No Arabic abstract
The reinforcement learning community has made great strides in designing algorithms capable of exceeding human performance on specific tasks. These algorithms are mostly trained one task at the time, each new task requiring to train a brand new agent instance. This means the learning algorithm is general, but each solution is not; each agent can only solve the one task it was trained on. In this work, we study the problem of learning to master not one but multiple sequential-decision tasks at once. A general issue in multi-task learning is that a balance must be found between the needs of multiple tasks competing for the limited resources of a single learning system. Many learning algorithms can get distracted by certain tasks in the set of tasks to solve. Such tasks appear more salient to the learning process, for instance because of the density or magnitude of the in-task rewards. This causes the algorithm to focus on those salient tasks at the expense of generality. We propose to automatically adapt the contribution of each task to the agents updates, so that all tasks have a similar impact on the learning dynamics. This resulted in state of the art performance on learning to play all games in a set of 57 diverse Atari games. Excitingly, our method learned a single trained policy - with a single set of weights - that exceeds median human performance. To our knowledge, this was the first time a single agent surpassed human-level performance on this multi-task domain. The same approach also demonstrated state of the art performance on a set of 30 tasks in the 3D reinforcement learning platform DeepMind Lab.
We propose a new low-cost machine-learning-based methodology which assists designers in reducing the gap between the problem and the solution in the design process. Our work applies reinforcement learning (RL) to find the optimal task-oriented design solution through the construction of the design action for each task. For this task-oriented design, the 3D design process in product design is assigned to an action space in Deep RL, and the desired 3D model is obtained by training each design action according to the task. By showing that this method achieves satisfactory design even when applied to a task pursuing multiple goals, we suggest the direction of how machine learning can contribute to the design process. Also, we have validated with product designers that this methodology can assist the creative part in the process of design.
Multi-agent reinforcement learning systems aim to provide interacting agents with the ability to collaboratively learn and adapt to the behaviour of other agents. In many real-world applications, the agents can only acquire a partial view of the world. Here we consider a setting whereby most agents observations are also extremely noisy, hence only weakly correlated to the true state of the environment. Under these circumstances, learning an optimal policy becomes particularly challenging, even in the unrealistic case that an agents policy can be made conditional upon all other agents observations. To overcome these difficulties, we propose a multi-agent deep deterministic policy gradient algorithm enhanced by a communication medium (MADDPG-M), which implements a two-level, concurrent learning mechanism. An agents policy depends on its own private observations as well as those explicitly shared by others through a communication medium. At any given point in time, an agent must decide whether its private observations are sufficiently informative to be shared with others. However, our environments provide no explicit feedback informing an agent whether a communication action is beneficial, rather the communication policies must also be learned through experience concurrently to the main policies. Our experimental results demonstrate that the algorithm performs well in six highly non-stationary environments of progressively higher complexity, and offers substantial performance gains compared to the baselines.
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 $textbf{M}text{etric}$ $textbf{L}text{earning}$).
Multi-task learning is a very challenging problem in reinforcement learning. While training multiple tasks jointly allow the policies to share parameters across different tasks, the optimization problem becomes non-trivial: It remains unclear what parameters in the network should be reused across tasks, and how the gradients from different tasks may interfere with each other. Thus, instead of naively sharing parameters across tasks, we introduce an explicit modularization technique on policy representation to alleviate this optimization issue. Given a base policy network, we design a routing network which estimates different routing strategies to reconfigure the base network for each task. Instead of directly selecting routes for each task, our task-specific policy uses a method called soft modularization to softly combine all the possible routes, which makes it suitable for sequential tasks. We experiment with various robotics manipulation tasks in simulation and show our method improves both sample efficiency and performance over strong baselines by a large margin.
We develop a mathematical framework for solving multi-task reinforcement learning (MTRL) problems based on a type of policy gradient method. The goal in MTRL is to learn a common policy that operates effectively in different environments; these environments have similar (or overlapping) state spaces, but have different rewards and dynamics. We highlight two fundamental challenges in MTRL that are not present in its single task counterpart, and illustrate them with simple examples. We then develop a decentralized entropy-regularized policy gradient method for solving the MTRL problem, and study its finite-time convergence rate. We demonstrate the effectiveness of the proposed method using a series of numerical experiments. These experiments range from small-scale GridWorld problems that readily demonstrate the trade-offs involved in multi-task learning to large-scale problems, where common policies are learned to navigate an airborne drone in multiple (simulated) environments.