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1,248篇论文匹配“Deep RL”
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Reinforcement Learning · Deep RL

Xudong Gong, Feng Dawei, Kele Xu, Bo Ding, Huaimin Wang

Existing Goal-Conditioned Reinforcement Learning (GCRL) algorithms are built upon Hindsight Experience Replay (HER), which densifies rewards through hindsight replay and leverages historical goal-achieving information to construct a learning curriculum. However, when the task is characterized by a non-Markovian reward (NMR), whose computation depends on multiple steps of states and actions, HER can no longer densify rewards by treating a single encountered state as the hindsight goal. The lack of informative rewards hinders policy learning, resulting in rolling out failed trajectories. Consequently, the replay buffer is overwhelmed with failed trajectories, impeding the establishment of an applicable curriculum. To circumvent these limitations, we deviate from existing HER-based methods and propose an on-policy GCRL framework, GCPO, which is applicable to both multi-goal Markovian reward (MR) and NMR problems.GCPO consists of (1) Pre-training from Demonstrations, which pre-trains the policy to possess an initial goal-achieving capability, thereby diminishing the difficulty of subsequent online learning. (2) Online Self-Curriculum Learning, which first estimates the policy's goal-achieving capability based on historical evaluation information and then selects progressively challenging goals for learning based on its current capability. We evaluate GCPO on a challenging multi-goal long-horizon task: fixed-wing UAV velocity vector control. Experimental results demonstrate that GCPO is capable of effectively addressing both multi-goal MR and NMR problems.

Reinforcement Learning · Everything Else

Hao Tang, Darren Key, Kevin Ellis

We give a model-based agent that builds a Python program representing its knowledge of the world based on its interactions with the environment. The world model tries to explain its interactions, while also being optimistic about what reward it can achieve. We define this optimism as a logical constraint between a program and a planner. We study our agent on gridworlds, and on task planning, finding our approach is more sample-efficient compared to deep RL, more compute-efficient compared to ReAct-style agents, and that it can transfer its knowledge across environments by editing its code.

Reinforcement Learning · Deep RL

Wesley Chung, Lynn Cherif, Doina Precup, David Meger

Plasticity loss, trainability loss, and primacy bias have been identified as issues arising when training deep neural networks on sequences of tasks---referring to the increased difficulty in training on new tasks.We propose to use Parseval regularization, which maintains orthogonality of weight matrices, to preserve useful optimization properties and improve training in a continual reinforcement learning setting.We show that it provides significant benefits to RL agents on a suite of gridworld, CARL and MetaWorld tasks.We conduct comprehensive ablations to identify the source of its benefits and investigate the effect of certain metrics associated to network trainability including weight matrix rank, weight norms and policy entropy.

Reinforcement Learning · Everything Else

Alessio Russo, Filippo Vannella

Rewards are a critical aspect of formulating Reinforcement Learning (RL) problems; often, one may be interested in testing multiple reward functions, or the problem may naturally involve multiple rewards. In this study, we investigate the _Multi-Reward Best Policy Identification_ (MR-BPI) problem, where the goal is to determine the best policy for all rewards in a given set $\mathcal{R}$ with minimal sample complexity and a prescribed confidence level. We derive a fundamental instance-specific lower bound on the sample complexity required by any Probably Correct (PC) algorithm in this setting. This bound guides the design of an optimal exploration policy attaining minimal sample complexity. However, this lower bound involves solving a hard non-convex optimization problem. We address this challenge by devising a convex approximation, enabling the design of sample-efficient algorithms. We propose MR-NaS, a PC algorithm with competitive performance on hard-exploration tabular environments. Extending this approach to Deep RL (DRL), we also introduce DBMR-BPI, an efficient algorithm for model-free exploration in multi-reward settings.

