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

Xiong-Hui Chen, Ziyan Wang, Yali Du, Shengyi Jiang, Meng Fang, Yang Yu, Jun Wang

When humans need to learn a new skill, we can acquire knowledge through written books, including textbooks, tutorials, etc. However, current research for decision-making, like reinforcement learning (RL), has primarily required numerous real interactions with the target environment to learn a skill, while failing to utilize the existing knowledge already summarized in the text. The success of Large Language Models (LLMs) sheds light on utilizing such knowledge behind the books. In this paper, we discuss a new policy learning problem called Policy Learning from tutorial Books (PLfB) upon the shoulders of LLMs’ systems, which aims to leverage rich resources such as tutorial books to derive a policy network. Inspired by how humans learn from books, we solve the problem via a three-stage framework: Understanding, Rehearsing, and Introspecting (URI). In particular, it first rehearses decision-making trajectories based on the derived knowledge after understanding the books, then introspects in the imaginary dataset to distill a policy network. We build two benchmarks for PLfB~based on Tic-Tac-Toe and Football games. In experiment, URI's policy achieves at least 44% net win rate against GPT-based agents without any real data; In Football game, which is a complex scenario, URI's policy beat the built-in AIs with a 37% while using GPT-based agent can only achieve a 6\% winning rate. The project page: https://plfb-football.github.io.

Reinforcement Learning · Function Approximation

Guhao Feng, Han Zhong

Reinforcement Learning (RL) encompasses diverse paradigms, including model-based RL, policy-based RL, and value-based RL, each tailored to approximate the model, optimal policy, and optimal value function, respectively. This work investigates the potential hierarchy of representation complexity among these RL paradigms. By utilizing computational complexity measures, including time complexity and circuit complexity, we theoretically unveil a potential representation complexity hierarchy within RL. We find that representing the model emerges as the easiest task, followed by the optimal policy, while representing the optimal value function presents the most intricate challenge. Additionally, we reaffirm this hierarchy from the perspective of the expressiveness of Multi-Layer Perceptrons (MLPs), which align more closely with practical deep RL and contribute to a completely new perspective in theoretical studying representation complexity in RL. Finally, we conduct deep RL experiments to validate our theoretical findings.

Deep Learning · Robustness

Thomas Kwa, Drake Thomas, Adrià Garriga-Alonso

When applying reinforcement learning from human feedback (RLHF), the reward is learned from data and, therefore, always has some error. It is common to mitigate this by regularizing the policy with KL divergence from a base model, with the hope that balancing reward with regularization will achieve desirable outcomes despite this reward misspecification. We show that when the reward function has light-tailed error, optimal policies under less restrictive KL penalties achieve arbitrarily high utility. However, if error is heavy-tailed, some policies obtain arbitrarily high reward despite achieving no more utility than the base model--a phenomenon we call catastrophic Goodhart. We adapt a discrete optimization method to measure the tails of reward models, finding that they are consistent with light-tailed error. However, the pervasiveness of heavy-tailed distributions in many real-world applications indicates that future sources of RL reward could have heavy-tailed error, increasing the likelihood of reward hacking even with KL regularization.

Deep Learning · Algorithms

Usama Muneeb, Mesrob I Ohannessian

We consider scenarios where a very accurate (often small) predictive model using restricted features is available when training a full-featured (often larger) model. This restricted model may be thought of as ``side-information'', and can come either from an auxiliary dataset or from the same dataset by forcing the restriction. How can the restricted model be useful to the full model? To answer this, we introduce a methodology called Induced Model Matching (IMM). IMM aligns the context-restricted, or induced, version of the large model with the restricted model. We relate IMM to approaches such as noising, which is implicit in addressing the problem, and reverse knowledge distillation from weak teachers, which is explicit but does not exploit restriction being the nature of the weakness. We show that these prior methods can be thought of as approximations to IMM and can be problematic in terms of consistency. Experimentally, we first motivate IMM using logistic regression as a toy example. We then explore it in language modeling, the application that initially inspired it, and demonstrate it on both LSTM and transformer full models, using bigrams as restricted models. We lastly give a simple RL example, which shows that POMDP policies can help learn better MDP policies. The IMM principle is thus generally applicable in common scenarios where restricted data is cheaper to collect or restricted models are easier to learn.

