论文检索

输入标题、作者或关键词,从 1,066 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,066篇论文匹配“Reinforcement Learning and Planning”
第 43 / 54 页

Deep Learning · Robustness

Daksh Mittal, Yuanzhe Ma, Shalmali Joshi, Hongseok Namkoong

Datasets often suffer severe selection bias; clinical labels are only available on patients for whom doctors ordered medical exams. To assess model performance outside the support of available data, we present a computational framework for adaptive labeling, providing cost-efficient model evaluations under severe distribution shifts. We formulate the problem as a Markov Decision Process over states defined by posterior beliefs on model performance. Each batch of new labels incurs a “state transition” to sharper beliefs, and we choose batches to minimize uncertainty on model performance at the end of the label collection process. Instead of relying on high-variance REINFORCE policy gradient estimators that do not scale, our adaptive labeling policy is optimized using path-wise policy gradients computed by auto-differentiating through simulated roll-outs. Our framework is agnostic to different uncertainty quantification approaches and highlights the virtue of planning in adaptive labeling. On synthetic and real datasets, we empirically demonstrate even a one-step lookahead policy substantially outperforms active learning-inspired heuristics.

Reinforcement Learning · Planning

Minghao Chen, Yihang Li, Yanting Yang, Shiyu Yu, Binbin Lin, Xiaofei He

Large Language Models (LLM) based agents have shown promise in autonomously completing tasks across various domains, e.g., robotics, games, and web navigation. However, these agents typically require elaborate design and expert prompts to solve tasks in specific domains, which limits their adaptability. We introduce AutoManual, a framework enabling LLM agents to autonomously build their understanding through interaction and adapt to new environments. AutoManual categorizes environmental knowledge into diverse rules and optimizes them in an online fashion by two agents: 1) The Planner codes actionable plans based on current rules for interacting with the environment. 2) The Builder updates the rules through a well-structured rule system that facilitates online rule management and essential detail retention. To mitigate hallucinations in managing rules, we introduce a *case-conditioned prompting* strategy for the Builder. Finally, the Formulator agent compiles these rules into a comprehensive manual. The self-generated manual can not only improve the adaptability but also guide the planning of smaller LLMs while being human-readable. Given only one simple demonstration, AutoManual significantly improves task success rates, achieving 97.4\% with GPT-4-turbo and 86.2\% with GPT-3.5-turbo on ALFWorld benchmark tasks. The code is available at https://github.com/minghchen/automanual.

Reinforcement Learning · Planning

Zihao Wang, Shaofei Cai, Zhancun Mu, Haowei Lin, Ceyao Zhang, Xuejie Liu, Qing Li, Anji Liu, Xiaojian (Shawn) Ma, Yitao Liang

This paper presents OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories $\tau = \{o_0, a_0, \dots\}$ and an imitation learning policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models. With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the imitation learning policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials. The dataset, models, and code will be released at https://craftjarvis.org/OmniJARVIS.

Reinforcement Learning · Everything Else

Woo Kyung Kim, Youngseok Lee, Jooyoung Kim, Honguk Woo

Recent advances in data-driven imitation learning and offline reinforcement learning have highlighted the use of expert data for skill acquisition and the development of hierarchical policies based on these skills. However, these approaches have not significantly advanced in adapting these skills to unseen contexts, which may involve changing environmental conditions or different user requirements. In this paper, we present a novel LLM-based policy adaptation framework LDuS which leverages an LLM to guide the generation process of a skill diffusion model upon contexts specified in language, facilitating zero-shot skill-based policy adaptation to different contexts. To implement the skill diffusion model, we adapt the loss-guided diffusion with a sequential in-painting technique, where target trajectories are conditioned by masking them with past state-action sequences, thereby enabling the robust and controlled generation of skill trajectories in test-time. To have a loss function for a given context, we employ the LLM-based code generation with iterative refinement, by which the code and controlled trajectory are validated to align with the context in a closed-loop manner. Through experiments, we demonstrate the zero-shot adaptability of LDuS to various context types including different specification levels, multi-modality, and varied temporal conditions for several robotic manipulation tasks, outperforming other language-conditioned imitation and planning methods.

