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George Konidaris

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51 papers
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51

AAMAS Conference 2025 Conference Paper

Automating Curriculum Learning for Reinforcement Learning using a Skill-Based Bayesian Network

  • Vincent Hsiao
  • Mark Roberts
  • Laura M. Hiatt
  • George Konidaris
  • Dana S. Nau

A major challenge for reinforcement learning is automatically generating curricula to reduce training time or improve performance in some target task. We introduce SEBNs (Skill-Environment Bayesian Networks) which model a probabilistic relationship between a set of skills, a set of goals that relate to the reward structure, and a set of environment features to predict policy performance on (possibly unseen) tasks. We develop an algorithm that uses the inferred estimates of agent success from an SEBN to weigh the possible next tasks by expected improvement. We evaluate the benefit of the resulting curriculum on three environments: a discrete gridworld, continuous control, and simulated robotics. The results show that SEBN-based curricula frequently outperform other baselines.

RLJ Journal 2025 Journal Article

Benchmarking Partial Observability in Reinforcement Learning with a Suite of Memory-Improvable Domains

  • Ruo Yu Tao
  • Kaicheng Guo
  • Cameron Allen
  • George Konidaris

Mitigating partial observability is a necessary but challenging task for general reinforcement learning algorithms. To improve an algorithm's ability to mitigate partial observability, researchers need comprehensive benchmarks to gauge progress. Most algorithms tackling partial observability are only evaluated on benchmarks with simple forms of state aliasing, such as feature masking and Gaussian noise. These existing benchmarks do not represent the many forms of partial observability seen in real domains, such as visual occlusion and unknown opponent intent. We argue that a partially observable benchmark should have two key properties. The first is coverage in its forms of partial observability, to ensure an algorithm's generalizability. The second is a large gap between the performance of a memoryless agent and an agent with more state information. This gap implies that an environment is memory improvable: where performance gains in a domain are from an algorithm's ability to learn memory for mitigating partial observability as opposed to other factors. We introduce best-practice experimental guidelines for benchmarking reinforcement learning under partial observability, as well as the open-source library POBAX: Partially Observable Benchmarks in JAX. We characterize the types of partial observability present in various environments and select representative environments for our benchmark. These environments include localization and mapping, visual control, games, and more. Additionally, these tasks are all memory improvable and require hard-to-learn memory functions, providing a concrete signal for partial observability research. This framework includes recommended hyperparameters for out-of-the-box evaluation, as well as highly performant environments implemented in JAX for GPU-scalable experimentation.

RLC Conference 2025 Conference Paper

Benchmarking Partial Observability in Reinforcement Learning with a Suite of Memory-Improvable Domains

  • Ruo Yu Tao
  • Kaicheng Guo
  • Cameron Allen
  • George Konidaris

Mitigating partial observability is a necessary but challenging task for general reinforcement learning algorithms. To improve an algorithm's ability to mitigate partial observability, researchers need comprehensive benchmarks to gauge progress. Most algorithms tackling partial observability are only evaluated on benchmarks with simple forms of state aliasing, such as feature masking and Gaussian noise. These existing benchmarks do not represent the many forms of partial observability seen in real domains, such as visual occlusion and unknown opponent intent. We argue that a partially observable benchmark should have two key properties. The first is coverage in its forms of partial observability, to ensure an algorithm's generalizability. The second is a large gap between the performance of a memoryless agent and an agent with more state information. This gap implies that an environment is memory improvable: where performance gains in a domain are from an algorithm's ability to learn memory for mitigating partial observability as opposed to other factors. We introduce best-practice experimental guidelines for benchmarking reinforcement learning under partial observability, as well as the open-source library POBAX: Partially Observable Benchmarks in JAX. We characterize the types of partial observability present in various environments and select representative environments for our benchmark. These environments include localization and mapping, visual control, games, and more. Additionally, these tasks are all memory improvable and require hard-to-learn memory functions, providing a concrete signal for partial observability research. This framework includes recommended hyperparameters for out-of-the-box evaluation, as well as highly performant environments implemented in JAX for GPU-scalable experimentation.

AAAI Conference 2025 Conference Paper

Discovering Options That Minimize Average Planning Time

  • Alexander Ivanov
  • Akhil Bagaria
  • George Konidaris

We present an option discovery algorithm that accelerates planning by minimizing the shortest distance between any two states in the MDP. The proposed algorithm produces options that approximately minimize planning time in the multi-goal setting: it is shown to be a worst case (4-alpha, 2)-approximation of the optimal option set, where alpha is the approximation ratio of the k-medians with penalties subroutine. We then present a variation, "Fast Average Options", with improved run-time and describe a general means of producing similar algorithms based on selection of a k-medians subroutine. We empirically evaluate our method on four discrete and two continuous control planning domains and show that it outperforms other leading option discovery algorithms.

RLJ Journal 2025 Journal Article

Intrinsically Motivated Discovery of Temporally Abstract Graph-based Models of the World

  • Akhil Bagaria
  • Anita De Mello Koch
  • Rafael Rodriguez-Sanchez
  • Sam Lobel
  • George Konidaris

We seek to design reinforcement learning agents that build plannable models of the world that are abstract in both state and time. We propose a new algorithm to construct a skill graph; nodes in the skill graph represent abstract states and edges represent skill policies. Previous works that learn a skill graph use random sampling from the state-space and nearest-neighbor search: operations that are infeasible in environments with high-dimensional observations (for example, images). Furthermore, previous algorithms attempt to increase the probability of all edges (by repeatedly executing the corresponding skills) so that the resulting graph is robust and reliable everywhere. However, exhaustive coverage is infeasible in large environments, and agents should prioritize practicing skills that are more likely to result in higher reward. We show that our agent can solve challenging image-based exploration problems more rapidly than vanilla model-free RL and state-of-the-art novelty-based exploration; then, we show that the resulting abstract model solve a family of tasks not provided during the agent's exploration phase.

