Large Language Models (LLMs) exhibit robust problem-solving capabilities for diverse tasks. However, most LLM-based agents are designed as specific task solvers with sophisticated prompt engineering, rather than agents capable of learning and evolving through interactions. These task solvers necessitate manually crafted prompts to inform task rules and regulate LLM behaviors, inherently incapacitating to address complex dynamic scenarios e.g., large interactive games. In light of this, we propose Agent-Pro: an LLM-based Agent with Policy-level Reflection and Optimization that can learn a wealth of expertise from interactive experiences and progressively elevate its behavioral policy. Specifically, it involves a dynamic belief generation and reflection process for policy evolution. Rather than action-level reflection, Agent-Pro iteratively reflects on past trajectories and beliefs, “fine-tuning” its irrational beliefs for a better policy. Moreover, a depth-first search is employed for policy optimization, ensuring continual enhancement in policy payoffs. Agent-Pro is evaluated across two games: Blackjack and Texas Hold’em, outperforming vanilla LLM and specialized models. Our results show Agent-Pro can learn and evolve in complex and dynamic scenes, which also benefits numerous LLM-based applications.
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In proactive dialogue, the challenge lies not just in generating responses but in steering conversations toward predetermined goals, a task where Large Language Models (LLMs) typically struggle due to their reactive nature. Traditional approaches to enhance dialogue planning in LLMs, ranging from elaborate prompt engineering to the integration of policy networks, either face efficiency issues or deliver suboptimal performance. Inspired by the dual-process theory in psychology, which identifies two distinct modes of thinking—intuitive (fast) and analytical (slow), we propose the Dual-Process Dialogue Planning (DPDP) framework. DPDP embodies this theory through two complementary planning systems: an instinctive policy model for familiar contexts and a deliberative Monte Carlo Tree Search (MCTS) mechanism for complex, novel scenarios. This dual strategy is further coupled with a novel two-stage training regimen: offline Reinforcement Learning for robust initial policy model formation followed by MCTS-enhanced on-the-fly learning, which ensures a dynamic balance between efficiency and strategic depth. Our empirical evaluations across diverse dialogue tasks affirm DPDP’s superiority in achieving both high-quality dialogues and operational efficiency, outpacing existing methods.
Efficient Adaptation in Mixed-Motive Environments via Hierarchical Opponent Modeling and Planning
PDF ↗Reinforcement Learning · Multi-agent
Despite the recent successes of multi-agent reinforcement learning (MARL) algorithms, efficiently adapting to co-players in mixed-motive environments remains a significant challenge. One feasible approach is to hierarchically model co-players' behavior based on inferring their characteristics. However, these methods often encounter difficulties in efficient reasoning and utilization of inferred information. To address these issues, we propose Hierarchical Opponent modeling and Planning (HOP), a novel multi-agent decision-making algorithm that enables few-shot adaptation to unseen policies in mixed-motive environments. HOP is hierarchically composed of two modules: an opponent modeling module that infers others' goals and learns corresponding goal-conditioned policies, and a planning module that employs Monte Carlo Tree Search (MCTS) to identify the best response. Our approach improves efficiency by updating beliefs about others' goals both across and within episodes and by using information from the opponent modeling module to guide planning. Experimental results demonstrate that in mixed-motive environments, HOP exhibits superior few-shot adaptation capabilities when interacting with various unseen agents, and excels in self-play scenarios. Furthermore, the emergence of social intelligence during our experiments underscores the potential of our approach in complex multi-agent environments.