Reinforcement Learning · Deep RL

Steven Li, Rickmer Krohn, Tao Chen, Anurag Ajay, Pulkit Agrawal, Georgia Chalvatzaki

Deep reinforcement learning (RL) algorithms typically parameterize the policy as a deep network that outputs either a deterministic action or a stochastic one modeled as a Gaussian distribution, hence restricting learning to a single behavioral mode. Meanwhile, diffusion models emerged as a powerful framework for multimodal learning. However, the use of diffusion policies in online RL is hindered by the intractability of policy likelihood approximation, as well as the greedy objective of RL methods that can easily skew the policy to a single mode. This paper presents Deep Diffusion Policy Gradient (DDiffPG), a novel actor-critic algorithm that learns from scratch multimodal policies parameterized as diffusion models while discovering and maintaining versatile behaviors. DDiffPG explores and discovers multiple modes through off-the-shelf unsupervised clustering combined with novelty-based intrinsic motivation. DDiffPG forms a multimodal training batch and utilizes mode-specific Q-learning to mitigate the inherent greediness of the RL objective, ensuring the improvement of the diffusion policy across all modes. Our approach further allows the policy to be conditioned on mode-specific embeddings to explicitly control the learned modes. Empirical studies validate DDiffPG's capability to master multimodal behaviors in complex, high-dimensional continuous control tasks with sparse rewards, also showcasing proof-of-concept dynamic online replanning when navigating mazes with unseen obstacles. Our project page is available at https://supersglzc.github.io/projects/ddiffpg/.

Reinforcement Learning · Deep RL

Tianjiao Luo, Tim Pearce, Huayu Chen, Jianfei Chen, Jun Zhu

Generative Adversarial Imitation Learning (GAIL) provides a promising approach to training a generative policy to imitate a demonstrator. It uses on-policy Reinforcement Learning (RL) to optimize a reward signal derived from an adversarial discriminator. However, optimizing GAIL is difficult in practise, with the training loss oscillating during training, slowing convergence. This optimization instability can prevent GAIL from finding a good policy, harming its final performance. In this paper, we study GAIL’s optimization from a control-theoretic perspective. We show that GAIL cannot converge to the desired equilibrium. In response, we analyze the training dynamics of GAIL in function space and design a novel controller that not only pushes GAIL to the desired equilibrium but also achieves asymptotic stability in a simplified “one-step” setting. Going from theory to practice, we propose Controlled-GAIL (C-GAIL), which adds a differentiable regularization term on the GAIL objective to stabilize training. Empirically, the C-GAIL regularizer improves the training of various existing GAIL methods, including the popular GAIL-DAC, by speeding up the convergence, reducing the range of oscillation, and matching the expert distribution more closely.

Reinforcement Learning · Everything Else

Bhavya, Lenart Treven, Florian Dorfler, Stelian Coros, Andreas Krause

We study the problem of nonepisodic reinforcement learning (RL) for nonlinear dynamical systems, where the system dynamics are unknown and the RL agent has to learn from a single trajectory, i.e., without resets. We propose **N**on**e**pisodic **O**ptistmic **RL** (NeoRL), an approach based on the principle of optimism in the face of uncertainty. NeoRL uses well-calibrated probabilistic models and plans optimistically w.r.t. the epistemic uncertainty about the unknown dynamics. Under continuity and bounded energy assumptions on the system, weprovide a first-of-its-kind regret bound of $\mathcal{O}(\beta_T \sqrt{T \Gamma_T})$ for general nonlinear systems with Gaussian process dynamics. We compare NeoRL to other baselines on several deep RL environments and empirically demonstrate that NeoRL achieves the optimal average cost while incurring the least regret.

Reinforcement Learning · Deep RL

Alexander D. Goldie, Chris Lu, Matthew T Jackson, Shimon Whiteson, Jakob Foerster

While reinforcement learning (RL) holds great potential for decision making in the real world, it suffers from a number of unique difficulties which often need specific consideration. In particular: it is highly non-stationary; suffers from high degrees of plasticity loss; and requires exploration to prevent premature convergence to local optima and maximize return. In this paper, we consider whether learned optimization can help overcome these problems. Our method, Learned **O**ptimization for **P**lasticity, **E**xploration and **N**on-stationarity (*OPEN*), meta-learns an update rule whose input features and output structure are informed by previously proposed solutions to these difficulties. We show that our parameterization is flexible enough to enable meta-learning in diverse learning contexts, including the ability to use stochasticity for exploration. Our experiments demonstrate that when meta-trained on single and small sets of environments, *OPEN* outperforms or equals traditionally used optimizers. Furthermore, *OPEN* shows strong generalization characteristics across a range of environments and agent architectures.

