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Tom Zahavy

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.

36 papers
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36

NeurIPS Conference 2025 Conference Paper

Generating Creative Chess Puzzles

  • Xidong Feng
  • Vivek Veeriah
  • Marcus Chiam
  • Michael Dennis
  • Federico Barbero
  • Johan Obando Ceron
  • Jiaxin Shi
  • Satinder Singh

While Generative AI rapidly advances in various domains, generating truly creative, aesthetic, and counter-intuitive outputs remains a challenge. This paper presents an approach to tackle these difficulties in the domain of chess puzzles. We start by benchmarking Generative AI architectures, and then introduce an RL framework with novel rewards based on chess engine search statistics to overcome some of those shortcomings. The rewards are designed to enhance a puzzle's uniqueness, counter-intuitiveness, diversity, and realism. Our RL approach dramatically increases counter-intuitive puzzle generation by 10x, from 0. 22\% (supervised) to 2. 5\%, surpassing existing dataset rates (2. 1\%) and the best Lichess-trained model (0. 4\%). Our puzzles meet novelty and diversity benchmarks, retain aesthetic themes, and are rated by human experts as more creative, enjoyable, and counter-intuitive than composed book puzzles, even approaching classic compositions. Our final outcome is a curated booklet of these novel AI-generated puzzles, which is acknowledged for creativity by three world-renowned experts.

ICML Conference 2025 Conference Paper

Mastering Board Games by External and Internal Planning with Language Models

  • John Schultz
  • Jakub Adámek
  • Matej Jusup
  • Marc Lanctot
  • Michael Kaisers
  • Sarah Perrin
  • Daniel Hennes
  • Jeremy Shar

Advancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications.

EWRL Workshop 2023 Workshop Paper

Acceleration in Policy Optimization

  • Veronica Chelu
  • Tom Zahavy
  • Arthur Guez
  • Doina Precup
  • Sebastian Flennerhag

We work towards a unifying paradigm for accelerating policy optimization methods in reinforcement learning (RL) through predictive and adaptive directions of (functional) policy ascent. Leveraging the connection between policy iteration and policy gradient methods, we view policy optimization algorithms as iteratively solving a sequence of surrogate objectives, local lower bounds on the original objective. We define optimism as predictive modelling of the future behavior of a policy, and hindsight adaptation as taking immediate and anticipatory corrective actions to mitigate accumulating errors from overshooting predictions or delayed responses to change. We use this shared lens to jointly express other well-known algorithms, including model-based policy improvement based on forward search, and optimistic meta-learning algorithms. We show connections with Anderson acceleration, Nesterov's accelerated gradient, extra-gradient methods, and linear extrapolation in the update rule. We analyze properties of the formulation, design an optimistic policy gradient algorithm, adaptive via meta-gradient learning, and empirically highlight several design choices pertaining to acceleration, in an illustrative task.

EWRL Workshop 2023 Workshop Paper

APART: Diverse Skill Discovery using All Pairs with Ascending Reward and DropouT

  • Hadar Schreiber
  • Tom Zahavy
  • Guillaume Desjardins
  • Alon Cohen

We study diverse skill discovery in reward-free environments, aiming to discover all possible skills in simple grid-world environments where prior methods have struggled to succeed. This problem is formulated as mutual training of skills using an intrinsic reward and a discriminator trained to predict a skill given its trajectory. Our initial solution replaces the standard one-vs-all (softmax) discriminator with a one-vs-one (all pairs) discriminator and combines it with a novel intrinsic reward function and a dropout regularization technique. The combined approach is named APART: Diverse Skill Discovery using All Pairs with Ascending Reward and Dropout. We demonstrate that APART discovers all the possible skills in grid worlds with remarkably fewer samples than previous works. Motivated by the empirical success of APART, we further investigate an even simpler algorithm that achieves maximum skills by altering VIC, rescaling its intrinsic reward, and tuning the temperature of its softmax discriminator. We believe our findings shed light on the crucial factors underlying success of skill discovery algorithms in reinforcement learning.