Reinforcement Learning · Deep RL

Elaine Lau, Stephen Lu, Ling Pan, Doina Precup, Emmanuel Bengio

Generative Flow Networks (GFlowNets; GFNs) are a family of energy-based generative methods for combinatorial objects, capable of generating diverse and high-utility samples. However, consistently biasing GFNs towards producing high-utility samples is non-trivial. In this work, we leverage connections between GFNs and reinforcement learning (RL) and propose to combine the GFN policy with an action-value estimate, $Q$, to create greedier sampling policies which can be controlled by a mixing parameter. We show that several variants of the proposed method, QGFN, are able to improve on the number of high-reward samples generated in a variety of tasks without sacrificing diversity.

Reinforcement Learning · Deep RL

Jake Grigsby, Justin Sasek, Samyak Parajuli, Ikechukwu D. Adebi, Amy Zhang, Yuke Zhu

Language models trained on diverse datasets unlock generalization by in-context learning. Reinforcement Learning (RL) policies can achieve a similar effect by meta-learning within the memory of a sequence model. However, meta-RL research primarily focuses on adapting to minor variations of a single task. It is difficult to scale towards more general behavior without confronting challenges in multi-task optimization, and few solutions are compatible with meta-RL's goal of learning from large training sets of unlabeled tasks. To address this challenge, we revisit the idea that multi-task RL is bottlenecked by imbalanced training losses created by uneven return scales across different tasks. We build upon recent advancements in Transformer-based (in-context) meta-RL and evaluate a simple yet scalable solution where both an agent's actor and critic objectives are converted to classification terms that decouple optimization from the current scale of returns. Large-scale comparisons in Meta-World ML45, Multi-Game Procgen, Multi-Task POPGym, Multi-Game Atari, and BabyAI find that this design unlocks significant progress in online multi-task adaptation and memory problems without explicit task labels.

Reinforcement Learning · Deep RL

Alexander Rutherford, Michael Beukman, Timon Willi, Bruno Lacerda, Nick Hawes, Jakob Foerster

What data or environments to use for training to improve downstream performance is a longstanding and very topical question in reinforcement learning. In particular, Unsupervised Environment Design (UED) methods have gained recent attention as their adaptive curricula promise to enable agents to be robust to in- and out-of-distribution tasks.This work investigates how existing UED methods select training environments, focusing on task prioritisation metrics.Surprisingly, despite methods aiming to maximise regret in theory, the practical approximations do not correlate with regret but with success rate.As a result, a significant portion of an agent's experience comes from environments it has already mastered, offering little to no contribution toward enhancing its abilities. Put differently, current methods fail to predict intuitive measures of *learnability*. Specifically, they are unable to consistently identify those scenarios that the agent can sometimes solve, but not always.Based on our analysis, we develop a method that directly trains on scenarios with high learnability. This simple and intuitive approach outperforms existing UED methods in several binary-outcome environments, including the standard domain of Minigrid and a novel setting closely inspired by a real-world robotics problem. We further introduce a new adversarial evaluation procedure for directly measuring robustness, closely mirroring the conditional value at risk (CVaR).We open-source all our code and present visualisations of final policies here: https://github.com/amacrutherford/sampling-for-learnability.

Reinforcement Learning · Deep RL

Desik Rengarajan, Nitin Ragothaman, Dileep Kalathil, Srinivas Shakkottai

We consider the problem of federated offline reinforcement learning (RL), a scenario under which distributed learning agents must collaboratively learn a high-quality control policy only using small pre-collected datasets generated according to different unknown behavior policies. Na\"{i}vely combining a standard offline RL approach with a standard federated learning approach to solve this problem can lead to poorly performing policies. In response, we develop the Federated Ensemble-Directed Offline Reinforcement Learning Algorithm (FEDORA), which distills the collective wisdom of the clients using an ensemble learning approach. We develop the FEDORA codebase to utilize distributed compute resources on a federated learning platform. We show that FEDORA significantly outperforms other approaches, including offline RL over the combined data pool, in various complex continuous control environments and real-world datasets. Finally, we demonstrate the performance of FEDORA in the real-world on a mobile robot. We provide our code and a video of our experiments at \url{https://github.com/DesikRengarajan/FEDORA}.

Reinforcement Learning · Deep RL

Wonil Song, Hyesong Choi, Kwanghoon Sohn, Dongbo Min

In the rapidly evolving domain of vision-based deep reinforcement learning (RL), a pivotal challenge is to achieve generalization capability to dynamic environmental changes reflected in visual observations.Our work delves into the intricacies of this problem, identifying two key issues that appear in previous approaches for visual RL generalization: (i) imbalanced saliency and (ii) observational overfitting.Imbalanced saliency is a phenomenon where an RL agent disproportionately identifies salient features across consecutive frames in a frame stack. Observational overfitting occurs when the agent focuses on certain background regions rather than task-relevant objects.To address these challenges, we present a simple yet effective framework for generalization in visual RL (SimGRL) under dynamic scene perturbations.First, to mitigate the imbalanced saliency problem, we introduce an architectural modification to the image encoder to stack frames at the feature level rather than the image level.Simultaneously, to alleviate the observational overfitting problem, we propose a novel technique called shifted random overlay augmentation, which is specifically designed to learn robust representations capable of effectively handling dynamic visual scenes.Extensive experiments demonstrate the superior generalization capability of SimGRL, achieving state-of-the-art performance in benchmarks including the DeepMind Control Suite.

