In this work, we consider the problem of autonomously discovering behavioral abstractions, or options, for reinforcement learning agents. We propose an algorithm that focuses on the termination condition, as opposed to -- as is common -- the policy. The termination condition is usually trained to optimize a control objective: an option ought to terminate if another has better value. We offer a different, information-theoretic perspective, and propose that terminations should focus instead on the compressibility of the option's encoding -- arguably a key reason for using abstractions. To achieve this algorithmically, we leverage the classical options framework, and learn the option transition model as a "critic" for the termination condition. Using this model, we derive gradients that optimize the desired criteria. We show that the resulting options are non-trivial, intuitively meaningful, and useful for learning and planning.
We present a unifying framework for designing and analysing distributional reinforcement learning (DRL) algorithms in terms of recursively estimating statistics of the return distribution. Our key insight is that DRL algorithms can be decomposed as the combination of some statistical estimator and a method for imputing a return distribution consistent with that set of statistics. With this new understanding, we are able to provide improved analyses of existing DRL algorithms as well as construct a new algorithm (EDRL) based upon estimation of the expectiles of the return distribution. We compare EDRL with existing methods on a variety of MDPs to illustrate concrete aspects of our analysis, and develop a deep RL variant of the algorithm, ER-DQN, which we evaluate on the Atari-57 suite of games.
This paper proposes a new approach to representation learning based on geometric properties of the space of value functions. We study a two-part approximation of the value function: a nonlinear map from states to vectors, or representation, followed by a linear map from vectors to values. Our formulation considers adapting the representation to minimize the (linear) approximation of the value function of all stationary policies for a given environment. We show that this optimization reduces to making accurate predictions regarding a special class of value functions which we call adversarial value functions (AVFs). We argue that these AVFs make excellent auxiliary tasks, and use them to construct a loss which can be efficiently minimized to find a near-optimal representation for reinforcement learning. We highlight characteristics of the method in a series of experiments on the four-room domain.
In this work we present a new agent architecture, called Reactor, which combines multiple algorithmic and architectural contributions to produce an agent with higher sample-efficiency than Prioritized Dueling DQN (Wang et al., 2016) and Categorical DQN (Bellemare et al., 2017), while giving better run-time performance than A3C (Mnih et al., 2016). Our first contribution is a new policy evaluation algorithm called Distributional Retrace, which brings multi-step off-policy updates to the distributional reinforcement learning setting. The same approach can be used to convert several classes of multi-step policy evaluation algorithms designed for expected value evaluation into distributional ones. Next, we introduce the \b{eta}-leave-one-out policy gradient algorithm which improves the trade-off between variance and bias by using action values as a baseline. Our final algorithmic contribution is a new prioritized replay algorithm for sequences, which exploits the temporal locality of neighboring observations for more efficient replay prioritization. Using the Atari 2600 benchmarks, we show that each of these innovations contribute to both the sample efficiency and final agent performance. Finally, we demonstrate that Reactor reaches state-of-the-art performance after 200 million frames and less than a day of training.
We introduce autoregressive implicit quantile networks (AIQN), a fundamentally different approach to generative modeling than those commonly used, that implicitly captures the distribution using quantile regression. AIQN is able to achieve superior perceptual quality and improvements in evaluation metrics, without incurring a loss of sample diversity. The method can be applied to many existing models and architectures. In this work we extend the PixelCNN model with AIQN and demonstrate results on CIFAR-10 and ImageNet using Inception score, FID, non-cherry-picked samples, and inpainting results. We consistently observe that AIQN yields a highly stable algorithm that improves perceptual quality while maintaining a highly diverse distribution.
In this work, we build on recent advances in distributional reinforcement learning to give a generally applicable, flexible, and state-of-the-art distributional variant of DQN. We achieve this by using quantile regression to approximate the full quantile function for the state-action return distribution. By reparameterizing a distribution over the sample space, this yields an implicitly defined return distribution and gives rise to a large class of risk-sensitive policies. We demonstrate improved performance on the 57 Atari 2600 games in the ALE, and use our algorithm's implicitly defined distributions to study the effects of risk-sensitive policies in Atari games.
Reinforcement learning (RL) agents performing complex tasks must be able to remember observations and actions across sizable time intervals. This is especially true during the initial learning stages, when exploratory behaviour can increase the delay between specific actions and their effects. Many new or popular approaches for learning these distant correlations employ backpropagation through time (BPTT), but this technique requires storing observation traces long enough to span the interval between cause and effect. Besides memory demands, learning dynamics like vanishing gradients and slow convergence due to infrequent weight updates can reduce BPTT's practicality; meanwhile, although online recurrent network learning is a developing topic, most approaches are not efficient enough to use as replacements. We propose a simple, effective memory strategy that can extend the window over which BPTT can learn without requiring longer traces. We explore this approach empirically on a few tasks and discuss its implications.
This work adopts the very successful distributional perspective on reinforcement learning and adapts it to the continuous control setting. We combine this within a distributed framework for off-policy learning in order to develop what we call the Distributed Distributional Deep Deterministic Policy Gradient algorithm, D4PG. We also combine this technique with a number of additional, simple improvements such as the use of $N$-step returns and prioritized experience replay. Experimentally we examine the contribution of each of these individual components, and show how they interact, as well as their combined contributions. Our results show that across a wide variety of simple control tasks, difficult manipulation tasks, and a set of hard obstacle-based locomotion tasks the D4PG algorithm achieves state of the art performance.
Transfer in reinforcement learning refers to the notion that generalization should occur not only within a task but also across tasks. We propose a transfer framework for the scenario where the reward function changes between tasks but the environment's dynamics remain the same. Our approach rests on two key ideas: "successor features", a value function representation that decouples the dynamics of the environment from the rewards, and "generalized policy improvement", a generalization of dynamic programming's policy improvement operation that considers a set of policies rather than a single one. Put together, the two ideas lead to an approach that integrates seamlessly within the reinforcement learning framework and allows the free exchange of information across tasks. The proposed method also provides performance guarantees for the transferred policy even before any learning has taken place. We derive two theorems that set our approach in firm theoretical ground and present experiments that show that it successfully promotes transfer in practice, significantly outperforming alternative methods in a sequence of navigation tasks and in the control of a simulated robotic arm.
Distributional approaches to value-based reinforcement learning model the entire distribution of returns, rather than just their expected values, and have recently been shown to yield state-of-the-art empirical performance. This was demonstrated by the recently proposed C51 algorithm, based on categorical distributional reinforcement learning (CDRL) [Bellemare et al., 2017]. However, the theoretical properties of CDRL algorithms are not yet well understood. In this paper, we introduce a framework to analyse CDRL algorithms, establish the importance of the projected distributional Bellman operator in distributional RL, draw fundamental connections between CDRL and the Cram\'er distance, and give a proof of convergence for sample-based categorical distributional reinforcement learning algorithms.