Degeneration-free Policy Optimization: RL Fine-Tuning for Language Models without Degeneration
PDF ↗Reinforcement Learning
As the pre-training objectives (e.g., next token prediction) of language models (LMs) are inherently not aligned with task scores, optimizing LMs to achieve higher downstream task scores is essential. One of the promising approaches is to fine-tune LMs through reinforcement learning (RL). However, conventional RL methods based on PPO and a penalty of KL divergence are vulnerable to text degeneration where LMs do not generate natural texts anymore after RL fine-tuning. To address this problem, we provide Degeneration-free Policy Optimization (DfPO) that can fine-tune LMs to generate texts that achieve improved downstream task scores, while preserving the ability to generate natural texts. To achieve this, we introduce KL-masking which masks out the actions that potentially cause deviation from the reference policy when its likelihood is increased or decreased. Then, we devise truncated advantage functions for separately performing likelihood maximization and minimization to improve the task performance. In the experiments, we provide the results of DfPO and baseline algorithms on various generative NLP tasks including text continuation, text detoxification, and commonsense generation. Our experiments demonstrate that DfPO successfully improves the downstream task scores while preserving the ability to generate natural texts, without requiring additional hyperparameter search.
Towards Global Optimality for Practical Average Reward Reinforcement Learning without Mixing Time Oracles
PDF ↗Reinforcement Learning · Policy Search
In the context of average-reward reinforcement learning, the requirement for oracle knowledge of the mixing time, a measure of the duration a Markov chain under a fixed policy needs to achieve its stationary distribution, poses a significant challenge for the global convergence of policy gradient methods. This requirement is particularly problematic due to the difficulty and expense of estimating mixing time in environments with large state spaces, leading to the necessity of impractically long trajectories for effective gradient estimation in practical applications. To address this limitation, we consider the Multi-level Actor-Critic (MAC) framework, which incorporates a Multi-level Monte-Carlo (MLMC) gradient estimator. With our approach, we effectively alleviate the dependency on mixing time knowledge, a first for average-reward MDPs global convergence. Furthermore, our approach exhibits the tightest available dependence of $\mathcal{O}(\sqrt{\tau_{mix}})$ known from prior work. With a 2D grid world goal-reaching navigation experiment, we demonstrate that MAC outperforms the existing state-of-the-art policy gradient-based method for average reward settings.
Reinforcement Learning · Deep RL
Reinforcement learning is a framework for interactive decision-making with incentives sequentially revealed across time without a system dynamics model. Due to its scaling to continuous spaces, we focus on policy search where one iteratively improves a parameterized policy with stochastic policy gradient (PG) updates. In tabular Markov Decision Problems (MDPs), under persistent exploration and suitable parameterization, global optimality may be obtained. By contrast, in continuous space, the non-convexity poses a pathological challenge as evidenced by existing convergence results being mostly limited to stationarity or arbitrary local extrema. To close this gap, we step towards persistent exploration in continuous space through policy parameterizations defined by distributions of heavier tails defined by tail-index parameter $\alpha$, which increases the likelihood of jumping in state space. Doing so invalidates smoothness conditions of the score function common to PG. Thus, we establish how the convergence rate to stationarity depends on the policy's tail index $\alpha$, a H{{\"o}}lder continuity parameter, integrability conditions, and an exploration tolerance parameter introduced here for the first time. Further, we characterize the dependence of the set of local maxima on the tail index through an exit and transition time analysis of a suitably defined Markov chain, identifying that policies associated with L{{\'e}}vy Processes of a heavier tail converge to wider peaks. This phenomenon yields improved stability to perturbations in supervised learning, which we corroborate also manifests in improved performance of policy search, especially when myopic and farsighted incentives are misaligned.
Reinforcement Learning · Inverse
The inverse reinforcement learning approach to imitation learning is a double-edged sword. On the one hand, it can enable learning from a smaller number of expert demonstrations with more robustness to error compounding than behavioral cloning approaches. On the other hand, it requires that the learner repeatedly solve a computationally expensive reinforcement learning (RL) problem. Often, much of this computation is wasted searching over policies very dissimilar to the expert's. In this work, we propose using *hybrid RL* -- training on a mixture of online and expert data -- to curtail unnecessary exploration. Intuitively, the expert data focuses the learner on good states during training, which reduces the amount of exploration required to compute a strong policy. Notably, such an approach doesn't need the ability to reset the learner to arbitrary states in the environment, a requirement of prior work in efficient inverse RL. More formally, we derive a reduction from inverse RL to *expert-competitive RL* (rather than globally optimal RL) that allows us to dramatically reduce interaction during the inner policy search loop while maintaining the benefits of the IRL approach. This allows us to derive both model-free and model-based hybrid inverse RL algorithms with strong policy performance guarantees. Empirically, we find that our approaches are significantly more sample efficient than standard inverse RL and several other baselines on a suite of continuous control tasks.