Language

Dan Zhang, Sining Zhoubian, Ziniu Hu, Yisong Yue, Yuxiao Dong, Jie Tang

Recent methodologies in LLM self-training mostly rely on LLM generating responses and filtering those with correct output answers as training data. This approach often yields a low-quality fine-tuning training set (e.g., incorrect plans or intermediate reasoning). In this paper, we develop a reinforced self-training approach, called ReST-MCTS*, based on integrating process reward guidance with tree search MCTS* for collecting higher-quality reasoning traces as well as per-step value to train policy and reward models. ReST-MCTS* circumvents the per-step manual annotation typically used to train process rewards by tree-search-based reinforcement learning: Given oracle final correct answers, ReST-MCTS* is able to infer the correct process rewards by estimating the probability this step can help lead to the correct answer. These inferred rewards serve dual purposes: they act as value targets for further refining the process reward model and also facilitate the selection of high-quality traces for policy model self-training. We first show that the tree-search policy in ReST-MCTS* achieves higher accuracy compared with prior LLM reasoning baselines such as Best-of-N and Tree-of-Thought, within the same search budget. We then show that by using traces searched by this tree-search policy as training data, we can continuously enhance the three language models for multiple iterations, and outperform other self-training algorithms such as ReST$^\text{EM}$ and Self-Rewarding LM.

Robotics

Sebastian Dittert, Vincent Moens, Gianni De Fabritiis

We present BricksRL, a platform designed to democratize access to robotics for reinforcement learning research and education. BricksRL facilitates the creation, design, and training of custom LEGO robots in the real world by interfacing them with the TorchRL library for reinforcement learning agents. The integration of TorchRL with the LEGO hubs, via Bluetooth bidirectional communication, enables state-of-the-art reinforcement learning training on GPUs for a wide variety of LEGO builds. This offers a flexible and cost-efficient approach for scaling and also provides a robust infrastructure for robot-environment-algorithm communication. We present various experiments across tasks and robot configurations, providing built plans and training results. Furthermore, we demonstrate that inexpensive LEGO robots can be trained end-to-end in the real world to achieve simple tasks, with training times typically under 120 minutes on a normal laptop. Moreover, we show how users can extend the capabilities, exemplified by the successful integration of non-LEGO sensors. By enhancing accessibility to both robotics and reinforcement learning, BricksRL establishes a strong foundation for democratized robotic learning in research and educational settings.

Theory · Reinforcement Learning and Planning

Haque Ishfaq, Thanh Nguyen-Tang, Songtao Feng, Raman Arora, Mengdi Wang, Ming Yin, Doina Precup

We study offline multitask representation learning in reinforcement learning (RL), where a learner is provided with an offline dataset from different tasks that share a common representation and is asked to learn the shared representation. We theoretically investigate offline multitask low-rank RL, and propose a new algorithm called MORL for offline multitask representation learning. Furthermore, we examine downstream RL in reward-free, offline and online scenarios, where a new task is introduced to the agent that shares the same representation as the upstream offline tasks. Our theoretical results demonstrate the benefits of using the learned representation from the upstream offline task instead of directly learning the representation of the low-rank model.

Reinforcement Learning · Planning

Aviv Netanyahu, Yilun Du, Antonia Bronars, Jyothish Pari, Josh Tenenbaum, Tianmin Shu, Pulkit Agrawal

Learning the intents of an agent, defined by its goals or motion style, is often extremely challenging from just a few examples. We refer to this problem as task concept learning and present our approach, Few-Shot Task Learning through Inverse Generative Modeling (FTL-IGM), which learns new task concepts by leveraging invertible neural generative models. The core idea is to pretrain a generative model on a set of basic concepts and their demonstrations. Then, given a few demonstrations of a new concept (such as a new goal or a new action), our method learns the underlying concepts through backpropagation without updating the model weights, thanks to the invertibility of the generative model. We evaluate our method in five domains -- object rearrangement, goal-oriented navigation, motion caption of human actions, autonomous driving, and real-world table-top manipulation. Our experimental results demonstrate that via the pretrained generative model, we successfully learn novel concepts and generate agent plans or motion corresponding to these concepts in (1) unseen environments and (2) in composition with training concepts.

