Arrow Research search

Author name cluster

Matthieu Geist

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

94 papers
2 author rows

Possible papers

94

EWRL Workshop 2025 Workshop Paper

Convergence of regularized agent-state based Q-learning in POMDPs

  • Amit Sinha
  • Matthieu Geist
  • Aditya Mahajan

In this paper, we present a framework to understand the convergence of commonly used Q-learning reinforcement learning algorithms in practice. Two salient features of such algorithms are: (i) the Q-table is recursively updated using an agent state (such as the state of a recurrent neural network) which is not a belief state or an information state and (ii) policy regularization is often used to encourage exploration and stabilize the learning algorithm. We investigate the simplest form of such Q-learning algorithms which we call regularized agent-state based Q-learning (RASQL) and show that it converges under mild technical conditions to the fixed point of an appropriately defined regularized MDP, which depends on the stationary distribution induced by the behavioral policy. We also show that a similar analysis continues to work for a variant of RASQL that learns periodic policies. We present numerical examples to illustrate that the empirical convergence behavior matches with the proposed theoretical limit.

EWRL Workshop 2025 Workshop Paper

Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation Learning

  • Till Freihaut
  • Luca Viano
  • Volkan Cevher
  • Matthieu Geist
  • Giorgia Ramponi

This paper provides the first expert sample complexity characterization for learning a Nash equilibrium from expert data in Markov Games. We show that a new quantity named the \emph{single policy deviation concentrability coefficient} is unavoidable in the non-interactive imitation learning setting, and we provide an upper bound for behavioral cloning (BC) featuring such coefficient. BC exhibits substantial regret in games with high concentrability coefficient, leading us to utilize expert queries to develop and introduce two novel solution algorithms: MAIL-BRO and MURMAIL. The former employs a best response oracle and learns an $\varepsilon$-Nash equilibrium with $\mathcal{O}(\varepsilon^{-4})$ expert and oracle queries. The latter bypasses completely the best response oracle at the cost of a worse expert query complexity of order $\mathcal{O}(\varepsilon^{-8})$. Finally, we provide numerical evidence, confirming our theoretical findings.

NeurIPS Conference 2025 Conference Paper

Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation Learning

  • Till Freihaut
  • Luca Viano
  • Volkan Cevher
  • Matthieu Geist
  • Giorgia Ramponi

This paper provides the first expert sample complexity characterization for learning a Nash equilibrium from expert data in Markov Games. We show that a new quantity named the *single policy deviation concentrability coefficient* is unavoidable in the non-interactive imitation learning setting, and we provide an upper bound for behavioral cloning (BC) featuring such coefficient. BC exhibits substantial regret in games with high concentrability coefficient, leading us to utilize expert queries to develop and introduce two novel solution algorithms: MAIL-BRO and MURMAIL. The former employs a best response oracle and learns an $\varepsilon$-Nash equilibrium with $\mathcal{O}(\varepsilon^{-4})$ expert and oracle queries. The latter bypasses completely the best response oracle at the cost of a worse expert query complexity of order $\mathcal{O}(\varepsilon^{-8})$. Finally, we provide numerical evidence, confirming our theoretical findings.

TMLR Journal 2025 Journal Article

RoboRAN: A Unified Robotics Framework for Reinforcement Learning-Based Autonomous Navigation

  • Matteo El-Hariry
  • Antoine Richard
  • Ricard Marsal
  • Luis Felipe Wolf Batista
  • Matthieu Geist
  • Cédric Pradalier
  • Miguel Olivares-Mendez

Autonomous robots must navigate and operate in diverse environments, from terrestrial and aquatic settings to aerial and space domains. While Reinforcement Learning (RL) has shown promise in training policies for specific autonomous robots, existing frameworks and benchmarks are often constrained to unique platforms, limiting generalization and fair comparisons across different mobility systems. In this paper, we present a multi-domain framework for training, evaluating and deploying RL-based navigation policies across diverse robotic platforms and operational environments. Our work presents four key contributions: (1) a scalable and modular framework, facilitating seamless robot-task interchangeability and reproducible training pipelines; (2) sim-to-real transfer demonstrated through real- world experiments with multiple robots, including a satellite robotic simulator, an unmanned surface vessel, and a wheeled ground vehicle; (3) the release of the first open-source API for deploying IsaacLab-trained policies to real robots, enabling lightweight inference and rapid field validation; and (4) uniform tasks and metrics for cross-medium evaluation, through a unified evaluation testbed to assess performance of navigation tasks in diverse operational conditions (aquatic, terrestrial and space). By ensuring consistency between simulation and real-world deployment, RoboRAN lowers the barrier to developing adaptable RL-based navigation strategies. Its modular design enables straightforward integration of new robots and tasks through predefined templates, fostering reproducibility and extension to diverse domains. To support the community, we release RoboRAN as open-source.

ICLR Conference 2025 Conference Paper

Self-Improving Robust Preference Optimization

  • Eugene Choi
  • Arash Ahmadian
  • Matthieu Geist
  • Olivier Pietquin
  • Mohammad Gheshlaghi Azar

Online and offline $\mathtt{RLHF}$ methods, such as $\mathtt{PPO}$ and $\mathtt{DPO}$, have been highly successful in aligning AI with human preferences. Despite their success, however, these methods suffer from fundamental limitations: $\mathbf{(a)}$ Models trained with $\mathtt{RLHF}$ can learn from mistakes or negative examples through RL mechanism or contrastive loss during training. However, at inference time, they lack an innate self-improvement mechanism for error corrections. $\mathbf{(b)}$ The optimal solution of existing methods is highly task-dependent, making it difficult for them to generalize to new tasks. To address these challenges, we propose Self-Improving Robust Preference Optimization ($\mathtt{SRPO}$), a practical and mathematically principled offline $\mathtt{RLHF}$ framework. The key idea behind $\mathtt{SRPO}$ is to cast the problem of learning from human preferences as a self-improvement process, mathematically formulated as a min-max objective that jointly optimizes a self-improvement policy and a generative policy in an adversarial fashion. Crucially, the solution for this optimization problem is independent of the training task, which makes it robust to its changes. We then show that this objective can be reformulated as a non-adversarial offline loss, which can be efficiently optimized using standard supervised learning techniques at scale. To demonstrate $\mathtt{SRPO}$’s effectiveness, we evaluate it using AI Win-Rate (WR) against human (GOLD) completions. When tested on the XSum dataset, $\mathtt{SRPO}$ outperforms $\mathtt{DPO}$ by a margin of $\mathbf{15}$% after $5$ self-revisions, achieving an impressive $\mathbf{90}$% WR. Moreover, on the challenging Arena-Hard prompts, $\mathtt{SRPO}$ outperforms both $\mathtt{DPO}$ and $\mathtt{IPO}$ (by $\mathbf{4}$% without revision and $\mathbf{6}$% after a single revision), reaching a $\mathbf{56}$% WR against against $\mathtt{Llama-3.1-8B-Instruct}$.

NeurIPS Conference 2025 Conference Paper

ShiQ: Bringing back Bellman to LLMs

  • Pierre Clavier
  • Nathan Grinsztajn
  • Raphaël Avalos
  • Yannis Flet-Berliac
  • Irem Ergun
  • Omar Darwiche Domingues
  • Olivier Pietquin
  • Pierre Richemond

The fine-tuning of pre-trained large language models (LLMs) using reinforcement learning (RL) is generally formulated as direct policy optimization. This approach was naturally favored as it efficiently improves a pretrained LLM with simple gradient updates. Another RL paradigm, Q-learning methods, has received far less attention in the LLM community while demonstrating major success in various non-LLM RL tasks. In particular, Q-learning effectiveness stems from its sample efficiency and ability to learn offline, which is particularly valuable given the high computational cost of sampling with LLM. However, naively applying a Q-learning–style update to the model’s logits is ineffective due to the specificity of LLMs. Our contribution is to derive theoretically grounded loss functions from Bellman equations to adapt Q-learning methods to LLMs. To do so, we interpret LLM logits as Q-values and carefully adapt insights from the RL literature to account for LLM-specific characteristics. It thereby ensures that the logits become reliable Q-value estimates. We then use this loss to build a practical algorithm, ShiQ for Shifted-Q, that supports off-policy, token-wise learning while remaining simple to implement. Finally, ShiQ is evaluated on both synthetic data and real-world benchmarks, e. g. , UltraFeedback, BFCL-V3, demonstrating its effectiveness in both single-turn and multi-turn LLM settings.

EWRL Workshop 2025 Workshop Paper

ShiQ: Bringing back Bellman to LLMs

  • Pierre Clavier
  • Nathan Grinsztajn
  • Raphaël Avalos
  • Yannis Flet-Berliac
  • Irem Ergun
  • Omar Darwiche Domingues
  • Eugene Tarassov
  • Olivier Pietquin

The fine-tuning of pre-trained large language models (LLMs) using reinforcement learning (RL) is generally formulated as direct policy optimization. This approach was naturally favored as it efficiently improves a pretrained LLM, seen as an initial policy. Another RL paradigm, Q-learning methods, has received far less attention in the LLM community while demonstrating major success in various non-LLM RL tasks. In particular, Q-learning effectiveness comes from its sample efficiency and ability to learn offline, which is particularly valuable given the high computational cost of sampling with LLM. However, naively applying a Q-learning–style update to the model’s logits is ineffective due to the specificity of LLMs. Our core contribution is to derive theoretically grounded loss functions from Bellman equations to adapt Q-learning methods to LLMs. To do so, we carefully adapt insights from the RL literature to account for LLM-specific characteristics, ensuring that the logits become reliable Q-value estimates. We then use this loss to build a practical algorithm, ShiQ for Shifted-Q, that supports off-policy, token-wise learning while remaining simple to implement. Finally, we evaluate ShiQ on both synthetic data and real-world benchmarks, e. g. , UltraFeedback, BFCL-V3, demonstrating its effectiveness in both single-turn and multi-turn LLM settings.

TMLR Journal 2024 Journal Article

A Survey of Temporal Credit Assignment in Deep Reinforcement Learning

  • Eduardo Pignatelli
  • Johan Ferret
  • Matthieu Geist
  • Thomas Mesnard
  • Hado van Hasselt
  • Laura Toni

The Credit Assignment Problem (CAP) refers to the longstanding challenge of Reinforcement Learning agents to associate actions with their long-term consequences. Solving the CAP is a crucial step towards the successful deployment of RL in the real world since most decision problems provide feedback that is noisy, delayed, and with little or no information about the causes. These conditions make it hard to distinguish serendipitous outcomes from those caused by informed decision-making. However, the mathematical nature of credit and the CAP remains poorly understood and defined. In this survey, we review the state of the art of Temporal Credit Assignment (CA) in deep RL. We propose a unifying formalism for credit that enables equitable comparisons of state-of-the-art algorithms and improves our understanding of the trade-offs between the various methods. We cast the CAP as the problem of learning the influence of an action over an outcome from a finite amount of experience. We discuss the challenges posed by delayed effects, dilution, and a lack of action influence, and analyse how existing methods aim to address them. Finally, we survey the protocols to evaluate a credit assignment method and suggest ways to diagnose the sources of struggle for different methods. Overall, this survey provides an overview of the field for new-entry practitioners and researchers, it offers a coherent perspective for scholars looking to expedite the starting stages of a new study on the CAP, and it suggests potential directions for future research.

EWRL Workshop 2024 Workshop Paper

Bootstrapping Expectiles in Reinforcement Learning

  • Pierre Clavier
  • Emmanuel Rachelson
  • Erwan Le Pennec
  • Matthieu Geist

Many classic Reinforcement Learning (RL) algorithms rely on a Bellman operator, which involves an expectation over the next states, leading to the concept of bootstrapping. To introduce a form of pessimism, we propose to replace this expectation with an expectile. In practice, this can be very simply done by replacing the $L_2$ loss with a more general expectile loss for the critic. Introducing pessimism in RL is desirable for various reasons, such as tackling the overestimation problem (for which classic solutions are double Q-learning or the twin-critic approach of TD3) or robust RL (where transitions are adversarial). We study empirically these two cases. For the overestimation problem, we show that the proposed approach, \texttt{ExpectRL}, provides better results than a classic twin-critic. On robust RL benchmarks, involving changes of the environment, we show that our approach is more robust than classic RL algorithms. We also introduce a variation of \texttt{ExpectRL} combined with domain randomization which is competitive with state-of-the-art robust RL agents. Eventually, we also extend \texttt{ExpectRL} with a mechanism for choosing automatically the expectile value, that is the degree of pessimism.