Reinforcement Learning · Planning

Huzi Cheng, Joshua Brown

Goal-directed planning presents a challenge for classical RL algorithms due to the vastness of the combinatorial state and goal spaces, while humans and animals adapt to complex environments, especially with diverse, non-stationary objectives, often employing intermediate goals for long-horizon tasks.Here, we propose a goal reduction mechanism for effectively deriving subgoals from arbitrary and distant original goals, using a novel loop-removal technique.The product of the method, called goal-reducer, distills high-quality subgoals from a replay buffer, all without the need for prior global environmental knowledge.Simulations show that the goal-reducer can be integrated into RL frameworks like Deep Q-learning and Soft Actor-Critic.It accelerates performance in both discrete and continuous action space tasks, such as grid world navigation and robotic arm manipulation, relative to the corresponding standard RL models.Moreover, the goal-reducer, when combined with a local policy, without iterative training, outperforms its integrated deep RL counterparts in solving a navigation task.This goal reduction mechanism also models human problem-solving.Comparing the model's performance and activation with human behavior and fMRI data in a treasure hunting task, we found matching representational patterns between an goal-reducer agent's components and corresponding human brain areas, particularly the vmPFC and basal ganglia. The results suggest that humans may use a similar computational framework for goal-directed behaviors.

Reinforcement Learning · Deep RL

David Yunis, Justin Jung, Falcon Dai, Matthew Walter

Exploration in sparse-reward reinforcement learning (RL) is difficult due to the need for long, coordinated sequences of actions in order to achieve any reward. Skill learning, from demonstrations or interaction, is a promising approach to address this, but skill extraction and inference are expensive for current methods. We present a novel method to extract skills from demonstrations for use in sparse-reward RL, inspired by the popular Byte-Pair Encoding (BPE) algorithm in natural language processing. With these skills, we show strong performance in a variety of tasks, 1000$\times$ acceleration for skill-extraction and 100$\times$ acceleration for policy inference. Given the simplicity of our method, skills extracted from 1\% of the demonstrations in one task can be transferred to a new loosely related task. We also note that such a method yields a finite set of interpretable behaviors. Our code is available at https://github.com/dyunis/subwords_as_skills.

Reinforcement Learning · Deep RL

Shashank Reddy Chirra, Pradeep Varakantham, Praveen Paruchuri

In safety-critical RL settings, the inclusion of an additional cost function is often favoured over the arduous task of modifying the reward function to ensure the agent's safe behaviour. However, designing or evaluating such a cost function can be prohibitively expensive. For instance, in the domain of self-driving, designing a cost function that encompasses all unsafe behaviours (e.g., aggressive lane changes, risky overtakes) is inherently complex, it must also consider all the actors present in the scene making it expensive to evaluate. In such scenarios, the cost function can be learned from feedback collected offline in between training rounds. This feedback can be system generated or elicited from a human observing the training process. Previous approaches have not been able to scale to complex environments and are constrained to receiving feedback at the state level which can be expensive to collect. To this end, we introduce an approach that scales to more complex domains and extends beyond state-level feedback, thus, reducing the burden on the evaluator. Inferring the cost function in such settings poses challenges, particularly in assigning credit to individual states based on trajectory-level feedback. To address this, we propose a surrogate objective that transforms the problem into a state-level supervised classification task with noisy labels, which can be solved efficiently. Additionally, it is often infeasible to collect feedback for every trajectory generated by the agent, hence, two fundamental questions arise: (1) Which trajectories should be presented to the human? and (2) How many trajectories are necessary for effective learning? To address these questions, we introduce a \textit{novelty-based sampling} mechanism that selectively involves the evaluator only when the the agent encounters a \textit{novel} trajectory, and discontinues querying once the trajectories are no longer \textit{novel}. We showcase the efficiency of our method through experimentation on several benchmark Safety Gymnasium environments and realistic self-driving scenarios. Our method demonstrates near-optimal performance, comparable to when the cost function is known, by relying solely on trajectory-level feedback across multiple domains. This highlights both the effectiveness and scalability of our approach. The code to replicate these results can be found at \href{https://github.com/shshnkreddy/RLSF}{https://github.com/shshnkreddy/RLSF}

