This position paper proposes a fresh look at Reinforcement Learning (RL) from the perspective of data-efficiency. Data-efficient RL has gone through three major stages: pure on-line RL where every data-point is considered only once, RL with a replay buffer where additional learning is done on a portion of the experience, and finally transition memory based RL, where, conceptually, all transitions are stored and re-used in every update step. While inferring knowledge from all explicitly stored experience has lead to a tremendous gain in data-efficiency, the question of how this data is collected has been vastly understudied. We argue that data-efficiency can only be achieved through careful consideration of both aspects. We propose to make this insight explicit via a paradigm that we call 'Collect and Infer', which explicitly models RL as two separate but interconnected processes, concerned with data collection and knowledge inference respectively. We discuss implications of the paradigm, how its ideas are reflected in the literature, and how it can guide future research into data efficient RL.
Many advances that have improved the robustness and efficiency of deep reinforcement learning (RL) algorithms can, in one way or another, be understood as introducing additional objectives, or constraints, in the policy optimization step. This includes ideas as far ranging as exploration bonuses, entropy regularization, and regularization toward teachers or data priors when learning from experts or in offline RL. Often, task reward and auxiliary objectives are in conflict with each other and it is therefore natural to treat these examples as instances of multi-objective (MO) optimization problems. We study the principles underlying MORL and introduce a new algorithm, Distillation of a Mixture of Experts (DiME), that is intuitive and scale-invariant under some conditions. We highlight its strengths on standard MO benchmark problems and consider case studies in which we recast offline RL and learning from experts as MO problems. This leads to a natural algorithmic formulation that sheds light on the connection between existing approaches. For offline RL, we use the MO perspective to derive a simple algorithm, that optimizes for the standard RL objective plus a behavioral cloning term. This outperforms state-of-the-art on two established offline RL benchmarks.
Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to serve goals defined on much longer timescales, and in terms of relations that extend far beyond the body itself, ultimately involving coordination with other agents. Recent research in artificial intelligence has shown the promise of learning-based approaches to the respective problems of complex movement, longer-term planning and multi-agent coordination. However, there is limited research aimed at their integration. We study this problem by training teams of physically simulated humanoid avatars to play football in a realistic virtual environment. We develop a method that combines imitation learning, single- and multi-agent reinforcement learning and population-based training, and makes use of transferable representations of behaviour for decision making at different levels of abstraction. In a sequence of stages, players first learn to control a fully articulated body to perform realistic, human-like movements such as running and turning; they then acquire mid-level football skills such as dribbling and shooting; finally, they develop awareness of others and play as a team, bridging the gap between low-level motor control at a timescale of milliseconds, and coordinated goal-directed behaviour as a team at the timescale of tens of seconds. We investigate the emergence of behaviours at different levels of abstraction, as well as the representations that underlie these behaviours using several analysis techniques, including statistics from real-world sports analytics. Our work constitutes a complete demonstration of integrated decision-making at multiple scales in a physically embodied multi-agent setting. See project video at https://youtu.be/KHMwq9pv7mg.
Visual environments are structured, consisting of distinct objects or entities. These entities have properties -- both visible and latent -- that determine the manner in which they interact with one another. To partition images into entities, deep-learning researchers have proposed structural inductive biases such as slot-based architectures. To model interactions among entities, equivariant graph neural nets (GNNs) are used, but these are not particularly well suited to the task for two reasons. First, GNNs do not predispose interactions to be sparse, as relationships among independent entities are likely to be. Second, GNNs do not factorize knowledge about interactions in an entity-conditional manner. As an alternative, we take inspiration from cognitive science and resurrect a classic approach, production systems, which consist of a set of rule templates that are applied by binding placeholder variables in the rules to specific entities. Rules are scored on their match to entities, and the best fitting rules are applied to update entity properties. In a series of experiments, we demonstrate that this architecture achieves a flexible, dynamic flow of control and serves to factorize entity-specific and rule-based information. This disentangling of knowledge achieves robust future-state prediction in rich visual environments, outperforming state-of-the-art methods using GNNs, and allows for the extrapolation from simple (few object) environments to more complex environments.
