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Reinforcement Learning · Batch/Offline

Ge Gao, Qitong Gao, Xi Yang, Song Ju, Miroslav Pajic, Min Chi

In the realm of reinforcement learning (RL), off-policy evaluation (OPE) holds a pivotal position, especially in high-stake human-involved scenarios such as e-learning and healthcare. Applying OPE to these domains is often challenging with scarce and underrepresentative offline training trajectories. Data augmentation has been a successful technique to enrich training data. However, directly employing existing data augmentation methods to OPE may not be feasible, due to the Markovian nature within the offline trajectories and the desire for generalizability across diverse target policies. In this work, we propose an offline trajectory augmentation approach to specifically facilitate OPE in human-involved scenarios. We propose sub-trajectory mining to extract potentially valuable sub-trajectories from offline data, and diversify the behaviors within those sub-trajectories by varying coverage of the state-action space. Our work was empirically evaluated in a wide array of environments, encompassing both simulated scenarios and real-world domains like robotic control, healthcare, and e-learning, where the training trajectories include varying levels of coverage of the state-action space. By enhancing the performance of a variety of OPE methods, our work offers a promising path forward for tackling OPE challenges in situations where data may be limited or underrepresentative.

Reinforcement Learning · Batch/Offline

Alizée Pace, Hugo Yèche, Bernhard Schoelkopf, Gunnar Ratsch, Guy Tennenholtz

A prominent challenge of offline reinforcement learning (RL) is the issue of hidden confounding: unobserved variables may influence both the actions taken by the agent and the observed outcomes. Hidden confounding can compromise the validity of any causal conclusion drawn from data and presents a major obstacle to effective offline RL. In the present paper, we tackle the problem of hidden confounding in the nonidentifiable setting. We propose a definition of uncertainty due to hidden confounding bias, termed delphic uncertainty, which uses variation over world models compatible with the observations, and differentiate it from the well-known epistemic and aleatoric uncertainties. We derive a practical method for estimating the three types of uncertainties, and construct a pessimistic offline RL algorithm to account for them. Our method does not assume identifiability of the unobserved confounders, and attempts to reduce the amount of confounding bias. We demonstrate through extensive experiments and ablations the efficacy of our approach on a sepsis management benchmark, as well as on electronic health records. Our results suggest that nonidentifiable hidden confounding bias can be mitigated to improve offline RL solutions in practice.

Reinforcement Learning · Batch/Offline

Yifu Yuan, Jianye HAO, Yi Ma, Zibin Dong, Hebin Liang, Jinyi Liu, Zhixin Feng, Kai Zhao, YAN ZHENG

Reinforcement Learning with Human Feedback (RLHF) has received significant attention for performing tasks without the need for costly manual reward design by aligning human preferences. It is crucial to consider diverse human feedback types and various learning methods in different environments. However, quantifying progress in RLHF with diverse feedback is challenging due to the lack of standardized annotation platforms and widely used unified benchmarks. To bridge this gap, we introduce **Uni-RLHF**, a comprehensive system implementation tailored for RLHF. It aims to provide a complete workflow from *real human feedback*, fostering progress in the development of practical problems. Uni-RLHF contains three packages: 1) a universal multi-feedback annotation platform, 2) large-scale crowdsourced feedback datasets, and 3) modular offline RLHF baseline implementations. Uni-RLHF develops a user-friendly annotation interface tailored to various feedback types, compatible with a wide range of mainstream RL environments. We then establish a systematic pipeline of crowdsourced annotations, resulting in large-scale annotated datasets comprising more than 15 million steps across 30 popular tasks. Through extensive experiments, the results in the collected datasets demonstrate competitive performance compared to those from well-designed manual rewards. We evaluate various design choices and offer insights into their strengths and potential areas of improvement. We wish to build valuable open-source platforms, datasets, and baselines to facilitate the development of more robust and reliable RLHF solutions based on realistic human feedback. The website is available at https://uni-rlhf.github.io/.

