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Existing imitation learning approaches often require that the complete demonstration data, including sequences of actions and states, are available. In this paper, we consider a more realistic and difficult scenario where a reinforcement…
We study building multi-task agents in open-world environments. Without human demonstrations, learning to accomplish long-horizon tasks in a large open-world environment with reinforcement learning (RL) is extremely inefficient. To tackle…
Reinforcement learning (RL) studies how an agent comes to achieve reward in an environment through interactions over time. Recent advances in machine RL have surpassed human expertise at the world's oldest board games and many classic video…
The combination of deep neural network models and reinforcement learning algorithms can make it possible to learn policies for robotic behaviors that directly read in raw sensory inputs, such as camera images, effectively subsuming both…
Deep Reinforcement Learning has enabled the control of increasingly complex and high-dimensional problems. However, the need of vast amounts of data before reasonable performance is attained prevents its widespread application. We employ…
Reinforcement learning (RL) so far has limited real-world applications. One key challenge is that typical RL algorithms heavily rely on a reset mechanism to sample proper initial states; these reset mechanisms, in practice, are expensive to…
We study best-response type learning dynamics for zero-sum polymatrix games under two information settings. The two settings are distinguished by the type of information that each player has about the game and their opponents' strategy. The…
In this paper, we propose a provably convergent and practical framework for multi-objective reinforcement learning with max-min criterion. From a game-theoretic perspective, we reformulate max-min multi-objective reinforcement learning as a…
We consider the multi-agent reinforcement learning setting with imperfect information in which each agent is trying to maximize its own utility. The reward function depends on the hidden state (or goal) of both agents, so the agents must…
A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman…
We focus on the task of creating a reinforcement learning agent that is inherently explainable -- with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories…
Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations…
We introduce a theorem proving algorithm that uses practically no domain heuristics for guiding its connection-style proof search. Instead, it runs many Monte-Carlo simulations guided by reinforcement learning from previous proof attempts.…
Sample inefficiency of deep reinforcement learning methods is a major obstacle for their use in real-world applications. In this work, we show how human demonstrations can improve final performance of agents on the Minecraft minigame…
In offline reinforcement learning, agents are trained using only a fixed set of stored transitions derived from a source policy. However, this requires that the dataset be labeled by a reward function. In applied settings such as video game…
We study model-based and model-free policy optimization in a class of nonzero-sum stochastic dynamic games called linear quadratic (LQ) deep structured games. In such games, players interact with each other through a set of weighted…
Reinforcement learning algorithms such as Q-learning have shown great promise in training models to learn the optimal action to take for a given system state; a goal in applications with an exploratory or adversarial nature such as…
Recent times have witnessed sharp improvements in reinforcement learning tasks using deep reinforcement learning techniques like Deep Q Networks, Policy Gradients, Actor Critic methods which are based on deep learning based models and…
We present a two-step hybrid reinforcement learning (RL) policy that is designed to generate interpretable and robust hierarchical policies on the RL problem with graph-based input. Unlike prior deep reinforcement learning policies…
Traditional reinforcement learning agents learn from experience, past or present, gained through interaction with their environment. Our approach synthesizes experience, without requiring an agent to interact with their environment, by…