ICLR Conference 2023 Conference Paper

Discovering Evolution Strategies via Meta-Black-Box Optimization

  • Robert Tjarko Lange
  • Tom Schaul
  • Yutian Chen 0001
  • Tom Zahavy
  • Valentin Dalibard
  • Chris Lu 0001
  • Satinder Singh 0001
  • Sebastian Flennerhag

Optimizing functions without access to gradients is the remit of black-box meth- ods such as evolution strategies. While highly general, their learning dynamics are often times heuristic and inflexible — exactly the limitations that meta-learning can address. Hence, we propose to discover effective update rules for evolution strategies via meta-learning. Concretely, our approach employs a search strategy parametrized by a self-attention-based architecture, which guarantees the update rule is invariant to the ordering of the candidate solutions. We show that meta-evolving this system on a small set of representative low-dimensional analytic optimization problems is sufficient to discover new evolution strategies capable of generalizing to unseen optimization problems, population sizes and optimization horizons. Furthermore, the same learned evolution strategy can outperform established neuroevolution baselines on supervised and continuous control tasks. As additional contributions, we ablate the individual neural network components of our method; reverse engineer the learned strategy into an explicit heuristic form, which remains highly competitive; and show that it is possible to self-referentially train an evolution strategy from scratch, with the learned update rule used to drive the outer meta-learning loop.

ICLR Conference 2023 Conference Paper

Discovering Policies with DOMiNO: Diversity Optimization Maintaining Near Optimality

  • Tom Zahavy
  • Yannick Schroecker
  • Feryal M. P. Behbahani
  • Kate Baumli
  • Sebastian Flennerhag
  • Shaobo Hou
  • Satinder Singh 0001

In this work we propose a Reinforcement Learning (RL) agent that can discover complex behaviours in a rich environment with a simple reward function. We define diversity in terms of state-action occupancy measures, since policies with different occupancy measures visit different states on average. More importantly, defining diversity in this way allows us to derive an intrinsic reward function for maximizing the diversity directly. Our agent, DOMiNO, stands for Diversity Optimization Maintaining Near Optimally. It is based on maximizing a reward function with two components: the extrinsic reward and the diversity intrinsic reward, which are combined with Lagrange multipliers to balance the quality-diversity trade-off. Any RL algorithm can be used to maximize this reward and no other changes are needed. We demonstrate that given a simple reward functions in various control domains, like height (stand) and forward velocity (walk), DOMiNO discovers diverse and meaningful behaviours. We also perform extensive analysis of our approach, compare it with other multi-objective baselines, demonstrate that we can control both the quality and the diversity of the set via interpretable hyperparameters, and show that the set is robust to perturbations of the environment.

NeurIPS Conference 2023 Conference Paper

Optimistic Meta-Gradients

  • Sebastian Flennerhag
  • Tom Zahavy
  • Brendan O'Donoghue
  • Hado P. van Hasselt
  • András György
  • Satinder Singh

We study the connection between gradient-based meta-learning and convex optimisation. We observe that gradient descent with momentum is a special case of meta-gradients, and building on recent results in optimisation, we prove convergence rates for meta learning in the single task setting. While a meta-learned update rule can yield faster convergence up to constant factor, it is not sufficient for acceleration. Instead, some form of optimism is required. We show that optimism in meta-learning can be captured through the recently proposed Bootstrapped Meta-Gradient (Flennerhag et. al. , 2022) method, providing deeper insight into its underlying mechanics.

TMLR Journal 2023 Journal Article

POMRL: No-Regret Learning-to-Plan with Increasing Horizons

  • Khimya Khetarpal
  • Claire Vernade
  • Brendan O'Donoghue
  • Satinder Singh
  • Tom Zahavy

We study the problem of planning under model uncertainty in an online meta-reinforcement learning (RL) setting where an agent is presented with a sequence of related tasks with limited interactions per task. The agent can use its experience in each task and across tasks to estimate both the transition model and the distribution over tasks. We propose an algorithm to meta-learn the underlying relatedness across tasks, utilize it to plan in each task, and upper-bound the regret of the planning loss. Our bound suggests that the average regret over tasks decreases as the number of tasks increases and as the tasks are more similar. In the classical single-task setting, it is known that the planning horizon should depend on the estimated model's accuracy, that is, on the number of samples within task. We generalize this finding to meta-RL and study this dependence of planning horizons on the number of tasks. Based on our theoretical findings, we derive heuristics for selecting slowly increasing discount factors, and we validate its significance empirically.

ICML Conference 2023 Conference Paper

ReLOAD: Reinforcement Learning with Optimistic Ascent-Descent for Last-Iterate Convergence in Constrained MDPs

  • Ted Moskovitz
  • Brendan O'Donoghue
  • Vivek Veeriah
  • Sebastian Flennerhag
  • Satinder Singh 0001
  • Tom Zahavy

In recent years, reinforcement learning (RL) has been applied to real-world problems with increasing success. Such applications often require to put constraints on the agent’s behavior. Existing algorithms for constrained RL (CRL) rely on gradient descent-ascent, but this approach comes with a caveat. While these algorithms are guaranteed to converge on average, they do not guarantee last-iterate convergence, i. e. , the current policy of the agent may never converge to the optimal solution. In practice, it is often observed that the policy alternates between satisfying the constraints and maximizing the reward, rarely accomplishing both objectives simultaneously. Here, we address this problem by introducing Reinforcement Learning with Optimistic Ascent-Descent (ReLOAD), a principled CRL method with guaranteed last-iterate convergence. We demonstrate its empirical effectiveness on a wide variety of CRL problems including discrete MDPs and continuous control. In the process we establish a benchmark of challenging CRL problems.

