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1,066篇论文匹配“Reinforcement Learning and Planning”
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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.

Theory · Reinforcement Learning and Planning

Audrey Huang, Wenhao Zhan, Tengyang Xie, Jason Lee, Wen Sun, Akshay Krishnamurthy, Dylan Foster

Language model alignment methods such as reinforcement learning from human feedback (RLHF) have led to impressive advances in language model capabilities, but are limited by a widely observed phenomenon known as *overoptimization*, where the quality of the language model degrades over the course of the alignment process. As the model optimizes performance on an offline reward model, it overfits to inaccuracies and drifts away from preferred responses covered by the data. To discourage such distribution shift, KL-regularization is widely employed in existing offline alignment methods, but overoptimization continues to harm performance. Lending theoretical insight into the source of these empirical observations, we first show that the KL-regularization is too weak to prevent overfitting, then ask: is it possible to design an efficient algorithm that is provably robust to overoptimization?In this paper, we advance theoretical understanding of sample-efficient offline alignment and introduce a new algorithm called $\chi^2$-Preference Optimization ($\chi$PO). $\chi$PO is a one-line change to Direct Preference Optimization (DPO; Rafailov et al. 2023), that modifies only the logarithmic link function in the DPO objective. Despite this minimal change, $\chi$PO implicitly implements the principle of *pessimism in the face of uncertainty* via regularization with the $\chi^2$-divergence---which quantifies uncertainty more effectively than KL-regularization---and provably alleviates overoptimization, achieving sample-complexity guarantees based on *single-policy concentrability*, the gold standard in offline reinforcement learning. This guarantee makes $\chi$PO the first simple, yet general-purpose offline alignment algorithm that is provably robust to overoptimization.

Theory · Reinforcement Learning and Planning

Alexander Levine, Peter Stone, Amy Zhang

In order to train agents that can quickly adapt to new objectives or reward functions, efficient unsupervised representation learning in sequential decision-making environments can be important. Frameworks such as the Exogenous Block Markov Decision Process (Ex-BMDP) have been proposed to formalize this representation-learning problem (Efroni et al., 2022b). In the Ex-BMDP framework, the agent's high-dimensional observations of the environment have two latent factors: a controllable factor, which evolves deterministically within a small state space according to the agent's actions, and an exogenous factor, which represents time-correlated noise, and can be highly complex. The goal of the representation learning problem is to learn an encoder that maps from observations into the controllable latent space, as well as the dynamics of this space. Efroni et al. (2022b) has shown that this is possible with a sample complexity that depends only on the size of the controllable latent space, and not on the size of the noise factor. However, this prior work has focused on the episodic setting, where the controllable latent state resets to a specific start state after a finite horizon.By contrast, if the agent can only interact with the environment in a single continuous trajectory, prior works have not established sample-complexity bounds. We propose STEEL, the first provably sample-efficient algorithm for learning the controllable dynamics of an Ex-BMDP from a single trajectory, in the function approximation setting. STEEL has a sample complexity that depends only on the sizes of the controllable latent space and the encoder function class, and (at worst linearly) on the mixing time of the exogenous noise factor. We prove that STEEL is correct and sample-efficient, and demonstrate STEEL on two toy problems. Code is available at: https://github.com/midi-lab/steel.

Reinforcement Learning · Planning

Yaniv Oren, Viliam Vadocz, Matthijs T. J. Spaan, Wendelin Boehmer

The AlphaZero/MuZero (A/MZ) family of algorithms has achieved remarkable success across various challenging domains by integrating Monte Carlo Tree Search (MCTS) with learned models. Learned models introduce epistemic uncertainty, which is caused by learning from limited data and is useful for exploration in sparse reward environments. MCTS does not account for the propagation of this uncertainty however. To address this, we introduce Epistemic MCTS (EMCTS): a theoretically motivated approach to account for the epistemic uncertainty in search and harness the search for deep exploration. In the challenging sparse-reward task of writing code in the Assembly language SUBLEQ, AZ paired with our method achieves significantly higher sample efficiency over baseline AZ. Search with EMCTS solves variations of the commonly used hard-exploration benchmark Deep Sea - which baseline A/MZ are practically unable to solve - much faster than an otherwise equivalent method that does not use search for uncertainty estimation, demonstrating significant benefits from search for epistemic uncertainty estimation.

