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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Game-Theoretic Perspective on Risk-Sensitive Reinforcement Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mathieu Godbout</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maxime Heuillet</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sharath Chandra Raparthy</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rupali Bhati</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Audrey Durand</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Universite´ Laval</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Institut Intelligence et Donne´es</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>CIFAR AI Chair</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>mathieu.godbout.</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>maxime.heuillet.</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>rupali.bhati.</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>audrey.durand@iftg.ulaval.ca</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>raparths@mila.quebec</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Most Reinforcement Learning (RL) approaches usually aim to find a policy that maximizes its expected return. However, this objective may be inappropriate in many safety-critical domains such as healthcare or autonomous driving, where it is often preferable to optimize for a risk-sensitive measure of the policy's return as the learning objective, such as the Conditional-Value-at-Risk (CVaR). Although previous literature exists to address the problem of learning CVaR-optimal policies in Markov decision problems, it mostly relies on the distributional RL perspective. In this paper, we solve this problem by rather proposing an approach based on a game theoretic perspective, which can be applied on top of any existing RL algorithm. At the core of our approach is a twoplayer zero-sum game between a policy player and an adversary that perturbs the policy player's state transitions given a finite budget. We show that, the closer the players are to the game's equilibrium point, the closer the learned policy is to the CVaR-optimal one with a risk tolerance explicitly related to the adversary's budget. We provide a gradient-based training procedure to solve the proposed game by formulating it as a Stackelberg game, enabling the use of deep RL architectures and training algorithms. We illustrate the applicability of our approach on a risky artificial environment, presenting the different policies learned for various adversary budgets.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Reinforcement Learning (RL)
        <xref ref-type="bibr" rid="ref36">(Sutton, Barto et al. 1998)</xref>
        is
a branch of machine learning where the learner (agent) is
not told how to behave in an environment, but instead must
learn to do so by trial and error. RL approaches usually aim
to find agents that maximize their expected return. This
expectation maximization objective has led to increased
successes in domains like videogames
        <xref ref-type="bibr" rid="ref40">(Vinyals et al. 2019)</xref>
        ,
board games (Silver et al. 2018) or content
recommendation
        <xref ref-type="bibr" rid="ref18">(Li et al. 2010)</xref>
        . However, in safety-critical domains like
healthcare, autonomous driving or financial planning, some
erroneous actions may lead to disastrous consequences. In
healthcare for instance, an RL agent may be in charge of
designing the shortest path to an organ for surgery. In this task,
some paths may be shorter but at the same time may be risk
endangering the patient as they are too close to an artery,
a nerve or a critical region of the brain
        <xref ref-type="bibr" rid="ref2">(Baek et al. 2018)</xref>
        .
Automation in this context and other safety-critical domains
can only come if the agent is able to successfully reach its
goal while avoiding the most risky actions
        <xref ref-type="bibr" rid="ref13">(Gottesman et al.
2019)</xref>
        . Therefore, naively maximizing the expected return is
not a satisfying approach in such scenarios.
      </p>
      <p>
        This has motivated the community to design risk-sensitive
algorithms, where the agent is trained to account for the
possibility of catastrophic events. One way to proceed is to
include a risk measure
        <xref ref-type="bibr" rid="ref1">(Artzner et al. 1999)</xref>
        in the algorithm’s
objective. A commonly used risk measure in RL is the
Conditional Value-at-Risk (CVaR ), defined as the expectation
over the worst -quantile of a distribution. The lower the
value of , the more risk-averse the agent. The search for
CVaR-optimal policies, usually referred to as CVaR RL, is
typically achieved with distributional RL
        <xref ref-type="bibr" rid="ref15 ref30">(Schubert et al.
2021; Keramati et al. 2020)</xref>
        . In this approach, the agent
predicts the whole distribution of returns rather than only its
mean
        <xref ref-type="bibr" rid="ref3 ref7">(Bellemare, Dabney, and Munos 2017; Dabney et al.
2018)</xref>
        . A CVaR transform is then applied to the predicted
distribution, resulting in more conservative choices
depending on the chosen threshold.
      </p>
      <p>
        In this work, we rather tackle the CVaR RL problem
in a game-theoretic setting. Looking at a problem from a
game-theoretic perspective has helped advance other fields
like Generative Adversarial Networks (GANs)
        <xref ref-type="bibr" rid="ref11 ref20 ref4">(Berthelot,
Schumm, and Metz 2017; Goodfellow et al. 2020)</xref>
        ,
suggesting that this perspective is a promising new research avenue
for risk-sensitivity in RL. Precisely, we suggest that
learning the policy of the RL protagonist (agent) can be cast as a
two-player zero-sum game between this protagonist and an
antagonist. In this game, the protagonist aims at maximizing
its reward collection, while the goal of the antagonist is to
minimize the rewards obtained by the protagonist. In order
to achieve this, the antagonist has access to a fixed budget for
interfering with the next state transitions of the protagonist.
