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We consider tackling a single-agent RL problem by distributing it to $n$ learners. These learners, called advisors, endeavour to solve the problem from a different focus. Their advice, taking the form of action values, is then communicated to an aggregator, which is in control of the system. We show that the local planning method for the advisors is critical and that none of the ones found in the literature is flawless: the egocentric planning overestimates values of states where the other advisors disagree, and the agnostic planning is inefficient around danger zones. We introduce a novel approach called empathic and discuss its theoretical aspects. We empirically examine and validate our theoretical findings on a fruit collection task.
We tackle the Multi-task Batch Reinforcement Learning problem. Given multiple datasets collected from different tasks, we train a multi-task policy to perform well in unseen tasks sampled from the same distribution. The task identities of the unseen tasks are not provided. To perform well, the policy must infer the task identity from collected transitions by modelling its dependency on states, actions and rewards. Because the different datasets may have state-action distributions with large divergence, the task inference module can learn to ignore the rewards and spuriously correlate $textit{only}$ state-action pairs to the task identity, leading to poor test time performance. To robustify task inference, we propose a novel application of the triplet loss. To mine hard negative examples, we relabel the transitions from the training tasks by approximating their reward functions. When we allow further training on the unseen tasks, using the trained policy as an initialization leads to significantly faster convergence compared to randomly initialized policies (up to $80%$ improvement and across 5 different Mujoco task distributions). We name our method $textbf{MBML}$ ($textbf{M}text{ulti-task}$ $textbf{B}text{atch}$ RL with $textbf{M}text{etric}$ $textbf{L}text{earning}$).
Recent studies on neural architecture search have shown that automatically designed neural networks perform as good as expert-crafted architectures. While most existing works aim at finding architectures that optimize the prediction accuracy, these architectures may have complexity and is therefore not suitable being deployed on certain computing environment (e.g., with limited power budgets). We propose MONAS, a framework for Multi-Objective Neural Architectural Search that employs reward functions considering both prediction accuracy and other important objectives (e.g., power consumption) when searching for neural network architectures. Experimental results showed that, compared to the state-ofthe-arts, models found by MONAS achieve comparable or better classification accuracy on computer vision applications, while satisfying the additional objectives such as peak power.
Order dispatching and driver repositioning (also known as fleet management) in the face of spatially and temporally varying supply and demand are central to a ride-sharing platform marketplace. Hand-crafting heuristic solutions that account for the dynamics in these resource allocation problems is difficult, and may be better handled by an end-to-end machine learning method. Previous works have explored machine learning methods to the problem from a high-level perspective, where the learning method is responsible for either repositioning the drivers or dispatching orders, and as a further simplification, the drivers are considered independent agents maximizing their own reward functions. In this paper we present a deep reinforcement learning approach for tackling the full fleet management and dispatching problems. In addition to treating the drivers as individual agents, we consider the problem from a system-centric perspective, where a central fleet management agent is responsible for decision-making for all drivers.
The aim of multi-task reinforcement learning is two-fold: (1) efficiently learn by training against multiple tasks and (2) quickly adapt, using limited samples, to a variety of new tasks. In this work, the tasks correspond to reward functions for environments with the same (or similar) dynamical models. We propose to learn a dynamical model during the training process and use this model to perform sample-efficient adaptation to new tasks at test time. We use significantly fewer samples by performing policy optimization only in a virtual environment whose transitions are given by our learned dynamical model. Our algorithm sequentially trains against several tasks. Upon encountering a new task, we first warm-up a policy on our learned dynamical model, which requires no new samples from the environment. We then adapt the dynamical model with samples from this policy in the real environment. We evaluate our approach on several continuous control benchmarks and demonstrate its efficacy over MAML, a state-of-the-art meta-learning algorithm, on these tasks.
Much of the current work on reinforcement learning studies episodic settings, where the agent is reset between trials to an initial state distribution, often with well-shaped reward functions. Non-episodic settings, where the agent must learn through continuous interaction with the world without resets, and where the agent receives only delayed and sparse reward signals, is substantially more difficult, but arguably more realistic considering real-world environments do not present the learner with a convenient reset mechanism and easy reward shaping. In this paper, instead of studying algorithmic improvements that can address such non-episodic and sparse reward settings, we instead study the kinds of environment properties that can make learning under such conditions easier. Understanding how properties of the environment impact the performance of reinforcement learning agents can help us to structure our tasks in ways that make learning tractable. We first discuss what we term environment shaping -- modifications to the environment that provide an alternative to reward shaping, and may be easier to implement. We then discuss an even simpler property that we refer to as dynamism, which describes the degree to which the environment changes independent of the agents actions and can be measured by environment transition entropy. Surprisingly, we find that even this property can substantially alleviate the challenges associated with non-episodic RL in sparse reward settings. We provide an empirical evaluation on a set of new tasks focused on non-episodic learning with sparse rewards. Through this study, we hope to shift the focus of the community towards analyzing how properties of the environment can affect learning and the ultimate type of behavior that is learned via RL.