Reinforcement Learning · Batch/Offline

Yeda Song, Dongwook Lee, Gunhee Kim

Offline reinforcement learning (RL) is a compelling framework for learning optimal policies from past experiences without additional interaction with the environment. Nevertheless, offline RL inevitably faces the problem of distributional shifts, where the states and actions encountered during policy execution may not be in the training dataset distribution. A common solution involves incorporating conservatism into the policy or the value function to safeguard against uncertainties and unknowns. In this work, we focus on achieving the same objectives of conservatism but from a different perspective. We propose COmpositional COnservatism with Anchor-seeking (COCOA) for offline RL, an approach that pursues conservatism in a _compositional_ manner on top of the transductive reparameterization (Netanyahu et al., 2023), which decomposes the input variable (the state in our case) into an anchor and its difference from the original input. Our COCOA seeks both in-distribution anchors and differences by utilizing the learned reverse dynamics model, encouraging conservatism in the compositional input space for the policy or value function. Such compositional conservatism is independent of and agnostic to the prevalent _behavioral_ conservatism in offline RL. We apply COCOA to four state-of-the-art offline RL algorithms and evaluate them on the D4RL benchmark, where COCOA generally improves the performance of each algorithm. The code is available at https://github.com/runamu/compositional-conservatism.

Reinforcement Learning · Batch/Offline

Yinan Zheng, Jianxiong Li, Dongjie Yu, Yujie Yang, Shengbo Li, Xianyuan Zhan, Jingjing Liu

Safe offline reinforcement learning is a promising way to bypass risky online interactions towards safe policy learning. Most existing methods only enforce soft constraints, i.e., constraining safety violations in expectation below thresholds predetermined. This can lead to potentially unsafe outcomes, thus unacceptable in safety-critical scenarios. An alternative is to enforce the hard constraint of zero violation. However, this can be challenging in offline setting, as it needs to strike the right balance among three highly intricate and correlated aspects: safety constraint satisfaction, reward maximization, and behavior regularization imposed by offline datasets. Interestingly, we discover that via reachability analysis of safe-control theory, the hard safety constraint can be equivalently translated to identifying the largest feasible region given the offline dataset. This seamlessly converts the original trilogy problem to a feasibility-dependent objective, i.e., maximizing reward value within the feasible region while minimizing safety risks in the infeasible region. Inspired by these, we propose FISOR (FeasIbility-guided Safe Offline RL), which allows safety constraint adherence, reward maximization, and offline policy learning to be realized via three decoupled processes, while offering strong safety performance and stability. In FISOR, the optimal policy for the translated optimization problem can be derived in a special form of weighted behavior cloning, which can be effectively extracted with a guided diffusion model thanks to its expressiveness. We compare FISOR against baselines on DSRL benchmark for safe offline RL. Evaluation results show that FISOR is the only method that can guarantee safety satisfaction in all tasks, while achieving top returns in most tasks. Code: https://github.com/ZhengYinan-AIR/FISOR.

Reinforcement Learning · Batch/Offline

Zhaoyi Zhou, Chuning Zhu, Runlong Zhou, Qiwen Cui, Abhishek Gupta, Simon Du

Off-policy dynamic programming (DP) techniques such as $Q$-learning have proven to be important in sequential decision-making problems. In the presence of function approximation, however, these techniques often diverge due to the absence of Bellman completeness in the function classes considered, a crucial condition for the success of DP-based methods. In this paper, we show how off-policy learning techniques based on return-conditioned supervised learning (RCSL) are able to circumvent these challenges of Bellman completeness, converging under significantly more relaxed assumptions inherited from supervised learning. We prove there exists a natural environment in which if one uses two-layer multilayer perceptron as the function approximator, the layer width needs to grow *linearly* with the state space size to satisfy Bellman completeness while a constant layer width is enough for RCSL. These findings take a step towards explaining the superior empirical performance of RCSL methods compared to DP-based methods in environments with near-optimal datasets. Furthermore, in order to learn from sub-optimal datasets, we propose a simple framework called MBRCSL, granting RCSL methods the ability of dynamic programming to stitch together segments from distinct trajectories. MBRCSL leverages learned dynamics models and forward sampling to accomplish trajectory stitching while avoiding the need for Bellman completeness that plagues all dynamic programming algorithms. We propose both theoretical analysis and experimental evaluation to back these claims, outperforming state-of-the-art model-free and model-based offline RL algorithms across several simulated robotics problems.