Reinforcement Learning · Deep RL

Jaehyeon Son, Soochan Lee, Gunhee Kim

Recent studies have shown that Transformers can perform in-context reinforcement learning (RL) by imitating existing RL algorithms, enabling sample-efficient adaptation to unseen tasks without parameter updates. However, these models also inherit the suboptimal behaviors of the RL algorithms they imitate. This issue primarily arises due to the gradual update rule employed by those algorithms. Model-based planning offers a promising solution to this limitation by allowing the models to simulate potential outcomes before taking action, providing an additional mechanism to deviate from the suboptimal behavior. Rather than learning a separate dynamics model, we propose Distillation for In-Context Planning (DICP), an in-context model-based RL framework where Transformers simultaneously learn environment dynamics and improve policy in-context. We evaluate DICP across a range of discrete and continuous environments, including Darkroom variants and Meta-World. Our results show that DICP achieves state-of-the-art performance while requiring significantly fewer environment interactions than baselines, which include both model-free counterparts and existing meta-RL methods.

Reinforcement Learning · Deep RL

Ignat Georgiev, Varun Giridhar, Nick Hansen, Animesh Garg

Reinforcement Learning (RL) has made significant strides in complex tasks but struggles in multi-task settings with different embodiments. World model methods offer scalability by learning a simulation of the environment but often rely on inefficient gradient-free optimization methods for policy extraction. In contrast, gradient-based methods exhibit lower variance but fail to handle discontinuities. Our work reveals that well-regularized world models can generate smoother optimization landscapes than the actual dynamics, facilitating more effective first-order optimization. We introduce Policy learning with multi-task World Models (PWM), a novel model-based RL algorithm for continuous control. Initially, the world model is pre-trained on offline data, and then policies are extracted from it using first-order optimization in less than 10 minutes per task. PWM effectively solves tasks with up to 152 action dimensions and outperforms methods that use ground-truth dynamics. Additionally, PWM scales to an 80-task setting, achieving up to 27\% higher rewards than existing baselines without relying on costly online planning. Visualizations and code are available at [imgeorgiev.com/pwm](https://www.imgeorgiev.com/pwm/).

Reinforcement Learning · Deep RL

Vivek Myers, Catherine Ji, Benjamin Eysenbach

We study goal-conditioned RL through the lens of generalization, but not in the traditional sense of random augmentations and domain randomization. Rather, we aim to learn goal-directed policies that generalize with respect to the horizon: after training to reach nearby goals (which are easy to learn), these policies should succeed in reaching distant goals (which are quite challenging to learn). In the same way that invariance is closely linked with generalization is other areas of machine learning (e.g., normalization layers make a network invariant to scale, and therefore generalize to inputs of varying scales), we show that this notion of horizon generalization is closely linked with invariance to planning: a policy navigating towards a goal will select the same actions as if it were navigating to a waypoint en route to that goal. Horizon generalization and invariance to planning are appealing because of their potential reach: they imply that a policy trained to reach nearby goals would succeed at reaching goals that are arbitrarily more distant.Our theoretical analysis proves that both horizon generalization and planning invariance are possible, under some assumptions. We present new experimental results, as well as recalling results from prior work, in support of our theoretical results. Taken together, our results open the door to studying how techniques for invariance and generalization developed in other areas of machine learning might be adapted to achieve this alluring property.

Reinforcement Learning · Planning

Anthony GX-Chen, Kenneth Marino, Rob Fergus

In the face of difficult exploration problems in reinforcement learning, we study whether giving an agent an object-centric mapping (describing a set of items and their attributes) allow for more efficient learning. We found this problem is best solved hierarchically by modelling items at a higher level of state abstraction to pixels, and attribute change at a higher level of temporal abstraction to primitive actions. This abstraction simplifies the transition dynamic by making specific future states easier to predict. We make use of this to propose a fully model-based algorithm that learns a discriminative world model, plans to explore efficiently with only a count-based intrinsic reward, and can subsequently plan to reach any discovered (abstract) states.We demonstrate the model's ability to (i) efficiently solve single tasks, (ii) transfer zero-shot and few-shot across item types and environments, and (iii) plan across long horizons. Across a suite of 2D crafting and MiniHack environments, we empirically show our model significantly out-performs state-of-the-art low-level methods (without abstraction), as well as performant model-free and model-based methods using the same abstraction. Finally, we show how to learn low level object-perturbing policies via reinforcement learning, and the object mapping itself by supervised learning.

