No Arabic abstract
In value-based reinforcement learning (RL), unlike in supervised learning, the agent faces not a single, stationary, approximation problem, but a sequence of value prediction problems. Each time the policy improves, the nature of the problem changes, shifting both the distribution of states and their values. In this paper we take a novel perspective, arguing that the value prediction problems faced by an RL agent should not be addressed in isolation, but rather as a single, holistic, prediction problem. An RL algorithm generates a sequence of policies that, at least approximately, improve towards the optimal policy. We explicitly characterize the associated sequence of value functions and call it the value-improvement path. Our main idea is to approximate the value-improvement path holistically, rather than to solely track the value function of the current policy. Specifically, we discuss the impact that this holistic view of RL has on representation learning. We demonstrate that a representation that spans the past value-improvement path will also provide an accurate value approximation for future policy improvements. We use this insight to better understand existing approaches to auxiliary tasks and to propose new ones. To test our hypothesis empirically, we augmented a standard deep RL agent with an auxiliary task of learning the value-improvement path. In a study of Atari 2600 games, the augmented agent achieved approximately double the mean and median performance of the baseline agent.
This work considers two distinct settings: imitation learning and goal-conditioned reinforcement learning. In either case, effective solutions require the agent to reliably reach a specified state (a goal), or set of states (a demonstration). Drawing a connection between probabilistic long-term dynamics and the desired value function, this work introduces an approach which utilizes recent advances in density estimation to effectively learn to reach a given state. As our first contribution, we use this approach for goal-conditioned reinforcement learning and show that it is both efficient and does not suffer from hindsight bias in stochastic domains. As our second contribution, we extend the approach to imitation learning and show that it achieves state-of-the art demonstration sample-efficiency on standard benchmark tasks.
We propose a model-free reinforcement learning algorithm inspired by the popular randomized least squares value iteration (RLSVI) algorithm as well as the optimism principle. Unlike existing upper-confidence-bound (UCB) based approaches, which are often computationally intractable, our algorithm drives exploration by simply perturbing the training data with judiciously chosen i.i.d. scalar noises. To attain optimistic value function estimation without resorting to a UCB-style bonus, we introduce an optimistic reward sampling procedure. When the value functions can be represented by a function class $mathcal{F}$, our algorithm achieves a worst-case regret bound of $widetilde{O}(mathrm{poly}(d_EH)sqrt{T})$ where $T$ is the time elapsed, $H$ is the planning horizon and $d_E$ is the $textit{eluder dimension}$ of $mathcal{F}$. In the linear setting, our algorithm reduces to LSVI-PHE, a variant of RLSVI, that enjoys an $widetilde{mathcal{O}}(sqrt{d^3H^3T})$ regret. We complement the theory with an empirical evaluation across known difficult exploration tasks.
The Laplacian representation recently gains increasing attention for reinforcement learning as it provides succinct and informative representation for states, by taking the eigenvectors of the Laplacian matrix of the state-transition graph as state embeddings. Such representation captures the geometry of the underlying state space and is beneficial to RL tasks such as option discovery and reward shaping. To approximate the Laplacian representation in large (or even continuous) state spaces, recent works propose to minimize a spectral graph drawing objective, which however has infinitely many global minimizers other than the eigenvectors. As a result, their learned Laplacian representation may differ from the ground truth. To solve this problem, we reformulate the graph drawing objective into a generalized form and derive a new learning objective, which is proved to have eigenvectors as its unique global minimizer. It enables learning high-quality Laplacian representations that faithfully approximate the ground truth. We validate this via comprehensive experiments on a set of gridworld and continuous control environments. Moreover, we show that our learned Laplacian representations lead to more exploratory options and better reward shaping.
Deep neural networks can empirically perform efficient hierarchical learning, in which the layers learn useful representations of the data. However, how they make use of the intermediate representations are not explained by recent theories that relate them to shallow learners such as kernels. In this work, we demonstrate that intermediate neural representations add more flexibility to neural networks and can be advantageous over raw inputs. We consider a fixed, randomly initialized neural network as a representation function fed into another trainable network. When the trainable network is the quadratic Taylor model of a wide two-layer network, we show that neural representation can achieve improved sample complexities compared with the raw input: For learning a low-rank degree-$p$ polynomial ($p geq 4$) in $d$ dimension, neural representation requires only $tilde{O}(d^{lceil p/2 rceil})$ samples, while the best-known sample complexity upper bound for the raw input is $tilde{O}(d^{p-1})$. We contrast our result with a lower bound showing that neural representations do not improve over the raw input (in the infinite width limit), when the trainable network is instead a neural tangent kernel. Our results characterize when neural representations are beneficial, and may provide a new perspective on why depth is important in deep learning.
Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-levels benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the systems global Q-values into individual agents Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.