We show that the popular reinforcement learning (RL) strategy of estimating the state-action value (Q-function) by minimizing the mean squared Bellman error leads to a regression problem with confounding, the inputs and output noise being correlated. Hence, direct minimization of the Bellman error can result in significantly biased Q-function estimates. We explain why fixing the target Q-network in Deep Q-Networks and Fitted Q Evaluation provides a way of overcoming this confounding, thus shedding new light on this popular but not well understood trick in the deep RL literature. An alternative approach to address confounding is to leverage techniques developed in the causality literature, notably instrumental variables (IV). We bring together here the literature on IV and RL by investigating whether IV approaches can lead to improved Q-function estimates. This paper analyzes and compares a wide range of recent IV methods in the context of offline policy evaluation (OPE), where the goal is to estimate the value of a policy using logged data only. By applying different IV techniques to OPE, we are not only able to recover previously proposed OPE methods such as model-based techniques but also to obtain competitive new techniques. We find empirically that state-of-the-art OPE methods are closely matched in performance by some IV methods such as AGMM, which were not developed for OPE. We open-source all our code and datasets at https://github.com/liyuan9988/IVOPEwithACME.
Offline reinforcement learning restricts the learning process to rely only on logged-data without access to an environment. While this enables real-world applications, it also poses unique challenges. One important challenge is dealing with errors caused by the overestimation of values for state-action pairs not well-covered by the training data. Due to bootstrapping, these errors get amplified during training and can lead to divergence, thereby crippling learning. To overcome this challenge, we introduce Regularized Behavior Value Estimation (R-BVE). Unlike most approaches, which use policy improvement during training, R-BVE estimates the value of the behavior policy during training and only performs policy improvement at deployment time. Further, R-BVE uses a ranking regularisation term that favours actions in the dataset that lead to successful outcomes. We provide ample empirical evidence of R-BVE's effectiveness, including state-of-the-art performance on the RL Unplugged ATARI dataset. We also test R-BVE on new datasets, from bsuite and a challenging DeepMind Lab task, and show that R-BVE outperforms other state-of-the-art discrete control offline RL methods.
Behavior cloning (BC) is often practical for robot learning because it allows a policy to be trained offline without rewards, by supervised learning on expert demonstrations. However, BC does not effectively leverage what we will refer to as unlabeled experience: data of mixed and unknown quality without reward annotations. This unlabeled data can be generated by a variety of sources such as human teleoperation, scripted policies and other agents on the same robot. Towards data-driven offline robot learning that can use this unlabeled experience, we introduce Offline Reinforced Imitation Learning (ORIL). ORIL first learns a reward function by contrasting observations from demonstrator and unlabeled trajectories, then annotates all data with the learned reward, and finally trains an agent via offline reinforcement learning. Across a diverse set of continuous control and simulated robotic manipulation tasks, we show that ORIL consistently outperforms comparable BC agents by effectively leveraging unlabeled experience.
Offline reinforcement learning (RL purely from logged data) is an important avenue for deploying RL techniques in real-world scenarios. However, existing hyperparameter selection methods for offline RL break the offline assumption by evaluating policies corresponding to each hyperparameter setting in the environment. This online execution is often infeasible and hence undermines the main aim of offline RL. Therefore, in this work, we focus on \textit{offline hyperparameter selection}, i.e. methods for choosing the best policy from a set of many policies trained using different hyperparameters, given only logged data. Through large-scale empirical evaluation we show that: 1) offline RL algorithms are not robust to hyperparameter choices, 2) factors such as the offline RL algorithm and method for estimating Q values can have a big impact on hyperparameter selection, and 3) when we control those factors carefully, we can reliably rank policies across hyperparameter choices, and therefore choose policies which are close to the best policy in the set. Overall, our results present an optimistic view that offline hyperparameter selection is within reach, even in challenging tasks with pixel observations, high dimensional action spaces, and long horizon.