RLC Conference 2025 Conference Paper

Intrinsically Motivated Discovery of Temporally Abstract Graph-based Models of the World

  • Akhil Bagaria
  • Anita De Mello Koch
  • Rafael Rodriguez-Sanchez
  • Sam Lobel
  • George Konidaris

We seek to design reinforcement learning agents that build plannable models of the world that are abstract in both state and time. We propose a new algorithm to construct a skill graph; nodes in the skill graph represent abstract states and edges represent skill policies. Previous works that learn a skill graph use random sampling from the state-space and nearest-neighbor search: operations that are infeasible in environments with high-dimensional observations (for example, images). Furthermore, previous algorithms attempt to increase the probability of all edges (by repeatedly executing the corresponding skills) so that the resulting graph is robust and reliable everywhere. However, exhaustive coverage is infeasible in large environments, and agents should prioritize practicing skills that are more likely to result in higher reward. We show that our agent can solve challenging image-based exploration problems more rapidly than vanilla model-free RL and state-of-the-art novelty-based exploration; then, we show that the resulting abstract model solve a family of tasks not provided during the agent's exploration phase.

NeurIPS Conference 2025 Conference Paper

Learning Parameterized Skills from Demonstrations

  • Vedant Gupta
  • Haotian Fu
  • Calvin Luo
  • Yiding Jiang
  • George Konidaris

We present DEPS, an end-to-end algorithm for discovering parameterized skills from expert demonstrations. Our method learns parameterized skill policies jointly with a meta-policy that selects the appropriate discrete skill and continuous parameters at each timestep. Using a combination of temporal variational inference and information-theoretic regularization methods, we address the challenge of degeneracy common in latent variable models, ensuring that the learned skills are temporally extended, semantically meaningful, and adaptable. We empirically show that learning parameterized skills from multitask expert demonstrations significantly improves generalization to unseen tasks. Our method outperforms multitask as well as skill learning baselines on both LIBERO and MetaWorld benchmarks. We also demonstrate that DEPS discovers interpretable parameterized skills, such as an object grasping skill whose continuous arguments define the grasp location.

RLJ Journal 2025 Journal Article

Representation Learning and Skill Discovery with Empowerment

  • Andrew Levy
  • Alessandro G Allievi
  • George Konidaris

Representation learning and unsupervised skill discovery remain key challenges for training reinforcement learning agents. We show that the empowerment objective, which measures the maximum number of distinct skills an agent can execute from some representation, enables agents to simultaneously perform both representation learning and unsupervised skill discovery. We provide theoretical analysis that empowerment can help agents learn sufficient statistic representations of observations because the maximum number of distinct skills an agent can execute from a learned representation grows when that representation does not combine multiple observations associated with different sufficient statistics. To jointly learn representations and skills, we use a tighter variational lower bound on mutual information relative to prior work, and we maximize this objective using a new actor-critic architecture. Empirically, we demonstrate that our approach can (i) learn significantly more skills than existing unsupervised skill discovery approaches and (ii) learn a representation suitable for downstream reinforcement learning applications.

RLC Conference 2025 Conference Paper

Representation Learning and Skill Discovery with Empowerment

  • Andrew Levy
  • Alessandro G Allievi
  • George Konidaris

Representation learning and unsupervised skill discovery remain key challenges for training reinforcement learning agents. We show that the empowerment objective, which measures the maximum number of distinct skills an agent can execute from some representation, enables agents to simultaneously perform both representation learning and unsupervised skill discovery. We provide theoretical analysis that empowerment can help agents learn sufficient statistic representations of observations because the maximum number of distinct skills an agent can execute from a learned representation grows when that representation does not combine multiple observations associated with different sufficient statistics. To jointly learn representations and skills, we use a tighter variational lower bound on mutual information relative to prior work, and we maximize this objective using a new actor-critic architecture. Empirically, we demonstrate that our approach can (i) learn significantly more skills than existing unsupervised skill discovery approaches and (ii) learn a representation suitable for downstream reinforcement learning applications.

RLDM Conference 2025 Conference Abstract

RLDM 2025 Abstract Booklet 74 Going Beyond State-Reaching: Learning Abstractions for Intrinsically Motivated Skill Discovery Akhil Bagaria∗ Anita de Mello Koch

  • Intrinsically Motivated Skill Discovery
  • Akhil Bagaria∗ Anita de Mello Koch
  • George Konidaris

Booklet 74 Going Beyond State-Reaching: Learning Abstractions for Intrinsically Motivated Skill Discovery Akhil Bagaria∗ Anita de Mello Koch Supply Chain RL Team Department of Computer Science Amazon Brown University New York, NY, USA Providence, RI, USA akhilbg@amazon. com anita de mello koch@brown. edu George Konidaris Department of Computer Science Brown University Providence, RI, USA gdk@cs. brown. edu Abstract Effective exploration is a significant challenge in reinforcement learning (RL), especially in environments with more states than an agent can reasonably visit. Traditional random or coverage-based techniques often fall short in these complex settings. A promising alternative involves using temporally extended actions, or options; but, for options to be a scalable solution to the exploration problem, they must be discovered by the agent. Existing algorithms that discover options for exploration face an important limitation: they typically target all aspects of the state simultaneously, leading to options that only apply to a small part of the state-space. This eventually leads to an explosion in the number of options, which overwhelms the agent and impedes progress on its primary task of reward maximization. We introduce a streamlined algorithm that identifies and targets a small and relevant subset of features for each option, leading to quicker and more efficient exploration. Our algorithm’s effectiveness is demonstrated through superior performance over pseudocount and ϵ-greedy exploration methods in two sparse-reward, image-based control problems.

