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General Value Functions (GVFs) (Sutton et al, 2011) are an established way to represent predictive knowledge in reinforcement learning. Each… (see more) GVF computes the expected return for a given policy, based on a unique pseudo-reward. Multiple GVFs can be estimated in parallel using off-policy learning from a single stream of data, often sourced from a fixed behavior policy or pre-collected dataset. This leaves an open question: how can behavior policy be chosen for data-efficient GVF learning? To address this gap, we propose GVFExplorer, which aims at learning a behavior policy that efficiently gathers data for evaluating multiple GVFs in parallel. This behavior policy selects actions in proportion to the total variance in the return across all GVFs, reducing the number of environmental interactions. To enable accurate variance estimation, we use a recently proposed temporal-difference-style variance estimator. We prove that each behavior policy update reduces the mean squared error in the summed predictions over all GVFs. We empirically demonstrate our method's performance in both tabular representations and nonlinear function approximation.
Abstract Designing hierarchical reinforcement learning algorithms that exhibit safe behaviour is not only vital for practical applications b… (see more)ut also facilitates a better understanding of an agent’s decisions. We tackle this problem in the options framework (Sutton, Precup & Singh, 1999), a particular way to specify temporally abstract actions which allow an agent to use sub-policies with start and end conditions. We consider a behaviour as safe that avoids regions of state space with high uncertainty in the outcomes of actions. We propose an optimization objective that learns safe options by encouraging the agent to visit states with higher behavioural consistency. The proposed objective results in a trade-off between maximizing the standard expected return and minimizing the effect of model uncertainty in the return. We propose a policy gradient algorithm to optimize the constrained objective function. We examine the quantitative and qualitative behaviours of the proposed approach in a tabular grid world, continuous-state puddle world, and three games from the Arcade Learning Environment: Ms. Pacman, Amidar, and Q*Bert. Our approach achieves a reduction in the variance of return, boosts performance in environments with intrinsic variability in the reward structure, and compares favourably both with primitive actions and with risk-neutral options.