Reinforcement Learning · Batch/Offline
In this work, we focus on safe policy improvement in multi-agent domains where current state-of-the-art methods cannot be effectively applied because of large state and action spaces. We consider recent results using Monte Carlo Tree Search for Safe Policy Improvement with Baseline Bootstrapping and propose a novel algorithm that scales this approach to multi-agent domains, exploiting the factorization of the transition model and value function. Given a centralized behavior policy and a dataset of trajectories, our algorithm generates an improved policy by selecting joint actions using a novel extension of Max-Plus (or Variable Elimination) that constrains local actions to guarantee safety criteria. An empirical evaluation on multi-agent SysAdmin and multi-UAV Delivery shows that the approach scales to very large domains where state-of-the-art methods cannot work.
Provably Efficient Long-Horizon Exploration in Monte Carlo Tree Search through State Occupancy Regularization
PDF ↗Reinforcement Learning · Planning
Monte Carlo tree search (MCTS) has been successful in a variety of domains, but faces challenges with long-horizon exploration when compared to sampling-based motion planning algorithms like Rapidly-Exploring Random Trees. To address these limitations of MCTS, we derive a tree search algorithm based on policy optimization with state-occupancy measure regularization, which we call *Volume-MCTS*. We show that count-based exploration and sampling-based motion planning can be derived as approximate solutions to this state-occupancy measure regularized objective. We test our method on several robot navigation problems, and find that Volume-MCTS outperforms AlphaZero and displays significantly better long-horizon exploration properties.
Reinforcement Learning · Policy Search
Imitation learning heavily relies on the quality of provided demonstrations. In scenarios where demonstrations are imperfect and rare, a prevalent approach for refining policies is through online fine-tuning with reinforcement learning, in which a Kullback–Leibler (KL) regularization is often employed to stabilize the learning process. However, our investigation reveals that on the one hand, imperfect demonstrations can bias the online learning process, the KL regularization will further constrain the improvement of online policy exploration. To address the above issues, we propose Iterative Regularized Policy Optimization (IRPO), a framework that involves iterative offline imitation learning and online reinforcement exploration. Specifically, the policy learned online is used to serve as the demonstrator for successive learning iterations, with a demonstration boosting to consistently enhance the quality of demonstrations. Experimental validations conducted across widely used benchmarks and a novel fixed-wing UAV control task consistently demonstrate the effectiveness of IRPO in improving both the demonstration quality and the policy performance. Our code is available at https://github.com/GongXudong/IRPO.
Reinforcement Learning
Policy gradient methods have enabled deep reinforcement learning (RL) to approach challenging continuous control problems, even when the underlying systems involve highly nonlinear dynamics that generate complex non-smooth optimization landscapes. We develop a rigorous framework for understanding how policy gradient methods mollify non-smooth optimization landscapes to enable effective policy search, as well as the downside of it: while making the objective function smoother and easier to optimize, the stochastic objective deviates further from the original problem. We demonstrate the equivalence between policy gradient methods and solving backward heat equations. Following the ill-posedness of backward heat equations from PDE theory, we present a fundamental challenge to the use of policy gradient under stochasticity. Moreover, we make the connection between this limitation and the uncertainty principle in harmonic analysis to understand the effects of exploration with stochastic policies in RL. We also provide experimental results to illustrate both the positive and negative aspects of mollification effects in practice.