Reinforcement Learning · Deep RL

Hongyao Tang, Glen Berseth

Deep neural networks provide Reinforcement Learning (RL) powerful function approximators to address large-scale decision-making problems. However, these approximators introduce challenges due to the non-stationary nature of RL training. One source of the challenges in RL is that output predictions can churn, leading to uncontrolled changes after each batch update for states not included in the batch. Although such a churn phenomenon exists in each step of network training, it remains under-explored on how churn occurs and impacts RL. In this work, we start by characterizing churn in a view of Generalized Policy Iteration with function approximation, and we discover a chain effect of churn that leads to a cycle where the churns in value estimation and policy improvement compound and bias the learning dynamics throughout the iteration. Further, we concretize the study and focus on the learning issues caused by the chain effect in different settings, including greedy action deviation in value-based methods, trust region violation in proximal policy optimization, and dual bias of policy value in actor-critic methods. We then propose a method to reduce the chain effect across different settings, called Churn Approximated ReductIoN (CHAIN), which can be easily plugged into most existing DRL algorithms. Our experiments demonstrate the effectiveness of our method in both reducing churn and improving learning performance across online and offline, value-based and policy-based RL settings.

Reinforcement Learning · Deep RL

Weikang Wan, Ziyu Wang, Yufei Wang, Zackory Erickson, David Held

This paper introduces DiffTORI, which utilizes $\textbf{Diff}$erentiable $\textbf{T}$rajectory $\textbf{O}$ptimization as the policy representation to generate actions for deep $\textbf{R}$einforcement and $\textbf{I}$mitation learning. Trajectory optimization is a powerful and widely used algorithm in control, parameterized by a cost and a dynamics function. The key to our approach is to leverage the recent progress in differentiable trajectory optimization, which enables computing the gradients of the loss with respect to the parameters of trajectory optimization. As a result, the cost and dynamics functions of trajectory optimization can be learned end-to-end. DiffTORI addresses the “objective mismatch” issue of prior model-based RL algorithms, as the dynamics model in DiffTORI is learned to directly maximize task performance by differentiating the policy gradient loss through the trajectory optimization process. We further benchmark DiffTORI for imitation learning on standard robotic manipulation task suites with high-dimensional sensory observations and compare our method to feedforward policy classes as well as Energy-Based Models (EBM) and Diffusion. Across 15 model based RL tasks and 35 imitation learning tasks with high-dimensional image and point cloud inputs, DiffTORI outperforms prior state-of-the-art methods in both domains.

Reinforcement Learning · Deep RL

Yu-An Lin, Chen-Tao Lee, Chih-Han Yang, Guan-Ting Liu, Shao-Hua Sun

Deep reinforcement learning aims to learn deep neural network policies to solve large-scale decision-making problems. However, approximating policies using deep neural networks makes it difficult to interpret the learned decision-making process. To address this issue, prior works (Trivedi et al., 2021; Liu et al., 2023; Carvalho et al., 2024) proposed to use human-readable programs as policies to increase the interpretability of the decision-making pipeline. Nevertheless, programmatic policies generated by these methods struggle to effectively solve long and repetitive RL tasks and cannot generalize to even longer horizons during testing. To solve these problems, we propose the Hierarchical Programmatic Option framework (HIPO), which aims to solve long and repetitive RL problems with human-readable programs as options (low-level policies). Specifically, we propose a method that retrieves a set of effective, diverse, and compatible programs as options. Then, we learn a high-level policy to effectively reuse these programmatic options to solve reoccurring subtasks. Our proposed framework outperforms programmatic RL and deep RL baselines on various tasks. Ablation studies justify the effectiveness of our proposed search algorithm for retrieving a set of programmatic options.