ICLR Conference 2024 Conference Paper

Closing the Gap between TD Learning and Supervised Learning - A Generalisation Point of View

  • Raj Ghugare
  • Matthieu Geist
  • Glen Berseth
  • Benjamin Eysenbach

Some reinforcement learning (RL) algorithms have the capability of recombining together pieces of previously seen experience to solve a task never seen before during training. This oft-sought property is one of the few ways in which dynamic programming based RL algorithms are considered different from supervised learning (SL) based RL algorithms. Yet, recent RL methods based on off-the-shelf SL algorithms achieve excellent results without an explicit mechanism for stitching; it remains unclear whether those methods forgo this important stitching property. This paper studies this question in the setting of goal-reaching problems. We show that the desirable stitching property corresponds to a form of generalization: after training on a distribution of (state, goal) pairs, one would like to evaluate on (state, goal) pairs not seen together in the training data. Our analysis shows that this sort of generalization is different from i.i.d. generalization. This connection between stitching and generalization reveals why we should not expect existing RL methods based on SL to perform stitching, even in the limit of large datasets and models. We experimentally validate this result on carefully constructed datasets. This connection suggests a simple remedy, the same remedy for improving generalization in supervised learning: data augmentation. We propose a naive temporal data augmentation approach and demonstrate that adding it to RL methods based on SL enables them to successfully stitch together experience, so that they succeed in navigating between states and goals unseen together during training.

IROS Conference 2024 Conference Paper

DRIFT: Deep Reinforcement Learning for Intelligent Floating Platforms Trajectories

  • Matteo El Hariry
  • Antoine Richard 0001
  • Vivek Muralidharan
  • Matthieu Geist
  • Miguel Angel Olivares-Méndez

This investigation introduces a novel deep reinforcement learning-based suite to control floating platforms in both simulated and real-world environments. Floating platforms serve as versatile test-beds to emulate microgravity environments on Earth, useful to test autonomous navigation systems for space applications. Our approach addresses the system and environmental uncertainties in controlling such platforms by training policies capable of precise maneuvers amid dynamic and unpredictable conditions. Leveraging Deep Reinforcement Learning (DRL) techniques, our suite achieves robustness, adaptability, and good transferability from simulation to reality. Our deep reinforcement learning framework provides advantages such as fast training times, large-scale testing capabilities, rich visualization options, and ROS bindings for integration with real-world robotic systems. Being open access, our suite serves as a comprehensive platform for practitioners who want to replicate similar research in their own simulated environments and labs.

NeurIPS Conference 2024 Conference Paper

Imitating Language via Scalable Inverse Reinforcement Learning

  • Markus Wulfmeier
  • Michael Bloesch
  • Nino Vieillard
  • Arun Ahuja
  • Jörg Bornschein
  • Sandy Huang
  • Artem Sokolov
  • Matt Barnes

The majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training.

AAAI Conference 2024 Conference Paper

Learning Discrete-Time Major-Minor Mean Field Games

  • Kai Cui
  • Gökçe Dayanıklı
  • Mathieu Laurière
  • Matthieu Geist
  • Olivier Pietquin
  • Heinz Koeppl

Recent techniques based on Mean Field Games (MFGs) allow the scalable analysis of multi-player games with many similar, rational agents. However, standard MFGs remain limited to homogeneous players that weakly influence each other, and cannot model major players that strongly influence other players, severely limiting the class of problems that can be handled. We propose a novel discrete time version of major-minor MFGs (M3FGs), along with a learning algorithm based on fictitious play and partitioning the probability simplex. Importantly, M3FGs generalize MFGs with common noise and can handle not only random exogeneous environment states but also major players. A key challenge is that the mean field is stochastic and not deterministic as in standard MFGs. Our theoretical investigation verifies both the M3FG model and its algorithmic solution, showing firstly the well-posedness of the M3FG model starting from a finite game of interest, and secondly convergence and approximation guarantees of the fictitious play algorithm. Then, we empirically verify the obtained theoretical results, ablating some of the theoretical assumptions made, and show successful equilibrium learning in three example problems. Overall, we establish a learning framework for a novel and broad class of tractable games.

ICML Conference 2024 Conference Paper

MusicRL: Aligning Music Generation to Human Preferences

  • Geoffrey Cideron
  • Sertan Girgin
  • Mauro Verzetti
  • Damien Vincent
  • Matej Kastelic
  • Zalán Borsos
  • Brian McWilliams
  • Victor Ungureanu

We propose MusicRL, the first music generation system finetuned from human feedback. Appreciation of text-to-music models is particularly subjective since the concept of musicality as well as the specific intention behind a caption are user-dependent (e. g. a caption such as “upbeat workout music” can map to a retro guitar solo or a technopop beat). Not only this makes supervised training of such models challenging, but it also calls for integrating continuous human feedback in their post-deployment finetuning. MusicRL is a pretrained autoregressive MusicLM model of discrete audio tokens finetuned with reinforcement learning to maximize sequence-level rewards. We design reward functions related specifically to text-adherence and audio quality with the help from selected raters, and use those to finetune MusicLM into MusicRL-R. We deploy MusicLM to users and collect a substantial dataset comprising 300, 000 pairwise preferences. Using Reinforcement Learning from Human Feedback (RLHF), we train MusicRL-U, the first text-to-music model that incorporates human feedback at scale. Human evaluations show that both MusicRL-R and MusicRL-U are preferred to the baseline. Ultimately, MusicRL-RU combines the two approaches and results in the best model according to human raters. Ablation studies shed light on the musical attributes influencing human preferences, indicating that text adherence and quality only account for a part of it. This underscores the prevalence of subjectivity in musical appreciation and calls for further involvement of human listeners in the finetuning of music generation models. Samples can be found at google-research. github. io/seanet/musiclm/rlhf/.

ICML Conference 2024 Conference Paper

Nash Learning from Human Feedback

  • Rémi Munos
  • Michal Valko
  • Daniele Calandriello
  • Mohammad Gheshlaghi Azar
  • Mark Rowland 0001
  • Daniel Guo 0001
  • Yunhao Tang
  • Matthieu Geist

Reinforcement learning from human feedback (RLHF) has emerged as the main paradigm for aligning large language models (LLMs) with human preferences. Traditionally, RLHF involves the initial step of learning a reward model from pairwise human feedback, i. e. , expressed as preferences between pairs of text generations. Subsequently, the LLM’s policy is fine-tuned to maximize the reward through a reinforcement learning algorithm. In this study, we introduce an alternative pipeline for the fine-tuning of LLMs using pairwise human feedback. Our approach entails the initial learning of a pairwise preference model, which is conditioned on two inputs (instead of a single input in the case of a reward model) given a prompt, followed by the pursuit of a policy that consistently generates responses preferred over those generated by any competing policy, thus defining the Nash equilibrium of this preference model. We term this approach Nash learning from human feedback (NLHF). In the context of a tabular policy representation, we present a novel algorithmic solution, Nash-MD, founded on the principles of mirror descent. This algorithm produces a sequence of policies, with the last iteration converging to the regularized Nash equilibrium. Additionally, we explore parametric representations of policies and introduce gradient descent algorithms for deep-learning architectures. We illustrate the effectiveness of our approach by presenting experimental results on a text summarization task. We believe NLHF offers a compelling avenue for fine-tuning LLMs and enhancing the alignment of LLMs with human preferences.

NeurIPS Conference 2024 Conference Paper

Near-Optimal Distributionally Robust Reinforcement Learning with General $L_p$ Norms

  • Pierre Clavier
  • Laixi Shi
  • Erwan Le Pennec
  • Eric Mazumdar
  • Adam Wierman
  • Matthieu Geist

To address the challenges of sim-to-real gap and sample efficiency in reinforcement learning (RL), this work studies distributionally robust Markov decision processes (RMDPs) --- optimize the worst-case performance when the deployed environment is within an uncertainty set around some nominal MDP. Despite recent efforts, the sample complexity of RMDPs has remained largely undetermined. While the statistical implications of distributional robustness in RL have been explored in some specific cases, the generalizability of the existing findings remains unclear, especially in comparison to standard RL. Assuming access to a generative model that samples from the nominal MDP, we examine the sample complexity of RMDPs using a class of generalized $L_p$ norms as the 'distance' function for the uncertainty set, under two commonly adopted $sa$-rectangular and $s$-rectangular conditions. Our results imply that RMDPs can be more sample-efficient to solve than standard MDPs using generalized $L_p$ norms in both $sa$- and $s$-rectangular cases, potentially inspiring more empirical research. We provide a near-optimal upper bound and a matching minimax lower bound for the $sa$-rectangular scenarios. For $s$-rectangular cases, we improve the state-of-the-art upper bound and also derive a lower bound using $L_\infty$ norm that verifies the tightness.

ICLR Conference 2024 Conference Paper

On-Policy Distillation of Language Models: Learning from Self-Generated Mistakes

  • Rishabh Agarwal
  • Nino Vieillard
  • Yongchao Zhou
  • Piotr Stanczyk
  • Sabela Ramos
  • Matthieu Geist
  • Olivier Bachem

Knowledge distillation (KD) is widely used for compressing a teacher model to reduce its inference cost and memory footprint, by training a smaller student model. However, current KD methods for auto-regressive sequence models suffer from distribution mismatch between output sequences seen during training and those generated by the student during inference. To address this issue, we introduce Generalized Knowledge Distillation (GKD). Instead of solely relying on a fixed set of output sequences, GKD trains the student on its self-generated output sequences by leveraging feedback from the teacher on such sequences. Unlike supervised KD approaches, GKD also offers the flexibility to employ alternative loss functions between the student and teacher, which can be useful when the student lacks the expressivity to mimic the teacher's distribution. Furthermore, GKD facilitates the seamless integration of distillation with RL fine-tuning (RLHF). We demonstrate the efficacy of GKD for distilling auto-regressive T5 language models on summarization, translation, and arithmetic reasoning tasks.

NeurIPS Conference 2024 Conference Paper

Periodic agent-state based Q-learning for POMDPs

  • Amit Sinha
  • Matthieu Geist
  • Aditya Mahajan

The standard approach for Partially Observable Markov Decision Processes (POMDPs) is to convert them to a fully observed belief-state MDP. However, the belief state depends on the system model and is therefore not viable in reinforcement learning (RL) settings. A widely used alternative is to use an agent state, which is a model-free, recursively updateable function of the observation history. Examples include frame stacking and recurrent neural networks. Since the agent state is model-free, it is used to adapt standard RL algorithms to POMDPs. However, standard RL algorithms like Q-learning learn a stationary policy. Our main thesis that we illustrate via examples is that because the agent state does not satisfy the Markov property, non-stationary agent-state based policies can outperform stationary ones. To leverage this feature, we propose PASQL (periodic agent-state based Q-learning), which is a variant of agent-state-based Q-learning that learns periodic policies. By combining ideas from periodic Markov chains and stochastic approximation, we rigorously establish that PASQL converges to a cyclic limit and characterize the approximation error of the converged periodic policy. Finally, we present a numerical experiment to highlight the salient features of PASQL and demonstrate the benefit of learning periodic policies over stationary policies.

EWRL Workshop 2024 Workshop Paper

Periodic agent-state based Q-learning for POMDPs

  • Amit Sinha
  • Matthieu Geist
  • Aditya Mahajan

The standard approach for Partially Observable Markov Decision Processes (POMDPs) is to convert them to a fully observed belief-state MDP. However, the belief state depends on the system model and is therefore not viable in reinforcement learning (RL) settings. A widely used alternative is to use an agent state, which is a model-free, recursively updateable function of the observation history. Examples include frame stacking and recurrent neural networks. Since the agent state is model-free, it is used to adapt standard RL algorithms to POMDPs. However, standard RL algorithms like Q-learning learn a stationary policy. Our main thesis that we illustrate via examples is that because the agent state does not satisfy the Markov property, non-stationary agent-state based policies can outperform stationary ones. To leverage this feature, we propose PASQL (periodic agent-state based Q-learning), which is a variant of agent-state-based Q-learning that learns periodic policies. By combining ideas from periodic Markov chains and stochastic approximation, we rigorously establish that PASQL converges to a cyclic limit and characterize the approximation error of the converged periodic policy. Finally, we present a numerical experiment to highlight the salient features of PASQL and demonstrate the benefit of learning periodic policies over stationary policies.

