouts only when the model is confident about its predictions. We propose Masked Model-based Actor-Critic (M2AC), a novel policy optimization algorithm that maximizes a model-based lower-bound of the true value function. M2AC implements a masking mechanism based on the model's uncertainty to decide whether its prediction should be used or not. Consequently, the new algorithm tends to give robust policy improvements. Experiments on continuous control benchmarks demonstrate that M2AC has strong performance even when using long model rollouts in very noisy environments, and it significantly outperforms previous state-of-the-art methods.

arXiv:2010.04444

Jointly-Learned State-Action Embedding for Efficient Reinforcement Learning

While reinforcement learning has achieved considerable successes in recent years, state-of-the-art models are often still limited by the size of state and action spaces. Model-free reinforcement learning approaches use some form of state representations and the latest work has explored embedding techniques for actions, both with the aim of achieving better generalization and applicability. However, these approaches consider only states or actions, ignoring the interaction between them when generating embedded representations. In this work, we establish the theoretical foundations for the validity of training a reinforcement learning agent using embedded states and actions. We then propose a new approach for jointly learning embeddings for states and actions that combines aspects of model-free and model-based reinforcement learning, which can be applied in both discrete and continuous domains. Specifically, we use a model of the environment to obtain embeddings for states and actions and present a generic architecture that leverages these to learn a policy. In this way, the embedded representations obtained via our approach enable better generalization over both states and actions by capturing similarities in the embedding spaces. Evaluations of our approach on several gaming, robotic control, and recommender systems show it significantly outperforms state-of-the-art models in both discrete/continuous domains with large state/action spaces, thus confirming its efficacy.

arXiv:2010.01604

A Sharp Analysis of Model-based Reinforcement Learning with Self-Play

Model-based algorithms -- algorithms that explore the environment through building and utilizing an estimated model -- are widely used in reinforcement learning practice and theoretically shown to achieve optimal sample efficiency for single-agent reinforcement learning in Markov Decision Processes (MDPs). However, for multi-agent reinforcement learning in Markov games, the current best known sample complexity for model-based algorithms is rather suboptimal and compares unfavorably against recent model-free approaches. In this paper, we present a sharp analysis of model-based self-play algorithms for multi-agent Markov games. We design an algorithm -- Optimistic Nash Value Iteration (Nash-VI) for two-player zero-sum Markov games that is able to output an $\epsilon$-approximate Nash policy in $\tilde{\mathcal{O}}(H^3SAB/\epsilon^2)$ episodes of game playing, where $S$ is the number of states, $A,B$ are the number of actions for the two players respectively, and $H$ is the horizon length. This significantly improves over the best known model-based guarantee of $\tilde{\mathcal{O}}(H^4S^2AB/\epsilon^2)$, and is the first that matches the information-theoretic lower bound $\Omega(H^3S(A+B)/\epsilon^2)$ except for a $\min\{A,B\}$ factor. In addition, our guarantee compares favorably against the best known model-free algorithm if $\min \{A,B\}=o(H^3)$, and outputs a single Markov policy while existing sample-efficient model-free algorithms output a nested mixture of Markov policies that is in general non-Markov and rather inconvenient to store and execute. We further adapt our analysis to designing a provably efficient task-agnostic algorithm for zero-sum Markov games, and designing the first line of provably sample-efficient algorithms for multi-player general-sum Markov games.