NeurIPS Conference 2025 Conference Paper

Skill-Driven Neurosymbolic State Abstractions

  • Alper Ahmetoglu
  • Steven James
  • Cameron Allen
  • Sam Lobel
  • David Abel
  • George Konidaris

We consider how to construct state abstractions compatible with a given set of abstract actions, to obtain a well-formed abstract Markov decision process (MDP). We show that the Bellman equation suggests that abstract states should represent distributions over states in the ground MDP; we characterize the conditions under which the resulting process is Markov and approximately model-preserving, derive algorithms for constructing and planning with the abstract MDP, and apply them to a visual maze task. We generalize these results to the factored actions case, characterizing the conditions that result in factored abstract states and apply the resulting algorithm to Montezuma's Revenge. These results provide a powerful and principled framework for constructing neurosymbolic abstract Markov decision processes.

RLC Conference 2024 Conference Paper

Learning Abstract World Models for Value-preserving Planning with Options

  • Rafael Rodriguez-Sanchez
  • George Konidaris

General-purpose agents require fine-grained controls and rich sensory inputs to perform a wide range of tasks. However, this complexity often leads to intractable decision-making. Traditionally, agents are provided with task-specific action and observation spaces to mitigate this challenge, but this reduces autonomy. Instead, agents must be capable of building state-action spaces at the correct abstraction level from their sensorimotor experiences. We leverage the structure of a given set of temporally extended actions to learn abstract Markov decision processes (MDPs) that operate at a higher level of temporal and state granularity. We characterize state abstractions necessary to ensure that planning with these skills, by simulating trajectories in the abstract MDP, results in policies with bounded value loss in the original MDP. We evaluate our approach in goal-based navigation environments that require continuous abstract states to plan successfully and show that abstract model learning improves the sample efficiency of planning and learning.

RLJ Journal 2024 Journal Article

Learning Abstract World Models for Value-preserving Planning with Options

  • Rafael Rodriguez-Sanchez
  • George Konidaris

General-purpose agents require fine-grained controls and rich sensory inputs to perform a wide range of tasks. However, this complexity often leads to intractable decision-making. Traditionally, agents are provided with task-specific action and observation spaces to mitigate this challenge, but this reduces autonomy. Instead, agents must be capable of building state-action spaces at the correct abstraction level from their sensorimotor experiences. We leverage the structure of a given set of temporally extended actions to learn abstract Markov decision processes (MDPs) that operate at a higher level of temporal and state granularity. We characterize state abstractions necessary to ensure that planning with these skills, by simulating trajectories in the abstract MDP, results in policies with bounded value loss in the original MDP. We evaluate our approach in goal-based navigation environments that require continuous abstract states to plan successfully and show that abstract model learning improves the sample efficiency of planning and learning.

NeurIPS Conference 2024 Conference Paper

Mitigating Partial Observability in Sequential Decision Processes via the Lambda Discrepancy

  • Cameron Allen
  • Aaron Kirtland
  • Ruo Yu Tao
  • Sam Lobel
  • Daniel Scott
  • Nicholas Petrocelli
  • Omer Gottesman
  • Ronald Parr

Reinforcement learning algorithms typically rely on the assumption that the environment dynamics and value function can be expressed in terms of a Markovian state representation. However, when state information is only partially observable, how can an agent learn such a state representation, and how can it detect when it has found one? We introduce a metric that can accomplish both objectives, without requiring access to---or knowledge of---an underlying, unobservable state space. Our metric, the λ-discrepancy, is the difference between two distinct temporal difference (TD) value estimates, each computed using TD(λ) with a different value of λ. Since TD(λ=0) makes an implicit Markov assumption and TD(λ=1) does not, a discrepancy between these estimates is a potential indicator of a non-Markovian state representation. Indeed, we prove that the λ-discrepancy is exactly zero for all Markov decision processes and almost always non-zero for a broad class of partially observable environments. We also demonstrate empirically that, once detected, minimizing the λ-discrepancy can help with learning a memory function to mitigate the corresponding partial observability. We then train a reinforcement learning agent that simultaneously constructs two recurrent value networks with different λ parameters and minimizes the difference between them as an auxiliary loss. The approach scales to challenging partially observable domains, where the resulting agent frequently performs significantly better (and never performs worse) than a baseline recurrent agent with only a single value network.

