Effective network congestion control strategies are key to keeping the Internet (or any large computer network) operational. Network congestion control has been dominated by hand-crafted heuristics for decades. Recently, ReinforcementLearning (RL) has emerged as an alternative to automatically optimize such control strategies. Research so far has primarily considered RL interfaces which block the sender while an agent considers its next action. This is largely an artifact of building on top of frameworks designed for RL in games (e.g. OpenAI Gym). However, this does not translate to real-world networking environments, where a network sender waiting on a policy without sending data is costly for throughput. We instead propose to formulate congestion control with an asynchronous RL agent that handles delayed actions. We present MVFST-RL, a scalable framework for congestion control in the QUIC transport protocol that leverages state-of-the-art in asynchronous RL training with off-policy correction. We analyze modeling improvements to mitigate the deviation from Markovian dynamics, and evaluate our method on emulated networks from the Pantheon benchmark platform. The source code is publicly available at https://github.com/facebookresearch/mvfst-rl.
Training an agent to solve control tasks directly from high-dimensional images with model-free reinforcement learning (RL) has proven difficult. The agent needs to learn a latent representation together with a control policy to perform the task. Fitting a high-capacity encoder using a scarce reward signal is not only sample inefficient, but also prone to suboptimal convergence. Two ways to improve sample efficiency are to extract relevant features for the task and use off-policy algorithms. We dissect various approaches of learning good latent features, and conclude that the image reconstruction loss is the essential ingredient that enables efficient and stable representation learning in image-based RL. Following these findings, we devise an off-policy actor-critic algorithm with an auxiliary decoder that trains end-to-end and matches state-of-the-art performance across both model-free and model-based algorithms on many challenging control tasks. We release our code to encourage future research on image-based RL.
Widely-used deep reinforcement learning algorithms have been shown to fail in the batch setting--learning from a fixed data set without interaction with the environment. Following this result, there have been several papers showing reasonable performances under a variety of environments and batch settings. In this paper, we benchmark the performance of recent off-policy and batch reinforcement learning algorithms under unified settings on the Atari domain, with data generated by a single partially-trained behavioral policy. We find that under these conditions, many of these algorithms underperform DQN trained online with the same amount of data, as well as the partially-trained behavioral policy. To introduce a strong baseline, we adapt the Batch-Constrained Q-learning algorithm to a discrete-action setting, and show it outperforms all existing algorithms at this task.
Continuous control tasks in reinforcement learning are important because they provide an important framework for learning in high-dimensional state spaces with deceptive rewards, where the agent can easily become trapped into suboptimal solutions. One way to avoid local optima is to use a population of agents to ensure coverage of the policy space, yet learning a population with the "best" coverage is still an open problem. In this work, we present a novel approach to population-based RL in continuous control that leverages properties of normalizing flows to perform attractive and repulsive operations between current members of the population and previously observed policies. Empirical results on the MuJoCo suite demonstrate a high performance gain for our algorithm compared to prior work, including Soft-Actor Critic (SAC).
Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players. We present DipNet, a neural-network-based policy model for No Press Diplomacy. The model was trained on a new dataset of more than 150,000 human games. Our model is trained by supervised learning (SL) from expert trajectories, which is then used to initialize a reinforcement learning (RL) agent trained through self-play. Both the SL and RL agents demonstrate state-of-the-art No Press performance by beating popular rule-based bots.
The recent success of natural language understanding (NLU) systems has been troubled by results highlighting the failure of these models to generalize in a systematic and robust way. In this work, we introduce a diagnostic benchmark suite, named CLUTRR, to clarify some key issues related to the robustness and systematicity of NLU systems. Motivated by classic work on inductive logic programming, CLUTRR requires that an NLU system infer kinship relations between characters in short stories. Successful performance on this task requires both extracting relationships between entities, as well as inferring the logical rules governing these relationships. CLUTRR allows us to precisely measure a model's ability for systematic generalization by evaluating on held-out combinations of logical rules, and it allows us to evaluate a model's robustness by adding curated noise facts. Our empirical results highlight a substantial performance gap between state-of-the-art NLU models (e.g., BERT and MAC) and a graph neural network model that works directly with symbolic inputs---with the graph-based model exhibiting both stronger generalization and greater robustness.
Intelligent agents can cope with sensory-rich environments by learning task-agnostic state abstractions. In this paper, we propose mechanisms to approximate causal states, which optimally compress the joint history of actions and observations in partially-observable Markov decision processes. Our proposed algorithm extracts causal state representations from RNNs that are trained to predict subsequent observations given the history. We demonstrate that these learned task-agnostic state abstractions can be used to efficiently learn policies for reinforcement learning problems with rich observation spaces. We evaluate agents using multiple partially observable navigation tasks with both discrete (GridWorld) and continuous (VizDoom, ALE) observation processes that cannot be solved by traditional memory-limited methods. Our experiments demonstrate systematic improvement of the DQN and tabular models using approximate causal state representations with respect to recurrent-DQN baselines trained with raw inputs.