Reinforcement Learning · Deep RL

Samin Yeasar Arnob, Riyasat Ohib, Sergey Plis, Amy Zhang, Alessandro Sordoni, Doina Precup

Reinforcement learning (RL) algorithms have been very successful at tackling complex control problems, such as AlphaGo or fusion control. However, current research mainly emphasizes solution quality, often achieved by using large models trained on large amounts of data, and does not account for the financial, environmental, and societal costs associated with developing and deploying such models. Modern neural networks are often overparameterized and a significant number of parameters can be pruned without meaningful loss in performance, resulting in more efficient use of the model's capacity lottery ticket. We present a methodology for identifying sub-networks within a larger network in reinforcement learning (RL). We call such sub-networks, neural pathways. We show empirically that even very small learned sub-networks, using less than 5% of the large network's parameters, can provide very good quality solutions. We also demonstrate the training of multiple pathways within the same networks in a multitask setup, where each pathway is encouraged to tackle a separate task. We evaluate empirically our approach on several continuous control tasks, in both online and offline training

Reinforcement Learning · Deep RL

Xiaohang Tang, Afonso Marques, Parameswaran Kamalaruban, Ilija Bogunovic

Decision Transformer (DT), as one of the representative Reinforcement Learning via Supervised Learning (RvS) methods, has achieved strong performance in offline learning tasks by leveraging the powerful Transformer architecture for sequential decision-making. However, in adversarial environments, these methods can be non-robust, since the return is dependent on the strategies of both the decision-maker and adversary. Training a probabilistic model conditioned on observed return to predict action can fail to generalize, as the trajectories that achieve a return in the dataset might have done so due to a suboptimal behavior adversary. To address this, we propose a worst-case-aware RvS algorithm, the Adversarially Robust Decision Transformer (ARDT), which learns and conditions the policy on in-sample minimax returns-to-go. ARDT aligns the target return with the worst-case return learned through minimax expectile regression, thereby enhancing robustness against powerful test-time adversaries. In experiments conducted on sequential games with full data coverage, ARDT can generate a maximin (Nash Equilibrium) strategy, the solution with the largest adversarial robustness. In large-scale sequential games and continuous adversarial RL environments with partial data coverage, ARDT demonstrates significantly superior robustness to powerful test-time adversaries and attains higher worst-case returns compared to contemporary DT methods.

Reinforcement Learning · Deep RL

Shutong Ding, Ke Hu, Zhenhao Zhang, Kan Ren, Weinan Zhang, Jingyi Yu, Jingya Wang, Ye Shi

