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Data efficiency is a key challenge for deep reinforcement learning. We address this problem by using unlabeled data to pretrain an encoder which is then finetuned on a small amount of task-specific data. To encourage learning representations which capture diverse aspects of the underlying MDP, we employ a combination of latent dynamics modelling and unsupervised goal-conditioned RL. When limited to 100k steps of interaction on Atari games (equivalent to two hours of human experience), our approach significantly surpasses prior work combining offline representation pretraining with task-specific finetuning, and compares favourably with other pretraining methods that require orders of magnitude more data. Our approach shows particular promise when combined with larger models as well as more diverse, task-aligned observational data -- approaching human-level performance and data-efficiency on Atari in our best setting. We provide code associated with this work at https://github.com/mila-iqia/SGI.
Sequential decision-making under cost-sensitive tasks is prohibitively daunting, especially for the problem that has a significant impact on peoples daily lives, such as malaria control, treatment recommendation. The main challenge faced by policymakers is to learn a policy from scratch by interacting with a complex environment in a few trials. This work introduces a practical, data-efficient policy learning method, named Variance-Bonus Monte Carlo Tree Search~(VB-MCTS), which can copy with very little data and facilitate learning from scratch in only a few trials. Specifically, the solution is a model-based reinforcement learning method. To avoid model bias, we apply Gaussian Process~(GP) regression to estimate the transitions explicitly. With the GP world model, we propose a variance-bonus reward to measure the uncertainty about the world. Adding the reward to the planning with MCTS can result in more efficient and effective exploration. Furthermore, the derived polynomial sample complexity indicates that VB-MCTS is sample efficient. Finally, outstanding performance on a competitive world-level RL competition and extensive experimental results verify its advantage over the state-of-the-art on the challenging malaria control task.
In this paper, we present a Bayesian view on model-based reinforcement learning. We use expert knowledge to impose structure on the transition model and present an efficient learning scheme based on variational inference. This scheme is applied to a heteroskedastic and bimodal benchmark problem on which we compare our results to NFQ and show how our approach yields human-interpretable insight about the underlying dynamics while also increasing data-efficiency.
Poor sample efficiency is a major limitation of deep reinforcement learning in many domains. This work presents an attention-based method to project neural network inputs into an efficient representation space that is invariant under changes to input ordering. We show that our proposed representation results in an input space that is a factor of $m!$ smaller for inputs of $m$ objects. We also show that our method is able to represent inputs over variable numbers of objects. Our experiments demonstrate improvements in sample efficiency for policy gradient methods on a variety of tasks. We show that our representation allows us to solve problems that are otherwise intractable when using naive approaches.
Ensemble and auxiliary tasks are both well known to improve the performance of machine learning models when data is limited. However, the interaction between these two methods is not well studied, particularly in the context of deep reinforcement learning. In this paper, we study the effects of ensemble and auxiliary tasks when combined with the deep Q-learning algorithm. We perform a case study on ATARI games under limited data constraint. Moreover, we derive a refined bias-variance-covariance decomposition to analyze the different ways of learning ensembles and using auxiliary tasks, and use the analysis to help provide some understanding of the case study. Our code is open source and available at https://github.com/NUS-LID/RENAULT.
Deep Reinforcement Learning (RL) is proven powerful for decision making in simulated environments. However, training deep RL model is challenging in real world applications such as production-scale health-care or recommender systems because of the expensiveness of interaction and limitation of budget at deployment. One aspect of the data inefficiency comes from the expensive hyper-parameter tuning when optimizing deep neural networks. We propose Adaptive Behavior Policy Sharing (ABPS), a data-efficient training algorithm that allows sharing of experience collected by behavior policy that is adaptively selected from a pool of agents trained with an ensemble of hyper-parameters. We further extend ABPS to evolve hyper-parameters during training by hybridizing ABPS with an adapted version of Population Based Training (ABPS-PBT). We conduct experiments with multiple Atari games with up to 16 hyper-parameter/architecture setups. ABPS achieves superior overall performance, reduced variance on top 25% agents, and equivalent performance on the best agent compared to conventional hyper-parameter tuning with independent training, even though ABPS only requires the same number of environmental interactions as training a single agent. We also show that ABPS-PBT further improves the convergence speed and reduces the variance.