AAMAS Conference 2024 Conference Paper

Population-aware Online Mirror Descent for Mean-Field Games by Deep Reinforcement Learning

  • Zida Wu
  • Mathieu Lauriere
  • Samuel Jia Cong Chua
  • Matthieu Geist
  • Olivier Pietquin
  • Ankur Mehta

Mean Field Games (MFGs) have the ability to handle large-scale multi-agent systems, but learning Nash equilibria in MFGs remains a challenging task. In this paper, we propose a deep reinforcement learning (DRL) algorithm that achieves population-dependent Nash equilibrium without the need for averaging or sampling from history, inspired by Munchausen RL and Online Mirror Descent. Through the design of an additional inner-loop replay buffer, the agents can effectively learn to achieve Nash equilibrium from any distribution, mitigating catastrophic forgetting. The resulting policy can be applied to various initial distributions. Numerical experiments on four canonical examples demonstrate our algorithm has better convergence properties than SOTA algorithms, in particular a DRL version of Fictitious Play for population-dependent policies.

EWRL Workshop 2024 Workshop Paper

Robust Chain of Thoughts Preference Optimization

  • Eugene Choi
  • Arash Ahmadian
  • Olivier Pietquin
  • Matthieu Geist
  • Mohammad Gheshlaghi Azar

Learning from human preferences has become the dominant paradigm in RL fine-tuning of large language models (LLMs). In particular human preferences are often distilled in the form of a reward model. Then this reward model is used through online RL methods to fine-tune the LLM. Alternatively offline methods like direct preference optimization (DPO) and Identity Preference Optimization (IPO) use contrastive losses to optimize the LLM directly by increasing the gap between the log-likelihoods of preferred and dis-preferred completions. Despite their success, these methods all suffer from a fundamental problem that their optimal solution highly depends on (and heavily optimized for) the behavior policy that has generated the completions of the preferences dataset. Therefore the solution of the existing methods may be prone to out-of-distribution (OOD) tasks where the validation dataset is significantly different from the behavior policy. Here we address this challenge by proposing Robust Chain of Thoughts Optimization (RoCoTO) of preferences, a practical and mathematically principled offline framework for reinforcement learning from human feedback that is completely robust to the changes in the behavior model. The key idea of \rocoto is to cast the problem of learning from human preferences as a self-improving chain of thoughts (CoT) process in which the goal is to learn a policy that is nearly perfect in the sense that its generations can be only minimally improved through the best self-improving CoT model. We show that this idea can be mathematically expressed in terms of a min-max optimization objective that aims at joint optimization of chain-of-thoughts policy and the main generative policy in an adversarial fashion. The solution for this joint optimization problem is independent of the behavior policy and thus it is robust to the changes in the behavior model. We then show that this objective can be re-expressed in the form of a non-adversarial IPO (DPO)-style (offline) loss which can be optimized using standard supervised optimization techniques at scale without any need for reward model and online inference. We show the effectiveness of RoCoTO in solving TL; DR summarization task and show its superiority to the baseline IPO and DPO when evaluated on OOD XSUM.

EWRL Workshop 2024 Workshop Paper

RRLS: Robust Reinforcement Learning Suite

  • Adil Zouitine
  • David Bertoin
  • Pierre Clavier
  • Matthieu Geist
  • Emmanuel Rachelson

Robust reinforcement learning is the problem of learning control policies that provide optimal worst-case performance against a span of adversarial environments. It is a crucial ingredient for deploying algorithms in real-world scenarios with prevalent environmental uncertainties and has been a long-standing object of attention in the community, without a standardized set of benchmarks. This contribution endeavors to fill this gap. We introduce the Robust Reinforcement Learning Suite (RRLS), a benchmark suite based on Mujoco environments. RRLS provides six continuous control tasks with two types of uncertainty sets for training and evaluation. Our benchmark aims to standardize robust reinforcement learning tasks, facilitating reproducible and comparable experiments, in particular those from recent state-of-the-art contributions, for which we demonstrate the use of RRLS. It is also designed to be easily expandable to new environments. The source code is available at \href{https: //anonymous. url}{https: //anonymous. url}.

NeurIPS Conference 2024 Conference Paper

Time-Constrained Robust MDPs

  • Adil Zouitine
  • David Bertoin
  • Pierre Clavier
  • Matthieu Geist
  • Emmanuel Rachelson

Robust reinforcement learning is essential for deploying reinforcement learning algorithms in real-world scenarios where environmental uncertainty predominates. Traditional robust reinforcement learning often depends on rectangularity assumptions, where adverse probability measures of outcome states are assumed to be independent across different states and actions. This assumption, rarely fulfilled in practice, leads to overly conservative policies. To address this problem, we introduce a new time-constrained robust MDP (TC-RMDP) formulation that considers multifactorial, correlated, and time-dependent disturbances, thus more accurately reflecting real-world dynamics. This formulation goes beyond the conventional rectangularity paradigm, offering new perspectives and expanding the analytical framework for robust RL. We propose three distinct algorithms, each using varying levels of environmental information, and evaluate them extensively on continuous control benchmarks. Our results demonstrate that these algorithms yield an efficient tradeoff between performance and robustness, outperforming traditional deep robust RL methods in time-constrained environments while preserving robustness in classical benchmarks. This study revisits the prevailing assumptions in robust RL and opens new avenues for developing more practical and realistic RL applications.

EWRL Workshop 2024 Workshop Paper

Time-Constrained Robust MDPs

  • Adil Zouitine
  • David Bertoin
  • Pierre Clavier
  • Matthieu Geist
  • Emmanuel Rachelson

Robust reinforcement learning is essential for deploying reinforcement learning algorithms in real-world scenarios where environmental uncertainty predominates. Traditional robust reinforcement learning often depends on rectangularity assumptions, where adverse probability measures of outcome states are assumed to be independent across different states and actions. This assumption, rarely fulfilled in practice, leads to overly conservative policies. To address this problem, we introduce a new time-constrained robust MDP (TC-RMDP) formulation that considers multifactorial, correlated, and time-dependent disturbances, thus more accurately reflecting real-world dynamics. This formulation goes beyond the conventional rectangularity paradigm, offering new perspectives and expanding the analytical framework for robust RL. We propose three distinct algorithms, each using varying levels of environmental information, and evaluate them extensively on continuous control benchmarks. Our results demonstrate that these algorithms yield an efficient tradeoff between performance and robustness, outperforming traditional deep robust RL methods in time-constrained environments while preserving robustness in classical benchmarks. This study revisits the prevailing assumptions in robust RL and opens new avenues for developing more practical and realistic RL applications.

UAI Conference 2024 Conference Paper

Towards Minimax Optimality of Model-based Robust Reinforcement Learning

  • Pierre Clavier
  • Erwan Le Pennec
  • Matthieu Geist

We study the sample complexity of obtaining an $\epsilon$-optimal policy in Robust discounted Markov Decision Processes (RMDPs), given only access to a generative model of the nominal kernel. This problem is widely studied in the non-robust case, and it is known that any planning approach applied to an empirical MDP estimated with $\tilde{\mathcal{O}}(\frac{H^3 |S||A|}{\epsilon^2})$ samples provides an $\epsilon$-optimal policy, which is minimax optimal. Results in the robust case are much more scarce. For $sa$- (resp $s$-) rectangular uncertainty sets, until recently the best-known sample complexity was $\tilde{\mathcal{O}}(\frac{H^4 |S|^2|A|}{\epsilon^2})$ (resp. $\tilde{\mathcal{O}}(\frac{H^4 | S |^2| A |^2}{\epsilon^2})$), for specific algorithms and when the uncertainty set is based on the total variation (TV), the KL or the Chi-square divergences. In this paper, we consider uncertainty sets defined with an $L_p$-ball (recovering the TV case), and study the sample complexity of any planning algorithm (with high accuracy guarantee on the solution) applied to an empirical RMDP estimated using the generative model. In the general case, we prove a sample complexity of $\tilde{\mathcal{O}}(\frac{H^4 | S || A |}{\epsilon^2})$ for both the $sa$- and $s$-rectangular cases (improvements of $| S |$ and $| S || A |$ respectively). When the size of the uncertainty is small enough, we improve the sample complexity to $\tilde{\mathcal{O}}(\frac{H^3 | S || A | }{\epsilon^2})$, recovering the lower-bound for the non-robust case for the first time and a robust lower-bound. Finally, we also introduce simple and efficient algorithms for solving the studied $L_p$ robust MDPs.

ICML Conference 2023 Conference Paper

A Connection between One-Step RL and Critic Regularization in Reinforcement Learning

  • Benjamin Eysenbach
  • Matthieu Geist
  • Sergey Levine
  • Ruslan Salakhutdinov

As with any machine learning problem with limited data, effective offline RL algorithms require careful regularization to avoid overfitting. One class of methods, known as one-step RL, perform just one step of policy improvement. These methods, which include advantage-weighted regression and conditional behavioral cloning, are thus simple and stable, but can have limited asymptotic performance. A second class of methods, known as critic regularization, perform many steps of policy improvement with a regularized objective. These methods typically require more compute but have appealing lower-bound guarantees. In this paper, we draw a connection between these methods: applying a multi-step critic regularization method with a regularization coefficient of 1 yields the same policy as one-step RL. While our theoretical results require assumptions (e. g. , deterministic dynamics), our experiments nevertheless show that our analysis makes accurate, testable predictions about practical offline RL methods (CQL and one-step RL) with commonly-used hyperparameters.

ICLR Conference 2023 Conference Paper

Extreme Q-Learning: MaxEnt RL without Entropy

  • Divyansh Garg
  • Joey Hejna
  • Matthieu Geist
  • Stefano Ermon

Modern Deep Reinforcement Learning (RL) algorithms require estimates of the maximal Q-value, which are difficult to compute in continuous domains with an infinite number of possible actions. In this work, we introduce a new update rule for online and offline RL which directly models the maximal value using Extreme Value Theory (EVT), drawing inspiration from economics. By doing so, we avoid computing Q-values using out-of-distribution actions which is often a substantial source of error. Our key insight is to introduce an objective that directly estimates the optimal soft-value functions (LogSumExp) in the maximum entropy RL setting without needing to sample from a policy. Using EVT, we derive our \emph{Extreme Q-Learning} framework and consequently online and, for the first time, offline MaxEnt Q-learning algorithms, that do not explicitly require access to a policy or its entropy. Our method obtains consistently strong performance in the D4RL benchmark, outperforming prior works by \emph{10+ points} on the challenging Franka Kitchen tasks while offering moderate improvements over SAC and TD3 on online DM Control tasks. Visualizations and code can be found on our website.

EWRL Workshop 2023 Workshop Paper

On Imitation in Mean-field Games

  • Giorgia Ramponi
  • Pavel Kolev
  • Olivier Pietquin
  • Niao He
  • Mathieu Lauriere
  • Matthieu Geist

We explore the problem of imitation learning (IL) in the context of mean-field games (MFGs), where the goal is to imitate the behavior of a population of agents following a Nash equilibrium policy according to some unknown payoff function. IL in MFGs presents new challenges compared to single-agent IL, particularly when both the reward function and the transition kernel depend on the population distribution. In this paper, departing from the existing literature on IL for MFGs, we introduce a new solution concept called the Nash imitation gap. Then we show that when only the reward depends on the population distribution, IL in MFGs can be reduced to single-agent IL with similar guarantees. However, when the dynamics is population-dependent, we provide a novel upper-bound that suggests IL is harder in this setting. To address this issue, we propose a new adversarial formulation where the reinforcement learning problem is replaced by a mean-field control (MFC) problem, suggesting progress in IL within MFGs may have to build upon MFC.