NeurIPS Conference 2023 Conference Paper

Effectively Learning Initiation Sets in Hierarchical Reinforcement Learning

  • Akhil Bagaria
  • Ben Abbatematteo
  • Omer Gottesman
  • Matt Corsaro
  • Sreehari Rammohan
  • George Konidaris

An agent learning an option in hierarchical reinforcement learning must solve three problems: identify the option's subgoal (termination condition), learn a policy, and learn where that policy will succeed (initiation set). The termination condition is typically identified first, but the option policy and initiation set must be learned simultaneously, which is challenging because the initiation set depends on the option policy, which changes as the agent learns. Consequently, data obtained from option execution becomes invalid over time, leading to an inaccurate initiation set that subsequently harms downstream task performance. We highlight three issues---data non-stationarity, temporal credit assignment, and pessimism---specific to learning initiation sets, and propose to address them using tools from off-policy value estimation and classification. We show that our method learns higher-quality initiation sets faster than existing methods (in MiniGrid and Montezuma's Revenge), can automatically discover promising grasps for robot manipulation (in Robosuite), and improves the performance of a state-of-the-art option discovery method in a challenging maze navigation task in MuJoCo.

AAAI Conference 2023 Conference Paper

Q-functionals for Value-Based Continuous Control

  • Samuel Lobel
  • Sreehari Rammohan
  • Bowen He
  • Shangqun Yu
  • George Konidaris

We present Q-functionals, an alternative architecture for continuous control deep reinforcement learning. Instead of returning a single value for a state-action pair, our network transforms a state into a function that can be rapidly evaluated in parallel for many actions, allowing us to efficiently choose high-value actions through sampling. This contrasts with the typical architecture of off-policy continuous control, where a policy network is trained for the sole purpose of selecting actions from the Q-function. We represent our action-dependent Q-function as a weighted sum of basis functions (Fourier, Polynomial, etc) over the action space, where the weights are state-dependent and output by the Q-functional network. Fast sampling makes practical a variety of techniques that require Monte-Carlo integration over Q-functions, and enables action-selection strategies besides simple value-maximization. We characterize our framework, describe various implementations of Q-functionals, and demonstrate strong performance on a suite of continuous control tasks.

PRL Workshop 2023 Workshop Paper

Task Scoping: Generating Task-Specific Simplifications of Open-Scope Planning Problems

  • Michael Fishman
  • Nishanth Kumar
  • Cameron Allen
  • Natasha Danas
  • Michael Littman
  • Stefanie Tellex
  • George Konidaris

A general-purpose agent must learn an open-scope world model: one rich enough to tackle any of the wide range of tasks it may be asked to solve over its operational lifetime. This stands in contrast with typical planning approaches, where the scope of a model is limited to a specific family of tasks that share significant structure. Unfortunately, planning to solve any specific task within an open-scope model is computationally intractable---even for state-of-the-art methods---due to the many states and actions that are necessarily present in the model but irrelevant to that problem. We propose task scoping: a method that exploits knowledge of the initial state, goal conditions, and transition system to automatically and efficiently remove provably irrelevant variables and actions from grounded planning problems. Our approach leverages causal link analysis and backwards reachability over state variables (rather than states) along with operator merging (when effects on relevant variables are identical). Using task scoping as a pre-planning step can shrink the search space by orders of magnitude and dramatically decrease planning time. We empirically demonstrate that these improvements occur across a variety of open-scope domains, including Minecraft, where our approach reduces search time by a factor of $75$ for a state-of-the-art numeric planner, even after including the time required for task scoping itself.

NeurIPS Conference 2022 Conference Paper

Effects of Data Geometry in Early Deep Learning

  • Saket Tiwari
  • George Konidaris

Deep neural networks can approximate functions on different types of data, from images to graphs, with varied underlying structure. This underlying structure can be viewed as the geometry of the data manifold. By extending recent advances in the theoretical understanding of neural networks, we study how a randomly initialized neural network with piecewise linear activation splits the data manifold into regions where the neural network behaves as a linear function. We derive bounds on the density of boundary of linear regions and the distance to these boundaries on the data manifold. This leads to insights into the expressivity of randomly initialized deep neural networks on non-Euclidean data sets. We empirically corroborate our theoretical results using a toy supervised learning problem. Our experiments demonstrate that number of linear regions varies across manifolds and the results hold with changing neural network architectures. We further demonstrate how the complexity of linear regions is different on the low dimensional manifold of images as compared to the Euclidean space, using the MetFaces dataset.

NeurIPS Conference 2022 Conference Paper

Evaluation beyond Task Performance: Analyzing Concepts in AlphaZero in Hex

  • Charles Lovering
  • Jessica Forde
  • George Konidaris
  • Ellie Pavlick
  • Michael Littman

AlphaZero, an approach to reinforcement learning that couples neural networks and Monte Carlo tree search (MCTS), has produced state-of-the-art strategies for traditional board games like chess, Go, shogi, and Hex. While researchers and game commentators have suggested that AlphaZero uses concepts that humans consider important, it is unclear how these concepts are captured in the network. We investigate AlphaZero's internal representations in the game of Hex using two evaluation techniques from natural language processing (NLP): model probing and behavioral tests. In doing so, we introduce several new evaluation tools to the RL community, and illustrate how evaluations other than task performance can be used to provide a more complete picture of a model's strengths and weaknesses. Our analyses in the game of Hex reveal interesting patterns and generate some testable hypotheses about how such models learn in general. For example, we find that the MCTS discovers concepts before the neural network learns to encode them. We also find that concepts related to short-term end-game planning are best encoded in the final layers of the model, whereas concepts related to long-term planning are encoded in the middle layers of the model.

NeurIPS Conference 2022 Conference Paper

Model-based Lifelong Reinforcement Learning with Bayesian Exploration

  • Haotian Fu
  • Shangqun Yu
  • Michael Littman
  • George Konidaris

We propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinforcement Learning algorithm that can be combined with recent model-based deep RL methods, and that exhibits backward transfer. Experimental results on several challenging domains show that our algorithms achieve both better forward and backward transfer performance than state-of-the-art lifelong RL methods.