Our contributions are the following:
• we propose a two-player zero-sum game formulation
which yields (approximate) CVaR-optimal policies at its
(approximate) equilibrium;
• we provide a gradient-based algorithm to solve the
proposed game alongside sufficient conditions to ensure its
convergence;
• we illustrate the applicability of our method in a risky
artificial experiment.
      </p>
      <p>The rest of the paper is separated as follows. Section 2
first introduces the necessary background and notation.
Following is an overview of the related work in Section 3. Next,
we present in Section 4 an overview of our proposed game
formulation alongside its relevant properties, which include
the convergence to a CVaR RL policy at equilibrium point.
In Section 5, we develop a gradient-based algorithm based
on the Stackelberg game formulation to solve the presented
game, presenting both a theoretical analysis of its
convergence as well as key practical concerns. Lastly, we illustrate
the validity of the method in an artificial gridworld
experiment (Section 6).</p>
      <p>2</p>
    </sec>
    <sec id="sec-2">
      <title>Background and Notation</title>
      <sec id="sec-2-1">
        <title>Reinforcement Learning</title>
        <p>In RL, an agent interacts with an environment, trying to
identify actions that lead to the highest rewards. The most
common RL formulation for the environment is that of a
Markov Decision Process (MDP) framework. An MDP M
is represented by a tuple hS; A; P; R; ; i, where S is the
state space, A is the action space, P : S A ! [0; 1]S is
the transition probability function which governs the
evolution of the system, R : S A ! R is the reward function,
2 [0; 1) is a discount factor and is the initial state
distribution. We formalize an agent’s decisions as following a
policy : S ! [0; 1]A that generates distributions over
which actions to take for each state from parameters 1.</p>
        <p>A policy’s actions not only generate immediate rewards
but also influence future rewards because they rule the next
state the agent will end up in. This is why the performance of
a policy is measured by balancing immediate and distant
rewards, using a measure called the random return:
1
J ( ) := X trt;
t=0
(1)
where is a discount factor, at (st), st+1 P(st; at)
and rt R(st; at). Due to the stochasticity that may be
present in either the reward function, the policy’s action
selection or the environment transitions, the random
return J ( ) is accurately defined as a random variable. The
usual objective in RL is to find the policy that
maximizes its expected return, which boils down to finding =
arg max E[J ( )].</p>
      </sec>
      <sec id="sec-2-2">
        <title>Conditional-Value-at-Risk</title>
        <p>Let Z be a random variable with a bounded expectation
E[Z] &lt; 1 and cumulative distribution function F (z) :=
P(Z z). In this paper, we interpret Z as a return to be
maximized. The Value-at-Risk (VaR) at confidence level
2 (0; 1] represents the worst 1 quantile of Z,
i.e., VaR (Z) := minfzjF (z) g. Analogously, the
1For ease of notation, we will only write
we are talking about a parametrized policy
parametrized function throughout the paper.
when it is clear that
. This applies for any</p>
      </sec>
      <sec id="sec-2-3">
        <title>Conditional-Value-at-Risk (Artzner et al. 1999) at confi</title>
        <p>dence level is defined as</p>
        <p>CVaR (Z) := min
w2R</p>
        <p>1
w +</p>
        <p>E [max(Z
w; 0)] : (2)
If Z has a continuous distribution, the CVaR measure can be
written as</p>
        <p>CVaR (Z) := E [z j z</p>
        <p>VaR(Z)] :
(3)
Intuitively, the CVaR (Z) measure can therefore be viewed
as the mean over the -quantile worst values of Z. Since
Z represents returns in our case, the worst values of Z can
be seen as the ones where most risk has been incurred. This
last interpretation is particularly attractive, as it makes the
CVaR easy to understand for non-experts who might be
involved in the design of any risk-sensitive model in
safetycritical domains.</p>
      </sec>
      <sec id="sec-2-4">
        <title>CVaR Reinforcement Learning</title>
        <p>To measure the level of risk associated with a policy , the
CVaR measure defined in (3) can be applied to the random
discounted return J ( ) defined in (1). Optimizing for this
yields the CVaR RL objective
= arg max CVaR (J ( )) :
(4)
This objective, which differs from the traditional expectation
maximization goal, can be viewed as finding a risk-sensitive
policy. Indeed, by having the optimal CVaR return, the
optimal policy is maximizing the expectation over its worst
-percentile trajectories. Since the expectation is now taken
over a small, disadvantageous subset of all returns rather
than over all of them, the optimal policy is more sensible
towards avoiding the probability of large negative returns.
In practice, this means that optimizing for the CVaR RL
objective (4) will produce policies that accept to reduce their
expected performance, so long as it means they avoid
catastrophic trajectories in return.</p>
        <p>
          Let us take a moment to note here that it is well known
that the optimal policy for the CVaR RL objective can
be history-dependent
          <xref ref-type="bibr" rid="ref33">(Shapiro, Dentcheva, and Ruszczyn´ski
2014)</xref>
          , meaning that there are cases where the agent needs
to know what previous rewards were collected to achieve
CVaR optimal returns. We follow previous work on CVaR
RL
          <xref ref-type="bibr" rid="ref15 ref7">(Keramati et al. 2020; Dabney et al. 2018)</xref>
          and limit our
analysis to stationary, history independent policies which
can be suboptimal but typically achieve high CVaR
nonetheless.