Reinforcement Learning · Batch/Offline

Zhilong Zhang, Yihao Sun, Junyin Ye, Tian-Shuo Liu, Jiaji Zhang, Yang Yu

Offline preference-based reinforcement learning (PbRL) offers an effective solution to overcome the challenges associated with designing rewards and the high costs of online interactions. In offline PbRL, agents are provided with a fixed dataset containing human preferences between pairs of trajectories. Previous studies mainly focus on recovering the rewards from the preferences, followed by policy optimization with an off-the-shelf offline RL algorithm. However, given that preference label in PbRL is inherently trajectory-based, accurately learning transition-wise rewards from such label can be challenging, potentially leading to misguidance during subsequent offline RL training. To address this issue, we introduce our method named $\textit{Flow-to-Better (FTB)}$, which leverages the pairwise preference relationship to guide a generative model in producing preferred trajectories, avoiding Temporal Difference (TD) learning with inaccurate rewards. Conditioning on a low-preference trajectory, $\textit{FTB}$ uses a diffusion model to generate a better one with a higher preference, achieving high-fidelity full-horizon trajectory improvement. During diffusion training, we propose a technique called $\textit{Preference Augmentation}$ to alleviate the problem of insufficient preference data. As a result, we surprisingly find that the model-generated trajectories not only exhibit increased preference and consistency with the real transition but also introduce elements of $\textit{novelty}$ and $\textit{diversity}$, from which we can derive a desirable policy through imitation learning. Experimental results on D4RL benchmarks demonstrate that FTB achieves a remarkable improvement compared to state-of-the-art offline PbRL methods. Furthermore, we show that FTB can also serve as an effective data augmentation method for offline RL.

Reinforcement Learning · Batch/Offline

Harshit Sikchi, Rohan Chitnis, Ahmed Touati, Alborz Geramifard, Amy Zhang, Scott Niekum

Offline Goal-Conditioned Reinforcement Learning (GCRL) is tasked with learning to achieve multiple goals in an environment purely from offline datasets using sparse reward functions. Offline GCRL is pivotal for developing generalist agents capable of leveraging pre-existing datasets to learn diverse and reusable skills without hand-engineering reward functions. However, contemporary approaches to GCRL based on supervised learning and contrastive learning are often suboptimal in the offline setting. An alternative perspective on GCRL optimizes for occupancy matching, but necessitates learning a discriminator, which subsequently serves as a pseudo-reward for downstream RL. Inaccuracies in the learned discriminator can cascade, negatively influencing the resulting policy. We present a novel approach to GCRL under a new lens of mixture-distribution matching, leading to our discriminator-free method: SMORe. The key insight is combining the occupancy matching perspective of GCRL with a convex dual formulation to derive a learning objective that can better leverage suboptimal offline data. SMORe learns *scores* or unnormalized densities representing the importance of taking an action at a state for reaching a particular goal. SMORe is principled and our extensive experiments on the fully offline GCRL benchmark composed of robot manipulation and locomotion tasks, including high-dimensional observations, show that SMORe can outperform state-of-the-art baselines by a significant margin.