Reinforcement Learning · Everything Else

Thomas Bush, Stephen Chung, Usman Anwar, Adrià Garriga-Alonso, David Krueger

We present the first mechanistic evidence that model-free reinforcement learning agents can learn to plan. This is achieved by applying a methodology based on concept-based interpretability to a model-free agent in Sokoban -- a commonly used benchmark for studying planning. Specifically, we demonstrate that DRC, a generic model-free agent introduced by [Guez et al. (2019)](https://arxiv.org/abs/1901.03559), uses learned concept representations to internally formulate plans that both predict the long-term effects of actions on the environment and influence action selection. Our methodology involves: (1) probing for planning-relevant concepts, (2) investigating plan formation within the agent's representations, and (3) verifying that discovered plans (in the agent's representations) have a causal effect on the agent's behavior through interventions. We also show that the emergence of these plans coincides with the emergence of a planning-like property: the ability to benefit from additional test-time compute. Finally, we perform a qualitative analysis of the planning algorithm learned by the agent and discover a strong resemblance to parallelized bidirectional search. Our findings advance understanding of the internal mechanisms underlying planning behavior in agents, which is important given the recent trend of emergent planning and reasoning capabilities in LLMs through RL.

Theory · Reinforcement Learning and Planning

Patrick Schnell, Luca Guastoni, Nils Thuerey

Temporal difference (TD) learning represents a fascinating paradox: It is the prime example of a divergent algorithm that has not vanished after its instability was proven. On the contrary, TD continues to thrive in reinforcement learning (RL), suggesting that it provides significant compensatory benefits. Empirical evidence supports this, as many RL tasks require substantial computational resources, and TD delivers a crucial speed advantage that makes these tasks solvable. However, it is limited to cases where the divergence issues are absent or negligible for unknown reasons. So far, the theoretical foundations behind the speed-up are also unclear. In our work, we address these shortcomings of TD by employing techniques for analyzing iterative schemes developed over the past century. Our analysis reveals that TD possesses a mechanism that enables efficient mapping into the smallest eigenspace—an operation previously thought to necessitate costly matrix inversion. Notably, this effect is independent of the conditioning of the problem, making it particularly well-suited for RL tasks characterized by rapidly increasing condition numbers, e.g. through delayed rewards. Our novel theoretical understanding allows us to develop a scalable algorithm that integrates TD’s speed with the reliable convergence of gradient descent (GD). We additionally validate these improvements through a rigorous mathematical proof in two dimensions, as well as experiments on problems where TD and GD falter, providing valuable insights into the future of optimization techniques in artificial intelligence

Reinforcement Learning · Planning

Navdeep Kumar, Yashaswini Murthy, Itai Shufaro, Kfir Y Levy, R. Srikant, Shie Mannor

We present the first comprehensive finite-time global convergence analysis of policy gradient for infinite horizon average reward Markov decision processes (MDPs). Specifically, we focus on ergodic tabular MDPs with finite state and action spaces. Our analysis shows that the policy gradient iterates converge to the optimal policy at a sublinear rate of $O(\frac{1}{T})$, where $T$ represents the number of iterations. Performance bounds for discounted reward MDPs cannot be easily extended to average reward MDPs as the bounds grow proportional to the fifth power of the effective horizon. Recent work on such extensions makes a smoothness assumption that has not been verified. Thus, our primary contribution is in providing the first complete proof that the policy gradient algorithm converges globally for average-reward MDPs, without such an assumption. We also obtain the corresponding finite-time performance guarantees. In contrast to the existing discounted reward performance bounds, our performance bounds have an explicit dependence on constants that capture the complexity of the underlying MDP. Motivated by this observation, we reexamine and improve the existing performance bounds for discounted reward MDPs. We also present simulations that empirically validate the result.

Theory · Reinforcement Learning and Planning

Ally Du, Lin Yang, Ruosong Wang

The recent work by Dong and Yang (2023) showed for misspecified sparse linear bandits, one can obtain an $O(\epsilon)$-optimal policy using a polynomial number of samples when the sparsity is a constant, where $\epsilon$ is the misspecification error. This result is in sharp contrast to misspecified linear bandits without sparsity, which require an exponential number of samples to get the same guarantee. In order to study whether the analog result is possible in the reinforcement learning setting, we consider the following problem: assuming the optimal $Q$-function is a $d$-dimensional linear function with sparsity $k$ and misspecification error $\epsilon$, whether we can obtain an $O(\epsilon)$-optimal policy using number of samples polynomially in the feature dimension $d$. We first demonstrate why the standard approach based on Bellman backup or the existing optimistic value function elimination approach such as OLIVE (Jiang et al., 2017) achieves suboptimal guarantees for this problem. We then design a novel elimination-based algorithm to show one can obtain an $O(H\epsilon)$-optimal policy with sample complexity polynomially in the feature dimension $d$ and planning horizon $H$. Lastly, we complement our upper bound with an $\tilde \Omega(H\epsilon)$ suboptimality lower bound, giving a complete picture of this problem.