Reinforcement Learning from Reachability Specifications: PAC Guarantees with Expected Conditional Distance
PDF ↗Reinforcement Learning · Policy Search
Reinforcement Learning (RL) from temporal logical specifications is a fundamental problem in sequential decision making. One of the basic and core such specification is the reachability specification that requires a target set to be eventually visited. Despite strong empirical results for RL from such specifications, the theoretical guarantees are bleak, including the impossibility of Probably Approximately Correct (PAC) guarantee for reachability specifications. Given the impossibility result, in this work we consider the problem of RL from reachability specifications along with the information of expected conditional distance (ECD). We present (a) lower bound results which establish the necessity of ECD information for PAC guarantees and (b) an algorithm that establishes PAC-guarantees given the ECD information. To the best of our knowledge, this is the first RL from reachability specifications that does not make any assumptions on the underlying environment to learn policies.
Reinforcement Learning · Policy Search
Existing studies on constrained reinforcement learning (RL) may obtain a well-performing policy in the training environment. However, when deployed in a real environment, it may easily violate constraints that were originally satisfied during training because there might be model mismatch between the training and real environments. To address this challenge, we formulate the problem as constrained RL under model uncertainty, where the goal is to learn a policy that optimizes the reward and at the same time satisfies the constraint under model mismatch. We develop a Robust Constrained Policy Optimization (RCPO) algorithm, which is the first algorithm that applies to large/continuous state space and has theoretical guarantees on worst-case reward improvement and constraint violation at each iteration during the training. We show the effectiveness of our algorithm on a set of RL tasks with constraints.
Reinforcement Learning
The goal-reaching tasks with safety constraints are common control problems in real world, such as intelligent driving and robot manipulation. The difficulty of this kind of problem comes from the exploration termination caused by safety constraints and the sparse rewards caused by goals. The existing safe RL avoids unsafe exploration by restricting the search space to a feasible region, the essence of which is the pruning of the search space. However, there are still many ineffective explorations in the feasible region because of the ignorance of the goals. Our approach considers both safety and goals; the policy space pruning is achieved by a function called feasible reachable function, which describes whether there is a policy to make the agent safely reach the goals in the finite time domain. This function naturally satisfies the self-consistent condition and the risky Bellman equation, which can be solved by the fixed point iteration method. On this basis, we propose feasible reachable policy iteration (FRPI), which is divided into three steps: policy evaluation, region expansion, and policy improvement. In the region expansion step, by using the information of agent to reach the goals, the convergence of the feasible region is accelerated, and simultaneously a smaller feasible reachable region is identified. The experimental results verify the effectiveness of the proposed FR function in both improving the convergence speed of better or comparable performance without sacrificing safety and identifying a smaller policy space with higher sample efficiency.
Probabilistic Methods · Everything Else
DreamCoder is an inductive program synthesis system that, whilst solving problems, learns to simplify search in an iterative wake-sleep procedure. The cost of search is amortized by training a neural search policy, reducing search breadth and effectively "compiling" useful information to compose program solutions across tasks. Additionally, a library of program components is learnt to compress and express discovered solutions in fewer components, reducing search depth. We present a novel approach for library learning that directly leverages the neural search policy, effectively "decompiling" its amortized knowledge to extract relevant program components. This provides stronger amortized inference: the amortized knowledge learnt to reduce search breadth is now also used to reduce search depth. We integrate our approach with DreamCoder and demonstrate faster domain proficiency with improved generalization on a range of domains, particularly when fewer example solutions are available.
Miscellaneous Aspects of Machine Learning · Online Learning, Active Learning and Bandits
Experimental design techniques such as active search and Bayesian optimization are widely used in the natural sciences for data collection and discovery. However, existing techniques tend to favor exploitation over exploration of the search space, which causes them to get stuck in local optima. This _collapse_ problem prevents experimental design algorithms from yielding diverse high-quality data. In this paper, we extend the Vendi scores—a family of interpretable similarity-based diversity metrics—to account for quality. We then leverage these *quality-weighted Vendi scores* to tackle experimental design problems across various applications, including drug discovery, materials discovery, and reinforcement learning. We found that quality-weighted Vendi scores allow us to construct policies for experimental design that flexibly balance quality and diversity, and ultimately assemble rich and diverse sets of high-performing data points. Our algorithms led to a 70%–170% increase in the number of effective discoveries compared to baselines.
