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510篇论文匹配“Policy Search”
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Reinforcement Learning · Planning

Dixant Mittal, Liwei Kang, Wee Sun Lee

Search and planning are essential for solving many real-world problems. However, in numerous learning scenarios, only action-observation sequences, such as demonstrations or instruction sequences, are available for learning. Relying solely on supervised learning with these sequences can lead to sub-optimal performance due to the vast, unseen search space encountered during training. In this paper, we introduce Differentiable Tree Search Network (D-TSN), a novel neural network architecture that learns to construct search trees from just sequences of demonstrations by performing gradient descent on a best-first search tree construction algorithm. D-TSN enables the joint learning of submodules, including an encoder, value function, and world model, which are essential for planning. To construct the search tree, we employ a stochastic tree expansion policy and formulate it as another decision-making task. Then, we optimize the tree expansion policy via REINFORCE with an effective variance reduction technique for the gradient computation. D-TSN can be applied to problems with a known world model or to scenarios where it needs to jointly learn a world model with a latent state space. We study problems from these two scenarios, including Game of 24, 2D grid navigation, and Procgen games, to understand when D-TSN is more helpful. Through our experiments, we show that D-TSN is effective, especially when the world model with a latent state space is jointly learned. The code is available at https://github.com/dixantmittal/differentiable-tree-search-network.

Reinforcement Learning · Deep RL

Dominik Grimm, Jonathan Pirnay

Current methods for end-to-end constructive neural combinatorial optimization usually train a policy using behavior cloning from expert solutions or policy gradient methods from reinforcement learning. While behavior cloning is straightforward, it requires expensive expert solutions, and policy gradient methods are often computationally demanding and complex to fine-tune. In this work, we bridge the two and simplify the training process by sampling multiple solutions for random instances using the current model in each epoch and then selecting the best solution as an expert trajectory for supervised imitation learning. To achieve progressively improving solutions with minimal sampling, we introduce a method that combines round-wise Stochastic Beam Search with an update strategy derived from a provable policy improvement. This strategy refines the policy between rounds by utilizing the advantage of the sampled sequences with almost no computational overhead. We evaluate our approach on the Traveling Salesman Problem and the Capacitated Vehicle Routing Problem. The models trained with our method achieve comparable performance and generalization to those trained with expert data. Additionally, we apply our method to the Job Shop Scheduling Problem using a transformer-based architecture and outperform existing state-of-the-art methods by a wide margin.

Amrith Setlur, Chirag Nagpal, Adam Fisch, Xinyang Geng, Jacob Eisenstein, Rishabh Agarwal, Alekh Agarwal, Jonathan Berant, Aviral Kumar

A promising approach for improving reasoning in large language models is to use process reward models (PRMs). PRMs provide feedback at each step of a multi-step reasoning trace, improving credit assignment over outcome reward models (ORMs) that only provide feedback at the final step. However, collecting dense, per-step human labels is not scalable, and training PRMs from automatically-labeled data has thus far led to limited gains. With the goal of using PRMs to improve a *base* policy via test-time search and reinforcement learning (RL), we ask: ``How should we design process rewards?'' Our key insight is that, to be effective, the process reward for a step should measure *progress*: a change in the likelihood of producing a correct response in the future, before and after taking the step, as measured under a *prover* policy distinct from the base policy. Such progress values can {distinguish} good and bad steps generated by the base policy, even though the base policy itself cannot. Theoretically, we show that even weaker provers can improve the base policy, as long as they distinguish steps without being too misaligned with the base policy. Our results show that process rewards defined as progress under such provers improve the efficiency of exploration during test-time search and online RL. We empirically validate our claims by training **process advantage verifiers (PAVs)** to measure progress under such provers and show that compared to ORM, they are >8% more accurate, and 1.5-5x more compute-efficient. Equipped with these insights, our PAVs enable **one of the first results** showing a 6x gain in sample efficiency for a policy trained using online RL with PRMs vs. ORMs.

Reinforcement Learning · Batch/Offline

Baiting Luo, Ava Pettet, Aron Laszka, Abhishek Dubey, Ayan Mukhopadhyay

Sequential decision-making in high-dimensional continuous action spaces, particularly in stochastic environments, faces significant computational challenges. We explore this challenge in the traditional offline RL setting, where an agent must learn how to make decisions based on data collected through a stochastic behavior policy. We present \textit{Latent Macro Action Planner} (L-MAP), which addresses this challenge by learning a set of temporally extended macro-actions through a state-conditional Vector Quantized Variational Autoencoder (VQ-VAE), effectively reducing action dimensionality. L-MAP employs a (separate) learned prior model that acts as a latent transition model and allows efficient sampling of plausible actions. During planning, our approach accounts for stochasticity in both the environment and the behavior policy by using Monte Carlo tree search (MCTS). In offline RL settings, including stochastic continuous control tasks, L-MAP efficiently searches over discrete latent actions to yield high expected returns.Empirical results demonstrate that L-MAP maintains low decision latency despite increased action dimensionality. Notably, across tasks ranging from continuous control with inherently stochastic dynamics to high-dimensional robotic hand manipulation, L-MAP significantly outperforms existing model-based methods and performs on par with strong model-free actor-critic baselines, highlighting the effectiveness of the proposed approach in planning in complex and stochastic environments with high-dimensional action spaces.