Reinforcement Learning · Batch/Offline

Yihuan Mao, Chengjie Wu, Xi Chen, Hao Hu, Ji Jiang, Tianze Zhou, Tangjie Lv, Changjie Fan, Zhipeng Hu, Yi Wu 等

Previous literature on policy diversity in reinforcement learning (RL) either focuses on the online setting or ignores the policy performance. In contrast, offline RL, which aims to learn high-quality policies from batched data, has yet to fully leverage the intrinsic diversity of the offline dataset. Addressing this dichotomy and aiming to balance quality and diversity poses a significant challenge to extant methodologies. This paper introduces a novel approach, termed Stylized Offline RL (SORL), which is designed to extract high-performing, stylistically diverse policies from a dataset characterized by distinct behavioral patterns. Drawing inspiration from the venerable Expectation-Maximization (EM) algorithm, SORL innovatively alternates between policy learning and trajectory clustering, a mechanism that promotes policy diversification. To further augment policy performance, we introduce advantage-weighted style learning into the SORL framework. Experimental evaluations across multiple environments demonstrate the significant superiority of SORL over previous methods in extracting high-quality policies with diverse behaviors. A case in point is that SORL successfully learns strong policies with markedly distinct playing patterns from a real-world human dataset of a popular basketball video game "Dunk City Dynasty."

Reinforcement Learning · Batch/Offline

Prajjwal Bhargava, Rohan Chitnis, Alborz Geramifard, Shagun Sodhani, Amy Zhang

Offline reinforcement learning (RL) allows agents to learn effective, return-maximizing policies from a static dataset. Three popular algorithms for offline RL are Conservative Q-Learning (CQL), Behavior Cloning (BC), and Decision Transformer (DT), from the class of Q-Learning, Imitation Learning, and Sequence Modeling respectively. A key open question is: which algorithm is preferred under what conditions? We study this question empirically by exploring the performance of these algorithms across the commonly used D4RL and Robomimic benchmarks. We design targeted experiments to understand their behavior concerning data suboptimality, task complexity, and stochasticity. Our key findings are: (1) DT requires more data than CQL to learn competitive policies but is more robust; (2) DT is a substantially better choice than both CQL and BC in sparse-reward and low-quality data settings; (3) DT and BC are preferable as task horizon increases, or when data is obtained from human demonstrators; and (4) CQL excels in situations characterized by the combination of high stochasticity and low data quality. We also investigate architectural choices and scaling trends for DT on \textsc{atari} and D4RL and make design/scaling recommendations. We find that scaling the amount of data for DT by 5x gives a 2.5x average score improvement on Atari.

Reinforcement Learning · Batch/Offline

Haruka Kiyohara, Ren Kishimoto, Kosuke Kawakami, Ken Kobayashi, Kazuhide Nakata, Yuta Saito

**Off-Policy Evaluation (OPE)** aims to assess the effectiveness of counterfactual policies using offline logged data and is frequently utilized to identify the top-$k$ promising policies for deployment in online A/B tests. Existing evaluation metrics for OPE estimators primarily focus on the "accuracy" of OPE or that of downstream policy selection, neglecting risk-return tradeoff and *efficiency* in subsequent online policy deployment. To address this issue, we draw inspiration from portfolio evaluation in finance and develop a new metric, called **SharpeRatio@k**, which measures the risk-return tradeoff and efficiency of policy portfolios formed by an OPE estimator under varying online evaluation budgets ($k$). We first demonstrate, in two example scenarios, that our proposed metric can clearly distinguish between conservative and high-stakes OPE estimators and reliably identify the most *efficient* estimator capable of forming superior portfolios of candidate policies that maximize return with minimal risk during online deployment, while existing evaluation metrics produce only degenerate results. To facilitate a quick, accurate, and consistent evaluation of OPE via SharpeRatio@k, we have also implemented the proposed metric in an open-source software. Using SharpeRatio@k and the software, we conduct a benchmark experiment of various OPE estimators regarding their risk-return tradeoff, presenting several future directions for OPE research.

Reinforcement Learning · Batch/Offline

Zhepeng Cen, Zuxin Liu, Zitong Wang, Yihang Yao, Henry Lam, DING ZHAO

Offline reinforcement learning (RL) offers a promising direction for learning policies from pre-collected datasets without requiring further interactions with the environment. However, existing methods struggle to handle out-of-distribution (OOD) extrapolation errors, especially in sparse reward or scarce data settings. In this paper, we propose a novel training algorithm called Conservative Density Estimation (CDE), which addresses this challenge by explicitly imposing constraints on the state-action occupancy stationary distribution. CDE overcomes the limitations of existing approaches, such as the stationary distribution correction method, by addressing the support mismatch issue in marginal importance sampling. Our method achieves state-of-the-art performance on the D4RL benchmark. Notably, CDE consistently outperforms baselines in challenging tasks with sparse rewards or insufficient data, demonstrating the advantages of our approach in addressing the extrapolation error problem in offline RL.