Reinforcement Learning · Deep RL

Muning Wen, Ziyu Wan, Jun Wang, Weinan Zhang, Ying Wen

Language models as intelligent agents push the boundaries of sequential decision-making agents but struggle with limited knowledge of environmental dynamics and exponentially huge action space. Recent efforts like GLAM and TWOSOME manually constrain the action space to a restricted subset and employ reinforcement learning to align agents' knowledge with specific environments. However, they overlook fine-grained credit assignments for intra-action tokens, which is essential for efficient language agent optimization, and rely on human's prior knowledge to restrict action space. This paper proposes decomposing language agent optimization from the action level to the token level, offering finer supervision for each intra-action token and manageable optimization complexity in environments with unrestricted action spaces. Beginning with the simplification of flattening all actions, we theoretically explore the discrepancies between action-level optimization and this naive token-level optimization. We then derive the Bellman backup with Action Decomposition (BAD) to integrate credit assignments for both intra-action and inter-action tokens, effectively eliminating the discrepancies. Implementing BAD within the PPO algorithm, we introduce Policy Optimization with Action Decomposition (POAD). POAD benefits from a finer-grained credit assignment process and lower optimization complexity, leading to enhanced learning efficiency and generalization abilities in aligning language agents with interactive environments. We validate POAD across diverse testbeds, with results affirming the advantages of our approach and the correctness of our theoretical analysis. The source code can be accessed directly with this link: https://github.com/morning9393/ADRL.

Reinforcement Learning · Deep RL

Eloi Alonso, Adam Jelley, Vincent Micheli, Anssi Kanervisto, Amos Storkey, Tim Pearce, François Fleuret

World models constitute a promising approach for training reinforcement learning agents in a safe and sample-efficient manner. Recent world models predominantly operate on sequences of discrete latent variables to model environment dynamics. However, this compression into a compact discrete representation may ignore visual details that are important for reinforcement learning. Concurrently, diffusion models have become a dominant approach for image generation, challenging well-established methods modeling discrete latents. Motivated by this paradigm shift, we introduce DIAMOND (DIffusion As a Model Of eNvironment Dreams), a reinforcement learning agent trained in a diffusion world model. We analyze the key design choices that are required to make diffusion suitable for world modeling, and demonstrate how improved visual details can lead to improved agent performance. DIAMOND achieves a mean human normalized score of 1.46 on the competitive Atari 100k benchmark; a new best for agents trained entirely within a world model. We further demonstrate that DIAMOND's diffusion world model can stand alone as an interactive neural game engine by training on static *Counter-Strike: Global Offensive* gameplay. To foster future research on diffusion for world modeling, we release our code, agents, videos and playable world models at https://diamond-wm.github.io.

Reinforcement Learning · Deep RL

Jinmin He, Kai Li, Yifan Zang, Haobo Fu, Qiang Fu, Junliang Xing, Jian Cheng

Multi-task reinforcement learning endeavors to efficiently leverage shared information across various tasks, facilitating the simultaneous learning of multiple tasks. Existing approaches primarily focus on parameter sharing with carefully designed network structures or tailored optimization procedures. However, they overlook a direct and complementary way to exploit cross-task similarities: the control policies of tasks already proficient in some skills can provide explicit guidance for unmastered tasks to accelerate skills acquisition. To this end, we present a novel framework called Cross-Task Policy Guidance (CTPG), which trains a guide policy for each task to select the behavior policy interacting with the environment from all tasks' control policies, generating better training trajectories. In addition, we propose two gating mechanisms to improve the learning efficiency of CTPG: one gate filters out control policies that are not beneficial for guidance, while the other gate blocks tasks that do not necessitate guidance. CTPG is a general framework adaptable to existing parameter sharing approaches. Empirical evaluations demonstrate that incorporating CTPG with these approaches significantly enhances performance in manipulation and locomotion benchmarks.

Reinforcement Learning · Deep RL

Ben Norman, Jeff Clune

Standard reinforcement learning (RL) agents never intelligently explore like a human (i.e. taking into account complex domain priors and adapting quickly based on previous exploration). Across episodes, RL agents struggle to perform even simple exploration strategies, for example systematic search that avoids exploring the same location multiple times. This poor exploration limits performance on challenging domains. Meta-RL is a potential solution, as unlike standard RL, meta-RL can *learn* to explore, and potentially learn highly complex strategies far beyond those of standard RL, strategies such as experimenting in early episodes to learn new skills, or conducting experiments to learn about the current environment.Traditional meta-RL focuses on the problem of learning to optimally balance exploration and exploitation to maximize the *cumulative reward* of the episode sequence (e.g., aiming to maximize the total wins in a tournament -- while also improving as a player).We identify a new challenge with state-of-the-art cumulative-reward meta-RL methods.When optimal behavior requires exploration that sacrifices immediate reward to enable higher subsequent reward, existing state-of-the-art cumulative-reward meta-RL methods become stuck on the local optimum of failing to explore.Our method, First-Explore, overcomes this limitation by learning two policies: one to solely explore, and one to solely exploit. When exploring requires forgoing early-episode reward, First-Explore significantly outperforms existing cumulative meta-RL methods. By identifying and solving the previously unrecognized problem of forgoing reward in early episodes, First-Explore represents a significant step towards developing meta-RL algorithms capable of human-like exploration on a broader range of domains.