AAAI Conference 2022 Conference Paper

Optimistic Initialization for Exploration in Continuous Control

  • Sam Lobel
  • Omer Gottesman
  • Cameron Allen
  • Akhil Bagaria
  • George Konidaris

Optimistic initialization underpins many theoretically sound exploration schemes in tabular domains; however, in the deep function approximation setting, optimism can quickly disappear if initialized naı̈vely. We propose a framework for more effectively incorporating optimistic initialization into reinforcement learning for continuous control. Our approach uses metric information about the state-action space to estimate which transitions are still unexplored, and explicitly maintains the initial Q-value optimism for the corresponding state-action pairs. We also develop methods for efficiently approximating these training objectives, and for incorporating domain knowledge into the optimistic envelope to improve sample efficiency. We empirically evaluate these approaches on a variety of hard exploration problems in continuous control, where our method outperforms existing exploration techniques.

JMLR Journal 2021 Journal Article

A Review of Robot Learning for Manipulation: Challenges, Representations, and Algorithms

  • Oliver Kroemer
  • Scott Niekum
  • George Konidaris

A key challenge in intelligent robotics is creating robots that are capable of directly interacting with the world around them to achieve their goals. The last decade has seen substantial growth in research on the problem of robot manipulation, which aims to exploit the increasing availability of affordable robot arms and grippers to create robots capable of directly interacting with the world to achieve their goals. Learning will be central to such autonomous systems, as the real world contains too much variation for a robot to expect to have an accurate model of its environment, the objects in it, or the skills required to manipulate them, in advance. We aim to survey a representative subset of that research which uses machine learning for manipulation. We describe a formalization of the robot manipulation learning problem that synthesizes existing research into a single coherent framework and highlight the many remaining research opportunities and challenges. [abs] [ pdf ][ bib ] &copy JMLR 2021. ( edit, beta )

IJCAI Conference 2021 Conference Paper

Efficient Black-Box Planning Using Macro-Actions with Focused Effects

  • Cameron Allen
  • Michael Katz
  • Tim Klinger
  • George Konidaris
  • Matthew Riemer
  • Gerald Tesauro

The difficulty of deterministic planning increases exponentially with search-tree depth. Black-box planning presents an even greater challenge, since planners must operate without an explicit model of the domain. Heuristics can make search more efficient, but goal-aware heuristics for black-box planning usually rely on goal counting, which is often quite uninformative. In this work, we show how to overcome this limitation by discovering macro-actions that make the goal-count heuristic more accurate. Our approach searches for macro-actions with focused effects (i. e. macros that modify only a small number of state variables), which align well with the assumptions made by the goal-count heuristic. Focused macros dramatically improve black-box planning efficiency across a wide range of planning domains, sometimes beating even state-of-the-art planners with access to a full domain model.

NeurIPS Conference 2021 Conference Paper

Learning Markov State Abstractions for Deep Reinforcement Learning

  • Cameron Allen
  • Neev Parikh
  • Omer Gottesman
  • George Konidaris

A fundamental assumption of reinforcement learning in Markov decision processes (MDPs) is that the relevant decision process is, in fact, Markov. However, when MDPs have rich observations, agents typically learn by way of an abstract state representation, and such representations are not guaranteed to preserve the Markov property. We introduce a novel set of conditions and prove that they are sufficient for learning a Markov abstract state representation. We then describe a practical training procedure that combines inverse model estimation and temporal contrastive learning to learn an abstraction that approximately satisfies these conditions. Our novel training objective is compatible with both online and offline training: it does not require a reward signal, but agents can capitalize on reward information when available. We empirically evaluate our approach on a visual gridworld domain and a set of continuous control benchmarks. Our approach learns representations that capture the underlying structure of the domain and lead to improved sample efficiency over state-of-the-art deep reinforcement learning with visual features---often matching or exceeding the performance achieved with hand-designed compact state information.

IJCAI Conference 2021 Conference Paper

Robustly Learning Composable Options in Deep Reinforcement Learning

  • Akhil Bagaria
  • Jason Senthil
  • Matthew Slivinski
  • George Konidaris

Hierarchical reinforcement learning (HRL) is only effective for long-horizon problems when high-level skills can be reliably sequentially executed. Unfortunately, learning reliably composable skills is difficult, because all the components of every skill are constantly changing during learning. We propose three methods for improving the composability of learned skills: representing skill initiation regions using a combination of pessimistic and optimistic classifiers; learning re-targetable policies that are robust to non-stationary subgoal regions; and learning robust option policies using model-based RL. We test these improvements on four sparse-reward maze navigation tasks involving a simulated quadrupedal robot. Each method successively improves the robustness of a baseline skill discovery method, substantially outperforming state-of-the-art flat and hierarchical methods.

AAAI Conference 2020 Short Paper

Task Scoping for Efficient Planning in Open Worlds (Student Abstract)

  • Nishanth Kumar
  • Michael Fishman
  • Natasha Danas
  • Stefanie Tellex
  • Michael Littman
  • George Konidaris

We propose an abstraction method for open-world environments expressed as Factored Markov Decision Processes (FMDPs) with very large state and action spaces. Our method prunes state and action variables that are irrelevant to the optimal value function on the state subspace the agent would visit when following any optimal policy from the initial state. This method thus enables tractable fast planning within large open-world FMDPs.