Reinforcement Learning · Batch/Offline

Ishita Mediratta, Qingfei You, Minqi Jiang, Roberta Raileanu

Despite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area.

Reinforcement Learning · Batch/Offline

Shaofei Cai, Bowei Zhang, Zihao Wang, Xiaojian Ma, Anji Liu, Yitao Liang

We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis.

Reinforcement Learning · Batch/Offline

Huayu Chen, Cheng Lu, Zhengyi Wang, Hang Su, Jun Zhu

Recent developments in offline reinforcement learning have uncovered the immense potential of diffusion modeling, which excels at representing heterogeneous behavior policies. However, sampling from diffusion policies is considerably slow because it necessitates tens to hundreds of iterative inference steps for one action. To address this issue, we propose to extract an efficient deterministic inference policy from critic models and pretrained diffusion behavior models, leveraging the latter to directly regularize the policy gradient with the behaviordistribution’s score function during optimization. Our method enjoys powerful generative capabilities of diffusion modeling while completely circumventing the computationally intensive and time-consuming diffusion sampling scheme, both during training and evaluation. Extensive results on D4RL tasks show that our method boosts action sampling speed by more than 25 times compared with various leading diffusion-based methods in locomotion tasks, while still maintaining state-of-the-art performance.

Reinforcement Learning · Batch/Offline

Gianluca Scarpellini, Ksenia Konyushkova, Claudio Fantacci, Thomas Paine, Yutian Chen, Misha Denil

This paper introduces $\pi$2vec, a method for representing black box policies as comparable feature vectors.Our method combines the strengths of foundation models that serve as generic and powerful state representations and successor features that can model the future occurrence of the states for a policy.$\pi$2vec represents the behavior of policies by capturing the statistics of the features from a pretrained model with the help of successor feature framework. We focus on the offline setting where policies and their representations are trained on a fixed dataset of trajectories.Finally, we employ linear regression on $\pi$2vec vector representations to predict the performance of held out policies.The synergy of these techniques results in a method for efficient policy evaluation in resource constrained environments.

Reinforcement Learning · Batch/Offline

Fan-Ming Luo, Tian Xu, Xingchen Cao, Yang Yu

Learning a precise dynamics model can be crucial for offline reinforcement learning, which, unfortunately, has been found to be quite challenging. Dynamics models that are learned by fitting historical transitions often struggle to generalize to unseen transitions. In this study, we identify a hidden but pivotal factor termed dynamics reward that remains consistent across transitions, offering a pathway to better generalization. Therefore, we propose the idea of reward-consistent dynamics models: any trajectory generated by the dynamics model should maximize the dynamics reward derived from the data. We implement this idea as the MOREC (Model-based Offline reinforcement learning with Reward Consistency) method, which can be seamlessly integrated into previous offline model-based reinforcement learning (MBRL) methods. MOREC learns a generalizable dynamics reward function from offline data, which is subsequently employed as a transition filter in any offline MBRL method: when generating transitions, the dynamics model generates a batch of transitions and selects the one with the highest dynamics reward value. On a synthetic task, we visualize that MOREC has a strong generalization ability and can surprisingly recover some distant unseen transitions. On 21 offline tasks in D4RL and NeoRL benchmarks, MOREC improves the previous state-of-the-art performance by a significant margin, i.e., 4.6\% on D4RL tasks and 25.9\% on NeoRL tasks. Notably, MOREC is the first method that can achieve above 95\% online RL performance in 6 out of 12 D4RL tasks and 3 out of 9 NeoRL tasks. Code is available at https://github.com/polixir/morec.