Credit assignment in reinforcement learning is the problem of measuring an action influence on future rewards. In particular, this requires separating skill from luck, ie. disentangling the effect of an action on rewards from that of external factors and subsequent actions. To achieve this, we adapt the notion of counterfactuals from causality theory to a model-free RL setup. The key idea is to condition value functions on future events, by learning to extract relevant information from a trajectory. We then propose to use these as future-conditional baselines and critics in policy gradient algorithms and we develop a valid, practical variant with provably lower variance, while achieving unbiasedness by constraining the hindsight information not to contain information about the agent actions. We demonstrate the efficacy and validity of our algorithm on a number of illustrative problems.
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players' and coordinated teams' behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
As we deploy reinforcement learning agents to solve increasingly challenging problems, methods that allow us to inject prior knowledge about the structure of the world and effective solution strategies becomes increasingly important. In this work we consider how information and architectural constraints can be combined with ideas from the probabilistic modeling literature to learn behavior priors that capture the common movement and interaction patterns that are shared across a set of related tasks or contexts. For example the day-to day behavior of humans comprises distinctive locomotion and manipulation patterns that recur across many different situations and goals. We discuss how such behavior patterns can be captured using probabilistic trajectory models and how these can be integrated effectively into reinforcement learning schemes, e.g.\ to facilitate multi-task and transfer learning. We then extend these ideas to latent variable models and consider a formulation to learn hierarchical priors that capture different aspects of the behavior in reusable modules. We discuss how such latent variable formulations connect to related work on hierarchical reinforcement learning (HRL) and mutual information and curiosity based objectives, thereby offering an alternative perspective on existing ideas. We demonstrate the effectiveness of our framework by applying it to a range of simulated continuous control domains.
Many real-world physical control systems are required to satisfy constraints upon deployment. Furthermore, real-world systems are often subject to effects such as non-stationarity, wear-and-tear, uncalibrated sensors and so on. Such effects effectively perturb the system dynamics and can cause a policy trained successfully in one domain to perform poorly when deployed to a perturbed version of the same domain. This can affect a policy's ability to maximize future rewards as well as the extent to which it satisfies constraints. We refer to this as constrained model misspecification. We present an algorithm with theoretical guarantees that mitigates this form of misspecification, and showcase its performance in multiple Mujoco tasks from the Real World Reinforcement Learning (RWRL) suite.
Learning dexterous manipulation in high-dimensional state-action spaces is an important open challenge with exploration presenting a major bottleneck. Although in many cases the learning process could be guided by demonstrations or other suboptimal experts, current RL algorithms for continuous action spaces often fail to effectively utilize combinations of highly off-policy expert data and on-policy exploration data. As a solution, we introduce Relative Entropy Q-Learning (REQ), a simple policy iteration algorithm that combines ideas from successful offline and conventional RL algorithms. It represents the optimal policy via importance sampling from a learned prior and is well-suited to take advantage of mixed data distributions. We demonstrate experimentally that REQ outperforms several strong baselines on robotic manipulation tasks for which suboptimal experts are available. We show how suboptimal experts can be constructed effectively by composing simple waypoint tracking controllers, and we also show how learned primitives can be combined with waypoint controllers to obtain reference behaviors to bootstrap a complex manipulation task on a simulated bimanual robot with human-like hands. Finally, we show that REQ is also effective for general off-policy RL, offline RL, and RL from demonstrations. Videos and further materials are available at sites.google.com/view/rlfse.
We present an algorithm for local, regularized, policy improvement in reinforcement learning (RL) that allows us to formulate model-based and model-free variants in a single framework. Our algorithm can be interpreted as a natural extension of work on KL-regularized RL and introduces a form of tree search for continuous action spaces. We demonstrate that additional computation spent on model-based policy improvement during learning can improve data efficiency, and confirm that model-based policy improvement during action selection can also be beneficial. Quantitatively, our algorithm improves data efficiency on several continuous control benchmarks (when a model is learned in parallel), and it provides significant improvements in wall-clock time in high-dimensional domains (when a ground truth model is available). The unified framework also helps us to better understand the space of model-based and model-free algorithms. In particular, we demonstrate that some benefits attributed to model-based RL can be obtained without a model, simply by utilizing more computation.