IJCAI Conference 2019 Conference Paper

DeepMellow: Removing the Need for a Target Network in Deep Q-Learning

  • Seungchan Kim
  • Kavosh Asadi
  • Michael Littman
  • George Konidaris

Deep Q-Network (DQN) is an algorithm that achieves human-level performance in complex domains like Atari games. One of the important elements of DQN is its use of a target network, which is necessary to stabilize learning. We argue that using a target network is incompatible with online reinforcement learning, and it is possible to achieve faster and more stable learning without a target network when we use Mellowmax, an alternative softmax operator. We derive novel properties of Mellowmax, and empirically show that the combination of DQN and Mellowmax, but without a target network, outperforms DQN with a target network.

RLDM Conference 2019 Conference Abstract

DeepMellow: Removing the Need for a Target Network in Deep Q-Learning

  • Seungchan Kim
  • Kavosh Asadi
  • George Konidaris

Deep Q-Network (DQN) is a learning algorithm that achieves human-level performance in high- dimensional, complex domains like Atari games. One of the important elements in DQN is its use of target network, which is necessary to stabilize learning. We argue that using a target network is incompatible with online reinforcement learning, and it is possible to achieve faster and more stable learning without a target network, when we use an alternative action selection operator, Mellowmax. We present new mathematical properties of Mellowmax, and propose a new algorithm, DeepMellow, which combines DQN and Mellow- max operator. We empirically show that DeepMellow, which does not use a target network, outperforms DQN with a target network.

RLDM Conference 2019 Conference Abstract

Inverse Reinforcement Learning from a Learning Agent

  • Vincent T Kubala
  • George Konidaris
  • Amy Greenwald

We consider the problem of inferring the reward function and predicting the future behavior of an agent that is learning. To do this, we generalize an existing Bayesian inverse reinforcement learning algorithm to allow the demonstrator’s policy to change over time, as a function of their experiences and to simultaneously infer the actor’s reward function and methods of learning and making decisions. We show experimentally that our algorithm outperforms its inverse reinforcement learning counterpart.

JAIR Journal 2019 Journal Article

Modeling and Planning with Macro-Actions in Decentralized POMDPs

  • Christopher Amato
  • George Konidaris
  • Leslie P. Kaelbling
  • Jonathan P. How

Decentralized partially observable Markov decision processes (Dec-POMDPs) are general models for decentralized multi-agent decision making under uncertainty. However, they typically model a problem at a low level of granularity, where each agent's actions are primitive operations lasting exactly one time step. We address the case where each agent has macro-actions: temporally extended actions that may require different amounts of time to execute. We model macro-actions as options in a Dec-POMDP, focusing on actions that depend only on information directly available to the agent during execution. Therefore, we model systems where coordination decisions only occur at the level of deciding which macro-actions to execute. The core technical difficulty in this setting is that the options chosen by each agent no longer terminate at the same time. We extend three leading Dec-POMDP algorithms for policy generation to the macro-action case, and demonstrate their effectiveness in both standard benchmarks and a multi-robot coordination problem. The results show that our new algorithms retain agent coordination while allowing high-quality solutions to be generated for significantly longer horizons and larger state-spaces than previous Dec-POMDP methods. Furthermore, in the multi-robot domain, we show that, in contrast to most existing methods that are specialized to a particular problem class, our approach can synthesize control policies that exploit opportunities for coordination while balancing uncertainty, sensor information, and information about other agents.

AAMAS Conference 2019 Conference Paper

Removing the Target Network from Deep Q-Networks with the Mellowmax Operator

  • Seungchan Kim
  • Kavosh Asadi
  • Michael Littman
  • George Konidaris

Deep Q-Network (DQN) is a learning algorithm that achieves humanlevel performance in high-dimensional domains like Atari games. We propose that using an softmax operator, Mellowmax, in DQN reduces its need for a separate target network, which is otherwise necessary to stabilize learning. We empirically show that, in the absence of a target network, the combination of Mellowmax and DQN outperforms DQN alone.

JAIR Journal 2018 Journal Article

From Skills to Symbols: Learning Symbolic Representations for Abstract High-Level Planning

  • George Konidaris
  • Leslie Pack Kaelbling
  • Tomas Lozano-Perez

We consider the problem of constructing abstract representations for planning in high-dimensional, continuous environments. We assume an agent equipped with a collection of high-level actions, and construct representations provably capable of evaluating plans composed of sequences of those actions. We first consider the deterministic planning case, and show that the relevant computation involves set operations performed over sets of states. We define the specific collection of sets that is necessary and sufficient for planning, and use them to construct a grounded abstract symbolic representation that is provably suitable for deterministic planning. The resulting representation can be expressed in PDDL, a canonical high-level planning domain language; we construct such a representation for the Playroom domain and solve it in milliseconds using an off-the-shelf planner. We then consider probabilistic planning, which we show requires generalizing from sets of states to distributions over states. We identify the specific distributions required for planning, and use them to construct a grounded abstract symbolic representation that correctly estimates the expected reward and probability of success of any plan. In addition, we show that learning the relevant probability distributions corresponds to specific instances of probabilistic density estimation and probabilistic classification. We construct an agent that autonomously learns the correct abstract representation of a computer game domain, and rapidly solves it. Finally, we apply these techniques to create a physical robot system that autonomously learns its own symbolic representation of a mobile manipulation task directly from sensorimotor data---point clouds, map locations, and joint angles---and then plans using that representation. Together, these results establish a principled link between high-level actions and abstract representations, a concrete theoretical foundation for constructing abstract representations with provable properties, and a practical mechanism for autonomously learning abstract high-level representations.