Diffusion models have garnered widespread attention in Reinforcement Learning (RL) for their powerful expressiveness and multimodality. It has been verified that utilizing diffusion policies can significantly improve the performance of RL algorithms in continuous control tasks by overcoming the limitations of unimodal policies, such as Gaussian policies. Furthermore, the multimodality of diffusion policies also shows the potential of providing the agent with enhanced exploration capabilities. However, existing works mainly focus on applying diffusion policies in offline RL, while their incorporation into online RL has been less investigated. The diffusion model's training objective, known as the variational lower bound, cannot be applied directly in online RL due to the unavailability of 'good' samples (actions). To harmonize the diffusion model with online RL, we propose a novel model-free diffusion-based online RL algorithm named Q-weighted Variational Policy Optimization (QVPO). Specifically, we introduce the Q-weighted variational loss and its approximate implementation in practice. Notably, this loss is shown to be a tight lower bound of the policy objective. To further enhance the exploration capability of the diffusion policy, we design a special entropy regularization term. Unlike Gaussian policies, the log-likelihood in diffusion policies is inaccessible; thus this entropy term is nontrivial. Moreover, to reduce the large variance of diffusion policies, we also develop an efficient behavior policy through action selection. This can further improve its sample efficiency during online interaction. Consequently, the QVPO algorithm leverages the exploration capabilities and multimodality of diffusion policies, preventing the RL agent from converging to a sub-optimal policy. To verify the effectiveness of QVPO, we conduct comprehensive experiments on MuJoCo continuous control benchmarks. The final results demonstrate that QVPO achieves state-of-the-art performance in terms of both cumulative reward and sample efficiency.

Reinforcement Learning · Deep RL

Arthur Juliani, Jordan Ash

Continual learning with deep neural networks presents challenges distinct from both the fixed-dataset and convex continual learning regimes. One such challenge is plasticity loss, wherein a neural network trained in an online fashion displays a degraded ability to fit new tasks. This problem has been extensively studied in both supervised learning and off-policy reinforcement learning (RL), where a number of remedies have been proposed. Still, plasticity loss has received less attention in the on-policy deep RL setting. Here we perform an extensive set of experiments examining plasticity loss and a variety of mitigation methods in on-policy deep RL. We demonstrate that plasticity loss is pervasive under domain shift in this regime, and that a number of methods developed to resolve it in other settings fail, sometimes even performing worse than applying no intervention at all. In contrast, we find that a class of ``regenerative'' methods are able to consistently mitigate plasticity loss in a variety of contexts, including in gridworld tasks and more challenging environments like Montezuma's Revenge and ProcGen.

Reinforcement Learning · Deep RL

Haoran Li, Zhennan Jiang, YUHUI CHEN, Dongbin Zhao

With high-dimensional state spaces, visual reinforcement learning (RL) faces significant challenges in exploitation and exploration, resulting in low sample efficiency and training stability. As a time-efficient diffusion model, although consistency models have been validated in online state-based RL, it is still an open question whether it can be extended to visual RL. In this paper, we investigate the impact of non-stationary distribution and the actor-critic framework on consistency policy in online RL, and find that consistency policy was unstable during the training, especially in visual RL with the high-dimensional state space. To this end, we suggest sample-based entropy regularization to stabilize the policy training, and propose a consistency policy with prioritized proximal experience regularization (CP3ER) to improve sample efficiency. CP3ER achieves new state-of-the-art (SOTA) performance in 21 tasks across DeepMind control suite and Meta-world. To our knowledge, CP3ER is the first method to apply diffusion/consistency models to visual RL and demonstrates the potential of consistency models in visual RL.

Reinforcement Learning · Deep RL

Chengyang Ying, Hao Zhongkai, Xinning Zhou, Xuezhou Xu, Hang Su, Xingxing Zhang, Jun Zhu

Designing generalizable agents capable of adapting to diverse embodiments has achieved significant attention in Reinforcement Learning (RL), which is critical for deploying RL agents in various real-world applications. Previous Cross-Embodiment RL approaches have focused on transferring knowledge across embodiments within specific tasks. These methods often result in knowledge tightly coupled with those tasks and fail to adequately capture the distinct characteristics of different embodiments. To address this limitation, we introduce the notion of Cross-Embodiment Unsupervised RL (CEURL), which leverages unsupervised learning to enable agents to acquire embodiment-aware and task-agnostic knowledge through online interactions within reward-free environments. We formulate CEURL as a novel Controlled Embodiment Markov Decision Process (CE-MDP) and systematically analyze CEURL's pre-training objectives under CE-MDP. Based on these analyses, we develop a novel algorithm Pre-trained Embodiment-Aware Control (PEAC) for handling CEURL, incorporating an intrinsic reward function specifically designed for cross-embodiment pre-training. PEAC not only provides an intuitive optimization strategy for cross-embodiment pre-training but also can integrate flexibly with existing unsupervised RL methods, facilitating cross-embodiment exploration and skill discovery. Extensive experiments in both simulated (e.g., DMC and Robosuite) and real-world environments (e.g., legged locomotion) demonstrate that PEAC significantly improves adaptation performance and cross-embodiment generalization, demonstrating its effectiveness in overcoming the unique challenges of CEURL. The project page and code are in https://yingchengyang.github.io/ceurl.