ICLR Conference 2022 Conference Paper

Bootstrapped Meta-Learning

  • Sebastian Flennerhag
  • Yannick Schroecker
  • Tom Zahavy
  • Hado van Hasselt
  • David Silver 0001
  • Satinder Singh 0001

Meta-learning empowers artificial intelligence to increase its efficiency by learning how to learn. Unlocking this potential involves overcoming a challenging meta-optimisation problem. We propose an algorithm that tackles this problem by letting the meta-learner teach itself. The algorithm first bootstraps a target from the meta-learner, then optimises the meta-learner by minimising the distance to that target under a chosen (pseudo-)metric. Focusing on meta-learning with gradients, we establish conditions that guarantee performance improvements and show that metric can be used to control meta-optimisation. Meanwhile, the bootstrapping mechanism can extend the effective meta-learning horizon without requiring backpropagation through all updates. We achieve a new state-of-the art for model-free agents on the Atari ALE benchmark and demonstrate that it yields both performance and efficiency gains in multi-task meta-learning. Finally, we explore how bootstrapping opens up new possibilities and find that it can meta-learn efficient exploration in an epsilon-greedy Q-learning agent - without backpropagating through the update rule.

EWRL Workshop 2022 Workshop Paper

Discovering Policies with DOMiNO: Diversity Optimization Maintaining Near Optimality

  • Tom Zahavy
  • Yannick Schroecker
  • Feryal Behbahani
  • Kate Baumli
  • Sebastian Flennerhag
  • Shaobo Hou
  • Satinder Singh

Finding different solutions to the same problem is a key aspect of intelligence associated with creativity and adaptation to novel situations. In reinforcement learning, a set of diverse policies can be useful for exploration, transfer, hierarchy, and robustness. We propose DOMiNO, a method for Diversity Optimization Maintaining Near Optimality. We formalize the problem as a Constrained Markov Decision Process where the objective is to find diverse policies, measured by the distance between the state occupancies of the policies in the set, while remaining near-optimal with respect to the extrinsic reward. We demonstrate that the method can discover diverse and meaningful behaviors in various domains, such as different locomotion patterns in the DeepMind Control Suite. We perform extensive analysis of our approach, compare it with other multi-objective baselines, demonstrate that we can control both the quality and the diversity of the set via interpretable hyperparameters, and show that the discovered set is robust to perturbations.

AAAI Conference 2022 Conference Paper

Online Apprenticeship Learning

  • Lior Shani
  • Tom Zahavy
  • Shie Mannor

In Apprenticeship Learning (AL), we are given a Markov Decision Process (MDP) without access to the cost function. Instead, we observe trajectories sampled by an expert that acts according to some policy. The goal is to find a policy that matches the expert’s performance on some predefined set of cost functions. We introduce an online variant of AL (Online Apprenticeship Learning; OAL), where the agent is expected to perform comparably to the expert while interacting with the environment. We show that the OAL problem can be effectively solved by combining two mirror descent based no-regret algorithms: one for policy optimization and another for learning the worst case cost. By employing optimistic exploration, we derive a convergent algorithm with O( √ K) regret, where K is the number of interactions with the MDP, and an additional linear error term that depends on the amount of expert trajectories available. Importantly, our algorithm avoids the need to solve an MDP at each iteration, making it more practical compared to prior AL methods. Finally, we implement a deep variant of our algorithm which shares some similarities to GAIL, but where the discriminator is replaced with the costs learned by OAL. Our simulations suggest that OAL performs well in high dimensional control problems.

NeurIPS Conference 2022 Conference Paper

Palm up: Playing in the Latent Manifold for Unsupervised Pretraining

  • Hao Liu
  • Tom Zahavy
  • Volodymyr Mnih
  • Satinder Singh

Large and diverse datasets have been the cornerstones of many impressive advancements in artificial intelligence. Intelligent creatures, however, learn by interacting with the environment, which changes the input sensory signals and the state of the environment. In this work, we aim to bring the best of both worlds and propose an algorithm that exhibits an exploratory behavior whilst it utilizes large diverse datasets. Our key idea is to leverage deep generative models that are pretrained on static datasets and introduce a dynamic model in the latent space. The transition dynamics simply mixes an action and a random sampled latent. It then applies an exponential moving average for temporal persistency, the resulting latent is decoded to image using pretrained generator. We then employ an unsupervised reinforcement learning algorithm to explore in this environment and perform unsupervised representation learning on the collected data. We further leverage the temporal information of this data to pair data points as a natural supervision for representation learning. Our experiments suggest that the learned representations can be successfully transferred to downstream tasks in both vision and reinforcement learning domains.