NeurIPS Conference 2017 Conference Paper

Active Exploration for Learning Symbolic Representations

  • Garrett Andersen
  • George Konidaris

We introduce an online active exploration algorithm for data-efficiently learning an abstract symbolic model of an environment. Our algorithm is divided into two parts: the first part quickly generates an intermediate Bayesian symbolic model from the data that the agent has collected so far, which the agent can then use along with the second part to guide its future exploration towards regions of the state space that the model is uncertain about. We show that our algorithm outperforms random and greedy exploration policies on two different computer game domains. The first domain is an Asteroids-inspired game with complex dynamics but basic logical structure. The second is the Treasure Game, with simpler dynamics but more complex logical structure.

AAAI Conference 2017 Conference Paper

An Analysis of Monte Carlo Tree Search

  • Steven James
  • George Konidaris
  • Benjamin Rosman

Monte Carlo Tree Search (MCTS) is a family of directed search algorithms that has gained widespread attention in recent years. Despite the vast amount of research into MCTS, the effect of modifications on the algorithm, as well as the manner in which it performs in various domains, is still not yet fully known. In particular, the effect of using knowledgeheavy rollouts in MCTS still remains poorly understood, with surprising results demonstrating that better-informed rollouts often result in worse-performing agents. We present experimental evidence suggesting that, under certain smoothness conditions, uniformly random simulation policies preserve the ordering over action preferences. This explains the success of MCTS despite its common use of these rollouts to evaluate states. We further analyse non-uniformly random rollout policies and describe conditions under which they offer improved performance.

NeurIPS Conference 2017 Conference Paper

Robust and Efficient Transfer Learning with Hidden Parameter Markov Decision Processes

  • Taylor Killian
  • Samuel Daulton
  • George Konidaris
  • Finale Doshi-Velez

We introduce a new formulation of the Hidden Parameter Markov Decision Process (HiP-MDP), a framework for modeling families of related tasks using low-dimensional latent embeddings. Our new framework correctly models the joint uncertainty in the latent parameters and the state space. We also replace the original Gaussian Process-based model with a Bayesian Neural Network, enabling more scalable inference. Thus, we expand the scope of the HiP-MDP to applications with higher dimensions and more complex dynamics.

AAAI Conference 2017 Short Paper

Robust and Efficient Transfer Learning with Hidden Parameter Markov Decision Processes

  • Taylor Killian
  • George Konidaris
  • Finale Doshi-Velez

An intriguing application of transfer learning emerges when tasks arise with similar, but not identical, dynamics. Hidden Parameter Markov Decision Processes (HiP-MDP) embed these tasks into a low-dimensional space; given the embedding parameters one can identify the MDP for a particular task. However, the original formulation of HiP-MDP had a critical flaw: the embedding uncertainty was modeled independently of the agent's state uncertainty, requiring an arduous training procedure. In this work, we apply a Gaussian Process latent variable model to jointly model the dynamics and the embedding, leading to a more elegant formulation, one that allows for better uncertainty quantification and thus more robust transfer.

IJCAI Conference 2016 Conference Paper

Constructing Abstraction Hierarchies Using a Skill-Symbol Loop

  • George Konidaris

We describe a framework for building abstraction hierarchies whereby an agent alternates skill- and representation-construction phases to construct a sequence of increasingly abstract Markov decision processes. Our formulation builds on recent results showing that the appropriate abstract representation of a problem is specified by the agent's skills. We describe how such a hierarchy can be used for fast planning, and illustrate the construction of an appropriate hierarchy for the Taxi domain.

IJCAI Conference 2016 Conference Paper

Hidden Parameter Markov Decision Processes: A Semiparametric Regression Approach for Discovering Latent Task Parametrizations

  • Finale Doshi-Velez
  • George Konidaris

Control applications often feature tasks with similar, but not identical, dynamics. We introduce the Hidden Parameter Markov Decision Process (HiP-MDP), a framework that parametrizes a family of related dynamical systems with a low-dimensional set of latent factors, and introduce a semiparametric regression approach for learning its structure from data. We show that a learned HiP-MDP rapidly identifies the dynamics of new task instances in several settings, flexibly adapting to task variation.

AAAI Conference 2016 Conference Paper

Reinforcement Learning with Parameterized Actions

  • Warwick Masson
  • Pravesh Ranchod
  • George Konidaris

We introduce a model-free algorithm for learning in Markov decision processes with parameterized actions—discrete actions with continuous parameters. At each step the agent must select both which action to use and which parameters to use with that action. We introduce the Q-PAMDP algorithm for learning in these domains, show that it converges to a local optimum, and compare it to direct policy search in the goalscoring and Platform domains.

NeurIPS Conference 2015 Conference Paper

Policy Evaluation Using the Ω-Return

  • Philip Thomas
  • Scott Niekum
  • Georgios Theocharous
  • George Konidaris

We propose the Ω-return as an alternative to the λ-return currently used by the TD(λ) family of algorithms. The benefit of the Ω-return is that it accounts for the correlation of different length returns. Because it is difficult to compute exactly, we suggest one way of approximating the Ω-return. We provide empirical studies that suggest that it is superior to the λ-return and γ-return for a variety of problems.