Reinforcement Learning · Planning

Lily Xu, Bryan Wilder, Elias Khalil, Milind Tambe

Reinforcement learning (RL) has increasingly been applied to solve real-world planning problems, with progress in handling large state spaces and time horizons. However, a key bottleneck in many domains is that RL methods cannot accommodate large, combinatorially structured action spaces. In such settings, even representing the set of feasible actions at a single step may require a complex discrete optimization formulation. We leverage recent advances in embedding trained neural networks into optimization problems to propose SEQUOIA, an RL algorithm that directly optimizes for long-term reward over the feasible action space. Our approach embeds a Q-network into a mixed-integer program to select a combinatorial action in each timestep. Here, we focus on planning over restless bandits, a class of planning problems which capture many real-world examples of sequential decision making. We introduce coRMAB, a broader class of restless bandits with combinatorial actions that cannot be decoupled across the arms of the restless bandit, requiring direct solving over the joint, exponentially large action space. We empirically validate SEQUOIA on four novel restless bandit problems with combinatorial constraints: multiple interventions, path constraints, bipartite matching, and capacity constraints. Our approach significantly outperforms existing methods—which cannot address sequential planning and combinatorial selection simultaneously—by an average of 24.8% on these difficult instances.

Reinforcement Learning · Everything Else

Haobin Jiang, Wang, Zongqing Lu

Skill learning from language instructions is a critical challenge in developing intelligent agents that can generalize across diverse tasks and follow complex human instructions. Hierarchical methods address this by decomposing the learning problem into multiple levels, where the high-level and low-level policies are mediated through a latent plan space. Effective modeling and learning of this latent plan space are key to enabling robust and interpretable skill learning. In this paper, we introduce LADS, a hierarchical approach that learns language-conditioned discrete latent plans through semantic skill abstractions. Our method decouples the learning of the latent plan space from the language-conditioned high-level policy to improve training stability. First, we incorporate a trajectory encoder to learn a discrete latent space with the low-level policy, regularized by language instructions. Next, we model the high-level policy as a categorical distribution over these discrete latent plans to capture the multi-modality of the dataset. Through experiments in simulated control environments, we demonstrate that LADS outperforms state-of-the-art methods in both skill learning and compositional generalization.

Reinforcement Learning · Planning

Saaket Agashe, Jiuzhou Han, Shuyu Gan, Jiachen Yang, Ang Li, Xin Wang

We present Agent S, an open agentic framework that enables autonomous interaction with computers through Graphical User Interface (GUI), aimed at transforming human-computer interaction by automating complex, multi-step tasks. Agent S addresses three key challenges in automating computer tasks: acquiring domain-specific knowledge, planning over long task horizons, and handling dynamic, non-uniform interfaces. To this end, Agent S introduces experience-augmented hierarchical planning, which learns from external knowledge search and internal experience retrieval at multiple levels, facilitating efficient task planning and subtask execution. In addition, it employs an Agent-Computer Interface (ACI) to better elicit the reasoning and control capabilities of GUI agents based on Multimodal Large Language Models (MLLMs). Evaluation on the OSWorld benchmark shows that Agent S outperforms the baseline by 9.37\% on success rate (an 83.6\% relative improvement) and achieves a new state-of-the-art. Comprehensive analysis highlights the effectiveness of individual components and provides insights for future improvements. Furthermore, Agent S demonstrates broad generalizability to different operating systems on a newly-released WindowsAgentArena benchmark. Code available at https://github.com/simular-ai/Agent-S.