Reinforcement Learning · Policy Search
Policy gradient (PG) methods are successful approaches to deal with continuous reinforcement learning (RL) problems. They learn stochastic parametric (hyper)policies by either exploring in the space of actions or in the space of parameters. Stochastic controllers, however, are often undesirable from a practical perspective because of their lack of robustness, safety, and traceability. In common practice, stochastic (hyper)policies are learned only to deploy their deterministic version. In this paper, we make a step towards the theoretical understanding of this practice. After introducing a novel framework for modeling this scenario, we study the global convergence to the best deterministic policy, under (weak) gradient domination assumptions. Then, we illustrate how to tune the exploration level used for learning to optimize the trade-off between the sample complexity and the performance of the deployed deterministic policy. Finally, we quantitatively compare action-based and parameter-based exploration, giving a formal guise to intuitive results.
Reinforcement Learning · Policy Search
Both Evolutionary Algorithms (EAs) and Reinforcement Learning (RL) have demonstrated powerful capabilities in policy search with different principles. A promising direction is to combine the respective strengths of both for efficient policy optimization. To this end, many works have proposed various mechanisms to integrate EAs and RL. However, it is still unclear which of these mechanisms are complementary and can be fully combined. In this paper, we revisit different mechanisms from five perspectives: 1) Interaction Mode, 2) Individual Architecture, 3) EAs and operators, 4) Impact of EA on RL, and 5) Fitness Surrogate and Usage. We evaluate the effectiveness of each mechanism and experimentally analyze the reasons for the more effective mechanisms. Using the most effective mechanisms, we develop EvoRainbow and EvoRainbow-Exp, which outperform strong baselines and provide state-of-the-art performance across various tasks with distinct characteristics. To promote community development, we release the code on https://github.com/yeshenpy/EvoRainbow.
Reinforcement Learning · Function Approximation
Combining Evolutionary Algorithms (EAs) and Reinforcement Learning (RL) for policy search has been proven to improve RL performance. However, previous works largely overlook value-based RL in favor of merging EAs with policy-based RL. This paper introduces Value-Evolutionary-Based Reinforcement Learning (VEB-RL) that focuses on the integration of EAs with value-based RL. The framework maintains a population of value functions instead of policies and leverages negative Temporal Difference error as the fitness metric for evolution. The metric is more sample-efficient for population evaluation than cumulative rewards and is closely associated with the accuracy of the value function approximation. Additionally, VEB-RL enables elites of the population to interact with the environment to offer high-quality samples for RL optimization, whereas the RL value function participates in the population's evolution in each generation. Experiments on MinAtar and Atari demonstrate the superiority of VEB-RL in significantly improving DQN, Rainbow, and SPR. Our code is available on https://github.com/yeshenpy/VEB-RL.
In this paper, we present DetKDS, the first framework that searches for optimal detection distillation policies. Manual design of detection distillers becomes challenging and time-consuming due to significant disparities in distillation behaviors between detectors with different backbones, paradigms, and label assignments. To tackle these challenges, we leverage search algorithms to discover optimal distillers for homogeneous and heterogeneous student-teacher pairs. Firstly, our search space encompasses global features, foreground-background features, instance features, logits response, and localization response as inputs. Then, we construct omni-directional cascaded transformations and obtain the distiller by selecting the advanced distance function and common weight value options. Finally, we present a divide-and-conquer evolutionary algorithm to handle the explosion of the search space. In this strategy, we first evolve the best distiller formulations of individual knowledge inputs and then optimize the combined weights of these multiple distillation losses. DetKDS automates the distillation process without requiring expert design or additional tuning, effectively reducing the teacher-student gap in various scenarios. Based on the analysis of our search results, we provide valuable guidance that contributes to detection distillation designs. Comprehensive experiments on different detectors demonstrate that DetKDS outperforms state-of-the-art methods in detection and instance segmentation tasks. For instance, DetKDS achieves significant gains than baseline detectors: $+3.7$, $+4.1$, $+4.0$, $+3.7$, and $+3.5$ AP on RetinaNet, Faster-RCNN, FCOS, RepPoints, and GFL, respectively. Code at: https://github.com/lliai/DetKDS.