NeurIPS Conference 2023 Conference Paper

On Imitation in Mean-field Games

  • Giorgia Ramponi
  • Pavel Kolev
  • Olivier Pietquin
  • Niao He
  • Mathieu Lauriere
  • Matthieu Geist

We explore the problem of imitation learning (IL) in the context of mean-field games (MFGs), where the goal is to imitate the behavior of a population of agents following a Nash equilibrium policy according to some unknown payoff function. IL in MFGs presents new challenges compared to single-agent IL, particularly when both the reward function and the transition kernel depend on the population distribution. In this paper, departing from the existing literature on IL for MFGs, we introduce a new solution concept called the Nash imitation gap. Then we show that when only the reward depends on the population distribution, IL in MFGs can be reduced to single-agent IL with similar guarantees. However, when the dynamics is population-dependent, we provide a novel upper-bound that suggests IL is harder in this setting. To address this issue, we propose a new adversarial formulation where the reinforcement learning problem is replaced by a mean-field control (MFC) problem, suggesting progress in IL within MFGs may have to build upon MFC.

EWRL Workshop 2023 Workshop Paper

On the importance of data collection for training general goal-reaching policies

  • Alexis D. Jacq
  • Manu Orsini
  • Gabriel Dulac-Arnold
  • Olivier Pietquin
  • Matthieu Geist
  • Olivier Bachem

Recent advances in ML suggest that the quantity of data available to a model is one of the primary bottlenecks to high performance. Although for language-based tasks there exist almost unlimited amounts of reasonably coherent data to train from, this is generally not the case for Reinforcement Learning, especially when dealing with a novel environment. In effect, even a relatively trivial continuous environment has an almost limitless number of states, but simply sampling random states and actions will likely not provide transitions that are interesting or useful for any potential downstream task. How should one generate massive amounts of useful data given only an MDP with no indication of downstream tasks? Are the quantity and quality of data truly transformative to the performance of a general controller? We propose to answer both of these questions. First, we introduce a principled unsupervised exploration method, ChronoGEM, which aims to achieve uniform coverage over the manifold of achievable states, which we believe is the most reasonable goal given no prior task information. Secondly, we investigate the effects of both data quantity and data quality on the training of a downstream goal-achievement policy, and show that both large quantities and high-quality of data are essential to train a general controller: a high-precision pose-achievement policy capable of attaining a large number of poses over numerous continuous control embodiments including humanoid.

NeurIPS Conference 2023 Conference Paper

Policy Gradient for Rectangular Robust Markov Decision Processes

  • Navdeep Kumar
  • Esther Derman
  • Matthieu Geist
  • Kfir Y. Levy
  • Shie Mannor

Policy gradient methods have become a standard for training reinforcement learning agents in a scalable and efficient manner. However, they do not account for transition uncertainty, whereas learning robust policies can be computationally expensive. In this paper, we introduce robust policy gradient (RPG), a policy-based method that efficiently solves rectangular robust Markov decision processes (MDPs). We provide a closed-form expression for the worst occupation measure. Incidentally, we find that the worst kernel is a rank-one perturbation of the nominal. Combining the worst occupation measure with a robust Q-value estimation yields an explicit form of the robust gradient. Our resulting RPG can be estimated from data with the same time complexity as its non-robust equivalent. Hence, it relieves the computational burden of convex optimization problems required for training robust policies by current policy gradient approaches.

ICML Conference 2023 Conference Paper

Policy Mirror Ascent for Efficient and Independent Learning in Mean Field Games

  • Batuhan Yardim
  • Semih Cayci
  • Matthieu Geist
  • Niao He

Mean-field games have been used as a theoretical tool to obtain an approximate Nash equilibrium for symmetric and anonymous $N$-player games. However, limiting applicability, existing theoretical results assume variations of a “population generative model”, which allows arbitrary modifications of the population distribution by the learning algorithm. Moreover, learning algorithms typically work on abstract simulators with population instead of the $N$-player game. Instead, we show that $N$ agents running policy mirror ascent converge to the Nash equilibrium of the regularized game within $\widetilde{\mathcal{O}}(\varepsilon^{-2})$ samples from a single sample trajectory without a population generative model, up to a standard $\mathcal{O}(\frac{1}{\sqrt{N}})$ error due to the mean field. Taking a divergent approach from the literature, instead of working with the best-response map we first show that a policy mirror ascent map can be used to construct a contractive operator having the Nash equilibrium as its fixed point. We analyze single-path TD learning for $N$-agent games, proving sample complexity guarantees by only using a sample path from the $N$-agent simulator without a population generative model. Furthermore, we demonstrate that our methodology allows for independent learning by $N$ agents with finite sample guarantees.

ICRA Conference 2023 Conference Paper

Pose-graph SLAM Using Multi-order Ultrasonic Echoes and Beamforming for Long-range Inspection Robots

  • Othmane-Latif Ouabi
  • Neil Zeghidour
  • Nico F. Declercq
  • Matthieu Geist
  • Cédric Pradalier

This paper presents a Graph-based Simultaneous Localization And Mapping (GraphSLAM) approach for a robotic system relying on the reflections of ultrasonic guided waves to enable long-range inspection tasks on plate-based metal structures. A measurement model that can leverage multi-order acoustic echoes is introduced for accurate localization, and beamforming is used for mapping the boundaries of individual metal panels. These two elements are subsequently integrated within a nonlinear least squares optimizer to solve the full offline SLAM problem. We experimentally evaluate the potential of this approach in a laboratory environment. We observe the improved localization accuracy of the multi-order echo model compared to a second model, from previous works, that relies solely on first-order echoes. We also show that the proposed approach can yield accurate SLAM results, hence showcasing the standalone capability of ultrasonic-based GraphSLAM for envisioned long-range inspection applications.

ICML Conference 2023 Conference Paper

Regularization and Variance-Weighted Regression Achieves Minimax Optimality in Linear MDPs: Theory and Practice

  • Toshinori Kitamura
  • Tadashi Kozuno
  • Yunhao Tang
  • Nino Vieillard
  • Michal Valko
  • Wenhao Yang
  • Jincheng Mei
  • Pierre Ménard

Mirror descent value iteration (MDVI), an abstraction of Kullback-Leibler (KL) and entropy-regularized reinforcement learning (RL), has served as the basis for recent high-performing practical RL algorithms. However, despite the use of function approximation in practice, the theoretical understanding of MDVI has been limited to tabular Markov decision processes (MDPs). We study MDVI with linear function approximation through its sample complexity required to identify an $\varepsilon$-optimal policy with probability $1-\delta$ under the settings of an infinite-horizon linear MDP, generative model, and G-optimal design. We demonstrate that least-squares regression weighted by the variance of an estimated optimal value function of the next state is crucial to achieving minimax optimality. Based on this observation, we present Variance-Weighted Least-Squares MDVI (VWLS-MDVI), the first theoretical algorithm that achieves nearly minimax optimal sample complexity for infinite-horizon linear MDPs. Furthermore, we propose a practical VWLS algorithm for value-based deep RL, Deep Variance Weighting (DVW). Our experiments demonstrate that DVW improves the performance of popular value-based deep RL algorithms on a set of MinAtar benchmarks.

EWRL Workshop 2023 Workshop Paper

Revisiting the Static Model in Robust Reinforcement Learning

  • Adil Zouitine
  • Emmanuel Rachelson
  • Matthieu Geist

Designing control policies whose performance level is guaranteed to remain above a given threshold in a span of environments is a critical feature for the adoption of reinforcement learning (RL) in real-world applications. The search for such robust policies is a notoriously difficult problem, often cast as a two-player game, whose formalization dates back to the 1970's. This two-player game is strongly related to the so-called dynamic model of transition function uncertainty, where the environment dynamics are allowed to change at each time step. But in practical applications, one is rather interested in robustness to a span of static transition models throughout interaction episodes. The static model is known to be harder to solve than the dynamic one, and seminal algorithms, such as robust value iteration, as well as most recent works on deep robust RL, build upon the dynamic model. In this work, we propose to revisit the static model. We suggest an analysis of why solving the static model under some mild hypotheses is a reasonable endeavor, and formalize the general intuition that robust MDPs can be solved by tackling a series of static problems. We introduce a generic meta-algorithm called IWOCS, which incrementally identifies worst-case transition models so as to guide the search for a robust policy. Discussion on IWOCS sheds light on new ways to decouple policy optimization and adversarial transition functions and opens new perspectives for analysis. We derive a deep RL version of IWOCS and demonstrate it is competitive with state-of-the-art algorithms on classical benchmarks.

NeurIPS Conference 2023 Conference Paper

The Curious Price of Distributional Robustness in Reinforcement Learning with a Generative Model

  • Laixi Shi
  • Gen Li
  • Yuting Wei
  • Yuxin Chen
  • Matthieu Geist
  • Yuejie Chi

This paper investigates model robustness in reinforcement learning (RL) via the framework of distributionally robust Markov decision processes (RMDPs). Despite recent efforts, the sample complexity of RMDPs is much less understood regardless of the uncertainty set in use; in particular, there exist large gaps between existing upper and lower bounds, and it is unclear if distributional robustness bears any statistical implications when benchmarked against standard RL. In this paper, assuming access to a generative model, we derive the sample complexity of RMDPs---when the uncertainty set is measured via either total variation or $\chi^2$ divergence over the full range of uncertainty levels---using a model-based algorithm called distributionally robust value iteration, and develop minimax lower bounds to benchmark its tightness. Our results not only strengthen the prior art in both directions of upper and lower bounds, but also deliver surprising messages that learning RMDPs is not necessarily easier or more difficult than standard MDPs. In the case of total variation, we establish the minimax-optimal sample complexity of RMDPs which is always smaller than that of standard MDPs. In the case of $\chi^2$ divergence, we establish the sample complexity of RMDPs that is tight up to polynomial factors of the effective horizon, and grows linearly with respect to the uncertainty level when it approaches infinity.

ICRA Conference 2022 Conference Paper

Combined Grid and Feature-based Mapping of Metal Structures with Ultrasonic Guided Waves

  • Othmane-Latif Ouabi
  • Ayoub Ridani
  • Pascal Pomarede
  • Neil Zeghidour
  • Nico F. Declercq
  • Matthieu Geist
  • Cédric Pradalier

The ultrasonic mapping of plate-based facilities is an essential step towards the robotic inspection of large metal structures such as storage tanks or ship hulls. This work proposes a novel framework that exploits ultrasonic echoes to recover grid-based and feature-based spatial representations jointly. We aim to improve on a previous mapping method [1] subject to errors due to interference, and which provides plate geometry estimates without uncertainty assessment. The grid can represent, all along the mapping process, both areas identified as inside or outside the current plate and areas whose state is still unknown, making it is suitable e. g. for detecting a change of plate, or for use in a later active-sensing strategy. We also leverage the resulting spatial information to filter out candidate plate edges that are no longer relevant, mitigating the detrimental effect of interference. We test the approach in simulation, with acoustic data acquired manually and with a real robot. Results show that it is effective for building combined map representations and robust to echo misdetection, contrary to a more standard mapping approach.

AAMAS Conference 2022 Conference Paper

Concave Utility Reinforcement Learning: The Mean-field Game Viewpoint

  • Matthieu Geist
  • Julien Pérolat
  • Mathieu Laurière
  • Romuald Elie
  • Sarah Perrin
  • Oliver Bachem
  • Rémi Munos
  • Olivier Pietquin

Concave Utility Reinforcement Learning (CURL) extends RL from linear to concave utilities in the occupancy measure induced by the agent’s policy. This encompasses not only RL but also imitation learning and exploration, among others. Yet, this more general paradigm invalidates the classical Bellman equations, and calls for new algorithms. Mean-field Games (MFGs) are a continuous approximation of many-agent RL. They consider the limit case of a continuous distribution of identical agents, anonymous with symmetric interests, and reduce the problem to the study of a single representative agent in interaction with the full population. Our core contribution consists in showing that CURL is a subclass of MFGs. We think this important to bridge together both communities. It also allows to shed light on aspects of both fields: we show the equivalence between concavity in CURL and monotonicity in the associated MFG, between optimality conditions in CURL and Nash equilibrium in MFG, or that Fictitious Play (FP) for this class of MFGs is simply Frank-Wolfe, bringing the first convergence rate for discrete-time FP for MFGs. We also experimentally demonstrate that, using algorithms recently introduced for solving MFGs, we can address the CURL problem more efficiently.