Reinforcement Learning · Deep RL

Borja G. Leon, Francesco Riccio, Kaushik Subramanian, Peter Wurman, Peter Stone

The ability to approach the same problem from different angles is a cornerstone of human intelligence that leads to robust solutions and effective adaptation to problem variations. In contrast, current RL methodologies tend to lead to policies that settle on a single solution to a given problem, making them brittle to problem variations. Replicating human flexibility in reinforcement learning agents is the challenge that we explore in this work. We tackle this challenge by extending state-of-the-art approaches to introduce DUPLEX, a method that explicitly defines a diversity objective with constraints and makes robust estimates of policies’ expected behavior through successor features. The trained agents can (i) learn a diverse set of near-optimal policies in complex highly-dynamic environments and (ii) exhibit competitive and diverse skills in out-of-distribution (OOD) contexts. Empirical results indicate that DUPLEX improves over previous methods and successfully learns competitive driving styles in a hyper-realistic simulator (i.e., GranTurismo ™ 7) as well as diverse and effective policies in several multi-context robotics MuJoCo simulations with OOD gravity forces and height limits. To the best of our knowledge, our method is the first to achieve diverse solutions in complex driving simulators and OOD robotic contexts. DUPLEX agents demonstrating diverse behaviors can be found at https://ai.sony/publications/Discovering-Creative-Behaviors-through-DUPLEX-Diverse-Universal-Features-for-Policy-Exploration/.

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.

Reinforcement Learning · Deep RL

Adil Zouitine, David Bertoin, Pierre Clavier, Matthieu Geist, Emmanuel Rachelson

Robust reinforcement learning is essential for deploying reinforcement learning algorithms in real-world scenarios where environmental uncertainty predominates.Traditional robust reinforcement learning often depends on rectangularity assumptions, where adverse probability measures of outcome states are assumed to be independent across different states and actions. This assumption, rarely fulfilled in practice, leads to overly conservative policies. To address this problem, we introduce a new time-constrained robust MDP (TC-RMDP) formulation that considers multifactorial, correlated, and time-dependent disturbances, thus more accurately reflecting real-world dynamics. This formulation goes beyond the conventional rectangularity paradigm, offering new perspectives and expanding the analytical framework for robust RL.We propose three distinct algorithms, each using varying levels of environmental information, and evaluate them extensively on continuous control benchmarks. Our results demonstrate that these algorithms yield an efficient tradeoff between performance and robustness, outperforming traditional deep robust RL methods in time-constrained environments while preserving robustness in classical benchmarks.This study revisits the prevailing assumptions in robust RL and opens new avenues for developing more practical and realistic RL applications.

Reinforcement Learning · Deep RL

Skander Moalla, Andrea Miele, Daniil Pyatko, Razvan Pascanu, Caglar Gulcehre

Reinforcement learning (RL) is inherently rife with non-stationarity since the states and rewards the agent observes during training depend on its changing policy.Therefore, networks in deep RL must be capable of adapting to new observations and fitting new targets.However, previous works have observed that networks trained under non-stationarity exhibit an inability to continue learning, termed loss of plasticity, and eventually a collapse in performance.For off-policy deep value-based RL methods, this phenomenon has been correlated with a decrease in representation rank and the ability to fit random targets, termed capacity loss.Although this correlation has generally been attributed to neural network learning under non-stationarity, the connection to representation dynamics has not been carefully studied in on-policy policy optimization methods.In this work, we empirically study representation dynamics in Proximal Policy Optimization (PPO) on the Atari and MuJoCo environments, revealing that PPO agents are also affected by feature rank deterioration and capacity loss.We show that this is aggravated by stronger non-stationarity, ultimately driving the actor's performance to collapse, regardless of the performance of the critic.We ask why the trust region, specific to methods like PPO, cannot alleviate or prevent the collapse and find a connection between representation collapse and the degradation of the trust region, one exacerbating the other.Finally, we present Proximal Feature Optimization (PFO), a novel auxiliary loss that, along with other interventions, shows that regularizing the representation dynamics mitigates the performance collapse of PPO agents.Code and run histories are available at https://github.com/CLAIRE-Labo/no-representation-no-trust.