Reinforcement Learning · Online

Claire Chen, Shuze Liu, Shangtong Zhang

In reinforcement learning, classic on-policy evaluation methods often suffer from high variance and require massive online data to attain the desired accuracy. Previous studies attempt to reduce evaluation variance by searching for or designing proper behavior policies to collect data. However, these approaches ignore the safety of such behavior policies---the designed behavior policies have no safety guarantee and may lead to severe damage during online executions. In this paper, to address the challenge of reducing variance while ensuring safety simultaneously, we propose an optimal variance-minimizing behavior policy under safety constraints. Theoretically, while ensuring safety constraints, our evaluation method is unbiased and has lower variance than on-policy evaluation. Empirically, our method is the only existing method to achieve both substantial variance reduction and safety constraint satisfaction. Furthermore, we show our method is even superior to previous methods in both variance reduction and execution safety.

Applications · Robotics

Yuejiang Liu, Jubayer Hamid, Annie Xie, Yoonho Lee, Max Du, Chelsea Finn

Predicting and executing a sequence of actions without intermediate replanning, known as action chunking, is increasingly used in robot learning from human demonstrations. Yet, its effects on the learned policy remain inconsistent: some studies find it crucial for achieving strong results, while others observe decreased performance. In this paper, we first dissect how action chunking impacts the divergence between a learner and a demonstrator. We find that action chunking allows the learner to better capture the temporal dependencies in demonstrations but at the cost of reduced reactivity to unexpected states. To address this tradeoff, we propose Bidirectional Decoding (BID), a test-time inference algorithm that bridges action chunking with closed-loop adaptation. At each timestep, BID samples multiple candidate predictions and searches for the optimal one based on two criteria: (i) backward coherence, which favors samples that align with previous decisions; (ii) forward contrast, which seeks samples of high likelihood for future plans. By coupling decisions within and across action chunks, BID promotes both long-term consistency and short-term reactivity. Experimental results show that our method boosts the performance of two state-of-the-art generative policies across seven simulation benchmarks and two real-world tasks. Code and videos are available at https://bid-robot.github.io.

Deep Learning · Algorithms

Jiacheng Ye, Zhenyu Wu, Jiahui Gao, Zhiyong Wu, Xin Jiang, Zhenguo Li, Lingpeng Kong

In the post-AlphaGo era, there has been a renewed interest in search techniques such as Monte Carlo Tree Search (MCTS), particularly in their application to Large Language Models (LLMs).This renewed attention is driven by the recognition that current next-token prediction models often lack the ability for long-term planning. Is it possible to instill search-like abilities within the models to enhance their planning abilities without relying on explicit search? We propose DiffuSearch , a model that does \textit{implicit search} by looking into the future world via discrete diffusion modeling. We instantiate DiffuSearch on a classical board game, Chess, where explicit search is known to be essential. Through extensive controlled experiments, we show DiffuSearch outperforms both the searchless and explicit search-enhanced policies. Specifically, DiffuSearch outperforms the one-step policy by 19.2\% and the MCTS-enhanced policy by 14\% on action accuracy. Furthermore, DiffuSearch demonstrates a notable 30\% enhancement in puzzle-solving abilities compared to explicit search-based policies, along with a significant 540 Elo increase in game-playing strength assessment. These results indicate that implicit search via discrete diffusion is a viable alternative to explicit search over a one-step policy. All codes are publicly available at \href{https://github.com/HKUNLP/DiffuSearch}{https://github.com/HKUNLP/DiffuSearch}.