ICML Conference 2022 Conference Paper

Continuous Control with Action Quantization from Demonstrations

  • Robert Dadashi
  • Léonard Hussenot
  • Damien Vincent
  • Sertan Girgin
  • Anton Raichuk
  • Matthieu Geist
  • Olivier Pietquin

In this paper, we propose a novel Reinforcement Learning (RL) framework for problems with continuous action spaces: Action Quantization from Demonstrations (AQuaDem). The proposed approach consists in learning a discretization of continuous action spaces from human demonstrations. This discretization returns a set of plausible actions (in light of the demonstrations) for each input state, thus capturing the priors of the demonstrator and their multimodal behavior. By discretizing the action space, any discrete action deep RL technique can be readily applied to the continuous control problem. Experiments show that the proposed approach outperforms state-of-the-art methods such as SAC in the RL setup, and GAIL in the Imitation Learning setup. We provide a website with interactive videos: https: //google-research. github. io/aquadem/ and make the code available: https: //github. com/google-research/google-research/tree/master/aquadem.

EWRL Workshop 2022 Workshop Paper

Continuous Control with Action Quantization from Demonstrations

  • Robert Dadashi
  • Léonard Hussenot
  • Damien Vincent
  • Sertan Girgin
  • Anton Raichuk
  • Matthieu Geist
  • Olivier Pietquin

In this paper, we propose a novel Reinforcement Learning (RL) framework for problems with continuous action spaces: Action Quantization from Demonstrations (AQuaDem). The proposed approach consists in learning a discretization of continuous action spaces from human demonstrations. This discretization returns a set of plausible actions (in light of the demonstrations) for each input state, thus capturing the priors of the demonstrator and their multimodal behavior. By discretizing the action space, any discrete action deep RL technique can be readily applied to the continuous control problem. Experiments show that the proposed approach outperforms state-of-the-art methods such as SAC in the RL setup, and GAIL in the Imitation Learning setup.

AAAI Conference 2022 Conference Paper

Generalization in Mean Field Games by Learning Master Policies

  • Sarah Perrin
  • Mathieu Laurière
  • Julien Pérolat
  • Romuald Élie
  • Matthieu Geist
  • Olivier Pietquin

Mean Field Games (MFGs) can potentially scale multi-agent systems to extremely large populations of agents. Yet, most of the literature assumes a single initial distribution for the agents, which limits the practical applications of MFGs. Machine Learning has the potential to solve a wider diversity of MFG problems thanks to generalizations capacities. We study how to leverage these generalization properties to learn policies enabling a typical agent to behave optimally against any population distribution. In reference to the Master equation in MFGs, we coin the term “Master policies” to describe them and we prove that a single Master policy provides a Nash equilibrium, whatever the initial distribution. We propose a method to learn such Master policies. Our approach relies on three ingredients: adding the current population distribution as part of the observation, approximating Master policies with neural networks, and training via Reinforcement Learning and Fictitious Play. We illustrate on numerical examples not only the efficiency of the learned Master policy but also its generalization capabilities beyond the distributions used for training.

EWRL Workshop 2022 Workshop Paper

Get Back Here: Robust Imitation by Return-to-Distribution Planning

  • Geoffrey Cideron
  • Olivier Pietquin
  • Robert Dadashi
  • Gabriel Dulac-Arnold
  • Baruch Tabanpour
  • Matthieu Geist
  • Léonard Hussenot
  • Sebastian Curi

We consider the Imitation Learning (IL) setup where expert data are not collected on the actual deployment environment but on a different version. To address the resulting distribution shift, we combine behavior cloning (BC) with a planner that is tasked to bring the agent back to states visited by the expert whenever the agent deviates from the demonstration distribution. The resulting algorithm, POIR, can be trained offline, and leverages online interactions to fine-tune its planner to improve performance over time. We test POIR on a variety of human-generated manipulation demonstrations and show robustness of the learned policy to different initial state distributions and different dynamics.

ICML Conference 2022 Conference Paper

Large Batch Experience Replay

  • Thibault Lahire
  • Matthieu Geist
  • Emmanuel Rachelson

Several algorithms have been proposed to sample non-uniformly the replay buffer of deep Reinforcement Learning (RL) agents to speed-up learning, but very few theoretical foundations of these sampling schemes have been provided. Among others, Prioritized Experience Replay appears as a hyperparameter sensitive heuristic, even though it can provide good performance. In this work, we cast the replay buffer sampling problem as an importance sampling one for estimating the gradient. This allows deriving the theoretically optimal sampling distribution, yielding the best theoretical convergence speed. Elaborating on the knowledge of the ideal sampling scheme, we exhibit new theoretical foundations of Prioritized Experience Replay. The optimal sampling distribution being intractable, we make several approximations providing good results in practice and introduce, among others, LaBER (Large Batch Experience Replay), an easy-to-code and efficient method for sampling the replay buffer. LaBER, which can be combined with Deep Q-Networks, distributional RL agents or actor-critic methods, yields improved performance over a diverse range of Atari games and PyBullet environments, compared to the base agent it is implemented on and to other prioritization schemes.

EWRL Workshop 2022 Workshop Paper

Lazy-MDPs: Towards Interpretable Reinforcement Learning by Learning When to Act

  • Alexis Jacq
  • Johan Ferret
  • Matthieu Geist
  • Olivier Pietquin

Traditionally, Reinforcement Learning (RL) aims at deciding how to act optimally for an artificial agent. We argue that deciding when to act is equally important. As humans, we drift from default, instinctive or memorized behaviors to focused, thought-out behaviors when required by the situation. To enhance RL agents with this aptitude, we propose to augment the standard Markov Decision Process and make a new mode of action available: being lazy, which defers decision-making to a default policy. In addition, we penalize non-lazy actions in order to enforce minimal effort and have agents focus on critical decisions only. We name the resulting formalism lazy-MDPs. We study the theoretical properties of lazy-MDPs, expressing value functions and characterizing greediness and optimal solutions. Then we empirically demonstrate that policies learned in lazy-MDPs generally come with a form of interpretability: by construction, they show us the states where the agent takes control over the default policy. We deem those states and corresponding actions important since they explain the difference in performance between the default and the new, lazy policy. With suboptimal policies (even uniform random) as default, we observe that agents are still able to get close to and sometimes outperform DQN on Atari games while only taking control in a limited subset of states.

AAMAS Conference 2022 Conference Paper

Lazy-MDPs: Towards Interpretable RL by Learning When to Act

  • Alexis Jacq
  • Johan Ferret
  • Olivier Pietquin
  • Matthieu Geist

Traditionally, Reinforcement Learning (RL) aims at deciding how to act optimally for an artificial agent. We argue that deciding when to act is equally important. As humans, we drift from default, instinctive or memorized behaviors to focused, thought-out behaviors when required by the situation. To enhance RL agents with this aptitude, we propose to augment the standard Markov Decision Process and make a new mode of action available: being lazy, which defers decision-making to a default policy. In addition, we penalize non-lazy actions in order to enforce minimal effort and have agents focus on critical decisions only. We name the resulting formalism lazy-MDPs. We study the theoretical properties of lazy-MDPs, expressing value functions and characterizing greediness and optimal solutions. Then we empirically demonstrate that policies learned in lazy-MDPs generally come with a form of interpretability: by construction, they show us the states where the agent takes control over the default policy. We deem those states and corresponding actions important since they explain the difference in performance between the default and the new, lazy policy. With suboptimal policies (even uniform random) as default, we observe that agents are still able to get close to and sometimes outperform DQN on Atari games while only taking control in a limited subset of states.

NeurIPS Conference 2022 Conference Paper

Learning Energy Networks with Generalized Fenchel-Young Losses

  • Mathieu Blondel
  • Felipe Llinares-Lopez
  • Robert Dadashi
  • Leonard Hussenot
  • Matthieu Geist

Energy-based models, a. k. a. energy networks, perform inference by optimizing an energy function, typically parametrized by a neural network. This allows one to capture potentially complex relationships between inputs andoutputs. To learn the parameters of the energy function, the solution to thatoptimization problem is typically fed into a loss function. The key challenge for training energy networks lies in computing loss gradients, as this typically requires argmin/argmax differentiation. In this paper, building upon a generalized notion of conjugate function, which replaces the usual bilinear pairing with a general energy function, we propose generalized Fenchel-Young losses, a natural loss construction forlearning energy networks. Our losses enjoy many desirable properties and theirgradients can be computed efficiently without argmin/argmax differentiation. We also prove the calibration of their excess risk in the case of linear-concaveenergies. We demonstrate our losses on multilabel classification and imitation learning tasks.

EWRL Workshop 2022 Workshop Paper

Offline Credit Assignment in Deep Reinforcement Learning with Hindsight Discriminator Networks

  • Johan Ferret
  • Olivier Pietquin
  • Matthieu Geist

Current RL approaches typically struggle in complex settings (non-Markov, partially observable, with temporal delay and stochasticity). This is related to the credit assignment problem, i. e. reinforcing actions which have indirect, noisy, delayed effects on performance. Credit assignment approaches aim at alleviating this issue in different ways: adapting the discount factor on-the-fly, redistributing rewards or values to past actions, and many others. In this work, we study a simple self-supervised method for offline credit assignment we call Discriminator Credit Assignment: given the realization of a future outcome, a neural network discriminator learns to tell apart the actual, played action from a fictitious action. We study its relation to existing credit assignment methods and show that it can be viewed as an alternate form of Hindsight Credit Assignment (Harutyunyan et al. , 2019). We show that there are benefits to this formulation, notably for sample-efficiency and the potential of scaling to sequences of actions. We demonstrate the efficiency of the approach in difficult offline scenarios, and show that the assigned credit matches human intuitions well.

AAAI Conference 2022 Conference Paper

Offline Reinforcement Learning as Anti-exploration

  • Shideh Rezaeifar
  • Robert Dadashi
  • Nino Vieillard
  • Léonard Hussenot
  • Olivier Bachem
  • Olivier Pietquin
  • Matthieu Geist

Offline Reinforcement Learning (RL) aims at learning an optimal control from a fixed dataset, without interactions with the system. An agent in this setting should avoid selecting actions whose consequences cannot be predicted from the data. This is the converse of exploration in RL, which favors such actions. We thus take inspiration from the literature on bonus-based exploration to design a new offline RL agent. The core idea is to subtract a prediction-based exploration bonus from the reward, instead of adding it for exploration. This allows the policy to stay close to the support of the dataset, and practically extends some previous pessimism-based offline RL methods to a deep learning setting with arbitrary bonuses. We also connect this approach to a more common regularization of the learned policy towards the data. Instantiated with a bonus based on the prediction error of a variational autoencoder, we show that our simple agent is competitive with the state of the art on a set of continuous control locomotion and manipulation tasks.

EWRL Workshop 2022 Workshop Paper

Scalable Deep Reinforcement Learning Algorithms for Mean Field Games

  • Mathieu Lauriere
  • Sarah Perrin
  • Sertan Girgin
  • Paul Muller
  • Ayush Jain
  • Théophile Cabannes
  • Georgios Piliouras
  • Julien Perolat

Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or q-values. This is non-trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature.

ICML Conference 2022 Conference Paper

Scalable Deep Reinforcement Learning Algorithms for Mean Field Games

  • Mathieu Laurière
  • Sarah Perrin
  • Sertan Girgin
  • Paul Muller
  • Ayush Jain
  • Theophile Cabannes
  • Georgios Piliouras
  • Julien Pérolat

Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or $q$-values. This is far from being trivial in the case of non-linear function approximation that enjoy good generalization properties, e. g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature.

AAMAS Conference 2022 Conference Paper

Scaling Mean Field Games by Online Mirror Descent

  • Julien Pérolat
  • Sarah Perrin
  • Romuald Elie
  • Mathieu Laurière
  • Georgios Piliouras
  • Matthieu Geist
  • Karl Tuyls
  • Olivier Pietquin

We address the scaling of equilibrium computation in Mean Field Games (MFGs) by using Online Mirror Descent (OMD). We show that continuous-time OMD provably converges to a Nash equilibrium under a natural and well-motivated set of monotonicity assumptions. A thorough experimental investigation on various single and multi-population MFGs shows that OMD outperforms traditional algorithms such as Fictitious Play. We empirically show that OMD scales and converges significantly faster than Fictitious Play by solving, for the first time to our knowledge, examples of MFGs with hundreds of billions states.