ICLR Conference 2021 Conference Paper

Balancing Constraints and Rewards with Meta-Gradient D4PG

  • Dan A. Calian
  • Daniel J. Mankowitz
  • Tom Zahavy
  • Zhongwen Xu
  • Junhyuk Oh
  • Nir Levine
  • Timothy A. Mann

Deploying Reinforcement Learning (RL) agents to solve real-world applications often requires satisfying complex system constraints. Often the constraint thresholds are incorrectly set due to the complex nature of a system or the inability to verify the thresholds offline (e.g, no simulator or reasonable offline evaluation procedure exists). This results in solutions where a task cannot be solved without violating the constraints. However, in many real-world cases, constraint violations are undesirable yet they are not catastrophic, motivating the need for soft-constrained RL approaches. We present two soft-constrained RL approaches that utilize meta-gradients to find a good trade-off between expected return and minimizing constraint violations. We demonstrate the effectiveness of these approaches by showing that they consistently outperform the baselines across four different Mujoco domains.

ICLR Conference 2021 Conference Paper

Discovering a set of policies for the worst case reward

  • Tom Zahavy
  • André Barreto 0001
  • Daniel J. Mankowitz
  • Shaobo Hou
  • Brendan O'Donoghue
  • Iurii Kemaev
  • Satinder Singh 0001

We study the problem of how to construct a set of policies that can be composed together to solve a collection of reinforcement learning tasks. Each task is a different reward function defined as a linear combination of known features. We consider a specific class of policy compositions which we call set improving policies (SIPs): given a set of policies and a set of tasks, a SIP is any composition of the former whose performance is at least as good as that of its constituents across all the tasks. We focus on the most conservative instantiation of SIPs, set-max policies (SMPs), so our analysis extends to any SIP. This includes known policy-composition operators like generalized policy improvement. Our main contribution is an algorithm that builds a set of policies in order to maximize the worst-case performance of the resulting SMP on the set of tasks. The algorithm works by successively adding new policies to the set. We show that the worst-case performance of the resulting SMP strictly improves at each iteration, and the algorithm only stops when there does not exist a policy that leads to improved performance. We empirically evaluate our algorithm on a grid world and also on a set of domains from the DeepMind control suite. We confirm our theoretical results regarding the monotonically improving performance of our algorithm. Interestingly, we also show empirically that the sets of policies computed by the algorithm are diverse, leading to different trajectories in the grid world and very distinct locomotion skills in the control suite.

NeurIPS Conference 2021 Conference Paper

Discovery of Options via Meta-Learned Subgoals

  • Vivek Veeriah
  • Tom Zahavy
  • Matteo Hessel
  • Zhongwen Xu
  • Junhyuk Oh
  • Iurii Kemaev
  • Hado P. van Hasselt
  • David Silver

Temporal abstractions in the form of options have been shown to help reinforcement learning (RL) agents learn faster. However, despite prior work on this topic, the problem of discovering options through interaction with an environment remains a challenge. In this paper, we introduce a novel meta-gradient approach for discovering useful options in multi-task RL environments. Our approach is based on a manager-worker decomposition of the RL agent, in which a manager maximises rewards from the environment by learning a task-dependent policy over both a set of task-independent discovered-options and primitive actions. The option-reward and termination functions that define a subgoal for each option are parameterised as neural networks and trained via meta-gradients to maximise their usefulness. Empirical analysis on gridworld and DeepMind Lab tasks show that: (1) our approach can discover meaningful and diverse temporally-extended options in multi-task RL domains, (2) the discovered options are frequently used by the agent while learning to solve the training tasks, and (3) that the discovered options help a randomly initialised manager learn faster in completely new tasks.

ICML Conference 2021 Conference Paper

Emphatic Algorithms for Deep Reinforcement Learning

  • Ray Jiang
  • Tom Zahavy
  • Zhongwen Xu
  • Adam White 0001
  • Matteo Hessel
  • Charles Blundell
  • Hado van Hasselt

Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-policy sampling—this is known as the “deadly triad”. Emphatic temporal difference (ETD($\lambda$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($\lambda$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($\lambda$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.