Offline methods for reinforcement learning have a potential to help bridge the gap between reinforcement learning research and real-world applications. They make it possible to learn policies from offline datasets, thus overcoming concerns associated with online data collection in the real-world, including cost, safety, or ethical concerns. In this paper, we propose a benchmark called RL Unplugged to evaluate and compare offline RL methods. RL Unplugged includes data from a diverse range of domains including games ({\em e.g.,} Atari benchmark) and simulated motor control problems ({\em e.g.,} DM Control Suite). The datasets include domains that are partially or fully observable, use continuous or discrete actions, and have stochastic vs. deterministic dynamics. We propose detailed evaluation protocols for each domain in RL Unplugged and provide an extensive analysis of supervised learning and offline RL methods using these protocols. We will release data for all our tasks and open-source all algorithms presented in this paper. We hope that our suite of benchmarks will increase the reproducibility of experiments and make it possible to study challenging tasks with a limited computational budget, thus making RL research both more systematic and more accessible across the community. Moving forward, we view RL Unplugged as a living benchmark suite that will evolve and grow with datasets contributed by the research community and ourselves. Our project page is available on github (https://git.io/JJUhd).
Offline reinforcement learning (RL), also known as batch RL, offers the prospect of policy optimization from large pre-recorded datasets without online environment interaction. It addresses challenges with regard to the cost of data collection and safety, both of which are particularly pertinent to real-world applications of RL. Unfortunately, most off-policy algorithms perform poorly when learning from a fixed dataset. In this paper, we propose a novel offline RL algorithm to learn policies from data using a form of critic-regularized regression (CRR). We find that CRR performs surprisingly well and scales to tasks with high-dimensional state and action spaces -- outperforming several state-of-the-art offline RL algorithms by a significant margin on a wide range of benchmark tasks.
Deep reinforcement learning has led to many recent-and groundbreaking-advancements. However, these advances have often come at the cost of both the scale and complexity of the underlying RL algorithms. Increases in complexity have in turn made it more difficult for researchers to reproduce published RL algorithms or rapidly prototype ideas. To address this, we introduce Acme, a tool to simplify the development of novel RL algorithms that is specifically designed to enable simple agent implementations that can be run at various scales of execution. Our aim is also to make the results of various RL algorithms developed in academia and industrial labs easier to reproduce and extend. To this end we are releasing baseline implementations of various algorithms, created using our framework. In this work we introduce the major design decisions behind Acme and show how these are used to construct these baselines. We also experiment with these agents at different scales of both complexity and computation-including distributed versions. Ultimately, we show that the design decisions behind Acme lead to agents that can be scaled both up and down and that, for the most part, greater levels of parallelization result in agents with equivalent performance, just faster.
Gating mechanisms are widely used in neural network models, where they allow gradients to backpropagate more easily through depth or time. However, their saturation property introduces problems of its own. For example, in recurrent models these gates need to have outputs near 1 to propagate information over long time-delays, which requires them to operate in their saturation regime and hinders gradient-based learning of the gate mechanism. We address this problem by deriving two synergistic modifications to the standard gating mechanism that are easy to implement, introduce no additional hyperparameters, and improve learnability of the gates when they are close to saturation. We show how these changes are related to and improve on alternative recently proposed gating mechanisms such as chrono-initialization and Ordered Neurons. Empirically, our simple gating mechanisms robustly improve the performance of recurrent models on a range of applications, including synthetic memorization tasks, sequential image classification, language modeling, and reinforcement learning, particularly when long-term dependencies are involved.
Owing to their ability to both effectively integrate information over long time horizons and scale to massive amounts of data, self-attention architectures have recently shown breakthrough success in natural language processing (NLP), achieving state-of-the-art results in domains such as language modeling and machine translation. Harnessing the transformer's ability to process long time horizons of information could provide a similar performance boost in partially observable reinforcement learning (RL) domains, but the large-scale transformers used in NLP have yet to be successfully applied to the RL setting. In this work we demonstrate that the standard transformer architecture is difficult to optimize, which was previously observed in the supervised learning setting but becomes especially pronounced with RL objectives. We propose architectural modifications that substantially improve the stability and learning speed of the original Transformer and XL variant. The proposed architecture, the Gated Transformer-XL (GTrXL), surpasses LSTMs on challenging memory environments and achieves state-of-the-art results on the multi-task DMLab-30 benchmark suite, exceeding the performance of an external memory architecture. We show that the GTrXL, trained using the same losses, has stability and performance that consistently matches or exceeds a competitive LSTM baseline, including on more reactive tasks where memory is less critical. GTrXL offers an easy-to-train, simple-to-implement but substantially more expressive architectural alternative to the standard multi-layer LSTM ubiquitously used for RL agents in partially observable environments.