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Confounding Robust Deep Reinforcement Learning: A Causal Approach
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Proposes Causal-DQN, a DQN variant that learns lower-bound Q-values from confounded demonstrator data via a causal Bellman optimality equation, and evaluates it on 12 confounded Atari games.
Problem
Off-policy deep RL from offline demonstrations fails when unobserved confounders violate the no-unmeasured-confounder assumption, making the effect of policies non-identifiable from observed data.
Approach
Extends the Bellman optimality equation with a causal lower bound on Q-values computed from observational transition and reward estimates, using worst-case next-state values when the observed action differs from the evaluated action, and trains a DQN on this bound.
Key results
- Causal-DQN reaches a normalized mean return of 1.04 and normalized IQM of 1.02 relative to the DIAMOND demonstrator across 12 confounded Atari games, versus 0.13 for Interv. DQN and 0.10 for Conf. DQN.
- With the sebulba demonstrator, Causal-DQN reaches a normalized mean of 0.55 and IQM of 0.59.
- Causal-DQN surpasses the demonstrator in 7 of 12 games (DIAMOND setting) per the authors' count.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Replace the standard DQN update with the causal lower-bound update | Nature DQN on confounded Atari games · 12 confounded Atari games | Normalized Mean: 0.13 -> 1.04 | Helped |
| Replace the standard DQN update with the causal lower-bound update | Nature DQN on confounded Atari games · 12 confounded Atari games | Normalized IQM: 0.13 -> 1.02 | Helped |
| Use an LSTM-based DQN instead of CNN-based DQN | DQN trained with confounded demonstrator data · Pong | Average evaluation return: -20.8 -> -20.4 | No clear effect |
| Train directly under masked observations instead of using confounded demonstrations | DQN on masked Pong · Pong | Average evaluation return | No clear effect |
| Use sebulba rather than diamond as the demonstrator for Causal-DQN | Causal-DQN · 12 confounded Atari games | Normalized Mean: 0.53 -> 0.55 | Mixed |
| Train Interv. DQN for longer than 1M environment steps | Interv. DQN on confounded Atari games · Confounded Atari games | Evaluation performance: 3M steps | Helped |
Surprising findings
- Standard DQN variants (interventional, confounded demonstrations, LSTM) largely fail to learn in the masked Atari games within 1M steps, and confounded demonstrations can hurt learning compared to interventional learning.
- Causal-DQN outperforms the demonstrator with full observations in several games despite using masked observations and a smaller CNN.
Limitations
- When demonstrator data has zero support in the unmasked observation area, no meaningful behavior can be learned (e.g., Boxing with sebulba).
- Worst-case next-state is estimated by random sampling of next states, and the method is only instantiated with DQN, not with stronger deep RL algorithms.
- Bounds are conservative; performance depends on the confounded environment design chosen by the authors.
Experimental setup
Datasets: Atari (Gymnasium) confounded games with demonstrator trajectories
Benchmarks: 12 confounded Atari games (Amidar, Asterix, Boxing, Breakout, ChopperCommand, Gopher, KungFuMaster, MsPacman, Pong, Qber
Metrics: average evaluation return normalized mean normalized median normalized IQM
Baselines: Interv. DQN Conf. DQN Conf. LSTM-DQN Random
Builds on: DQN Double DQN Zhang & Bareinboim partial identification of policy values Manski bounds
Closest papers by meaning
- Deep Reinforcement Learning with Double Q-Learning (AAAI 2016 · similarity 0.90)
- Towards Robust Offline Reinforcement Learning under Diverse Data Corruption (ICLR 2024 · similarity 0.89)
- Delphic Offline Reinforcement Learning under Nonidentifiable Hidden Confounding (ICLR 2024 · similarity 0.88)
- Towards Optimal Adversarial Robust Q-learning with Bellman Infinity-error (ICML 2024 · similarity 0.87)
- Zero-Sum Positional Differential Games as a Framework for Robust Reinforcement Learning: Deep Q-Learning Approach (ICML 2024 · similarity 0.87)
- Turning Sand to Gold: Recycling Data to Bridge On-Policy and Off-Policy Learning via Causal Bound (NeurIPS 2025 · similarity 0.87)
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