No Arabic abstract
In the past few years, deep reinforcement learning has been proven to solve problems which have complex states like video games or board games. The next step of intelligent agents would be able to generalize between tasks, and using prior experience to pick up new skills more quickly. However, most reinforcement learning algorithms for now are often suffering from catastrophic forgetting even when facing a very similar target task. Our approach enables the agents to generalize knowledge from a single source task, and boost the learning progress with a semisupervised learning method when facing a new task. We evaluate this approach on Atari games, which is a popular reinforcement learning benchmark, and show that it outperforms common baselines based on pre-training and fine-tuning.
This paper proposes adversarial attacks for Reinforcement Learning (RL) and then improves the robustness of Deep Reinforcement Learning algorithms (DRL) to parameter uncertainties with the help of these attacks. We show that even a naively engineered attack successfully degrades the performance of DRL algorithm. We further improve the attack using gradient information of an engineered loss function which leads to further degradation in performance. These attacks are then leveraged during training to improve the robustness of RL within robust control framework. We show that this adversarial training of DRL algorithms like Deep Double Q learning and Deep Deterministic Policy Gradients leads to significant increase in robustness to parameter variations for RL benchmarks such as Cart-pole, Mountain Car, Hopper and Half Cheetah environment.
A* is a popular path-finding algorithm, but it can only be applied to those domains where a good heuristic function is known. Inspired by recent methods combining Deep Neural Networks (DNNs) and trees, this study demonstrates how to train a heuristic represented by a DNN and combine it with A*. This new algorithm which we call aleph-star can be used efficiently in domains where the input to the heuristic could be processed by a neural network. We compare aleph-star to N-Step Deep Q-Learning (DQN Mnih et al. 2013) in a driving simulation with pixel-based input, and demonstrate significantly better performance in this scenario.
We introduce a sampling perspective to tackle the challenging task of training robust Reinforcement Learning (RL) agents. Leveraging the powerful Stochastic Gradient Langevin Dynamics, we present a novel, scalable two-player RL algorithm, which is a sampling variant of the two-player policy gradient method. Our algorithm consistently outperforms existing baselines, in terms of generalization across different training and testing conditions, on several MuJoCo environments. Our experiments also show that, even for objective functions that entirely ignore potential environmental shifts, our sampling approach remains highly robust in comparison to standard RL algorithms.
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.
Reinforcement learning (RL) algorithms usually require a substantial amount of interaction data and perform well only for specific tasks in a fixed environment. In some scenarios such as healthcare, however, usually only few records are available for each patient, and patients may show different responses to the same treatment, impeding the application of current RL algorithms to learn optimal policies. To address the issues of mechanism heterogeneity and related data scarcity, we propose a data-efficient RL algorithm that exploits structural causal models (SCMs) to model the state dynamics, which are estimated by leveraging both commonalities and differences across subjects. The learned SCM enables us to counterfactually reason what would have happened had another treatment been taken. It helps avoid real (possibly risky) exploration and mitigates the issue that limited experiences lead to biased policies. We propose counterfactual RL algorithms to learn both population-level and individual-level policies. We show that counterfactual outcomes are identifiable under mild conditions and that Q- learning on the counterfactual-based augmented data set converges to the optimal value function. Experimental results on synthetic and real-world data demonstrate the efficacy of the proposed approach.