Miscellaneous Aspects of Machine Learning · Transfer, Multitask and Meta-learning

Chuning Zhu, Xinqi Wang, Tyler Han, Simon Du, Abhishek Gupta

Intelligent agents must be generalists, capable of quickly adapting to various tasks. In reinforcement learning (RL), model-based RL learns a dynamics model of the world, in principle enabling transfer to arbitrary reward functions through planning. However, autoregressive model rollouts suffer from compounding error, making model-based RL ineffective for long-horizon problems. Successor features offer an alternative by modeling a policy's long-term state occupancy, reducing policy evaluation under new rewards to linear regression. Yet, policy optimization with successor features can be challenging. This work proposes a novel class of models, i.e., Distributional Successor Features for Zero-Shot Policy Optimization (DiSPOs), that learn a distribution of successor features of a stationary dataset's behavior policy, along with a policy that acts to realize different successor features within the dataset. By directly modeling long-term outcomes in the dataset, DiSPOs avoid compounding error while enabling a simple scheme for zero-shot policy optimization across reward functions. We present a practical instantiation of DiSPOs using diffusion models and show their efficacy as a new class of transferable models, both theoretically and empirically across various simulated robotics problems. Videos and code are available at https://weirdlabuw.github.io/dispo/.

Theory · Reinforcement Learning and Planning

Jeremy McMahan

We present a novel algorithm that efficiently computes near-optimal deterministic policies for constrained reinforcement learning (CRL) problems. Our approach combines three key ideas: (1) value-demand augmentation, (2) action-space approximate dynamic programming, and (3) time-space rounding. Our algorithm constitutes a fully polynomial-time approximation scheme (FPTAS) for any time-space recursive (TSR) cost criteria. A TSR criteria requires the cost of a policy to be computable recursively over both time and (state) space, which includes classical expectation, almost sure, and anytime constraints. Our work answers three open questions spanning two long-standing lines of research: polynomial-time approximability is possible for 1) anytime-constrained policies, 2) almost-sure-constrained policies, and 3) deterministic expectation-constrained policies.

Theory · Reinforcement Learning and Planning

Harin Lee, Min-hwan Oh

In this work, we close the fundamental gap of theory and practice by providing an improved regret bound for linear ensemble sampling. We prove that with an ensemble size logarithmic in $T$, linear ensemble sampling can achieve a frequentist regret bound of $\tilde{\mathcal{O}}(d^{3/2}\sqrt{T})$, matching state-of-the-art results for randomized linear bandit algorithms, where $d$ and $T$ are the dimension of the parameter and the time horizon respectively. Our approach introduces a general regret analysis framework for linear bandit algorithms. Additionally, we reveal a significant relationship between linear ensemble sampling and Linear Perturbed-History Exploration (LinPHE), showing that LinPHE is a special case of linear ensemble sampling when the ensemble size equals $T$. This insight allows us to derive a new regret bound of $\tilde{\mathcal{O}}(d^{3/2}\sqrt{T})$ for LinPHE, independent of the number of arms. Our contributions advance the theoretical foundation of ensemble sampling, bringing its regret bounds in line with the best known bounds for other randomized exploration algorithms.

Theory · Reinforcement Learning and Planning

Seok-Jin Kim, Min-hwan Oh

We study the performance guarantees of exploration-free greedy algorithms for the linear contextual bandit problem. We introduce a novel condition, named the \textit{Local Anti-Concentration} (LAC) condition, which enables a greedy bandit algorithm to achieve provable efficiency. We show that the LAC condition is satisfied by a broad class of distributions, including Gaussian, exponential, uniform, Cauchy, and Student's~$t$ distributions, along with other exponential family distributions and their truncated variants. This significantly expands the class of distributions under which greedy algorithms can perform efficiently. Under our proposed LAC condition, we prove that the cumulative expected regret of the greedy algorithm for the linear contextual bandit is bounded by $\mathcal{O}(\operatorname{poly} \log T)$. Our results establish the widest range of distributions known to date that allow a sublinear regret bound for greedy algorithms, further achieving a sharp poly-logarithmic regret.