        </p>
        <p>3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Related Work</title>
      <sec id="sec-3-1">
        <title>Adversarial Reinforcement Learning</title>
        <p>
          Although typically used in the supervised learning setup,
adversarial learning
          <xref ref-type="bibr" rid="ref17">(Kurakin, Goodfellow, and Bengio 2017)</xref>
          has already been applied in RL with the aim of increasing
task difficulty.
          <xref ref-type="bibr" rid="ref8">Dennis et al. (2020)</xref>
          ;
          <xref ref-type="bibr" rid="ref39">Tobin et al. (2017)</xref>
          use
an adversary to design hard environment instances in order
to optimize the robustness of the policy learned by a RL
protagonist. This is achieved by allowing the adversary to select
a different environment from a constrained set at the
beginning of each episode. The adversary is therefore limited to
a single move (at the beginning of each episode) and its
actions are not budgeted.
        </p>
        <p>More similar to the current work, Mandlekar et al. (2017)
use an adversary to perturb the action selection policy of a
RL protagonist at every time step. However, their adversary
consists in gradient-based perturbations which do not adapt
to the policy of the protagonist. In the formulation tackled
in the current work, the antagonist strategy is jointly learned
with the protagonist strategy, resulting in an antagonist
strategy adapted to battle the protagonist.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Risk-Sensitive RL</title>
        <p>Broadly speaking, risk-sensitivity in RL represents the
ensemble of methods that aim at reducing the level of risk
associated with the learned policy. Different risk measures
have been proposed in the literature to address this problem.</p>
        <p>
          First, numerous approaches have been proposed to
explicitly balance the expectation and variance of the return of a
policy
          <xref ref-type="bibr" rid="ref22 ref38">(Tamar and Mannor 2013; Pan et al. 2019)</xref>
          . Contrary
to our CVaR objective which only assumes the returns to be
bounded, such approaches are valid only under the
assumption that returns follow a normal distribution.
        </p>
        <p>
          One other popular alternative to incorporate
risksensitivity is the use of exponential utility functions
          <xref ref-type="bibr" rid="ref21 ref9">(Mihatsch and Neuneier 2002; Fei et al. 2020)</xref>
          . In these
approaches, the return landscape is reshaped into a convex
set, essentially achieving balance between expectation and
worst-case maximization of the return. The reshaping is
based on applying an exponential function and is regulated
by a user-specified trade-off parameter. However, it is
difficult to interpret what different values of represent
regarding the balance between mean and minimal return
          <xref ref-type="bibr" rid="ref12">(Gosavi,
Das, and Murray 2014)</xref>
          , in contrast with the straightforward
interpretation of our proposed CVaR measure.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Conditional-Value-at-Risk RL</title>
        <p>
          Many algorithms have been proposed to find optimal
policies with respect to the CVaR criterion. Proposed
algorithms range from policy gradient
          <xref ref-type="bibr" rid="ref37 ref6">(Tamar et al. 2015)</xref>
          and
Qlearning
          <xref ref-type="bibr" rid="ref37 ref6">(Chow et al. 2015)</xref>
          , to actor-critic methods
          <xref ref-type="bibr" rid="ref38">(Tamar
and Mannor 2013)</xref>
          . Unlike our algorithm that is
compatible with modern deep learning, the above approaches are all
limited to either tabular or low-dimensional action and state
space settings.
        </p>
        <p>
          More recently, distributional RL
          <xref ref-type="bibr" rid="ref3 ref7">(Bellemare, Dabney, and
Munos 2017; Dabney et al. 2018)</xref>
          has been used to learn
CVaR optimal policies in high-dimensional settings
          <xref ref-type="bibr" rid="ref15 ref42">(Keramati et al. 2020; Zhang and Weng 2021)</xref>
          . This approach has
seen growing usage, largely due to the empirical efficiency
of distributional RL and its ability to incorporate a wide
variety of risk measures in its objective, not exclusively the
CVaR. Instead of relying on distributional RL, our paper
presents a game-theoretic perspective which can be used on
top of any conventional RL algorithm.
        </p>
        <p>
          The closest work to ours would be Robust Adversarial
Reinforcement Learning (RARL)
          <xref ref-type="bibr" rid="ref27">(Pinto et al. 2017)</xref>
          , where a
CVaR optimal policy is learned by allowing an antagonist
to apply external forces or disturbances to the environment
model. Their antagonist’s action space is however rather
different, as it can only change parameters of the model
within a given range at every time step. In contrast, our
approach lets the antagonist explicitly change the model’s
transition probabilities and we limit the antagonist’s
perturbation amount over a whole trajectory rather than at every
time step. Moreover, unlike their CVaR formulation which
is essentially only intuitive, we establish a clear,
theoretically justified, connection between our antagonist’s budget
and the -quantile the protagonist’s policy is optimized for.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Game Setting</title>
      <p>Before diving into the explanation of our proposed
adversarial game, let us first present the two assumptions necessary
on the target MDP for the game to be applicable.