ICML Conference 2021 Conference Paper

Online Limited Memory Neural-Linear Bandits with Likelihood Matching

  • Ofir Nabati
  • Tom Zahavy
  • Shie Mannor

We study neural-linear bandits for solving problems where {\em both} exploration and representation learning play an important role. Neural-linear bandits harnesses the representation power of Deep Neural Networks (DNNs) and combines it with efficient exploration mechanisms by leveraging uncertainty estimation of the model, designed for linear contextual bandits on top of the last hidden layer. In order to mitigate the problem of representation change during the process, new uncertainty estimations are computed using stored data from an unlimited buffer. Nevertheless, when the amount of stored data is limited, a phenomenon called catastrophic forgetting emerges. To alleviate this, we propose a likelihood matching algorithm that is resilient to catastrophic forgetting and is completely online. We applied our algorithm, Limited Memory Neural-Linear with Likelihood Matching (NeuralLinear-LiM2) on a variety of datasets and observed that our algorithm achieves comparable performance to the unlimited memory approach while exhibits resilience to catastrophic forgetting.

NeurIPS Conference 2021 Conference Paper

Reward is enough for convex MDPs

  • Tom Zahavy
  • Brendan O'Donoghue
  • Guillaume Desjardins
  • Satinder Singh

Maximising a cumulative reward function that is Markov and stationary, i. e. , defined over state-action pairs and independent of time, is sufficient to capture many kinds of goals in a Markov decision process (MDP). However, not all goals can be captured in this manner. In this paper we study convex MDPs in which goals are expressed as convex functions of the stationary distribution and show that they cannot be formulated using stationary reward functions. Convex MDPs generalize the standard reinforcement learning (RL) problem formulation to a larger framework that includes many supervised and unsupervised RL problems, such as apprenticeship learning, constrained MDPs, and so-called pure exploration'. Our approach is to reformulate the convex MDP problem as a min-max game involving policy and cost (negative reward) players', using Fenchel duality. We propose a meta-algorithm for solving this problem and show that it unifies many existing algorithms in the literature.

NeurIPS Conference 2020 Conference Paper

A Self-Tuning Actor-Critic Algorithm

  • Tom Zahavy
  • Zhongwen Xu
  • Vivek Veeriah
  • Matteo Hessel
  • Junhyuk Oh
  • Hado P. van Hasselt
  • David Silver
  • Satinder Singh

Reinforcement learning algorithms are highly sensitive to the choice of hyperparameters, typically requiring significant manual effort to identify hyperparameters that perform well on a new domain. In this paper, we take a step towards addressing this issue by using metagradients to automatically adapt hyperparameters online by meta-gradient descent (Xu et al. , 2018). We apply our algorithm, Self-Tuning Actor-Critic (STAC), to self-tune all the differentiable hyperparameters of an actor-critic loss function, to discover auxiliary tasks, and to improve off-policy learning using a novel leaky V-trace operator. STAC is simple to use, sample efficient and does not require a significant increase in compute. Ablative studies show that the overall performance of STAC improved as we adapt more hyperparameters. When applied to the Arcade Learning Environment (Bellemare et al. 2012), STAC improved the median human normalized score in 200M steps from 243% to 364%. When applied to the DM Control suite (Tassa et al. , 2018), STAC improved the mean score in 30M steps from 217 to 389 when learning with features, from 108 to 202 when learning from pixels, and from 195 to 295 in the Real-World Reinforcement Learning Challenge (Dulac-Arnold et al. , 2020).

AAAI Conference 2020 Conference Paper

Apprenticeship Learning via Frank-Wolfe

  • Tom Zahavy
  • Alon Cohen
  • Haim Kaplan
  • Yishay Mansour

We consider the applications of the Frank-Wolfe (FW) algorithm for Apprenticeship Learning (AL). In this setting, we are given a Markov Decision Process (MDP) without an explicit reward function. Instead, we observe an expert that acts according to some policy, and the goal is to find a policy whose feature expectations are closest to those of the expert policy. We formulate this problem as finding the projection of the feature expectations of the expert on the feature expectations polytope – the convex hull of the feature expectations of all the deterministic policies in the MDP. We show that this formulation is equivalent to the AL objective and that solving this problem using the FW algorithm is equivalent wellknown Projection method of Abbeel and Ng (2004). This insight allows us to analyze AL with tools from convex optimization literature and derive tighter convergence bounds on AL. Specifically, we show that a variation of the FW method that is based on taking “away steps” achieves a linear rate of convergence when applied to AL and that a stochastic version of the FW algorithm can be used to avoid precise estimation of feature expectations. We also experimentally show that this version outperforms the FW baseline. To the best of our knowledge, this is the first work that shows linear convergence rates for AL.