Reinforcement Learning · Deep RL

Tai Hoang, Huy Le, Philipp Becker, Vien A Ngo, Gerhard Neumann

Manipulating objects with varying geometries and deformable objects is a major challenge in robotics. Tasks such as insertion with different objects or cloth hanging require precise control and effective modelling of complex dynamics. In this work, we frame this problem through the lens of a heterogeneous graph that comprises smaller sub-graphs, such as actuators and objects, accompanied by different edge types describing their interactions. This graph representation serves as a unified structure for both rigid and deformable objects tasks, and can be extended further to tasks comprising multiple actuators. To evaluate this setup, we present a novel and challenging reinforcement learning benchmark, including rigid insertion of diverse objects, as well as rope and cloth manipulation with multiple end-effectors. These tasks present a large search space, as both the initial and target configurations are uniformly sampled in 3D space. To address this issue, we propose a novel graph-based policy model, dubbed Heterogeneous Equivariant Policy (HEPi), utilizing $SE(3)$ equivariant message passing networks as the main backbone to exploit the geometric symmetry. In addition, by modeling explicit heterogeneity, HEPi can outperform Transformer-based and non-heterogeneous equivariant policies in terms of average returns, sample efficiency, and generalization to unseen objects. Our project page is available at https://thobotics.github.io/hepi.

Reinforcement Learning · Inverse

Nicolas Espinosa Dice, Sanjiban Choudhury, Wen Sun, Gokul Swamy

We consider the problem of imitation learning under misspecification: settings where the learner is fundamentally unable to replicate expert behavior everywhere. This is often true in practice due to differences in observation space and action space expressiveness (e.g. perceptual or morphological differences between robots and humans). Given the learner must make some mistakes in the misspecified setting, interaction with the environment is fundamentally required to figure out which mistakes are particularly costly and lead to compounding errors. However, given the computational cost and safety concerns inherent in interaction, we'd like to perform as little of it as possible while ensuring we've learned a strong policy. Accordingly, prior work has proposed a flavor of efficient inverse reinforcement learning algorithms that merely perform a computationally efficient local search procedure with strong guarantees in the realizable setting. We first prove that under a novel structural condition we term reward-agnostic policy completeness, these sorts of local-search based IRL algorithms are able to avoid compounding errors. We then consider the question of where we should perform local search in the first place, given the learner may not be able to "walk on a tightrope" as well as the expert in the misspecified setting. We prove that in the misspecified setting, it is beneficial to broaden the set of states on which local search is performed to include those reachable by good policies the learner can actually play. We then experimentally explore a variety of sources of misspecification and how offline data can be used to effectively broaden where we perform local search from.

Applications · Chemistry and Drug Discovery

Michael Sun, Alston Lo, Minghao Guo, Jie Chen, Connor Coley, Wojciech Matusik

Designing synthetically accessible molecules and recommending analogs to unsynthesizable molecules are important problems for accelerating molecular discovery. We reconceptualize both problems using ideas from program synthesis. Drawing inspiration from syntax-guided synthesis approaches, we decouple the syntactic skeleton from the semantics of a synthetic tree to create a bilevel framework for reasoning about the combinatorial space of synthesis pathways. Given a molecule we aim to generate analogs for, we iteratively refine its skeletal characteristics via Markov Chain Monte Carlo simulations over the space of syntactic skeletons. Given a black-box oracle to optimize, we formulate a joint design space over syntactic templates and molecular descriptors and introduce evolutionary algorithms that optimize both syntactic and semantic dimensions synergistically. Our key insight is that once the syntactic skeleton is set, we can amortize over the search complexity of deriving the program's semantics by training policies to fully utilize the fixed horizon Markov Decision Process imposed by the syntactic template. We demonstrate performance advantages of our bilevel framework for synthesizable analog generation and synthesizable molecule design. Notably, our approach offers the user explicit control over the resources required to perform synthesis and biases the design space towards simpler solutions, making it particularly promising for autonomous synthesis platforms. Supporting code is at https://github.com/shiningsunnyday/SynthesisNet.

Theory · Reinforcement Learning and Planning

Toshinori Kitamura, Tadashi Kozuno, Wataru Kumagai, Kenta Hoshino, Yohei Hosoe, Kazumi Kasaura, Masashi Hamaya, Paavo Parmas, Yutaka Matsuo

Designing a safe policy for uncertain environments is crucial in real-world control systems. However, this challenge remains inadequately addressed within the Markov decision process (MDP) framework. This paper presents the first algorithm guaranteed to identify a near-optimal policy in a robust constrained MDP (RCMDP), where an optimal policy minimizes cumulative cost while satisfying constraints in the worst-case scenario across a set of environments. We first prove that the conventional policy gradient approach to the Lagrangian max-min formulation can become trapped in suboptimal solutions. This occurs when its inner minimization encounters a sum of conflicting gradients from the objective and constraint functions. To address this, we leverage the epigraph form of the RCMDP problem, which resolves the conflict by selecting a single gradient from either the objective or the constraints. Building on the epigraph form, we propose a bisection search algorithm with a policy gradient subroutine and prove that it identifies an $\varepsilon$-optimal policy in an RCMDP with $\widetilde{\mathcal{O}}(\varepsilon^{-4})$ robust policy evaluations.