Assumption 1. The MDP has stochastic state transitions P.</p>
      <p>The stochasticity is required because it is precisely upon
those state transitions that the antagonist will be acting.
This assumption is the least restrictive, as a large number
of MDPs are already stochastic in nature. Furthermore, any
deterministic transition function P could be made stochastic
by adding a noise component, either via "-random sampling
for discrete states or adding a Gaussian noise " N (0; )
for continuous states.</p>
      <p>Assumption 2. It is possible to access the state transitions
P and arbitrarily modify their non-zero values.</p>
      <p>This assumption is the one that allows the antagonist’s
actions to be registered. This is a much more restrictive
assumption and is only likely to be met in artificial
environments over which the user has a lot of control. Notably, given
an MDP with added noise as described above, it should be
relatively straightforward to meet this assumption by
accessing the analytical formulation of the added noise component.</p>
      <sec id="sec-4-1">
        <title>Formulation</title>
        <p>
          We aim to learn a risk-sensitive policy with respect to the
CVaR risk measure. To do so, we leverage
          <xref ref-type="bibr" rid="ref6">Chow et al.
(2015)</xref>
          ’s model perturbation framework. Namely, we design
a zero-sum adversarial game where a protagonist tries to
learn a policy to maximize its return while an antagonist
tries to learn a perturbation function ! that instead
minimizes the protagonist’s return.
        </p>
        <p>To explain our game setting, let us first define time step
transition dynamics Pt = P( j st; at) 2 [0; 1]jSj from a
given trajectory = f(st; at; rt)gtT=1, where T is the
trajectory’s duration. At time step t, the antagonist is given direct
access to Pt and allowed to perturb it with a multiplicative
probability perturbation t 2 (0; 1)jSj, yielding perturbed
transitions P^t = Pt t, for the Hadamard (pointwise)
product. A perturbation is admissible if it generates a valid
probability distribution P^. Let t be the set of all
perturbations t admissible for a given Pt and = 1 ::: ::: T
be the set of all possible perturbations of a trajectory . We
can define a trajectory perturbation budget 1 and
constrain to contain only perturbations within an budget
st
rt
st+1
rt+1</p>
        <p>at
Protagonist
Environment</p>
        <p>Antagonist
−rt+1
δt
ηt Pt
;
(5)
by posing the admissible perturbation envelope</p>
        <p>= = f tgtT=1 j 1(s1) ::: T (sT )
where t(si) represents the antagonist’s perturbation
towards next state si at time step t. Note here that, since
perturbations are multiplicative in nature, = 1 represents an
empty budget, meaning that the antagonist could not apply
any modifications to next state transitions.</p>
        <p>This definition and limitation of the antagonist’s actions
enjoy two principal interesting properties. First, since the
antagonist is only given a limited budget for each
trajectory, they have to be efficient with their perturbations, trying
to maximize the damage to the protagonist’s return without
wasting their budget. Intuitively, the role of the budget can
be seen as a way to ensure that the antagonist cannot force
the worst possible scenario to occur at every time step.
Secondly, the fact that the antagonist perturbations are done via
a Hadamard product constrains the perturbations to states
with non-zero transition probability by default. Essentially,
this means that the antagonist is only allowed to modify the
distribution over next states that were already reachable.</p>
        <p>The main idea of this paper is that an antagonist can be
learned to select perturbations within the admissible
perturbation envelope defined in (5), attempting to minimize
the protagonist ’s reward. Combining the protagonist and
antagonist naturally produces the two-player zero-sum game
(6)
max min E [J ( ; )] ;
where E[J ( ; )] represents the expected return collected
from a protagonist with admissible perturbations sampled
from an antagonist respecting a budget . Interestingly
enough, this formulation implies that both players’ goals are
to respectively minimize and maximize the expected return,
retrieving the classical RL objective. This notably means
that any classical RL algorithm like actor-critic methods or
Deep Q-Network may be used without fundamental changes
for our game. Moreover, the embedded flexibility of the
game also allows for the underlying MDP to have
continuous action and/or state spaces.</p>
        <p>We note that both the protagonist and antagonist players
are well defined under the MDP framework for a shared
environment. On one hand, the protagonist player’s MDP