ICLR Conference 2021 Conference Paper

Adversarially Guided Actor-Critic

  • Yannis Flet-Berliac
  • Johan Ferret
  • Olivier Pietquin
  • Philippe Preux
  • Matthieu Geist

Despite definite success in deep reinforcement learning problems, actor-critic algorithms are still confronted with sample inefficiency in complex environments, particularly in tasks where efficient exploration is a bottleneck. These methods consider a policy (the actor) and a value function (the critic) whose respective losses are built using different motivations and approaches. This paper introduces a third protagonist: the adversary. While the adversary mimics the actor by minimizing the KL-divergence between their respective action distributions, the actor, in addition to learning to solve the task, tries to differentiate itself from the adversary predictions. This novel objective stimulates the actor to follow strategies that could not have been correctly predicted from previous trajectories, making its behavior innovative in tasks where the reward is extremely rare. Our experimental analysis shows that the resulting Adversarially Guided Actor-Critic (AGAC) algorithm leads to more exhaustive exploration. Notably, AGAC outperforms current state-of-the-art methods on a set of various hard-exploration and procedurally-generated tasks.

ICML Conference 2021 Conference Paper

Hyperparameter Selection for Imitation Learning

  • Léonard Hussenot
  • Marcin Andrychowicz
  • Damien Vincent
  • Robert Dadashi
  • Anton Raichuk
  • Sabela Ramos
  • Nikola Momchev
  • Sertan Girgin

We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10’000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.

IJCAI Conference 2021 Conference Paper

Mean Field Games Flock! The Reinforcement Learning Way

  • Sarah Perrin
  • Mathieu Laurière
  • Julien Pérolat
  • Matthieu Geist
  • Romuald Élie
  • Olivier Pietquin

We present a method enabling a large number of agents to learn how to flock. This problem has drawn a lot of interest but requires many structural assumptions and is tractable only in small dimensions. We phrase this problem as a Mean Field Game (MFG), where each individual chooses its own acceleration depending on the population behavior. Combining Deep Reinforcement Learning (RL) and Normalizing Flows (NF), we obtain a tractable solution requiring only very weak assumptions. Our algorithm finds a Nash Equilibrium and the agents adapt their velocity to match the neighboring flock’s average one. We use Fictitious Play and alternate: (1) computing an approximate best response with Deep RL, and (2) estimating the next population distribution with NF. We show numerically that our algorithm can learn multi-group or high-dimensional flocking with obstacles.

ICML Conference 2021 Conference Paper

Offline Reinforcement Learning with Pseudometric Learning

  • Robert Dadashi
  • Shideh Rezaeifar
  • Nino Vieillard
  • Léonard Hussenot
  • Olivier Pietquin
  • Matthieu Geist

Offline Reinforcement Learning methods seek to learn a policy from logged transitions of an environment, without any interaction. In the presence of function approximation, and under the assumption of limited coverage of the state-action space of the environment, it is necessary to enforce the policy to visit state-action pairs close to the support of logged transitions. In this work, we propose an iterative procedure to learn a pseudometric (closely related to bisimulation metrics) from logged transitions, and use it to define this notion of closeness. We show its convergence and extend it to the function approximation setting. We then use this pseudometric to define a new lookup based bonus in an actor-critic algorithm: PLOFF. This bonus encourages the actor to stay close, in terms of the defined pseudometric, to the support of logged transitions. Finally, we evaluate the method on hand manipulation and locomotion tasks.

ICLR Conference 2021 Conference Paper

Primal Wasserstein Imitation Learning

  • Robert Dadashi
  • Léonard Hussenot
  • Matthieu Geist
  • Olivier Pietquin

Imitation Learning (IL) methods seek to match the behavior of an agent with that of an expert. In the present work, we propose a new IL method based on a conceptually simple algorithm: Primal Wasserstein Imitation Learning (PWIL), which ties to the primal form of the Wasserstein distance between the expert and the agent state-action distributions. We present a reward function which is derived offline, as opposed to recent adversarial IL algorithms that learn a reward function through interactions with the environment, and which requires little fine-tuning. We show that we can recover expert behavior on a variety of continuous control tasks of the MuJoCo domain in a sample efficient manner in terms of agent interactions and of expert interactions with the environment. Finally, we show that the behavior of the agent we train matches the behavior of the expert with the Wasserstein distance, rather than the commonly used proxy of performance.

AAMAS Conference 2021 Conference Paper

Self-Imitation Advantage Learning

  • Johan Ferret
  • Olivier Pietquin
  • Matthieu Geist

Self-imitation learning is a Reinforcement Learning (RL) method that encourages actions whose returns were higher than expected, which helps in hard exploration and sparse reward problems. It was shown to improve the performance of on-policy actor-critic methods in several discrete control tasks. Nevertheless, applying self-imitation to the mostly action-value based off-policy RL methods is not straightforward. We propose SAIL, a novel generalization of self-imitation learning for off-policy RL, based on a modification of the Bellman optimality operator that we connect to Advantage Learning. Crucially, our method mitigates the problem of stale returns by choosing the most optimistic return estimate between the observed return and the current action-value for self-imitation. We demonstrate the empirical effectiveness of SAIL on the Arcade Learning Environment, with a focus on hard exploration games.

AAMAS Conference 2021 Conference Paper

Show Me the Way: Intrinsic Motivation from Demonstrations

  • Léonard Hussenot
  • Robert Dadashi
  • Matthieu Geist
  • Olivier Pietquin

The study of exploration in the domain of decision making has a long history but remains actively debated. From the vast literature that addressed this topic for decades under various points of view (e. g. , developmental psychology, experimental design, artificial intelligence), intrinsic motivation emerged as a concept that can practically be transferred to artificial agents. Especially, in the recent field of Deep Reinforcement Learning (RL), agents implement such a concept (mainly using a novelty argument) in the shape of an exploration bonus, added to the task reward, that encourages visiting the whole environment. This approach is supported by the large amount of theory on RL for which convergence to optimality assumes exhaustive exploration. Yet, Human Beings and mammals do not exhaustively explore the world and their motivation is not only based on novelty but also on various other factors (e. g. , curiosity, fun, style, pleasure, safety, competition, etc.). They optimize for life-long learning and train to learn transferable skills in playgrounds without obvious goals. They also apply innate or learned priors to save time and stay safe. For these reasons, we propose to learn an exploration bonus from demonstrations that could transfer these motivations to an artificial agent with little assumptions about their rationale. Using an inverse RL approach, we show that complex exploration behaviors, reflecting different motivations, can be learnt and efficiently used by RL agents to solve tasks for which exhaustive exploration is prohibitive.

NeurIPS Conference 2021 Conference Paper

There Is No Turning Back: A Self-Supervised Approach for Reversibility-Aware Reinforcement Learning

  • Nathan Grinsztajn
  • Johan Ferret
  • Olivier Pietquin
  • Philippe Preux
  • Matthieu Geist

We propose to learn to distinguish reversible from irreversible actions for better informed decision-making in Reinforcement Learning (RL). From theoretical considerations, we show that approximate reversibility can be learned through a simple surrogate task: ranking randomly sampled trajectory events in chronological order. Intuitively, pairs of events that are always observed in the same order are likely to be separated by an irreversible sequence of actions. Conveniently, learning the temporal order of events can be done in a fully self-supervised way, which we use to estimate the reversibility of actions from experience, without any priors. We propose two different strategies that incorporate reversibility in RL agents, one strategy for exploration (RAE) and one strategy for control (RAC). We demonstrate the potential of reversibility-aware agents in several environments, including the challenging Sokoban game. In synthetic tasks, we show that we can learn control policies that never fail and reduce to zero the side-effects of interactions, even without access to the reward function.

NeurIPS Conference 2021 Conference Paper

Twice regularized MDPs and the equivalence between robustness and regularization

  • Esther Derman
  • Matthieu Geist
  • Shie Mannor

Robust Markov decision processes (MDPs) aim to handle changing or partially known system dynamics. To solve them, one typically resorts to robust optimization methods. However, this significantly increases computational complexity and limits scalability in both learning and planning. On the other hand, regularized MDPs show more stability in policy learning without impairing time complexity. Yet, they generally do not encompass uncertainty in the model dynamics. In this work, we aim to learn robust MDPs using regularization. We first show that regularized MDPs are a particular instance of robust MDPs with uncertain reward. We thus establish that policy iteration on reward-robust MDPs can have the same time complexity as on regularized MDPs. We further extend this relationship to MDPs with uncertain transitions: this leads to a regularization term with an additional dependence on the value function. We finally generalize regularized MDPs to twice regularized MDPs (R${}^2$ MDPs), i. e. , MDPs with $\textit{both}$ value and policy regularization. The corresponding Bellman operators enable developing policy iteration schemes with convergence and robustness guarantees. It also reduces planning and learning in robust MDPs to regularized MDPs.

NeurIPS Conference 2021 Conference Paper

What Matters for Adversarial Imitation Learning?

  • Manu Orsini
  • Anton Raichuk
  • Leonard Hussenot
  • Damien Vincent
  • Robert Dadashi
  • Sertan Girgin
  • Matthieu Geist
  • Olivier Bachem

Adversarial imitation learning has become a popular framework for imitation in continuous control. Over the years, several variations of its components were proposed to enhance the performance of the learned policies as well as the sample complexity of the algorithm. In practice, these choices are rarely tested all together in rigorous empirical studies. It is therefore difficult to discuss and understand what choices, among the high-level algorithmic options as well as low-level implementation details, matter. To tackle this issue, we implement more than 50 of these choices in a generic adversarial imitation learning frameworkand investigate their impacts in a large-scale study (>500k trained agents) with both synthetic and human-generated demonstrations. We analyze the key results and highlight the most surprising findings.

ICLR Conference 2021 Conference Paper

What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study

  • Marcin Andrychowicz
  • Anton Raichuk
  • Piotr Stanczyk
  • Manu Orsini
  • Sertan Girgin
  • Raphaël Marinier
  • Léonard Hussenot
  • Matthieu Geist

In recent years, reinforcement learning (RL) has been successfully applied to many different continuous control tasks. While RL algorithms are often conceptually simple, their state-of-the-art implementations take numerous low- and high-level design decisions that strongly affect the performance of the resulting agents. Those choices are usually not extensively discussed in the literature, leading to discrepancy between published descriptions of algorithms and their implementations. This makes it hard to attribute progress in RL and slows down overall progress [Engstrom'20]. As a step towards filling that gap, we implement >50 such ``"choices" in a unified on-policy deep actor-critic framework, allowing us to investigate their impact in a large-scale empirical study. We train over 250'000 agents in five continuous control environments of different complexity and provide insights and practical recommendations for the training of on-policy deep actor-critic RL agents.

AAAI Conference 2020 Conference Paper

Deep Conservative Policy Iteration

  • Nino Vieillard
  • Olivier Pietquin
  • Matthieu Geist

Conservative Policy Iteration (CPI) is a founding algorithm of Approximate Dynamic Programming (ADP). Its core principle is to stabilize greediness through stochastic mixtures of consecutive policies. It comes with strong theoretical guarantees, and inspired approaches in deep Reinforcement Learning (RL). However, CPI itself has rarely been implemented, never with neural networks, and only experimented on toy problems. In this paper, we show how CPI can be practically combined with deep RL with discrete actions, in an off-policy manner. We also introduce adaptive mixture rates inspired by the theory. We experiment thoroughly the resulting algorithm on the simple Cartpole problem, and validate the proposed method on a representative subset of Atari games. Overall, this work suggests that revisiting classic ADP may lead to improved and more stable deep RL algorithms.

NeurIPS Conference 2020 Conference Paper

Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications

  • Sarah Perrin
  • Julien Perolat
  • Mathieu Lauriere
  • Matthieu Geist
  • Romuald Elie
  • Olivier Pietquin

In this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $\gamma$-discounted), allowing in particular for the introduction of an additional common noise. We first present a theoretical convergence analysis of the continuous time Fictitious Play process and prove that the induced exploitability decreases at a rate $O(\frac{1}{t})$. Such analysis emphasizes the use of exploitability as a relevant metric for evaluating the convergence towards a Nash equilibrium in the context of Mean Field Games. These theoretical contributions are supported by numerical experiments provided in either model-based or model-free settings. We provide hereby for the first time converging learning dynamics for Mean Field Games in the presence of common noise.