Xiaofeng Wang, Zheng Zhu, Guan Huang, Chen Xinze, Jiagang Zhu, Jiwen Lu

World models, especially in autonomous driving, are trending and drawing extensive attention due to their capacity for comprehending driving environments. The established world model holds immense potential for the generation of high-quality driving videos, and driving policies for safe maneuvering. However, a critical limitation in relevant research lies in its predominant focus on gaming environments or simulated settings, thereby lacking the representation of real-world driving scenarios. Therefore, we introduce \textit{DriveDreamer}, a pioneering world model entirely derived from real-world driving scenarios. Regarding that modeling the world in intricate driving scenes entails an overwhelming search space, we propose harnessing the powerful diffusion model to construct a comprehensive representation of the complex environment. Furthermore, we introduce a two-stage training pipeline. In the initial phase, \textit{DriveDreamer} acquires a deep understanding of structured traffic constraints, while the subsequent stage equips it with the ability to anticipate future states. Extensive experiments are conducted to verify that \textit{DriveDreamer} empowers both driving video generation and action prediction, faithfully capturing real-world traffic constraints. Furthermore, videos generated by \textit{DriveDreamer} significantly enhance the training of driving perception methods.

Yuzhen Lin, Wentang Song, Bin Li, Yuezun Li, Jiangqun Ni, Han Chen, Qiushi Li

Previous studies in deepfake detection have shown promising results when testing face forgeries from the same dataset as the training. However, the problem remains challenging when one tries to generalize the detector to forgeries from unseen datasets and created by unseen methods. Utilizing forgery augmentation is one of the powerful lines to improve generalization performances. In this work, we present a novel general deepfake detection method, called Curricular Dynamic Forgery Augmentation (CDFA), which jointly trains a deepfake detector with a forgery augmentation policy network. Unlike the previous works, we propose to progressively apply forgery augmentations following a monotonic curriculum during the training. We further propose a dynamic forgery searching strategy to select one suitable forgery augmentation operation for each image varying between training stages, producing a forgery augmentation policy optimized for better generalization. In addition, we propose a novel forgery augmentation named self-shifted blending image to simply imitate the temporal inconsistency of deepfake generation. Comprehensive experiments show that CDFA can significantly improve both cross-datasets and cross-manipulations performances of various naive deepfake detectors in a plug-and-play way, and make them attain superior performances over the existing methods in several benchmark datasets. To facilitate the reproducible research, we will release our code upon the acceptance of the paper.

Haruka Kiyohara, Masahiro Nomura, Yuta Saito

We study off-policy evaluation (OPE) in the problem of slate contextual bandits where a policy selects multi-dimensional actions known as slates. This problem is widespread in recommender systems, search engines, marketing, to medical applications, however, the typical Inverse Propensity Scoring (IPS) estimator suffers from substantial variance due to large action spaces, making effective OPE a significant challenge. The PseudoInverse (PI) estimator has been introduced to mitigate the variance issue by assuming linearity in the reward function, but this can result in significant bias as this assumption is hard-to-verify from observed data and is often substantially violated. To address the limitations of previous estimators, we develop a novel estimator for OPE of slate bandits, called Latent IPS (LIPS), which defines importance weights in a low-dimensional slate abstraction space where we optimize slate abstractions to minimize the bias and variance of LIPS in a data-driven way. By doing so, LIPS can substantially reduce the variance of IPS without imposing restrictive assumptions on the reward function structure like linearity. Through empirical evaluation, we demonstrate that LIPS substantially outperforms existing estimators, particularly in scenarios with non-linear rewards and large slate spaces.

Danqing Wang, Antonis Antoniades, Kha-Dinh Luong, Edwin Zhang, Mert Kosan, Jiachen Li, Ambuj K. Singh, William Yang Wang, Lei Li 0005

Counterfactual explanations of Graph Neural Networks (GNNs) offer a powerful way to understand data that can naturally be represented by a graph structure. Furthermore, in many domains, it is highly desirable to derive data-driven global explanations or rules that can better explain the high-level properties of the models and data in question. However, evaluating global counterfactual explanations is hard in real-world datasets due to a lack of human-annotated ground truth, which limits their use in areas like molecular sciences. Additionally, the increasing scale of these datasets provides a challenge for random search-based methods. In this paper, we develop a novel global explanation model RLHEX for molecular property prediction. It aligns the counterfactual explanations with human-defined principles, making the explanations more interpretable and easy for experts to evaluate. RLHEX includes a VAE-based graph generator to generate global explanations and an adapter to adjust the latent representation space to human-defined principles. Optimized by Proximal Policy Optimization (PPO), the global explanations produced by RLHEX cover 4.12% more input graphs and reduce the distance between the counterfactual explanation set and the input set by 0.47% on average across three molecular datasets. RLHEX provides a flexible framework to incorporate different human-designed principles into the counterfactual explanation generation process, aligning these explanations with domain expertise. The code and data are released at https://github.com/dqwang122/RLHEX.

