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Automatic Reward Shaping from Confounded Offline Data

2025-05-16 · Mingxuan Li, Junzhe Zhang, Elias Bareinboim

A key task in Artificial Intelligence is learning effective policies for controlling agents in unknown environments to optimize performance measures. Off-policy learning methods, like Q-learning, allow learners to make optimal decisions based on past experiences. This paper studies off-policy learning from biased data in complex and high-dimensional domains where \emph{unobserved confounding} cannot be ruled out a priori. Building on the well-celebrated Deep Q-Network (DQN), we propose a novel deep reinforcement learning algorithm robust to confounding biases in observed data. Specifically, our algorithm attempts to find a safe policy for the worst-case environment compatible with the observations. We apply our method to twelve confounded Atari games, and find that it consistently dominates the standard DQN in all games where the observed input to the behavioral and target policies mismatch and unobserved confounders exist.

📄 PDF Abstract BibTeX arXiv:2505.11478

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Tasks

Atari GamesDeep Reinforcement LearningQ-Learning

Methods 이 논문이 사용한 방법론

Convolution A convolution is a type of matrix operation, consisting of a kernel, a small matrix of weights, that slides over input data performing element-wise multiplication with the…
Q-Learning Q-Learning is an off-policy temporal difference control algorithm: $$Q\left(S\_{t}, A\_{t}\right) \leftarrow Q\left(S\_{t}, A\_{t}\right) + \alpha\left[R_{t+1} +…
Dense Connections Dense Connections, or Fully Connected Connections, are a type of layer in a deep neural network that use a linear operation where every input is connected to every output…
DQN A DQN, or Deep Q-Network, approximates a state-value function in a Q-Learning framework with a neural network. In the Atari…

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