remains exactly the same, with the only modification that
next states are sampled from P^t rather than Pt. On the other
hand, the antagonist receives as input states s0t = (Pt; t) 2
S0 = [0; 1]jSj [1; 1) and outputs perturbed transitions
P^t = Pt t subject to P^t being a distribution over next
states and t(s) t for all states. Next antagonist states
s0t+1 are selected by first sampling the next protagonist state
st+1 from P^t, then sampling the next protagonist action
at+1 from (st+1), and finally observing the next
transition distribution Pt+1. Lastly, since the game is zero-sum,
the antagonist’s reward is simply rt+1. An overview of the
interaction between the protagonist, antagonist and
environment is shown in Figure 1.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Connection to CVaR RL</title>
        <p>The solution concept to the game (6) is given by its Minimax
Equilibrium.</p>
        <p>At this equilibrium point, we have the following
interesting result.</p>
        <p>Lemma 1. Suppose and ! are expressive enough
player parametrizations, meaning that they can represent
the optimal players and . Then, at a Minimax
Equilibrium point ( ; ), the protagonist’s policy is CVaR
optimal for = 1 , where is the antagonist ’s
perturbation budget:</p>
        <p>
          max min E [J ( ; )] = max CVaR 1 [J ( )] :
Proof. Proposition 1 from
          <xref ref-type="bibr" rid="ref6">Chow et al. (2015)</xref>
          established
that
inf E [J ( ; 0)] = CVaR 1 [J ( )] :
        </p>
        <p>0
If the parametrization of the antagonist is expressive
enough, the inf operation will return an antagonist in the
search space, implying that one can look for the best
available antagonist for a protagonist to find the CVaR of its
returns. The result follows by taking the max over all possible
protagonists, where we once again use the fact that is
expressive enough to guarantee the existence in the parameter
search space.</p>
        <p>The result in Lemma 1 is satisfying in two ways. First,
it directly connects our adversarial framework to
risksensitivity for the learned protagonist policy, even though
the protagonist and antagonist’s objectives remain axed on
expectation maximization. Secondly, the equation
establishes that the confidence interval in the CVaR objective
is directly linked to the budget perturbation via = 1 .</p>
        <p>Given our parametrized setting where players are learned
rather than exactly computed, we are actually more
interested in the notion of approximate equilibrium, which is
more likely to be encountered in practice.</p>
        <p>Definition 2. ("-Minimax Equilibrium). Let V :=
E [J ( ; )], the value at the Minimax Equilibrium
( ; ). An "-Minimax equilibrium is a pair of players
( 0; 0) where</p>
        <p>V</p>
        <p>min E [J ( 0; )]
and
max E [J ( ; 0)]</p>
        <p>V
"
"
(8)</p>
        <p>Interestingly, this approximate equilibrium yields an
approximately CVaR-optimal policy.</p>
        <p>Theorem 1. Suppose and ! are expressive enough
player parametrizations. Then, at an "-Minimax
Equilibrium point ( 0; 0), the protagonist’s policy 0 is at most
"-suboptimal:
max CVaR 1 [J ( )]</p>
        <p>CVaR 1 [J ( 0)]
"
Proof. Taking the first inequality in (8), we have
()
()</p>
        <p>V
V
min E [J ( 0; )]
CVaR 1 [J ( 0)]
"</p>
        <p>"
max CVaR 1 [J ( )]</p>
        <p>
          CVaR 1 [J ( 0)]
";
first leveraging Proposition 1 from
          <xref ref-type="bibr" rid="ref6">Chow et al. (2015)</xref>
          and
then using Lemma 1.
        </p>
        <p>5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Gradient-based algorithm</title>
      <p>Having established the favorable properties of an
approximate equilibrium of our proposed game, we only need to
find an algorithm that can reliably reach it. First note that,
in order for the algorithm to be able to tackle
challenging problems, we wish both players to be used with
highcapacity function approximators such as neural networks.
Therefore, the algorithm we are looking for should not only
converge towards the Minimax Equilibrium, but also do so
using gradient-based updates.</p>
      <p>
        However, computing the solution to the minmax game
in (6) for players represented by neural networks is not a
simple task. Indeed, the dependence of each player’s
reward on the other makes the optimization objective
nonstationary
        <xref ref-type="bibr" rid="ref10">(Fiez, Chasnov, and Ratliff 2020)</xref>
        , hampering
naive gradient-based algorithms’ convergence properties. To
this end, we propose to view our game as a Stackelberg
game
        <xref ref-type="bibr" rid="ref41">(Von Stackelberg 2010)</xref>
        , which allows us to derive
well-defined gradient-based algorithms.