UAI Conference 2020 Conference Paper

Unknown mixing times in apprenticeship and reinforcement learning

  • Tom Zahavy
  • Alon Cohen
  • Haim Kaplan
  • Yishay Mansour

We derive and analyze learning algorithms for apprenticeship learning, policy evaluation and policy gradient for average reward criteria. Existing algorithms explicitly require an upper bound on the mixing time. In contrast, we build on ideas from Markov chain theory and derive sampling algorithms that do not require such an upper bound. For these algorithms, we provide theoretical bounds on their sample-complexity and running time.

RLDM Conference 2019 Conference Abstract

Distributed Q-learning with Gittins Prioritization

  • Jhonathan Osin
  • Naama Pearl
  • Tom Zahavy
  • Shie Mannor

We consider a distributed reinforcement learning framework where multiple agents interact with the environment in parallel, while sharing experience, in order to find the optimal policy. At each time step, only a sub set of the agents is selected to interact with the environment. We explore several mechanisms for selecting which agents to prioritize based on the reward and the TD-error, and analyze their effect on the learning process. When the model is known, the optimal prioritization policy is the Gittins index. We propose an algorithm for learning the Gittins index from demonstrations and show that it yields an −optimal Gittins policy. Simulations in tabular MDPs show that prioritization significantly improves the sample complexity.

RLDM Conference 2019 Conference Abstract

Inverse Reinforcement Learning in Contextual MDPs

  • Philip Korsunsky
  • Stav Belogolovsky
  • Tom Zahavy
  • Chen Tessler
  • Shie Mannor

We consider the Inverse Reinforcement Learning (IRL) problem in Contextual Markov Decision Processes (CMDPs). Here, the reward of the environment depends on a hidden static parameter referred to as the context, i. e. , each context defines an MDP. The agent does not observe the reward, but instead, it is provided with expert demonstrations for each context. The goal of the agent is to learn a mapping from contexts to rewards that will guarantee performance which is similar to that of the expert on unseen contexts. We suggest two methods for learning in this scenario. (1) For rewards that are a linear function of the context, we provide a method that is guaranteed to return an -optimal solution after a polynomial number of demonstrations. (2) For general reward functions, we propose a black-box optimization method. We test our methods in an autonomous driving simulation and demonstrate their ability to learn and generalize to unseen contexts.

RLDM Conference 2019 Conference Abstract

Sparse Imitation Learning for Text Based Games with Combinatorial Action Spaces

  • Chen Tessler
  • Tom Zahavy
  • Deborah Cohen
  • Shie Mannor

We propose a computationally efficient algorithm that combines compressed sensing with imita- tion learning to solve sequential decision making text-based games with combinatorial action spaces. To do so, we derive a variation of the compressed sensing algorithm Orthogonal Matching Pursuit (OMP), that we call IK-OMP, and show that it can recover a bag-of-words from a sum of the individual word embeddings, even in the presence of noise. We incorporate IK-OMP into a supervised imitation learning setting and show that this algorithm, called Sparse Imitation Learning (Sparse-IL), solves the entire text-based game of Zork1 with an action space of approximately 10 million actions using imperfect, noisy demonstrations.

RLDM Conference 2019 Conference Abstract

Thompson Sampling for Deep Reinforcement Learning

  • Guy Adam
  • Tom Zahavy
  • Oron Anschel
  • Nahum Shimkin

Exploration while learning representations is one of the main challenges of Deep Reinforcement Learning. Popular algorithms like DQN, use simple exploration strategies such as -greedy, which are prov- ably inefficient. The main problem with simple exploration strategies is that they do not use observed data to improve exploration. The Randomized Least Squares Value Iteration (RLSVI) algorithm [Osband et al. , 2016], uses Thompson Sampling for exploration and provides nearly optimal regret. In this work, we extend the DQN algorithm in the spirit of RLSVI: we combine DQN with Thompson Sampling, performed on top of the last layer activations. As this representation is being optimized during learning, a key component to our method is a likelihood matching mechanism, that adapts for the changing representations. We demon- strate that our method outperforms DQN in five Atari benchmarks and shows competitive results with the Rainbow algorithm.

AAAI Conference 2018 Conference Paper

Is a Picture Worth a Thousand Words? A Deep Multi-Modal Architecture for Product Classification in E-Commerce

  • Tom Zahavy
  • Abhinandan Krishnan
  • Alessandro Magnani
  • Shie Mannor

Classifying products precisely and efficiently is a major challenge in modern e-commerce. The high traffic of new products uploaded daily and the dynamic nature of the categories raise the need for machine learning models that can reduce the cost and time of human editors. In this paper, we propose a decision level fusion approach for multi-modal product classification based on text and image neural network classifiers. We train input specific state-of-the-art deep neural networks for each input source, show the potential of forging them together into a multi-modal architecture and train a novel policy network that learns to choose between them. Finally, we demonstrate that our multi-modal network improves classi- fication accuracy over both networks on a real-world largescale product classification dataset that we collected from Walmart. com. While we focus on image-text fusion that characterizes e-commerce businesses, our algorithms can be easily applied to other modalities such as audio, video, physical sensors, etc.