IJCAI Conference 2015 Conference Paper

Symbol Acquisition for Probabilistic High-Level Planning

  • George Konidaris
  • Leslie Kaelbling
  • Tomas Lozano-Perez

We introduce a framework that enables an agent to autonomously learn its own symbolic representation of a low-level, continuous environment. Propositional symbols are formalized as names for probability distributions, providing a natural means of dealing with uncertain representations and probabilistic plans. We determine the symbols that are sufficient for computing the probability with which a plan will succeed, and demonstrate the acquisition of a symbolic representation in a computer game domain.

AAAI Conference 2014 Conference Paper

Constructing Symbolic Representations for High-Level Planning

  • George Konidaris
  • Leslie Kaelbling
  • Tomas Lozano-Perez

We consider the problem of constructing a symbolic description of a continuous, low-level environment for use in planning. We show that symbols that can represent the preconditions and effects of an agent’s actions are both necessary and sufficient for high-level planning. This eliminates the symbol design problem when a representation must be constructed in advance, and in principle enables an agent to autonomously learn its own symbolic representations. The resulting representation can be converted into PDDL, a canonical high-level planning representation that enables very fast planning.

JMLR Journal 2012 Journal Article

Transfer in Reinforcement Learning via Shared Features

  • George Konidaris
  • Ilya Scheidwasser
  • Andrew Barto

We present a framework for transfer in reinforcement learning based on the idea that related tasks share some common features, and that transfer can be achieved via those shared features. The framework attempts to capture the notion of tasks that are related but distinct, and provides some insight into when transfer can be usefully applied to a problem sequence and when it cannot. We apply the framework to the knowledge transfer problem, and show that an agent can learn a portable shaping function from experience in a sequence of tasks to significantly improve performance in a later related task, even given a very brief training period. We also apply the framework to skill transfer, to show that agents can learn portable skills across a sequence of tasks that significantly improve performance on later related tasks, approaching the performance of agents given perfectly learned problem-specific skills. [abs] [ pdf ][ bib ] &copy JMLR 2012. ( edit, beta )

AAAI Conference 2011 Conference Paper

Autonomous Skill Acquisition on a Mobile Manipulator

  • George Konidaris
  • Scott Kuindersma
  • Roderic Grupen
  • Andrew Barto

We describe a robot system that autonomously acquires skills through interaction with its environment. The robot learns to sequence the execution of a set of innate controllers to solve a task, extracts and retains components of that solution as portable skills, and then transfers those skills to reduce the time required to learn to solve a second task.

NeurIPS Conference 2011 Conference Paper

TD_gamma: Re-evaluating Complex Backups in Temporal Difference Learning

  • George Konidaris
  • Scott Niekum
  • Philip Thomas

We show that the lambda-return target used in the TD(lambda) family of algorithms is the maximum likelihood estimator for a specific model of how the variance of an n-step return estimate increases with n. We introduce the gamma-return estimator, an alternative target based on a more accurate model of variance, which defines the TD gamma family of complex-backup temporal difference learning algorithms. We derive TD gamma, the gamma-return equivalent of the original TD(lambda) algorithm, which eliminates the lambda parameter but can only perform updates at the end of an episode and requires time and space proportional to the episode length. We then derive a second algorithm, TD gamma(C), with a capacity parameter C. TD gamma(C) requires C times more time and memory than TD(lambda) and is incremental and online. We show that TD gamma outperforms TD(lambda) for any setting of lambda on 4 out of 5 benchmark domains, and that TD gamma(C) performs as well as or better than TD_gamma for intermediate settings of C.

AAAI Conference 2011 Conference Paper

Value Function Approximation in Reinforcement Learning Using the Fourier Basis

  • George Konidaris
  • Sarah Osentoski
  • Philip Thomas

We describe the Fourier basis, a linear value function approximation scheme based on the Fourier series. We empirically demonstrate that it performs well compared to radial basis functions and the polynomial basis, the two most popular fixed bases for linear value function approximation, and is competitive with learned proto-value functions.

NeurIPS Conference 2010 Conference Paper

Constructing Skill Trees for Reinforcement Learning Agents from Demonstration Trajectories

  • George Konidaris
  • Scott Kuindersma
  • Roderic Grupen
  • Andrew Barto

We introduce CST, an algorithm for constructing skill trees from demonstration trajectories in continuous reinforcement learning domains. CST uses a changepoint detection method to segment each trajectory into a skill chain by detecting a change of appropriate abstraction, or that a segment is too complex to model as a single skill. The skill chains from each trajectory are then merged to form a skill tree. We demonstrate that CST constructs an appropriate skill tree that can be further refined through learning in a challenging continuous domain, and that it can be used to segment demonstration trajectories on a mobile manipulator into chains of skills where each skill is assigned an appropriate abstraction.

IJCAI Conference 2009 Conference Paper

  • George Konidaris
  • Andrew Barto

We present an algorithm for selecting an appropriate abstraction when learning a new skill. We show empirically that it can consistently select an appropriate abstraction using very little sample data, and that it significantly improves skill learning performance in a reasonably large real-valued reinforcement learning domain.

IJCAI Conference 2007 Conference Paper

  • George Konidaris
  • Andrew G. Barto

The options framework provides methods for reinforcement learning agents to build new high-level skills. However, since options are usually learned in the same state space as the problem the agent is solving, they cannot be used in other tasks that are similar but have different state spaces. We introduce the notion of learning options in agent-space, the space generated by a feature set that is present and retains the same semantics across successive problem instances, rather than in problem-space. Agent-space options can be reused in later tasks that share the same agent-space but have different problem-spaces. We present experimental results demonstrating the use of agent-space options in building transferrable skills, and show that they perform best when used in conjunction with problem-space options.

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