      </p>
      <sec id="sec-5-1">
        <title>Stackelberg Algorithm</title>
        <p>An essential step to achieve stable learning of the game is to
take into account the game’s structure in the parameter
updates. Although there aren’t good gradient-based
optimization updates specifically designed for minimax games like
ours, such updates do exist for Stackelberg games. We
therefore cast our game under the Stackelberg formulation,
allowing us to derive our desired gradient updates.</p>
        <p>A two-player Stackelberg game is an asymmetric game
played with a leader l and a follower f . Both players aim
to maximize their respective payoff functions ul( l; f ) and
uf ( l; f ), where represents the parameters of a given
player. The particularity in this game is that the follower’s
parameters always represent a best-response with respect to
the leader’s parameters. Accordingly, the leader can then
pick its parameters by taking for granted that the follower’s
parameters will be optimal with respect to them. This yields
the following optimization problem for the leader
l 2 arg max
and for the follower
(
ul( ; f0 )
)
0
f 2 arg max uf ( l; f ) ;</p>
        <p>f
f 2 arg max uf ( l; ):</p>
        <p>The key intuition to note here is that, since the follower
always has optimal parameters with respect to the leader, then
the follower parameters may be seen as an implicit function
taking as input the leader’s parameters f ( l). In turn, this
allows the leader to exploit this optimal-response form of its
follower to update its own parameters towards its own goal.</p>
        <p>Intuitively, updating both player’s parameters may be
viewed as a bi-level optimization procedure. In order to
solve a Stackelberg game, we can therefore simply alternate
between solving each player player’s respective
optimization problem, producing a simple yet effective algorithm.</p>
        <p>As Stackelberg games are a generalization of minimax
games such as ours, this Stackelberg algorithm only requires
us to establish a leader and a follower to be able to find our
game’s equilibrium. We arbitrarily select the protagonist as
the leader and the antagonist as their follower, but show in
the following convergence analysis that this choice can be
reversed without problem.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Convergence Analysis</title>
        <p>Given some assumptions on the environment MDP, the
Stackelberg algorithm described previously converges to the
equilibrium of our game.</p>
        <p>Assumption 3. The reward function R and all transition
functions P are both smooth and convex.</p>
        <p>
          Assumption 3 is quite restrictive in practice. Indeed, while
the smoothness portion of it is likely to hold in practice, e.g.
many real-world environments like robotics can be
considered smooth
          <xref ref-type="bibr" rid="ref28">(Pirotta, Restelli, and Bascetta 2015)</xref>
          and the
same can be said about neural networks with ReLU
activations
          <xref ref-type="bibr" rid="ref25">(Petersen and Voigtla¨nder 2018)</xref>
          , the convexity
assumption is much less likely to hold. We however wish to
emphasize that previous work
          <xref ref-type="bibr" rid="ref23 ref24 ref27">(Pinto et al. 2017; Perolat
et al. 2015; Patek 1997)</xref>
          also uses this assumption in the
context of minimax objectives and still obtain good empirical
results, even when the convexity assumption is not met.
        </p>
        <p>When Assumption 3 is met, we have the following lemma.
Lemma 2. The expected return E[J ( ; )] is convex with
respect to and concave with respect to .</p>
        <p>Proof. This follows from the convexity of R and all P.</p>
        <p>Building upon Lemma 2, we have the following theorem.
Theorem 2. The proposed Stackelberg algorithm will
converge towards the Minimax Equilibrium of the game.
Proof. This is a well-known result for Stackelberg games
in the two-player zero-sum setting with a convex-concave
playoff function (see Fiez, Chasnov, and Ratliff (2020)), a
condition guaranteed by Lemma 2.</p>
        <p>Remember that the (approximate) Minimax Equilibrium
of the game contains a CVaR (approximately) optimal
policy. It follows that Theorem 2 constitutes the proof that our
overall framework (the game and the proposed algorithm),
is indeed a theoretically justified way to attain a CVaR
optimal policy. A last theoretical result follows from the game’s
convex-concave objective.</p>
        <p>Corollary 1. For the proposed game, we have</p>
        <p>
          min max E [J ( ; )] = max min E [J ( ; )] :
Proof. This follows from the convexity of the payoff
function E [J ( ; )] (Lemma 2), which allows us to apply the
minimax theorem
          <xref ref-type="bibr" rid="ref35">(Sion 1958)</xref>
          , inversing the min and max
terms.
        </p>
        <p>This last corollary is of separate interest, as it notably
implies that the Stackelberg algorithm can take any of the
players as its leader.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Practical Considerations</title>
        <p>
          In practice, we adopt a few relaxations of the exact
Stackelberg algorithm described above. The adopted relaxations
have proven effective in domains like GANs
          <xref ref-type="bibr" rid="ref14 ref20">(Heusel et al.
2017; Metz et al. 2017)</xref>
          or model-based RL
          <xref ref-type="bibr" rid="ref29">(Rajeswaran,
Mordatch, and Kumar 2020)</xref>
          , to name a few. Precisely, we
(i) implement the almost optimal updates of the follower by
doing Kant &gt; 1 gradient steps of the antagonist (follower)
before updating the protagonist (leader). Also, we (ii) use
the first-order approximation of the joint gradient to update
the leader rather than the computationally expensive true
Jacobian term.
