Typical reinforcement learning (RL) agents learn to complete tasks specified by reward functions tailored to their domain. As such, the policies they learn do not generalize even to similar domains. To address this issue, we develop a framework through which a deep RL agent learns to generalize policies from smaller, simpler domains to more complex ones using a recurrent attention mechanism. The task is presented to the agent as an image and an instruction specifying the goal. This meta-controller guides the agent towards its goal by designing a sequence of smaller subtasks on the part of the state space within the attention, effectively decomposing it. As a baseline, we consider a setup without attention as well. Our experiments show that the meta-controller learns to create subgoals within the attention.
Finally, @cite_5 describe how goal specific function approximators may be constructed for deep RL agents. Such a function can be constructed for our base learner by independently learning subgoals on a @math x @math image. We do not provide results for this setting in this paper but it can be integrated into future work.
@cite_5
2807340089 2919328485 2663108269 2891790128
We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL. Reinforcement learning (RL) agents have traditionally been tasked with maximizing the value function of a Markov decision process (MDP), either in continuous settings, with fixed discount factor @math , or in episodic settings, with @math . While this has proven effective for specific tasks with well-defined objectives (e.g., games), it has never been established that fixed discounting is suitable for general purpose use (e.g., as a model of human preferences). This paper characterizes rationality in sequential decision making using a set of seven axioms and arrives at a form of discounting that generalizes traditional fixed discounting. In particular, our framework admits a state-action dependent "discount" factor that is not constrained to be less than 1, so long as there is eventual long run discounting. Although this broadens the range of possible preference structures in continuous settings, we show that there exists a unique "optimizing MDP" with fixed @math whose optimal value function matches the true utility of the optimal policy, and we quantify the difference between value and utility for suboptimal policies. Our work can be seen as providing a normative justification for (a slight generalization of) Martha White's RL task formalism (2017) and other recent departures from the traditional RL, and is relevant to task specification in RL, inverse RL and preference-based RL. We introduce a new count-based optimistic exploration algorithm for Reinforcement Learning (RL) that is feasible in environments with high-dimensional state-action spaces. The success of RL algorithms in these domains depends crucially on generalisation from limited training experience. Function approximation techniques enable RL agents to generalise in order to estimate the value of unvisited states, but at present few methods enable generalisation regarding uncertainty. This has prevented the combination of scalable RL algorithms with efficient exploration strategies that drive the agent to reduce its uncertainty. We present a new method for computing a generalised state visit-count, which allows the agent to estimate the uncertainty associated with any state. Our -pseudocount achieves generalisation by exploiting same feature representation of the state space that is used for value function approximation. States that have less frequently observed features are deemed more uncertain. The -Exploration-Bonus algorithm rewards the agent for exploring in feature space rather than in the untransformed state space. The method is simpler and less computationally expensive than some previous proposals, and achieves near state-of-the-art results on high-dimensional RL benchmarks. Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels. When RL models overfit, even slight modifications to the environment can result in poor agent performance. This paper explores how procedurally generated levels during training can increase generality. We show that for some games procedural level generation enables generalization to new levels within the same distribution. Additionally, it is possible to achieve better performance with less data by manipulating the difficulty of the levels in response to the performance of the agent. The generality of the learned behaviors is also evaluated on a set of human-designed levels. The results suggest that the ability to generalize to human-designed levels highly depends on the design of the level generators. We apply dimensionality reduction and clustering techniques to visualize the generators' distributions of levels and analyze to what degree they can produce levels similar to those designed by a human.