Ondřej Kubíček

Sequential decision-making under uncertainty in multi-agent environments is a fundamental problem in artificial intelligence. Games serve as a base model for these problems. Finding optimal plans in games that model real-world scenarios necessitates scalable algorithms. In games with perfect information, algorithms that use a combination of search and deep reinforcement learning can scale to arbitrary-sized games and achieve superhuman performance. In games with imperfect information, the situation is more challenging due to the nature of the search. This work aims to develop algorithms that use search but can scale into larger games than currently possible.

Shenghui Chen, Daniel Fried, Ufuk Topcu

Developing autonomous agents that can strategize and cooperate with humans under information asymmetry is challenging without effective communication in natural language. We introduce a shared-control game, where two players collectively control a token in alternating turns to achieve a common objective under incomplete information. We formulate a policy synthesis problem for an autonomous agent in this game with a human as the other player. To solve this problem, we propose a communication-based approach comprising a language module and a planning module. The language module translates natural language messages into and from a finite set of flags, a compact representation defined to capture player intents. The planning module leverages these flags to compute a policy using an asymmetric information-set Monte Carlo tree search with flag exchange algorithm we present. We evaluate the effectiveness of this approach in a testbed based on Gnomes at Night, a search-and-find maze board game. Results of human subject experiments show that communication narrows the information gap between players and enhances human-agent cooperation efficiency with fewer turns.

Shawn Skyler, Shahaf Shperberg, Dor Atzmon, Ariel Felner, Oren Salzman, Shao-Hung Chan, Han Zhang, Sven Koenig, William Yeoh, Carlos Hernandez Ulloa

This paper provides a theoretical study on Multi-Objective Heuristic Search. We first classify states in the state space into must-expand, maybe-expand, and never-expand states and then transfer these definitions to nodes in the search tree. We then formalize a framework that generalizes A* to Multi-Objective Search. We study different ways to order nodes under this framework and their relation to traditional tie-breaking policies and provide theoretical findings. Finally, we study and empirically compare different ordering functions.

Chengrui Gao, Haopu Shang, Ke Xue, Dong Li, Chao Qian

Machine learning has been adapted to help solve NP-hard combinatorial optimization problems. One prevalent way is learning to construct solutions by deep neural networks, which has been receiving more and more attention due to the high efficiency and less requirement for expert knowledge. However, many neural construction methods for Vehicle Routing Problems~(VRPs) focus on synthetic problem instances with specified node distributions and limited scales, leading to poor performance on real-world problems which usually involve complex and unknown node distributions together with large scales. To make neural VRP solvers more practical, we design an auxiliary policy that learns from the local transferable topological features, named local policy, and integrate it with a typical construction policy (which learns from the global information of VRP instances) to form an ensemble policy. With joint training, the aggregated policies perform cooperatively and complementarily to boost generalization. The experimental results on two well-known benchmarks, TSPLIB and CVRPLIB, of travelling salesman problem and capacitated VRP show that the ensemble policy significantly improves both cross-distribution and cross-scale generalization performance, and even performs well on real-world problems with several thousand nodes.

Robert J. Moss, Arec Jamgochian, Johannes Fischer, Anthony Corso, Mykel J. Kochenderfer

To plan safely in uncertain environments, agents must balance utility with safety constraints. Safe planning problems can be modeled as a chance-constrained partially observable Markov decision process (CC-POMDP) and solutions often use expensive rollouts or heuristics to estimate the optimal value and action-selection policy. This work introduces the ConstrainedZero policy iteration algorithm that solves CC-POMDPs in belief space by learning neural network approximations of the optimal value and policy with an additional network head that estimates the failure probability given a belief. This failure probability guides safe action selection during online Monte Carlo tree search (MCTS). To avoid overemphasizing search based on the failure estimates, we introduce Δ-MCTS, which uses adaptive conformal inference to update the failure threshold during planning. The approach is tested on a safety-critical POMDP benchmark, an aircraft collision avoidance system, and the sustainability problem of safe CO₂ storage. Results show that by separating safety constraints from the objective we can achieve a target level of safety without optimizing the balance between rewards and costs.