Session
Reinforcement Learning 13
Efficient Model-Based Deep Reinforcement Learning with Variational State Tabulation
Dane Corneil · Wulfram Gerstner · Johanni Brea
Modern reinforcement learning algorithms reach super-human performance on many board and video games, but they are sample inefficient, i.e. they typically require significantly more playing experience than humans to reach an equal performance level. To improve sample efficiency, an agent may build a model of the environment and use planning methods to update its policy. In this article we introduce Variational State Tabulation (VaST), which maps an environment with a high-dimensional state space (e.g. the space of visual inputs) to an abstract tabular model. Prioritized sweeping with small backups, a highly efficient planning method, can then be used to update state-action values. We show how VaST can rapidly learn to maximize reward in tasks like 3D navigation and efficiently adapt to sudden changes in rewards or transition probabilities.
Deep Variational Reinforcement Learning for POMDPs
Maximilian Igl · Luisa Zintgraf · Tuan Anh Le · Frank Wood · Shimon Whiteson
Many real-world sequential decision making problems are partially observable by nature, and the environment model is typically unknown. Consequently, there is great need for reinforcement learning methods that can tackle such problems given only a stream of rewards and incomplete and noisy observations. In this paper, we propose deep variational reinforcement learning (DVRL), which introduces an inductive bias that allows an agent to learn a generative model of the environment and perform inference in that model to effectively aggregate the available information. We develop an n-step approximation to the evidence lower bound (ELBO), allowing the model to be trained jointly with the policy. This ensures that the latent state representation is suitable for the control task. In experiments on Mountain Hike and flickering Atari we show that our method outperforms previous approaches relying on recurrent neural networks to encode the past.
Recurrent Predictive State Policy Networks
Ahmed Hefny · Zita Marinho · Wen Sun · Siddhartha Srinivasa · Geoff Gordon
We introduce Recurrent Predictive State Policy(RPSP) networks, a recurrent architecture that brings insights from predictive state representations to reinforcement learning in partially ob-servable environments. Predictive state policy networks consist of a recursive filter, which keeps track of a belief about the state of the environment, and a reactive policy that directly maps beliefs to actions, to maximize the cumulative reward. The recursive filter leverages predictive state representations (PSRs) (Rosencrantz & Gordon, 2004; Sun et al., 2016) by modeling predictive state—a prediction of the distribution of future observations conditioned on history and future actions.This representation gives rise to a rich class of statistically consistent algorithms (Hefny et al.,2017) to initialize the recursive filter. Predictive stats serves as an equivalent representation of a belief state. Therefore, the policy component of the RPSP-network can be purely reactive, simplifying training while still allowing optimal behavior. Moreover, we use the PSR interpretation during training as well, by incorporating prediction error in the loss function. The entire network (recursive filter and reactive policy) is still differentiable and can be trained using gradient-based methods. We optimize our policy using a combination of policy gradient based on rewards (Williams, 1992)and gradient descent based on prediction error.We show the efficacy of RPSP-networks on a set of robotic control tasks from OpenAI Gym. We empirically show that RPSP-networks perform well compared with memory-preserving networks such as GRUs, as well as finite memory models, being the overall best performing method.
Regret Minimization for Partially Observable Deep Reinforcement Learning
Peter Jin · EECS Kurt Keutzer · Sergey Levine
Deep reinforcement learning algorithms that estimate state and state-action value functions have been shown to be effective in a variety of challenging domains, including learning control strategies from raw image pixels. However, algorithms that estimate state and state-action value functions typically assume a fully observed state and must compensate for partial observations by using finite length observation histories or recurrent networks. In this work, we propose a new deep reinforcement learning algorithm based on counterfactual regret minimization that iteratively updates an approximation to an advantage-like function and is robust to partially observed state. We demonstrate that this new algorithm can substantially outperform strong baseline methods on several partially observed reinforcement learning tasks: learning first-person 3D navigation in Doom and Minecraft, and acting in the presence of partially observed objects in Doom and Pong.