Reinforcement Learning · Deep RL

Moritz Schneider, Robert Krug, Narunas Vaskevicius, Luigi Palmieri, Joschka Boedecker

Visual Reinforcement Learning (RL) methods often require extensive amounts of data. As opposed to model-free RL, model-based RL (MBRL) offers a potential solution with efficient data utilization through planning. Additionally, RL lacks generalization capabilities for real-world tasks. Prior work has shown that incorporating pre-trained visual representations (PVRs) enhances sample efficiency and generalization. While PVRs have been extensively studied in the context of model-free RL, their potential in MBRL remains largely unexplored. In this paper, we benchmark a set of PVRs on challenging control tasks in a model-based RL setting. We investigate the data efficiency, generalization capabilities, and the impact of different properties of PVRs on the performance of model-based agents. Our results, perhaps surprisingly, reveal that for MBRL current PVRs are not more sample efficient than learning representations from scratch, and that they do not generalize better to out-of-distribution (OOD) settings. To explain this, we analyze the quality of the trained dynamics model. Furthermore, we show that data diversity and network architecture are the most important contributors to OOD generalization performance.

Reinforcement Learning · Deep RL

Jianda Chen, Wen zheng terence Ng, Zichen Chen, Sinno Pan, Tianwei Zhang

In reinforcement learning with image-based inputs, it is crucial to establish a robust and generalizable state representation. Recent advancements in metric learning, such as deep bisimulation metric approaches, have shown promising results in learning structured low-dimensional representation space from pixel observations, where the distance between states is measured based on task-relevant features. However, these approaches face challenges in demanding generalization tasks and scenarios with non-informative rewards. This is because they fail to capture sufficient long-term information in the learned representations. To address these challenges, we propose a novel State Chrono Representation (SCR) approach. SCR augments state metric-based representations by incorporating extensive temporal information into the update step of bisimulation metric learning. It learns state distances within a temporal framework that considers both future dynamics and cumulative rewards over current and long-term future states. Our learning strategy effectively incorporates future behavioral information into the representation space without introducing a significant number of additional parameters for modeling dynamics. Extensive experiments conducted in DeepMind Control and Meta-World environments demonstrate that SCR achieves better performance comparing to other recent metric-based methods in demanding generalization tasks. The codes of SCR are available in https://github.com/jianda-chen/SCR.

Reinforcement Learning · Deep RL

Rory Young, Nicolas Pugeault

Deep reinforcement learning agents achieve state-of-the-art performance in a wide range of simulated control tasks. However, successful applications to real-world problems remain limited. One reason for this dichotomy is because the learnt policies are not robust to observation noise or adversarial attacks. In this paper, we investigate the robustness of deep RL policies to a single small state perturbation in deterministic continuous control tasks. We demonstrate that RL policies can be deterministically chaotic, as small perturbations to the system state have a large impact on subsequent state and reward trajectories. This unstable non-linear behaviour has two consequences: first, inaccuracies in sensor readings, or adversarial attacks, can cause significant performance degradation; second, even policies that show robust performance in terms of rewards may have unpredictable behaviour in practice. These two facets of chaos in RL policies drastically restrict the application of deep RL to real-world problems. To address this issue, we propose an improvement on the successful Dreamer V3 architecture, implementing Maximal Lyapunov Exponent regularisation. This new approach reduces the chaotic state dynamics, rendering the learnt policies more resilient to sensor noise or adversarial attacks and thereby improving the suitability of deep reinforcement learning for real-world applications.