Applications · Computer Vision

Guy Tevet, Sigal Raab, Setareh Cohan, Daniele Reda, Zhengyi Luo, Xue Bin Peng, Amit Bermano, Michiel van de Panne

Motion diffusion models and Reinforcement Learning (RL) based control for physics-based simulations have complementary strengths for human motion generation. The former is capable of generating a wide variety of motions, adhering to intuitive control such as text, while the latter offers physically plausible motion and direct interaction with the environment. In this work, we present a method that combines their respective strengths. CLoSD is a text-driven RL physics-based controller, guided by diffusion generation for various tasks. Our key insight is that motion diffusion can serve as an on-the-fly universal planner for a robust RL controller. To this end, CLoSD maintains a closed-loop interaction between two modules — a Diffusion Planner (DiP), and a tracking controller. DiP is a fast-responding autoregressive diffusion model, controlled by textual prompts and target locations, and the controller is a simple and robust motion imitator that continuously receives motion plans from DiP and provides feedback from the environment. CLoSD is capable of seamlessly performing a sequence of different tasks, including navigation to a goal location, striking an object with a hand or foot as specified in a text prompt, sitting down, and getting up.

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.

Reinforcement Learning · Online

Aidan Scannell, Mohammadreza Nakhaeinezhadfard, Kalle Kujanpää, Yi Zhao, Kevin Luck, Arno Solin, Joni Pajarinen

In reinforcement learning (RL), world models serve as internal simulators, enabling agents to predict environment dynamics and future outcomes in order to make informed decisions. While previous approaches leveraging discrete latent spaces, such as DreamerV3, have demonstrated strong performance in discrete action settings and visual control tasks, their comparative performance in state-based continuous control remains underexplored. In contrast, methods with continuous latent spaces, such as TD-MPC2, have shown notable success in state-based continuous control benchmarks. In this paper, we demonstrate that modeling discrete latent states has benefits over continuous latent states and that discrete codebook encodings are more effective representations for continuous control, compared to alternative encodings, such as one-hot and label-based encodings. Based on these insights, we introduce DCWM: Discrete Codebook World Model, a self-supervised world model with a discrete and stochastic latent space, where latent states are codes from a codebook. We combine DCWM with decision-time planning to get our model-based RL algorithm, named DC-MPC: Discrete Codebook Model Predictive Control, which performs competitively against recent state-of-the-art algorithms, including TD-MPC2 and DreamerV3, on continuous control benchmarks.

Reinforcement Learning · Planning

Kaustubh Vyas, Damien Graux, Yijun Yang, Sebastien Montella, Chenxin Diao, Wendi Zhou, Pavlos Vougiouklis, Ruofei Lai, Yang Ren, Keshuang Li 等

In response to the call for agent-based solutions that leverage the ever-increasing capabilities of the deep models' ecosystem, we introduce a comprehensive solution for selecting appropriate models and subsequently planning a set of atomic actions to satisfy the end-users' instructions.Our system, Hive, operates over sets of models and, upon receiving natural language instructions, schedules and executes, explainable plans of atomic actions. These actions can involve one or more of the available models to achieve the overall task, while respecting end-users specific constraints. Hive is able to plan complex chains of actions while guaranteeing explainability, using an LLM-based formal logic backbone empowered by PDDL operations. We introduce the MuSE benchmark in order to offer a comprehensive evaluation of the multi-modal capabilities of agent systems. Our findings show that our framework redefines the state-of-the-art for task selection, outperforming other competing systems that plan operations across multiple models while offering transparency guarantees while fully adhering to user constraints.

Jianan Li 0006, Tao Huang, Qingxu Zhu 0001, Tien-Tsin Wong

Creating scenes for captured motions that achieve realistic human-scene interaction is crucial for 3D animation in movies or video games. As character motion is often captured in a blue-screened studio without real furniture or objects in place, there may be a discrepancy between the planned motion and the captured one. This gives rise to the need for automatic scene layout generation to relieve the burdens of selecting and positioning furniture and objects. Previous approaches cannot avoid artifacts like penetration and floating due to the lack of physical constraints. Furthermore, some heavily rely on specific data to learn the contact affordances, restricting the generalization ability to different motions. In this work, we present a physics-based approach that simultaneously optimizes a scene layout generator and simulates a moving human in a physics simulator. To attain plausible and realistic interaction motions, our method explicitly introduces physical constraints. To automatically recover and generate the scene layout, we minimize the motion tracking errors to identify the objects that can afford interaction. We use reinforcement learning to perform a dual-optimization of both the character motion imitation controller and the scene layout generator. To facilitate the optimization, we reshape the tracking rewards and devise pose prior guidance obtained from our estimated pseudo-contact labels. We evaluate our method using motions from SAMP and PROX, and demonstrate physically plausible scene layout reconstruction compared with the previous kinematics-based method.