text: Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.
  @cite_21: Reinforcement learning can acquire complex behaviors from high-level specifications. However, defining a cost function that can be optimized effectively and encodes the correct task is challenging in practice. We explore how inverse optimal control (IOC) can be used to learn behaviors from demonstrations, with applications to torque control of high-dimensional robotic systems. Our method addresses two key challenges in inverse optimal control: first, the need for informative features and effective regularization to impose structure on the cost, and second, the difficulty of learning the cost function under unknown dynamics for high-dimensional continuous systems. To address the former challenge, we present an algorithm capable of learning arbitrary nonlinear cost functions, such as neural networks, without meticulous feature engineering. To address the latter challenge, we formulate an efficient sample-based approximation for MaxEnt IOC. We evaluate our method on a series of simulated tasks and real-world robotic manipulation problems, demonstrating substantial improvement over prior methods both in terms of task complexity and sample efficiency.
  @cite_33: We study the problem of an apprentice learning to behave in an environment with an unknown reward function by observing the behavior of an expert. We follow on the work of Abbeel and Ng [1] who considered a framework in which the true reward function is assumed to be a linear combination of a set of known and observable features. We give a new algorithm that, like theirs, is guaranteed to learn a policy that is nearly as good as the expert's, given enough examples. However, unlike their algorithm, we show that ours may produce a policy that is substantially better than the expert's. Moreover, our algorithm is computationally faster, is easier to implement, and can be applied even in the absence of an expert. The method is based on a game-theoretic view of the problem, which leads naturally to a direct application of the multiplicative-weights algorithm of Freund and Schapire [2] for playing repeated matrix games. In addition to our formal presentation and analysis of the new algorithm, we sketch how the method can be applied when the transition function itself is unknown, and we provide an experimental demonstration of the algorithm on a toy video-game environment.
  @cite_3: In apprenticeship learning, the goal is to learn a policy in a Markov decision process that is at least as good as a policy demonstrated by an expert. The difficulty arises in that the MDP's true reward function is assumed to be unknown. We show how to frame apprenticeship learning as a linear programming problem, and show that using an off-the-shelf LP solver to solve this problem results in a substantial improvement in running time over existing methods---up to two orders of magnitude faster in our experiments. Additionally, our approach produces stationary policies, while all existing methods for apprenticeship learning output policies that are "mixed", i.e. randomized combinations of stationary policies. The technique used is general enough to convert any mixed policy to a stationary policy.
  @cite_17: Consider learning a policy from example expert behavior, without interaction with the expert or access to reinforcement signal. One approach is to recover the expert's cost function with inverse reinforcement learning, then extract a policy from that cost function with reinforcement learning. This approach is indirect and can be slow. We propose a new general framework for directly extracting a policy from data, as if it were obtained by reinforcement learning following inverse reinforcement learning. We show that a certain instantiation of our framework draws an analogy between imitation learning and generative adversarial networks, from which we derive a model-free imitation learning algorithm that obtains significant performance gains over existing model-free methods in imitating complex behaviors in large, high-dimensional environments.
summary: Another popular paradigm is to setup a zero-sum game where the learner chooses a policy and the adversary chooses a reward function @cite_33 @cite_3 @cite_17 . Demonstrations have also been used for inverse optimal control in high-dimensional, continuous robotic control problems @cite_21 . However, these approaches only do imitation learning and do not allow for learning from task rewards.