ICRA Conference 2020 Conference Paper

Image-Based Place Recognition on Bucolic Environment Across Seasons From Semantic Edge Description

  • Assia Benbihi
  • Stéphanie Arravechia
  • Matthieu Geist
  • Cédric Pradalier

Most of the research effort on image-based place recognition is designed for urban environments. In bucolic environments such as natural scenes with low texture and little semantic content, the main challenge is to handle the variations in visual appearance across time such as illumination, weather, vegetation state or viewpoints. The nature of the variations is different and this leads to a different approach to describing a bucolic scene. We introduce a global image description computed from its semantic and topological information. It is built from the wavelet transforms of the image's semantic edges. Matching two images is then equivalent to matching their semantic edge transforms. This method reaches state-of-the-art image retrieval performance on two multi-season environment-monitoring datasets: the CMU-Seasons and the Symphony Lake dataset. It also generalizes to urban scenes on which it is on par with the current baselines NetVLAD and DELF.

NeurIPS Conference 2020 Conference Paper

Leverage the Average: an Analysis of KL Regularization in Reinforcement Learning

  • Nino Vieillard
  • Tadashi Kozuno
  • Bruno Scherrer
  • Olivier Pietquin
  • Remi Munos
  • Matthieu Geist

Recent Reinforcement Learning (RL) algorithms making use of Kullback-Leibler (KL) regularization as a core component have shown outstanding performance. Yet, only little is understood theoretically about why KL regularization helps, so far. We study KL regularization within an approximate value iteration scheme and show that it implicitly averages q-values. Leveraging this insight, we provide a very strong performance bound, the very first to combine two desirable aspects: a linear dependency to the horizon (instead of quadratic) and an error propagation term involving an averaging effect of the estimation errors (instead of an accumulation effect). We also study the more general case of an additional entropy regularizer. The resulting abstract scheme encompasses many existing RL algorithms. Some of our assumptions do not hold with neural networks, so we complement this theoretical analysis with an extensive empirical study.

NeurIPS Conference 2020 Conference Paper

Munchausen Reinforcement Learning

  • Nino Vieillard
  • Olivier Pietquin
  • Matthieu Geist

Bootstrapping is a core mechanism in Reinforcement Learning (RL). Most algorithms, based on temporal differences, replace the true value of a transiting state by their current estimate of this value. Yet, another estimate could be leveraged to bootstrap RL: the current policy. Our core contribution stands in a very simple idea: adding the scaled log-policy to the immediate reward. We show that, by slightly modifying Deep Q-Network (DQN) in that way provides an agent that is competitive with the state-of-the-art Rainbow on Atari games, without making use of distributional RL, n-step returns or prioritized replay. To demonstrate the versatility of this idea, we also use it together with an Implicit Quantile Network (IQN). The resulting agent outperforms Rainbow on Atari, installing a new State of the Art with very little modifications to the original algorithm. To add to this empirical study, we provide strong theoretical insights on what happens under the hood -- implicit Kullback-Leibler regularization and increase of the action-gap.

AAAI Conference 2020 Conference Paper

On the Convergence of Model Free Learning in Mean Field Games

  • Romuald Elie
  • Julien Pérolat
  • Mathieu Laurière
  • Matthieu Geist
  • Olivier Pietquin

Learning by experience in Multi-Agent Systems (MAS) is a difficult and exciting task, due to the lack of stationarity of the environment, whose dynamics evolves as the population learns. In order to design scalable algorithms for systems with a large population of interacting agents (e. g. , swarms), this paper focuses on Mean Field MAS, where the number of agents is asymptotically infinite. Recently, a very active burgeoning field studies the effects of diverse reinforcement learning algorithms for agents with no prior information on a stationary Mean Field Game (MFG) and learn their policy through repeated experience. We adopt a high perspective on this problem and analyze in full generality the convergence of a fictitious iterative scheme using any single agent learning algorithm at each step. We quantify the quality of the computed approximate Nash equilibrium, in terms of the accumulated errors arising at each learning iteration step. Notably, we show for the first time convergence of model free learning algorithms towards non-stationary MFG equilibria, relying only on classical assumptions on the MFG dynamics. We illustrate our theoretical results with a numerical experiment in a continuous action-space environment, where the approximate best response of the iterative fictitious play scheme is computed with a deep RL algorithm.

IJCAI Conference 2020 Conference Paper

Self-Attentional Credit Assignment for Transfer in Reinforcement Learning

  • Johan Ferret
  • Raphael Marinier
  • Matthieu Geist
  • Olivier Pietquin

The ability to transfer knowledge to novel environments and tasks is a sensible desiderata for general learning agents. Despite the apparent promises, transfer in RL is still an open and little exploited research area. In this paper, we take a brand-new perspective about transfer: we suggest that the ability to assign credit unveils structural invariants in the tasks that can be transferred to make RL more sample-efficient. Our main contribution is SECRET, a novel approach to transfer learning for RL that uses a backward-view credit assignment mechanism based on a self-attentive architecture. Two aspects are key to its generality: it learns to assign credit as a separate offline supervised process and exclusively modifies the reward function. Consequently, it can be supplemented by transfer methods that do not modify the reward function and it can be plugged on top of any RL algorithm.

ICML Conference 2019 Conference Paper

A Theory of Regularized Markov Decision Processes

  • Matthieu Geist
  • Bruno Scherrer
  • Olivier Pietquin

Many recent successful (deep) reinforcement learning algorithms make use of regularization, generally based on entropy or Kullback-Leibler divergence. We propose a general theory of regularized Markov Decision Processes that generalizes these approaches in two directions: we consider a larger class of regularizers, and we consider the general modified policy iteration approach, encompassing both policy iteration and value iteration. The core building blocks of this theory are a notion of regularized Bellman operator and the Legendre-Fenchel transform, a classical tool of convex optimization. This approach allows for error propagation analyses of general algorithmic schemes of which (possibly variants of) classical algorithms such as Trust Region Policy Optimization, Soft Q-learning, Stochastic Actor Critic or Dynamic Policy Programming are special cases. This also draws connections to proximal convex optimization, especially to Mirror Descent.

ICML Conference 2019 Conference Paper

Learning from a Learner

  • Alexis Jacq
  • Matthieu Geist
  • Ana Paiva 0001
  • Olivier Pietquin

In this paper, we propose a novel setting for Inverse Reinforcement Learning (IRL), namely "Learning from a Learner" (LfL). As opposed to standard IRL, it does not consist in learning a reward by observing an optimal agent but from observations of another learning (and thus sub-optimal) agent. To do so, we leverage the fact that the observed agent’s policy is assumed to improve over time. The ultimate goal of this approach is to recover the actual environment’s reward and to allow the observer to outperform the learner. To recover that reward in practice, we propose methods based on the entropy-regularized policy iteration framework. We discuss different approaches to learn solely from trajectories in the state-action space. We demonstrate the genericity of our method by observing agents implementing various reinforcement learning algorithms. Finally, we show that, on both discrete and continuous state/action tasks, the observer’s performance (that optimizes the recovered reward) can surpass those of the observed agent.

EWRL Workshop 2018 Workshop Paper

Anderson Acceleration for Reinforcement Learning

  • Matthieu Geist
  • Bruno Scherrer

Anderson (1965) acceleration is an old and simple method for accelerating the computation of a fixed point. However, as far as we know and quite surprisingly, it has never been applied to dynamic programming or reinforcement learning. In this paper, we explain briefly what Anderson acceleration is and how it can be applied to value iteration, this being supported by preliminary experiments showing a significant speed up of convergence, that we critically discuss. We also discuss how this idea could be applied more generally to (deep) reinforcement learning.

NeurIPS Conference 2017 Conference Paper

Is the Bellman residual a bad proxy?

  • Matthieu Geist
  • Bilal Piot
  • Olivier Pietquin

This paper aims at theoretically and empirically comparing two standard optimization criteria for Reinforcement Learning: i) maximization of the mean value and ii) minimization of the Bellman residual. For that purpose, we place ourselves in the framework of policy search algorithms, that are usually designed to maximize the mean value, and derive a method that minimizes the residual $\|T_* v_\pi - v_\pi\|_{1, \nu}$ over policies. A theoretical analysis shows how good this proxy is to policy optimization, and notably that it is better than its value-based counterpart. We also propose experiments on randomly generated generic Markov decision processes, specifically designed for studying the influence of the involved concentrability coefficient. They show that the Bellman residual is generally a bad proxy to policy optimization and that directly maximizing the mean value is much better, despite the current lack of deep theoretical analysis. This might seem obvious, as directly addressing the problem of interest is usually better, but given the prevalence of (projected) Bellman residual minimization in value-based reinforcement learning, we believe that this question is worth to be considered.

NeurIPS Conference 2017 Conference Paper

Reconstruct & Crush Network

  • Erinc Merdivan
  • Mohammad Reza Loghmani
  • Matthieu Geist

This article introduces an energy-based model that is adversarial regarding data: it minimizes the energy for a given data distribution (the positive samples) while maximizing the energy for another given data distribution (the negative or unlabeled samples). The model is especially instantiated with autoencoders where the energy, represented by the reconstruction error, provides a general distance measure for unknown data. The resulting neural network thus learns to reconstruct data from the first distribution while crushing data from the second distribution. This solution can handle different problems such as Positive and Unlabeled (PU) learning or covariate shift, especially with imbalanced data. Using autoencoders allows handling a large variety of data, such as images, text or even dialogues. Our experiments show the flexibility of the proposed approach in dealing with different types of data in different settings: images with CIFAR-10 and CIFAR-100 (not-in-training setting), text with Amazon reviews (PU learning) and dialogues with Facebook bAbI (next response classification and dialogue completion).

EWRL Workshop 2016 Workshop Paper

Batch policy iteration algorithms for continuous domains

  • Bilal Piot
  • Matthieu Geist
  • Olivier Pietquin

This paper establishes the link between an adaptation of the policy iteration method for Markov decision processes with continuous state and action spaces and the policy gradient method when the differentiation of the mean value is directly done over the policy without parameterization. This approach allows deriving sound and practical batch Reinforcement Learning algorithms for continuous state and action spaces.

AAMAS Conference 2016 Conference Paper

Score-based Inverse Reinforcement Learning

  • Layla El Asri
  • Bilal Piot
  • Matthieu Geist
  • Romain Laroche
  • Olivier Pietquin

This paper reports theoretical and empirical results obtained for the score-based Inverse Reinforcement Learning (IRL) algorithm. It relies on a non-standard setting for IRL consisting of learning a reward from a set of globally scored trajectories. This allows using any type of policy (optimal or not) to generate trajectories without prior knowledge during data collection. This way, any existing database (like logs of systems in use) can be scored a posteriori by an expert and used to learn a reward function. Thanks to this reward function, it is shown that a near-optimal policy can be computed. Being related to least-square regression, the algorithm (called SBIRL) comes with theoretical guarantees that are proven in this paper. SBIRL is compared to standard IRL algorithms on synthetic data showing that annotations do help under conditions on the quality of the trajectories. It is also shown to be suitable for real-world applications such as the optimisation of a spoken dialogue system.

ICML Conference 2016 Conference Paper

Softened Approximate Policy Iteration for Markov Games

  • Julien Pérolat
  • Bilal Piot
  • Matthieu Geist
  • Bruno Scherrer
  • Olivier Pietquin

This paper reports theoretical and empirical investigations on the use of quasi-Newton methods to minimize the Optimal Bellman Residual (OBR) of zero-sum two-player Markov Games. First, it reveals that state-of-the-art algorithms can be derived by the direct application of Newton’s method to different norms of the OBR. More precisely, when applied to the norm of the OBR, Newton’s method results in the Bellman Residual Minimization Policy Iteration (BRMPI) and, when applied to the norm of the Projected OBR (POBR), it results into the standard Least Squares Policy Iteration (LSPI) algorithm. Consequently, new algorithms are proposed, making use of quasi-Newton methods to minimize the OBR and the POBR so as to take benefit of enhanced empirical performances at low cost. Indeed, using a quasi-Newton method approach introduces slight modifications in term of coding of LSPI and BRMPI but improves significantly both the stability and the performance of those algorithms. These phenomena are illustrated on an experiment conducted on artificially constructed games called Garnets.

EWRL Workshop 2015 Workshop Paper

A multiplicative UCB strategy for Gamma rewards

  • Matthieu Geist

We consider the stochastic multi-armed bandit problem where rewards are distributed according to Gamma probability measures (unknown up to a lower bound on the form factor). To handle this problem, we propose an UCB-like strategy where indexes are multiplicative (sampled mean times a scaling factor). An upper-bound for the associated regret is provided and the proposed strategy is illustrated on some simple experiments.