Reinforcement Learning · Batch/Offline

Animesh Basak Chowdhury, Marco Romanelli, Benjamin Tan, Ramesh Karri, Siddharth Garg

Logic synthesis, a pivotal stage in chip design, entails optimizing chip specifications encoded in hardware description languages like Verilog into highly efficient implementations using Boolean logic gates. The process involves a sequential application of logic minimization heuristics (``synthesis recipe"), with their arrangement significantly impacting crucial metrics such as area and delay. Addressing the challenge posed by the broad spectrum of hardware design complexities — from variations of past designs (e.g., adders and multipliers) to entirely novel configurations (e.g., innovative processor instructions) — requires a nuanced 'synthesis recipe' guided by human expertise and intuition. This study conducts a thorough examination of learning and search techniques for logic synthesis, unearthing a surprising revelation: pre-trained agents, when confronted with entirely novel designs, may veer off course, detrimentally affecting the search trajectory. We present ABC-RL, a meticulously tuned $\alpha$ parameter that adeptly adjusts recommendations from pre-trained agents during the search process. Computed based on similarity scores through nearest neighbor retrieval from the training dataset, ABC-RL yields superior synthesis recipes tailored for a wide array of hardware designs. Our findings showcase substantial enhancements in the Quality of Result (QoR) of synthesized circuits, boasting improvements of up to 24.8\% compared to state-of-the-art techniques. Furthermore, ABC-RL achieves an impressive up to 9x reduction in runtime (iso-QoR) when compared to current state-of-the-art methodologies.

Reinforcement Learning · Batch/Offline

Kun LEI, Zhengmao He, Chenhao Lu, Kaizhe Hu, Yang Gao, Huazhe Xu

Combining offline and online reinforcement learning (RL) is crucial for efficient and safe learning. However, previous approaches treat offline and online learning as separate procedures, resulting in redundant designs and limited performance. We ask: *Can we achieve straightforward yet effective offline and online learning without introducing extra conservatism or regularization?* In this study, we propose Uni-O4, which utilizes an on-policy objective for both offline and online learning. Owning to the alignment of objectives in two phases, the RL agent can transfer between offline and online learning seamlessly. This property enhances the flexibility of the learning paradigm, allowing for arbitrary combinations of pretraining, fine-tuning, offline, and online learning. In the offline phase, specifically, Uni-O4 leverages diverse ensemble policies to address the mismatch issues between the estimated behavior policy and the offline dataset. Through a simple offline policy evaluation (OPE) approach, Uni-O4 can achieve multi-step policy improvement safely. We demonstrate that by employing the method above, the fusion of these two paradigms can yield superior offline initialization as well as stable and rapid online fine-tuning capabilities. Through real-world robot tasks, we highlight the benefits of this paradigm for rapid deployment in challenging, previously unseen real-world environments. Additionally, through comprehensive evaluations using numerous simulated benchmarks, we substantiate that our method achieves state-of-the-art performance in both offline and offline-to-online fine-tuning learning. [Our website](uni-o4.github.io)

Reinforcement Learning · Batch/Offline

Wenhao Li

Temporal abstraction and efficient planning pose significant challenges in offline reinforcement learning, mainly when dealing with domains that involve temporally extended tasks and delayed sparse rewards. Existing methods typically plan in the raw action space and can be inefficient and inflexible. Latent action spaces offer a more flexible approach, capturing only possible actions within the behavior policy support and decoupling the temporal structure between planning and modeling. However, current latent-action-based methods are limited to discrete spaces and require expensive planning steps. This paper presents a unified framework for continuous latent action space representation learning and planning by leveraging latent, score-based diffusion models. We establish the theoretical equivalence between planning in the latent action space and energy-guided sampling with a pretrained diffusion model and introduce a novel sequence-level exact sampling method. Our proposed method, $\texttt{LatentDiffuser}$, demonstrates competitive performance on low-dimensional locomotion control tasks and surpasses existing methods in higher-dimensional tasks.