Safe reinforcement learning has many variants and it is still an open research problem. Here, we focus on how to use action guidance by means of a non-expert demonstrator to avoid catastrophic events in a domain with sparse, delayed, and deceptive rewards: the recently-proposed multi-agent benchmark of Pommerman. This domain is very challenging for reinforcement learning (RL) --- past work has shown that model-free RL algorithms fail to achieve significant learning. In this paper, we shed light into the reasons behind this failure by exemplifying and analyzing the high rate of catastrophic events (i.e., suicides) that happen under random exploration in this domain. While model-free random exploration is typically futile, we propose a new framework where even a non-expert simulated demonstrator, e.g., planning algorithms such as Monte Carlo tree search with small number of rollouts, can be integrated to asynchronous distributed deep reinforcement learning methods. Compared to vanilla deep RL algorithms, our proposed methods both learn faster and converge to better policies on a two-player mini version of the Pommerman game.
@cite_18: An important problem in sequential decision-making under uncertainty is to use limited data to compute a safe policy, i.e., a policy that is guaranteed to perform at least as well as a given baseline strategy. In this paper, we develop and analyze a new model-based approach to compute a safe policy when we have access to an inaccurate dynamics model of the system with known accuracy guarantees. Our proposed robust method uses this (inaccurate) model to directly minimize the (negative) regret w.r.t. the baseline policy. Contrary to the existing approaches, minimizing the regret allows one to improve the baseline policy in states with accurate dynamics and seamlessly fall back to the baseline policy, otherwise. We show that our formulation is NP-hard and propose an approximate algorithm. Our empirical results on several domains show that even this relatively simple approximate algorithm can significantly outperform standard approaches.
@cite_42: During training, model-free reinforcement learning (RL) systems can explore actions that lead to harmful or costly consequences. Having a human "in the loop'' and ready to intervene at all times can prevent these mistakes, but is prohibitively expensive for current algorithms. We explore how human oversight can be combined with a supervised learning system to prevent catastrophic events during training. We demonstrate this scheme on Atari games, with a Deep RL agent being overseen by a human for four hours. When the class of catastrophes is simple, we are able to prevent all catastrophes without affecting the agent's learning (whereas an RL baseline fails due to catastrophic forgetting).
@cite_8: To use deep reinforcement learning in the wild, we might hope for an agent that can avoid catastrophic mistakes. Unfortunately, even in simple environments, the popular deep Q-network (DQN) algorithm is doomed by a Sisyphean curse. Owing to the use of function approximation, these agents eventually forget experiences as they become exceedingly unlikely under a new policy. Consequently, for as long as they continue to train, DQNs may periodically relive catastrophic mistakes. Many real-world environments where people might be injured exhibit a special structure. We know a priori that catastrophes are not only bad, but that agents need not ever get near to a catastrophe state. In this paper, we exploit this structure to learn a reward-shaping that accelerates learning and guards oscillating policies against repeated catastrophes. First, we demonstrate unacceptable performance of DQNs on two toy problems. We then introduce intrinsic fear, a new method that mitigates these problems by avoiding dangerous states. Our approach incorporates a second model trained via supervised learning to predict the probability of catastrophe within a short number of steps. This score then acts to penalize the Q-learning objective, shaping the reward function away from catastrophic states.
One model-based method proposed to learn the accuracy of the current policy and use another safe policy only in unsafe situations @cite_18 . @cite_8 proposed learning a risk-assessment model, called model, which predicts risky events to shape the learning process. @cite_42 studied if human intervention could prevent catastrophic events; while the approach was successful in some Atari games, the authors argue it would not scale in more complex environments due to the amount of human labour needed.