Theory · Reinforcement Learning and Planning

Stefan Stojanovic, Yassir Jedra, Alexandre Proutiere

We consider the problem of learning an $\varepsilon$-optimal policy in controlled dynamical systems with low-rank latent structure. For this problem, we present LoRa-PI (Low-Rank Policy Iteration), a model-free learning algorithm alternating between policy improvement and policy evaluation steps. In the latter, the algorithm estimates the low-rank matrix corresponding to the (state, action) value function of the current policy using the following two-phase procedure. The entries of the matrix are first sampled uniformly at random to estimate, via a spectral method, the *leverage scores* of its rows and columns. These scores are then used to extract a few important rows and columns whose entries are further sampled. The algorithm exploits these new samples to complete the matrix estimation using a CUR-like method. For this leveraged matrix estimation procedure, we establish entry-wise guarantees that remarkably, do not depend on the coherence of the matrix but only on its spikiness. These guarantees imply that LoRa-PI learns an $\varepsilon$-optimal policy using $\tilde{\cal O}({(S+A)\over \mathrm{poly}(1-\gamma)\varepsilon^2})$ samples where $S$ (resp. $A$) denotes the number of states (resp. actions) and $\gamma$ the discount factor. Our algorithm achieves this order-optimal (in $S$, $A$ and $\varepsilon$) sample complexity under milder conditions than those assumed in previously proposed approaches.

Theory · Reinforcement Learning and Planning

Bianca Marin Moreno, Margaux Brégère, Pierre Gaillard, Nadia Oudjane

We explore online learning in episodic loop-free Markov decision processes on non-stationary environments (changing losses and probability transitions). Our focus is on the Concave Utility Reinforcement Learning problem (CURL), an extension of classical RL for handling convex performance criteria in state-action distributions induced by agent policies. While various machine learning problems can be written as CURL, its non-linearity invalidates traditional Bellman equations. Despite recent solutions to classical CURL, none address non-stationary MDPs. This paper introduces MetaCURL, the first CURL algorithm for non-stationary MDPs. It employs a meta-algorithm running multiple black-box algorithms instances over different intervals, aggregating outputs via a sleeping expert framework. The key hurdle is partial information due to MDP uncertainty. Under partial information on the probability transitions (uncertainty and non-stationarity coming only from external noise, independent of agent state-action pairs), we achieve optimal dynamic regret without prior knowledge of MDP changes. Unlike approaches for RL, MetaCURL handles full adversarial losses, not just stochastic ones. We believe our approach for managing non-stationarity with experts can be of interest to the RL community.

Theory · Reinforcement Learning and Planning

Raymond Zhang, Richard Combes

We consider Thompson Sampling (TS) for linear combinatorial semi-bandits and subgaussian rewards. We propose the first known TS whose finite-time regret does not scale exponentially with the dimension of the problem. We further show the mismatched sampling paradox: A learner who knows the rewards distributions and samples from the correct posterior distribution can perform exponentially worse than a learner who does not know the rewards and simply samples from a well-chosen Gaussian posterior. The code used to generate the experiments is available at https://github.com/RaymZhang/CTS-Mismatched-Paradox

Reinforcement Learning · Planning

Andrew Li, Zizhao Chen, Toryn Klassen, Pashootan Vaezipoor, Rodrigo Toro Icarte, Sheila McIlraith

Reward Machines provide an automaton-inspired structure for specifying instructions, safety constraints, and other temporally extended reward-worthy behaviour. By exposing the underlying structure of a reward function, they enable the decomposition of an RL task, leading to impressive gains in sample efficiency. Although Reward Machines and similar formal specifications have a rich history of application towards sequential decision-making problems, prior frameworks have traditionally ignored ambiguity and uncertainty when interpreting the domain-specific vocabulary forming the building blocks of the reward function. Such uncertainty critically arises in many real-world settings due to factors like partial observability or noisy sensors. In this work, we explore the use of Reward Machines for Deep RL in noisy and uncertain environments. We characterize this problem as a POMDP and propose a suite of RL algorithms that exploit task structure under uncertain interpretation of the domain-specific vocabulary. Through theory and experiments, we expose pitfalls in naive approaches to this problem while simultaneously demonstrating how task structure can be successfully leveraged under noisy interpretations of the vocabulary.