NeurIPS Conference 2018 Conference Paper

Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning

  • Tom Zahavy
  • Matan Haroush
  • Nadav Merlis
  • Daniel Mankowitz
  • Shie Mannor

Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulations demonstrate a considerable speedup and added robustness over vanilla DQN in text-based games with over a thousand discrete actions.

EWRL Workshop 2018 Workshop Paper

Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning

  • Tom Zahavy
  • Matan Haroush
  • Nadav Merlis
  • Daniel J. Mankowitz
  • Shie Mannor

Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulations demonstrate a considerable speedup and added robustness over vanilla DQN in text-based games with over a thousand discrete actions.

EWRL Workshop 2018 Workshop Paper

Planning in Hierarchical Reinforcement Learning: Guarantees for Using Local Policies

  • Tom Zahavy
  • Avinatan Hasidim
  • Haim Kaplan
  • Yishay Mansour

We provide theoretical guarantees for reward decomposition in deterministic MDPs with collectible rewards. Reward decomposition is a special case of hierarchical reinforcement learning, in which we view the reward as a sum, and we assemble a policy from policies for its components. Our approach builds on formulating this problem as a maximum traveling salesman problem with discounted reward. In particular, we focus on approximate solutions that are local, i.e., solutions that only observe information about the current state. Local policies are easy to implement and do not require substantial computational resources since they do not perform learning nor planning. Local deterministic policies, like Nearest Neighbor (NN), are being used in practice for hierarchical reinforcement learning, in particular, for 3D navigation. We propose three stochastic policies and prove that they guarantee better performance than any deterministic policy in the worst case. We then show experimentally that these policies outperform NN in deterministic MDPs with optimal options, and also in stochastic MDPs and during learning.

AAAI Conference 2017 Conference Paper

A Deep Hierarchical Approach to Lifelong Learning in Minecraft

  • Chen Tessler
  • Shahar Givony
  • Tom Zahavy
  • Daniel Mankowitz
  • Shie Mannor

We propose a lifelong learning system that has the ability to reuse and transfer knowledge from one task to another while efficiently retaining the previously learned knowledgebase. Knowledge is transferred by learning reusable skills to solve tasks in Minecraft, a popular video game which is an unsolved and high-dimensional lifelong learning problem. These reusable skills, which we refer to as Deep Skill Networks, are then incorporated into our novel Hierarchical Deep Reinforcement Learning Network (H-DRLN) architecture using two techniques: (1) a deep skill array and (2) skill distillation, our novel variation of policy distillation (Rusu et al. 2015) for learning skills. Skill distillation enables the H- DRLN to efficiently retain knowledge and therefore scale in lifelong learning, by accumulating knowledge and encapsulating multiple reusable skills into a single distilled network. The H-DRLN exhibits superior performance and lower learning sample complexity compared to the regular Deep Q Network (Mnih et al. 2015) in sub-domains of Minecraft.

RLDM Conference 2017 Conference Abstract

Deep and Shallow Approximate Dynamic Programming

  • Nir Levine
  • Daniel Mankowitz
  • Tom Zahavy

Deep Reinforcement Learning (DRL) agents have achieved state-of-the-art results in a variety of challenging, high-dimensional domains. This success is mainly attributed to the power of Deep Neural Networks to learn rich domain representations while approximating the value function or policy end-to-end. However, DRL algorithms are non-linear temporal-difference learning algorithms, and as such, do not come with convergence guarantees and suffer from stability issues. On the other hand, linear function approx- imation methods, from the family of Shallow Approximate Dynamic Programming (S-ADP) algorithms, are more stable and have strong convergence guarantees. These algorithms are also easy to train, yet often require significant feature engineering to achieve good results. We utilize the rich feature representations learned by DRL algorithms and the stability and convergence guarantees of S-ADP algorithms, by unifying these two paradigms into a single framework. More specifically, we explore unifying the Deep Q Network (DQN) with Least Squares Temporal Difference Q-learning (LSTD-Q). We do this by re-training the last hidden layer of the DQN with the LSTD-Q algorithm. We demonstrate that our method, LSTD-Q Net, outperforms DQN in the Atari game Breakout and results in a more stable training regime.