JMLR Journal 2015 Journal Article

Approximate Modified Policy Iteration and its Application to the Game of Tetris

  • Bruno Scherrer
  • Mohammad Ghavamzadeh
  • Victor Gabillon
  • Boris Lesner
  • Matthieu Geist

Modified policy iteration (MPI) is a dynamic programming (DP) algorithm that contains the two celebrated policy and value iteration methods. Despite its generality, MPI has not been thoroughly studied, especially its approximation form which is used when the state and/or action spaces are large or infinite. In this paper, we propose three implementations of approximate MPI (AMPI) that are extensions of the well-known approximate DP algorithms: fitted-value iteration, fitted-Q iteration, and classification-based policy iteration. We provide error propagation analysis that unify those for approximate policy and value iteration. We develop the finite-sample analysis of these algorithms, which highlights the influence of their parameters. In the classification-based version of the algorithm (CBMPI), the analysis shows that MPI's main parameter controls the balance between the estimation error of the classifier and the overall value function approximation. We illustrate and evaluate the behavior of these new algorithms in the Mountain Car and Tetris problems. Remarkably, in Tetris, CBMPI outperforms the existing DP approaches by a large margin, and competes with the current state-of-the-art methods while using fewer samples. [abs] [ pdf ][ bib ] &copy JMLR 2015. ( edit, beta )

IJCAI Conference 2015 Conference Paper

Inverse Reinforcement Learning in Relational Domains

  • Thibaut Munzer
  • Bilal Piot
  • Matthieu Geist
  • Olivier Pietquin
  • Manuel Lopes

In this work, we introduce the first approach to the Inverse Reinforcement Learning (IRL) problem in relational domains. IRL has been used to recover a more compact representation of the expert policy leading to better generalization performances among different contexts. On the other hand, relational learning allows representing problems with a varying number of objects (potentially infinite), thus provides more generalizable representations of problems and skills. We show how these different formalisms allow one to create a new IRL algorithm for relational domains that can recover with great efficiency rewards from expert data that have strong generalization and transfer properties. We evaluate our algorithm in representative tasks and study the impact of diverse experimental conditions such as: the number of demonstrations, knowledge about the dynamics, transfer among varying dimensions of a problem, and changing dynamics.

NeurIPS Conference 2014 Conference Paper

Difference of Convex Functions Programming for Reinforcement Learning

  • Bilal Piot
  • Matthieu Geist
  • Olivier Pietquin

Large Markov Decision Processes (MDPs) are usually solved using Approximate Dynamic Programming (ADP) methods such as Approximate Value Iteration (AVI) or Approximate Policy Iteration (API). The main contribution of this paper is to show that, alternatively, the optimal state-action value function can be estimated using Difference of Convex functions (DC) Programming. To do so, we study the minimization of a norm of the Optimal Bellman Residual (OBR) $T^*Q-Q$, where $T^*$ is the so-called optimal Bellman operator. Controlling this residual allows controlling the distance to the optimal action-value function, and we show that minimizing an empirical norm of the OBR is consistant in the Vapnik sense. Finally, we frame this optimization problem as a DC program. That allows envisioning using the large related literature on DC Programming to address the Reinforcement Leaning (RL) problem.

JMLR Journal 2014 Journal Article

Off-policy Learning With Eligibility Traces: A Survey

  • Matthieu Geist
  • Bruno Scherrer

In the framework of Markov Decision Processes, we consider linear off-policy learning, that is the problem of learning a linear approximation of the value function of some fixed policy from one trajectory possibly generated by some other policy. We briefly review on-policy learning algorithms of the literature (gradient-based and least-squares- based), adopting a unified algorithmic view. Then, we highlight a systematic approach for adapting them to off-policy learning with eligibility traces. This leads to some known algorithms---off-policy LSTD($\lambda$), LSPE($\lambda$), TD($\lambda$), TDC/GQ($\lambda$)---and suggests new extensions ---off-policy FPKF($\lambda$), BRM($\lambda$), gBRM($\lambda$), GTD2($\lambda$). We describe a comprehensive algorithmic derivation of all algorithms in a recursive and memory-efficent form, discuss their known convergence properties and illustrate their relative empirical behavior on Garnet problems. Our experiments suggest that the most standard algorithms on and off-policy LSTD($\lambda$)/LSPE($\lambda$)---and TD($\lambda$) if the feature space dimension is too large for a least-squares approach---perform the best. [abs] [ pdf ][ bib ] &copy JMLR 2014. ( edit, beta )

JMLR Journal 2013 Journal Article

A C++ Template-Based Reinforcement Learning Library: Fitting the Code to the Mathematics

  • Hervé Frezza-Buet
  • Matthieu Geist

This paper introduces the rllib as an original C++ template-based library oriented toward value function estimation. Generic programming is promoted here as a way of having a good fit between the mathematics of reinforcement learning and their implementation in a library. The main concepts of rllib are presented, as well as a short example. [abs] [ pdf ][ bib ] [ code ] &copy JMLR 2013. ( edit, beta )

RLDM Conference 2013 Conference Abstract

Around Inverse Reinforcement Learning and Score-based Classification

  • Matthieu Geist
  • Edouard Klein
  • Bilal Piot
  • Yann Guermeur

Inverse reinforcement learning (IRL) aims at estimating an unknown reward function optimized by some expert agent from interactions between this expert and the system to be controlled. One of its major application fields is imitation learning, where the goal is to imitate the expert, possibly in situations not encountered before. A classic and simple way to handle this problem is to see it as a classification problem, mapping states to actions. The potential issue with this approach is that classification does not take naturally into account the temporal structure of sequential decision making. Yet, many classification algorithms consist in learning a score function, mapping state-action couples to values, such that the value of the action chosen by the expert is higher than the others. The decision rule of the classifier maximizes the score over actions for a given state. This is curiously reminiscent of the state-action value function in reinforcement learning, and of the associated greedy policy. Based on this simple statement, we propose two IRL algorithms that incorporate the structure of the se- quential decision making problem into some classifier in different ways. The first one, SCIRL (Structured Classification for IRL), starts from the observation that linearly parameterizing a reward function by some features imposes a linear parametrization of the Q-function by a so-called feature expectation. SCIRL simply uses (an estimate of) the expert feature expectation as the basis function of the score function. The second algorithm, CSI (Cascaded Supervised IRL), applies a reversed Bellman equation (expressing the reward as a function of the Q-function) to the score function outputted by any score-based classifier, which reduces to a simple (and generic) regression step. These two algorithms come with theoretical guarantees and perform competitively on toy problems.

RLDM Conference 2013 Conference Abstract

Learning from demonstrations: Is it worth estimating a reward function?

  • Bilal PiotT
  • Matthieu Geist
  • Olivier Pietquin

This paper provides a comparative study between Inverse Reinforcement Learning (IRL) and Apprenticeship Learning (AL) reduced to classification. IRL and AL are two frameworks for the imitation learning problem where an agent tries to learn from demonstrations of an expert. In AL, the agent tries to learn the expert policy whereas in IRL, the agent tries to learn a reward which can explain the behavior of the expert. Then, the optimal policy regarding this reward is used to imitate the expert. One can wonder if it is worth estimating such a reward, or if estimating a policy is sufficient. This quite natural question has not really been addressed in the literature so far. We provide partial answers, both from a theoretical and empirical points of view.

NeurIPS Conference 2012 Conference Paper

Inverse Reinforcement Learning through Structured Classification

  • Edouard Klein
  • Matthieu Geist
  • Bilal Piot
  • Olivier Pietquin

This paper adresses the inverse reinforcement learning (IRL) problem, that is inferring a reward for which a demonstrated expert behavior is optimal. We introduce a new algorithm, SCIRL, whose principle is to use the so-called feature expectation of the expert as the parameterization of the score function of a multi-class classifier. This approach produces a reward function for which the expert policy is provably near-optimal. Contrary to most of existing IRL algorithms, SCIRL does not require solving the direct RL problem. Moreover, with an appropriate heuristic, it can succeed with only trajectories sampled according to the expert behavior. This is illustrated on a car driving simulator.

EWRL Workshop 2011 Conference Paper

Batch, Off-Policy and Model-Free Apprenticeship Learning

  • Edouard Klein
  • Matthieu Geist
  • Olivier Pietquin

Abstract This paper addresses the problem of apprenticeship learning, that is learning control policies from demonstration by an expert. An efficient framework for it is inverse reinforcement learning (IRL). Based on the assumption that the expert maximizes a utility function, IRL aims at learning the underlying reward from example trajectories. Many IRL algorithms assume that the reward function is linearly parameterized and rely on the computation of some associated feature expectations, which is done through Monte Carlo simulation. However, this assumes to have full trajectories for the expert policy as well as at least a generative model for intermediate policies. In this paper, we introduce a temporal difference method, namely LSTD- μ, to compute these feature expectations. This allows extending apprenticeship learning to a batch and off-policy setting.

EWRL Workshop 2011 Conference Paper

Recursive Least-Squares Learning with Eligibility Traces

  • Bruno Scherrer
  • Matthieu Geist

Abstract In the framework of Markov Decision Processes, we consider the problem of learning a linear approximation of the value function of some fixed policy from one trajectory possibly generated by some other policy. We describe a systematic approach for adapting on-policy learning least squares algorithms of the literature (LSTD [5], LSPE [15], FPKF [7] and GPTD [8]/KTD [10]) to off-policy learning with eligibility traces. This leads to two known algorithms, LSTD( λ )/LSPE( λ ) [21] and suggests new extensions of FPKF and GPTD/KTD. We describe their recursive implementation, discuss their convergence properties, and illustrate their behavior experimentally. Overall, our study suggests that the state-of-art LSTD( λ ) [21] remains the best least-squares algorithm.

IJCAI Conference 2011 Conference Paper

Sample Efficient On-Line Learning of Optimal Dialogue Policies with Kalman Temporal Differences

  • Olivier Pietquin
  • Matthieu Geist
  • Senthilkumar Chandramohan

Designing dialog policies for voice-enabled interfaces is a tailoring job that is most often left to natural language processing experts. This job is generally redone for every new dialog task because cross-domain transfer is not possible. For this reason, machine learning methods for dialog policy optimization have been investigated during the last 15 years. Especially, reinforcement learning (RL) is now part of the state of the art in this domain. Standard RL methods require to test more or less random changes in the policy on users to assess them as improvements or degradations. This is called on policy learning. Nevertheless, it can result in system behaviors that are not acceptable by users. Learning algorithms should ideally infer an optimal strategy by observing interactions generated by a non-optimal but acceptable strategy, that is learning off-policy. In this contribution, a sample-efficient, online and off-policy reinforcement learning algorithm is proposed to learn an optimal policy from few hundreds of dialogues generated with a very simple handcrafted policy.

EWRL Workshop 2011 Conference Paper

ℓ1-Penalized Projected Bellman Residual

  • Matthieu Geist
  • Bruno Scherrer

Abstract We consider the task of feature selection for value function approximation in reinforcement learning. A promising approach consists in combining the Least-Squares Temporal Difference (LSTD) algorithm with ℓ 1 -regularization, which has proven to be effective in the supervised learning community. This has been done recently whit the LARS-TD algorithm, which replaces the projection operator of LSTD with an ℓ 1 -penalized projection and solves the corresponding fixed-point problem. However, this approach is not guaranteed to be correct in the general off-policy setting. We take a different route by adding an ℓ 1 -penalty term to the projected Bellman residual, which requires weaker assumptions while offering a comparable performance. However, this comes at the cost of a higher computational complexity if only a part of the regularization path is computed. Nevertheless, our approach ends up to a supervised learning problem, which let envision easy extensions to other penalties.

EWRL Workshop 2008 Conference Paper

Bayesian Reward Filtering

  • Matthieu Geist
  • Olivier Pietquin
  • Gabriel Fricout

Abstract A wide variety of function approximation schemes have been applied to reinforcement learning. However, Bayesian filtering approaches, which have been shown efficient in other fields such as neural network training, have been little studied. We propose a general Bayesian filtering framework for reinforcement learning, as well as a specific implementation based on sigma point Kalman filtering and kernel machines. This allows us to derive an efficient off-policy model-free approximate temporal differences algorithm which will be demonstrated on two simple benchmarks.