        </p>
        <p>Another important consideration is the fact that the
protagonist needs to output perturbations within the admissible
perturbation envelope for every collected trajectory. To do
so, we propose to simply keep track of the remaining
antagonist budget after every time step t, updating it according
to the realized perturbation (consumed budget) t(st+1). A
convex transformation and a rescaling function are applied
to the budget predictions in order to constrain the
predictions to give a probability distribution when multiplied with
the state probability. A pseudocode of the overall algorithm
incorporating all the above relaxations can be seen in
Algorithm 1.</p>
        <p>6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Experiments</title>
      <p>
        We conduct experiments on a variation of the Gym
Minigrid Lava environment
        <xref ref-type="bibr" rid="ref25 ref5">(Chevalier-Boisvert, Willems, and
Pal 2018)</xref>
        displayed in Figure 2. In our environment, a
protagonist player walks around in a 7 10 grid with the aim
to reach a goal location (top right corner of the grid) as fast
as possible given their initial location (top left corner of the
P^t = Pt
st+1
=
      </p>
      <p>P^t; rt+1
t(st+1)
8:
9:
10:
11: end while
12: Update
13: Nupdates = Nupdates + 1
14: end while
R(st+1)</p>
      <p>. Update remaining budget
or ! according to Nupdates and Kant.</p>
      <p>Algorithm 1: CVaR Adversarial Stackelberg Algorithm
Require: (protagonist), ! (antagonist), (perturbation
budget), Kant (number of intermediate antagonist steps)
1: Nupdates = 0
2: while training not done do
3: Get initial state st
4: = . Remaining antagonist budget
5: while st not terminal do
6: at (st); Pt = P(st; at)
7: t = !(Pt; )
grid). A lava zone lies between the starting point and the goal
(wavy orange squares). A state in this game corresponds to
the (x; y) coordinates of the protagonist and the state space
S corresponds to the set of all possible coordinates in the
grid. The action space A for the protagonist corresponds to
moving into one of the four cardinal directions (up, down,
right, left). The environment is stochastic with probability
(p = 0:05) for the protagonist to perform a random action
instead of the chosen action at. At each time step t of a game
episode, the protagonist incurs a reward penalty of 0:035,
motivating the protagonist to reach the goal using the
shortest path. The episode ends when the protagonist either (i)
reaches the goal, resulting into a reward of +1, (ii) falls into
the lava, resulting into a reward of 1, or (iii) when the
maximum number of 40 steps is reached within the episode.</p>
      <p>As the protagonist aims to reach the goal location, the
antagonist rather aims to push the protagonist into the lava
zone. Since the antagonist acts upon a limited budget, the
protagonist is able to reduce the chances of falling into the
lava by just moving farther away from the lava. As the
protagonist also incurs penalties for every step taken, they
nonetheless want to avoid making unnecessary steps,
eventually needing to be close to the lava zone. This dilemma
between minimizing the chances of falling into the lava while
also making sure that no unnecessary steps are taken serves
as a good minimal illustration of a safety-critical
environment. Indeed, the more weight the protagonist will put on
avoiding large negative rewards, the more it will be willing
to take the time to get to the lower cases of the grid before
crossing from left to right.
than 0:05 indicates that the antagonist is disturbing the
transition probabilities at this location since the probability
differs from the natural environment randomness.</p>
      <sec id="sec-6-1">
        <title>Implementation details</title>
        <p>
          Both players are trained using Actor-Critic PPO
algorithms
          <xref ref-type="bibr" rid="ref32">(Schulman et al. 2017)</xref>
          . To keep our antagonist’s state
and action spaces reasonable, we represent next state
transitions Pt as the concatenation of the protagonist current
coordinates (xt; yt), the probability vector pt of each action
a being executed and the value of their remaining
perturbation budget t. The players are trained jointly over 5M time
steps, following Algorithm 1 and the antagonist’s budget
constraint is enforced using a convex rescaling method. The
number Kant of antagonist updates between the policy
updates has been set to 2, after evaluating over Kant = 2; 4; 8.
An update of the parameters occurs every 10k time steps.
        </p>
        <p>Both algorithms use an Adam optimizer with their own
decaying learning rate that decreases linearly from 0:005 to
0:0001 each time their parameters are updated. Further
details on the hyper-parameters and implementation are
discussed in our publicly available implementation. Our
codebase is made publicly available2 for full reproduction of the
experiments and figures.</p>
      </sec>
      <sec id="sec-6-2">
        <title>Evaluation</title>
        <p>We consider three instances of the described game: the case
where there is no antagonist, which corresponds to having
an antagonist with a perturbation budget = 1 (as a
reference for comparison), as well as having an antagonist with
two different budgets, 2 f25; 100g. Without an antagonist,
the game corresponds to the classical problem of
maximizing the excepted returns. When the antagonist has a positive
perturbation budget, this corresponds to optimizing a
CVaRoptimal policy, i.e. CVaR0:04 for = 25 and CVaR0:01 for
= 100. In order to evaluate the robustness of the proposed
approach, we replicate each instance of the game 10 times,
each time with a different random seed for the environment
(governing its randomness), for the protagonist (governing
the initialization of its policy and the action selection
process), and for the antagonist (governing the initialization of
its policy and the perturbation prediction process).</p>
        <p>In order to visualize the protagonist strategy in any game
instance, we execute the policy learned by the protagonist
agent in a deterministic environment (p = 0) without the
antagonist. This allows to observe the decisions made by the
protagonist agent without perturbations. To visualize the
antagonist strategy in a given game instance, we execute the
policy learned by a protagonist under this instance, i.e. the
stochastic environment (p = 0:05) in presence of the
antagonist. For each state in the grid, we estimate the
probability that the protagonist performs a different action than
their preferred action in that state. A probability estimate
equal to 0:05 indicates that the antagonist does not hamper
the protagonist on this location since this corresponds to the
environment randomness (p). A probability greater or lesser
2https://github.com/TortillasAlfred/CvarAdversarialRL</p>
      </sec>
      <sec id="sec-6-3">
        <title>Results</title>
        <p>Figure 3 displays the learned protagonist policy averaged
over the 10 seeds for each of the considered game instances.
