We consider a general class of non-linear Bellman equations. These open up a design space of algorithms that have interesting properties, which has two potential advantages. First, we can perhaps better model natural phenomena. For instance, hyperbolic discounting has been proposed as a mathematical model that matches human and animal data well, and can therefore be used to explain preference orderings. We present a different mathematical model that matches the same data, but that makes very different predictions under other circumstances. Second, the larger design space can perhaps lead to algorithms that perform better, similar to how discount factors are often used in practice even when the true objective is undiscounted. We show that many of the resulting Bellman operators still converge to a fixed point, and therefore that the resulting algorithms are reasonable and inherit many beneficial properties of their linear counterparts.
Many deep reinforcement learning algorithms contain inductive biases that sculpt the agent's objective and its interface to the environment. These inductive biases can take many forms, including domain knowledge and pretuned hyper-parameters. In general, there is a trade-off between generality and performance when algorithms use such biases. Stronger biases can lead to faster learning, but weaker biases can potentially lead to more general algorithms. This trade-off is important because inductive biases are not free; substantial effort may be required to obtain relevant domain knowledge or to tune hyper-parameters effectively. In this paper, we re-examine several domain-specific components that bias the objective and the environmental interface of common deep reinforcement learning agents. We investigated whether the performance deteriorates when these components are replaced with adaptive solutions from the literature. In our experiments, performance sometimes decreased with the adaptive components, as one might expect when comparing to components crafted for the domain, but sometimes the adaptive components performed better. We investigated the main benefit of having fewer domain-specific components, by comparing the learning performance of the two systems on a different set of continuous control problems, without additional tuning of either system. As hypothesized, the system with adaptive components performed better on many of the new tasks.
We examine the question of when and how parametric models are most useful in reinforcement learning. In particular, we look at commonalities and differences between parametric models and experience replay. Replay-based learning algorithms share important traits with model-based approaches, including the ability to plan: to use more computation without additional data to improve predictions and behaviour. We discuss when to expect benefits from either approach, and interpret prior work in this context. We hypothesise that, under suitable conditions, replay-based algorithms should be competitive to or better than model-based algorithms if the model is used only to generate fictional transitions from observed states for an update rule that is otherwise model-free. We validated this hypothesis on Atari 2600 video games. The replay-based algorithm attained state-of-the-art data efficiency, improving over prior results with parametric models.
In this report we review memory-based meta-learning as a tool for building sample-efficient strategies that learn from past experience to adapt to any task within a target class. Our goal is to equip the reader with the conceptual foundations of this tool for building new, scalable agents that operate on broad domains. To do so, we present basic algorithmic templates for building near-optimal predictors and reinforcement learners which behave as if they had a probabilistic model that allowed them to efficiently exploit task structure. Furthermore, we recast memory-based meta-learning within a Bayesian framework, showing that the meta-learned strategies are near-optimal because they amortize Bayes-filtered data, where the adaptation is implemented in the memory dynamics as a state-machine of sufficient statistics. Essentially, memory-based meta-learning translates the hard problem of probabilistic sequential inference into a regression problem.
The ability of a reinforcement learning (RL) agent to learn about many reward functions at the same time has many potential benefits, such as the decomposition of complex tasks into simpler ones, the exchange of information between tasks, and the reuse of skills. We focus on one aspect in particular, namely the ability to generalise to unseen tasks. Parametric generalisation relies on the interpolation power of a function approximator that is given the task description as input; one of its most common form are universal value function approximators (UVFAs). Another way to generalise to new tasks is to exploit structure in the RL problem itself. Generalised policy improvement (GPI) combines solutions of previous tasks into a policy for the unseen task; this relies on instantaneous policy evaluation of old policies under the new reward function, which is made possible through successor features (SFs). Our proposed universal successor features approximators (USFAs) combine the advantages of all of these, namely the scalability of UVFAs, the instant inference of SFs, and the strong generalisation of GPI. We discuss the challenges involved in training a USFA, its generalisation properties and demonstrate its practical benefits and transfer abilities on a large-scale domain in which the agent has to navigate in a first-person perspective three-dimensional environment.
We know from reinforcement learning theory that temporal difference learning can fail in certain cases. Sutton and Barto (2018) identify a deadly triad of function approximation, bootstrapping, and off-policy learning. When these three properties are combined, learning can diverge with the value estimates becoming unbounded. However, several algorithms successfully combine these three properties, which indicates that there is at least a partial gap in our understanding. In this work, we investigate the impact of the deadly triad in practice, in the context of a family of popular deep reinforcement learning models - deep Q-networks trained with experience replay - analysing how the components of this system play a role in the emergence of the deadly triad, and in the agent's performance
We want to make progress toward artificial general intelligence, namely general-purpose agents that autonomously learn how to competently act in complex environments. The purpose of this report is to sketch a research outline, share some of the most important open issues we are facing, and stimulate further discussion in the community. The content is based on some of our discussions during a week-long workshop held in Barbados in February 2018.
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 agent's 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.
Some real-world domains are best characterized as a single task, but for others this perspective is limiting. Instead, some tasks continually grow in complexity, in tandem with the agent's competence. In continual learning, also referred to as lifelong learning, there are no explicit task boundaries or curricula. As learning agents have become more powerful, continual learning remains one of the frontiers that has resisted quick progress. To test continual learning capabilities we consider a challenging 3D domain with an implicit sequence of tasks and sparse rewards. We propose a novel agent architecture called Unicorn, which demonstrates strong continual learning and outperforms several baseline agents on the proposed domain. The agent achieves this by jointly representing and learning multiple policies efficiently, using a parallel off-policy learning setup.
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges that any algorithm needs to master in order to perform well on all games: processing diverse reward distributions, reasoning over long time horizons, and exploring efficiently. In this paper, we propose an algorithm that addresses each of these challenges and is able to learn human-level policies on nearly all Atari games. A new transformed Bellman operator allows our algorithm to process rewards of varying densities and scales; an auxiliary temporal consistency loss allows us to train stably using a discount factor of $\gamma = 0.999$ (instead of $\gamma = 0.99$) extending the effective planning horizon by an order of magnitude; and we ease the exploration problem by using human demonstrations that guide the agent towards rewarding states. When tested on a set of 42 Atari games, our algorithm exceeds the performance of an average human on 40 games using a common set of hyper parameters. Furthermore, it is the first deep RL algorithm to solve the first level of Montezuma's Revenge.