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We initiate the study of multi-stage episodic reinforcement learning under adversarial corruptions in both the rewards and the transition probabilities of the underlying system extending recent results for the special case of stochastic bandits. We provide a framework which modifies the aggressive exploration enjoyed by existing reinforcement learning approaches based on optimism in the face of uncertainty, by complementing them with principles from action elimination. Importantly, our framework circumvents the major challenges posed by naively applying action elimination in the RL setting, as formalized by a lower bound we demonstrate. Our framework yields efficient algorithms which (a) attain near-optimal regret in the absence of corruptions and (b) adapt to unknown levels corruption, enjoying regret guarantees which degrade gracefully in the total corruption encountered. To showcase the generality of our approach, we derive results for both tabular settings (where states and actions are finite) as well as linear-function-approximation settings (where the dynamics and rewards admit a linear underlying representation). Notably, our work provides the first sublinear regret guarantee which accommodates any deviation from purely i.i.d. transitions in the bandit-feedback model for episodic reinforcement learning.
We propose an algorithm for tabular episodic reinforcement learning with constraints. We provide a modular analysis with strong theoretical guarantees for settings with concave rewards and convex constraints, and for settings with hard constraints (knapsacks). Most of the previous work in constrained reinforcement learning is limited to linear constraints, and the remaining work focuses on either the feasibility question or settings with a single episode. Our experiments demonstrate that the proposed algorithm significantly outperforms these approaches in existing constrained episodic environments.
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency information is used as a part of the state representation for exploration purposes. We demonstrate that combining actor-critic algorithm with count-based exploration using our representation achieves impressive results on a set of notoriously challenging Atari games due to sparse rewards. For example, we report a state-of-the-art score of >11,000 points on Montezumas Revenge without using expert demonstrations, explicit high-level information (e.g., RAM states), or supervisory data. Our experiments confirm that contingency-awareness is indeed an extremely powerful concept for tackling exploration problems in reinforcement learning and opens up interesting research questions for further investigations.
Episodic memory-based methods can rapidly latch onto past successful strategies by a non-parametric memory and improve sample efficiency of traditional reinforcement learning. However, little effort is put into the continuous domain, where a state is never visited twice, and previous episodic methods fail to efficiently aggregate experience across trajectories. To address this problem, we propose Generalizable Episodic Memory (GEM), which effectively organizes the state-action values of episodic memory in a generalizable manner and supports implicit planning on memorized trajectories. GEM utilizes a double estimator to reduce the overestimation bias induced by value propagation in the planning process. Empirical evaluation shows that our method significantly outperforms existing trajectory-based methods on various MuJoCo continuous control tasks. To further show the general applicability, we evaluate our method on Atari games with discrete action space, which also shows a significant improvement over baseline algorithms.
Exploration is an essential component of reinforcement learning algorithms, where agents need to learn how to predict and control unknown and often stochastic environments. Reinforcement learning agents depend crucially on exploration to obtain informative data for the learning process as the lack of enough information could hinder effective learning. In this article, we provide a survey of modern exploration methods in (Sequential) reinforcement learning, as well as a taxonomy of exploration methods.
High sample complexity remains a barrier to the application of reinforcement learning (RL), particularly in multi-agent systems. A large body of work has demonstrated that exploration mechanisms based on the principle of optimism under uncertainty can significantly improve the sample efficiency of RL in single agent tasks. This work seeks to understand the role of optimistic exploration in non-cooperative multi-agent settings. We will show that, in zero-sum games, optimistic exploration can cause the learner to waste time sampling parts of the state space that are irrelevant to strategic play, as they can only be reached through cooperation between both players. To address this issue, we introduce a formal notion of strategically efficient exploration in Markov games, and use this to develop two strategically efficient learning algorithms for finite Markov games. We demonstrate that these methods can be significantly more sample efficient than their optimistic counterparts.