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MetaRL-Literature-Review

  • Review related papers for the topic: Meta Reinforcement Learning for sequential decision problems.
  • 1-5 score how confident I am in understanding the paper (5: I think I got all the key concepts. 1: I just skim through the paper)
  • Meta-RL: leverage varied experiences from previous tasks to adapt quickly to the new task at hand.

Problem statement and notation:

  • We assume a distribution of tasks p(𝓣), where each task is a Markov decision process (MDP).
  • 𝓣 = {p(s0), p(st+1|st, at), r(st, at)}
  • p(s0): initial state distribution
  • p(st+1|st, at): transition distribution
  • r(st, at): reward function .
  • p(𝓣) encompasses tasks with varying transition functions (e.g., robots with different dynamics) and varying reward functions (e.g., navigating to different locations).
  • The transition and reward functions are unknown, but can be sampled by taking actions in the environment
  • => Objective: maximize cumulative reward (or minimize regret)

Note: At the moment, I focus more on MetaRL for Bandit problem.

Note2: Brief summary slides: https://docs.google.com/presentation/d/1W_qSnl3KwAoLb0yGoETh4grZNTcUocEr4Vlm8CNQh2g/edit?usp=sharing

Open questions:

  • Augmented DQN basically teach the model to do Meta-Exploration => How do we do this to extend to other problems and method. => MAESN paper mentioned that following multiple (non-optimal) policies can inform the agent about the task structure (meta-exploration)
  • Why does eps = 0.1 help improve the performance ? (training with eps is understanable, but it helps even when inference)
  • Understanding PEARL: investigating the prior that they estimate. Does it overlap with the (bandit) environment actual prior? Can we improve upon this method? => They extract the latent context vector, probably contain the arms' prior for bandit problem (but I'm not gonna do an elaborate research on that).
  • Gradient based method used gradient update(s) at test time to quickly adapt, while context based just extract context information from some approximate function. Can we combine them to increase efficient?
  • When facing out-out-distribution tasks, Gradient Based methods (MAESN, MAML) revert back to normal Policy Gradient, while Context Based methods will most likely fail. Can we exploit this characteristic to increase the robustness of PEARL ?

Paper list:

Not classify yet:

Context based:

Probabilistic latent context:

Deterministic latent context:


Gradient based: learn from aggregated experience using:

Policy gradient:

Meta-learned loss functions:

Hyperparameters:


Others:


Less relevant:

Result comparison:

Setup (N, K) Gittins (optimal as N → ∞) Random RL2 MAML SNAIL TS OTS Tuned-UCB Eps-Greedy Greedy
10,5 6.6 5.0 6.7 6.5 6.6 5.7 6.5 6.7 6.6 6.6
10,10 6.6 5.0 6.7 6.6 6.7 5.5 6.2 6.7 6.6 6.6
10,50 6.5 5.1 6.8 6.6 6.7 5.2 5.5 6.6 6.5 6.5
100,5 78.3 49.9 78.7 67.1 79.1 74.7 77.9 78.0 75.4 74.8
100,10 82.8 49.9 83.5 70.1 83.5 76.7 81.4 82.4 77.4 77.1
100,50 85.2 49.8 84.9 70.3 85.1 64.5 67.7 84.3 78.3 78.0
500,5 405.8 249.8 401.5 - 408.1 402.0 406.7 405.8 388.2 380.6
500,10 437.8 249.0 432.5 - 432.4 429.5 438.9 437.1 408.0 395.0
500,50 463.7 249.6 438.9 - 442.6 427.2 437.6 457.6 413.6 402.8
1000,50 944.1 499.8 847.43 - 889.8 - - - - -

Table 1: Results on multi-arm bandit problems. OTS: Optimistic Thompson Sampling. Greedy: with the best empirical mean. Horizon = N, Number of arms = K



N Random Eps-Greedy PSRL OPSRL UCRL2 RL2 MAML SNAIL
10 0.482 0.640 0.665 0.694 0.706 0.752 0.563 0.766
25 0.482 0.727 0.788 0.819 0.817 0.859 0.591 0.862
50 0.481 0.793 0.871 0.897 0.885 0.902 - 0.908
75 0.482 0.831 0.910 0.931 0.917 0.918 - 0.930
100 0.481 0.857 0.934 0.951 0.936 0.922 - 0.941

Table 2: Results on tabular MDPs. Check SNAIL paper for original source.

My experiment results:

Methods Regret
Random 50.1715 +/- 36.0777
Thompson Sampling 3.5319 +/- 8.0465
Un-tuned UCB 10.2620 +/- 8.2752
Finite Difference ~ random
A2C ~ random
DQN (eps=0) ~ random
DQN (eps=0.1) replay-memory: >100 trajectories ~14-16
DQN (eps=0.1) replay-memory: ~12 trajectories 7.6187 +/- 9.9622
Augmented DQN (eps=0.1) 8.5549 +/- 11.5184
Augmented DQN (eps=0) 9.8793 +/- 28.7358

Table 3: Results on multi-arm bandit problems. Horizon = 300, number of arms = 2, gamma = 0.9.

NOTE:

  • There is some bias in the number: DQN (12 trajectories) method received more trials than others.
  • Augmented DQN: generate training samples with known good latent features (average reward, number_of_chosen**-0.5, current timestep).
  • Augmented DQN on average required ~7 times less data to converge than vanilla DQN.

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