As expected, Figure 3a shows that the protagonist learns
the shortest path to the goal in the absence of an
antagonist ( = 1). However, when there is an antagonist ( &gt; 1),
Figures 3b and 3c show that the protagonist learns a
careful path that deviates from the lava. More specifically, the
stronger the antagonist (the larger the perturbation budget
), the more careful the protagonist has to be in order to
avoid getting pushed into lava. This confirms that the
presence of an antagonist agent when learning the protagonist
policy results in a safer policy.</p>
        <p>
          Note: The noticeable noise in the averaged protagonist
policy displayed in Figure 3b is due to convergence
instabilities, which caused the protagonist to fail reaching the goal
in 2 out of the 10 tested seeds. This may be due to the
protagonist being particularly unlucky in these realizations of
the environment and/or in the initialization of their policy.
In other applications of game theory with gradient-based
algorithms (e.g. Generative Adversarial Networks
          <xref ref-type="bibr" rid="ref11">(Goodfellow et al. 2020)</xref>
          ), it is known that systems learning in
an adversarial manner are subject to instabilities
          <xref ref-type="bibr" rid="ref20 ref4">(Berthelot,
Schumm, and Metz 2017)</xref>
          . Despite these challenges inherent
to the training procedure, the protagonist consistently
displayed convergence to the same policy in 8/10 seeds, still
demonstrating the robustness of the method to diverse
training scenarios.
        </p>
        <p>Figure 4 shows 300k trajectories obtained by executing a
protagonist (single seed) in a stochastic environment (p =
0:05) in presence of the antagonist used during their
training. The number on a given square indicates the probability
that the protagonist will perform a different action than at
when st corresponds to that location. This includes both the
natural environment randomness as well as the influence of
the antagonist. Figures 4b and 4c show that the antagonist
is mostly active at the beginning of a game episode,
regardless of the amount of perturbation budget. The beginning of
the game is indeed the riskiest situation for the protagonist
since the starting point is very close to the lava (top-left
corner). More sophisticated adversarial strategies emerge when
the antagonist benefits from a higher budget (see Figure 4c).
For instance, when the protagonist gets far from the lava,
we see that the antagonist exploits the borders of the grid
to force the protagonist into accumulating moving reward
penalties. Also, when the protagonist is at the extreme
bottom of the grid (far from both the lava and the goal), the
perturbation probability drops below 0:05 (the natural
environment randomness), meaning that the antagonist tends to
give more leverage to the protagonist in this region. The
antagonist does this in order to recover its budget to get more
powerful when the protagonist gets closer to the goal.
(a) No antagonist ( = 1)
(b) Perturbation budget
In this work, we presented an adversarial game designed to
compute risk-sensitive policies with respect to the
Conditional Value-at-Risk (CVaR) risk measure. Our adversarial
game is particular in the sense that it limits an antagonist’s
perturbations to be within a specified budget and to only
change next state transitions for a protagonist. We then
presented a gradient-based algorithm based on the Stackelberg
formulation of the game to solve it, both proving its
convergence under sufficient conditions and presenting key
considerations for a practical implementation. We put our method
to the test on an artificial risky environment, illustrating that
increasing the antagonist’s budget indeed leads a more
cautious protagonist policy. Given the fact that this is the first
game-theoretic perspective on CVaR RL, we expect this
paper to be a building block towards connecting risk-sensitivity
in RL with the field of Game Theory.</p>
        <p>One possibly interesting application of our method is with
regards to the Sim2Real domain, where one wishes to
optimize to train an RL agent on a high-quality simulation
environment before real-life deployment. Since this domain is
naturally concerned with risk-sensitivity and supposes
access to a simulator to access and perturbate the true next
state transitions, it appears highly likely that our proposed
approach can be of use in this context.</p>
        <p>In future work, we would like to apply our game to a
concrete Sim2Real application to try and leverage the empirical
potential of the method. Also, in light of the instability
observed in our own empirical results, we would like to address
the issue of sensibility to hyperparameters in our practical
gradient-based algorithm.</p>
      </sec>
    </sec>
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