Theory · Reinforcement Learning and Planning

Harley Wiltzer, Jesse Farebrother, Arthur Gretton, Mark Rowland

In reinforcement learning (RL), the consideration of multivariate reward signals has led to fundamental advancements in multi-objective decision-making, transfer learning, and representation learning. This work introduces the first oracle-free and computationally-tractable algorithms for provably convergent multivariate *distributional* dynamic programming and temporal difference learning. Our convergence rates match the familiar rates in the scalar reward setting, and additionally provide new insights into the fidelity of approximate return distribution representations as a function of the reward dimension. Surprisingly, when the reward dimension is larger than $1$, we show that standard analysis of categorical TD learning fails, which we resolve with a novel projection onto the space of mass-$1$ signed measures. Finally, with the aid of our technical results and simulations, we identify tradeoffs between distribution representations that influence the performance of multivariate distributional RL in practice.

Theory · Reinforcement Learning and Planning

Angeliki Kamoutsi, Peter Schmitt-Förster, Tobias Sutter, Volkan Cevher, John Lygeros

This work studies discrete-time discounted Markov decision processes with continuous state and action spaces and addresses the inverse problem of inferring a cost function from observed optimal behavior. We first consider the case in which we have access to the entire expert policy and characterize the set of solutions to the inverse problem by using occupation measures, linear duality, and complementary slackness conditions. To avoid trivial solutions and ill-posedness, we introduce a natural linear normalization constraint. This results in an infinite-dimensional linear feasibility problem, prompting a thorough analysis of its properties. Next, we use linear function approximators and adopt a randomized approach, namely the scenario approach and related probabilistic feasibility guarantees, to derive $\varepsilon$-optimal solutions for the inverse problem. We further discuss the sample complexity for a desired approximation accuracy. Finally, we deal with the more realistic case where we only have access to a finite set of expert demonstrations and a generative model and provide bounds on the error made when working with samples.

Reinforcement Learning · Everything Else

Minjong Yoo, Jinwoo Jang, Wei-Jin Park, Honguk Woo

This study presents an Exploratory Retrieval-Augmented Planning (ExRAP) framework, designed to tackle continual instruction following tasks of embodied agents in dynamic, non-stationary environments. The framework enhances Large Language Models' (LLMs) embodied reasoning capabilities by efficiently exploring the physical environment and establishing the environmental context memory, thereby effectively grounding the task planning process in time-varying environment contexts. In ExRAP, given multiple continual instruction following tasks, each instruction is decomposed into queries on the environmental context memory and task executions conditioned on the query results. To efficiently handle these multiple tasks that are performed continuously and simultaneously, we implement an exploration-integrated task planning scheme by incorporating the information-based exploration into the LLM-based planning process. Combined with memory-augmented query evaluation, this integrated scheme not only allows for a better balance between the validity of the environmental context memory and the load of environment exploration, but also improves overall task performance. Furthermore, we devise a temporal consistency refinement scheme for query evaluation to address the inherent decay of knowledge in the memory. Through experiments with VirtualHome, ALFRED, and CARLA, our approach demonstrates robustness against a variety of embodied instruction following scenarios involving different instruction scales and types, and non-stationarity degrees, and it consistently outperforms other state-of-the-art LLM-based task planning approaches in terms of both goal success rate and execution efficiency.

Reinforcement Learning · Deep RL

Yao Tang, Zhihui Xie, Zichuan Lin, Deheng Ye, Shuai Li

Masked prediction has emerged as a promising pretraining paradigm in offline reinforcement learning (RL) due to its versatile masking schemes, enabling flexible inference across various downstream tasks with a unified model. Despite the versatility of masked prediction, it remains unclear how to balance the learning of skills at different levels of complexity. To address this, we propose CurrMask, a curriculum masking pretraining paradigm for sequential decision making. Motivated by how humans learn by organizing knowledge in a curriculum, CurrMask adjusts its masking scheme during pretraining for learning versatile skills. Through extensive experiments, we show that CurrMask exhibits superior zero-shot performance on skill prompting tasks, goal-conditioned planning tasks, and competitive finetuning performance on offline RL tasks. Additionally, our analysis of training dynamics reveals that CurrMask gradually acquires skills of varying complexity by dynamically adjusting its masking scheme.