Offline learning is a key part of making reinforcement learning (RL) useable in real systems. Offline RL looks at scenarios where there is data from a system's operation, but no direct access to the system when learning a policy. Recent work on training RL policies from offline data has shown results both with model-free policies learned directly from the data, or with planning on top of learnt models of the data. Model-free policies tend to be more performant, but are more opaque, harder to command externally, and less easy to integrate into larger systems. We propose an offline learner that generates a model that can be used to control the system directly through planning. This allows us to have easily controllable policies directly from data, without ever interacting with the system. We show the performance of our algorithm, Model-Based Offline Planning (MBOP) on a series of robotics-inspired tasks, and demonstrate its ability leverage planning to respect environmental constraints. We are able to find near-optimal polices for certain simulated systems from as little as 50 seconds of real-time system interaction, and create zero-shot goal-conditioned policies on a series of environments.
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).
Reinforcement learning (RL) has proven its worth in a series of artificial domains, and is beginning to show some successes in real-world scenarios. However, much of the research advances in RL are hard to leverage in real-world systems due to a series of assumptions that are rarely satisfied in practice. In this work, we identify and formalize a series of independent challenges that embody the difficulties that must be addressed for RL to be commonly deployed in real-world systems. For each challenge, we define it formally in the context of a Markov Decision Process, analyze the effects of the challenge on state-of-the-art learning algorithms, and present some existing attempts at tackling it. We believe that an approach that addresses our set of proposed challenges would be readily deployable in a large number of real world problems. Our proposed challenges are implemented in a suite of continuous control environments called realworldrl-suite which we propose an as an open-source benchmark.
Clustering is a fundamental unsupervised learning approach. Many clustering algorithms -- such as $k$-means -- rely on the euclidean distance as a similarity measure, which is often not the most relevant metric for high dimensional data such as images. Learning a lower-dimensional embedding that can better reflect the geometry of the dataset is therefore instrumental for performance. We propose a new approach for this task where the embedding is performed by a differentiable model such as a deep neural network. By rewriting the $k$-means clustering algorithm as an optimal transport task, and adding an entropic regularization, we derive a fully differentiable loss function that can be minimized with respect to both the embedding parameters and the cluster parameters via stochastic gradient descent. We show that this new formulation generalizes a recently proposed state-of-the-art method based on soft-$k$-means by adding constraints on the cluster sizes. Empirical evaluations on image classification benchmarks suggest that compared to state-of-the-art methods, our optimal transport-based approach provide better unsupervised accuracy and does not require a pre-training phase.
We propose a learning algorithm capable of learning from label proportions instead of direct data labels. In this scenario, our data are arranged into various bags of a certain size, and only the proportions of each label within a given bag are known. This is a common situation in cases where per-data labeling is lengthy, but a more general label is easily accessible. Several approaches have been proposed to learn in this setting with linear models in the multiclass setting, or with nonlinear models in the binary classification setting. Here we investigate the more general nonlinear multiclass setting, and compare two differentiable loss functions to train end-to-end deep neural networks from bags with label proportions. We illustrate the relevance of our methods on an image classification benchmark, and demonstrate the possibility to learn accurate image classifiers from bags of images.
Reinforcement learning (RL) has proven its worth in a series of artificial domains, and is beginning to show some successes in real-world scenarios. However, much of the research advances in RL are often hard to leverage in real-world systems due to a series of assumptions that are rarely satisfied in practice. We present a set of nine unique challenges that must be addressed to productionize RL to real world problems. For each of these challenges, we specify the exact meaning of the challenge, present some approaches from the literature, and specify some metrics for evaluating that challenge. An approach that addresses all nine challenges would be applicable to a large number of real world problems. We also present an example domain that has been modified to present these challenges as a testbed for practical RL research.
Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.
One of the key challenges of artificial intelligence is to learn models that are effective in the context of planning. In this document we introduce the predictron architecture. The predictron consists of a fully abstract model, represented by a Markov reward process, that can be rolled forward multiple "imagined" planning steps. Each forward pass of the predictron accumulates internal rewards and values over multiple planning depths. The predictron is trained end-to-end so as to make these accumulated values accurately approximate the true value function. We applied the predictron to procedurally generated random mazes and a simulator for the game of pool. The predictron yielded significantly more accurate predictions than conventional deep neural network architectures.
Being able to reason in an environment with a large number of discrete actions is essential to bringing reinforcement learning to a larger class of problems. Recommender systems, industrial plants and language models are only some of the many real-world tasks involving large numbers of discrete actions for which current methods are difficult or even often impossible to apply. An ability to generalize over the set of actions as well as sub-linear complexity relative to the size of the set are both necessary to handle such tasks. Current approaches are not able to provide both of these, which motivates the work in this paper. Our proposed approach leverages prior information about the actions to embed them in a continuous space upon which it can generalize. Additionally, approximate nearest-neighbor methods allow for logarithmic-time lookup complexity relative to the number of actions, which is necessary for time-wise tractable training. This combined approach allows reinforcement learning methods to be applied to large-scale learning problems previously intractable with current methods. We demonstrate our algorithm's abilities on a series of tasks having up to one million actions.