NeurIPS Conference 2017 Conference Paper

Shallow Updates for Deep Reinforcement Learning

  • Nir Levine
  • Tom Zahavy
  • Daniel Mankowitz
  • Aviv Tamar
  • Shie Mannor

Deep reinforcement learning (DRL) methods such as the Deep Q-Network (DQN) have achieved state-of-the-art results in a variety of challenging, high-dimensional domains. This success is mainly attributed to the power of deep neural networks to learn rich domain representations for approximating the value function or policy. Batch reinforcement learning methods with linear representations, on the other hand, are more stable and require less hyper parameter tuning. Yet, substantial feature engineering is necessary to achieve good results. In this work we propose a hybrid approach -- the Least Squares Deep Q-Network (LS-DQN), which combines rich feature representations learned by a DRL algorithm with the stability of a linear least squares method. We do this by periodically re-training the last hidden layer of a DRL network with a batch least squares update. Key to our approach is a Bayesian regularization term for the least squares update, which prevents over-fitting to the more recent data. We tested LS-DQN on five Atari games and demonstrate significant improvement over vanilla DQN and Double-DQN. We also investigated the reasons for the superior performance of our method. Interestingly, we found that the performance improvement can be attributed to the large batch size used by the LS method when optimizing the last layer.

EWRL Workshop 2016 Workshop Paper

A Deep Hierarchical Approach to Lifelong Learning in Minecraft

  • Chen Tessler
  • Shahar Givony
  • Daniel J. Mankowitz
  • Tom Zahavy
  • Shie Mannor

The ability to reuse or transfer knowledge from one task to another in lifelong learning problems, such as Minecraft, is one of the major challenges faced in AI. Reusing knowledge across tasks is crucial to solving tasks efficiently with lower sample complexity. We provide a Reinforcement Learning agent with the ability to transfer knowledge by learning reusable skills, a type of temporally extended action (also known as Options (Sutton et. al. 1999)). The agent learns reusable skills to solve tasks in Minecraft, a popular video game which is an unsolved and high-dimensional lifelong learning problem. These reusable skills, which we refer to as Deep Skill Networks (DSNs), are then incorporated into our novel Hierarchical Deep Reinforcement Learning Network (H-DRLN) architecture. The H-DRLN, a hierarchical extension of Deep Q-Networks, learns to efficiently solve tasks by reusing knowledge from previously learned DSNs. The DSNs are incorporated into the H-DRLN using two techniques: (1) a DSN array and (2) skill distillation, our novel variation of policy distillation (Rusu et al., 2015) for learning skills. Skill distillation enables the H-DRLN to scale in lifelong learning, by accumulating knowledge and encapsulating multiple reusable skills into a single distilled network. The H-DRLN exhibits superior performance and lower learning sample complexity (by taking advantage of temporally extended actions) compared to the regular Deep Q Network (Mnih et. al. 2015) in sub-domains of Minecraft. We also show the potential to transfer knowledge between related Minecraft tasks without any additional learning.

ICML Conference 2016 Conference Paper

Graying the black box: Understanding DQNs

  • Tom Zahavy
  • Nir Ben-Zrihem
  • Shie Mannor

In recent years there is a growing interest in using deep representations for reinforcement learning. In this paper, we present a methodology and tools to analyze Deep Q-networks (DQNs) in a non-blind matter. Using our tools we reveal that the features learned by DQNs aggregate the state space in a hierarchical fashion, explaining its success. Moreover we are able to understand and describe the policies learned by DQNs for three different Atari2600 games and suggest ways to interpret, debug and optimize of deep neural networks in Reinforcement Learning.

EWRL Workshop 2016 Workshop Paper

Spatio-Temporal Abstractions in Reinforcement Learning Through Neural Encoding

  • Nir Baram
  • Tom Zahavy
  • Shie Mannor

Recent progress in the field of Reinforcement Learning (RL) has enabled to tackle bigger and more challenging tasks. However, the increasing complexity of the problems, as well as the use of more sophisticated models such as Deep Neural Networks (DNN), impedes the understanding of artificial agents behavior. In this work, we present the Semi-Aggregated Markov Decision Process (SAMDP) model. The purpose of the SAMDP modeling is to describe and allow a better understanding of complex behaviors by identifying temporal and spatial abstractions. In contrast to other modeling approaches, SAMDP is built in a transformed state-space that encodes the dynamics of the problem. We show that working with the right state representation mitigates the problem of finding spatial and temporal abstractions. We describe the process of building the SAMDP model from observed trajectories and give examples for using it in a toy problem and complicated DQN policies. Finally, we show how using the SAMDP we can monitor the policy at hand and make it more robust.

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