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 49 / 54 页

Theory · Reinforcement Learning and Planning

Wenhan Cao, Wei Pan

Integral reinforcement learning (IntRL) demands the precise computation of the utility function's integral at its policy evaluation (PEV) stage. This is achieved through quadrature rules, which are weighted sums of utility functions evaluated from state samples obtained in discrete time. Our research reveals a critical yet underexplored phenomenon: the choice of the computational method -- in this case, the quadrature rule -- can significantly impact control performance. This impact is traced back to the fact that computational errors introduced in the PEV stage can affect the policy iteration's convergence behavior, which in turn affects the learned controller. To elucidate how computation impacts control, we draw a parallel between IntRL's policy iteration and Newton's method applied to the Hamilton-Jacobi-Bellman equation. In this light, computational error in PEV manifests as an extra error term in each iteration of Newton's method, with its upper bound proportional to the computational error. Further, we demonstrate that when the utility function resides in a reproducing kernel Hilbert space (RKHS), the optimal quadrature is achievable by employing Bayesian quadrature with the RKHS-inducing kernel function. We prove that the local convergence rates for IntRL using the trapezoidal rule and Bayesian quadrature with a Matérn kernel to be $O(N^{-2})$ and $O(N^{-b})$, where $N$ is the number of evenly-spaced samples and $b$ is the Matérn kernel's smoothness parameter. These theoretical findings are finally validated by two canonical control tasks.

Theory · Reinforcement Learning and Planning

DINGYUAN SHI, Yongxin Tong, Zimu Zhou, Ke Xu, Zheng Wang, Jieping Ye

Path planning underpins various applications such as transportation, logistics, and robotics.Conventionally, path planning is formulated with explicit optimization objectives such as distance or time.However, real-world data reveals that user intentions are hard-to-model, suggesting a need for data-driven path planning that implicitly incorporates the complex user intentions.In this paper, we propose GDP, a diffusion-based model for end-to-end data-driven path planning.It effectively learns path patterns via a novel diffusion process that incorporates constraints from road networks, and plans paths as conditional path generation given the origin and destination as prior evidence.GDP is the first solution that bypasses the traditional search-based frameworks, a long-standing performance bottleneck in path planning.We validate the efficacy of GDP on two real-world datasets.Our GDP beats strong baselines by 14.2% ~ 43.5% and achieves state-of-the-art performances.

Reinforcement Learning · Multi-agent

Samuel Sokota, Gabriele Farina, David Wu, Hengyuan Hu, Kevin A. Wang, J Kolter, Noam Brown

The process of revising (or constructing) a policy at execution time---known as decision-time planning---has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large.Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.

Jung-Chun Liu, Chi-Hsien Chang, Shao-Hua Sun, Tian-Li Yu

Despite recent advancements, deep reinforcement learning (DRL) still struggles at learning sparse-reward goal-directed tasks. Classical planning excels at addressing hierarchical tasks by employing symbolic knowledge, yet most of the methods rely on assumptions about pre-defined subtasks. To bridge the best of both worlds, we propose a framework that integrates DRL with classical planning by automatically inducing task structures and substructures from a few demonstrations. Specifically, genetic programming is used for substructure induction where the program model reflects prior domain knowledge of effect rules. We compare the proposed framework to state-of-the-art DRL algorithms, imitation learning methods, and an exploration approach in various domains. Experimental results show that our proposed framework outperforms all the abovementioned algorithms in terms of sample efficiency and task performance. Moreover, our framework achieves strong generalization performance by effectively inducing new rules and composing task structures. Ablation studies justify the design of our induction module and the proposed genetic programming procedure.

Zihan Zhang, Jason Lee, Yuxin Chen, Simon Du

A recent line of works showed regret bounds in reinforcement learning (RL) can be (nearly) independent of planning horizon, a.k.a. the horizon-free bounds. However, these regret bounds only apply to settings where a polynomial dependency on the size of transition model is allowed, such as tabular Markov Decision Process (MDP) and linear mixture MDP. We give the first horizon-free bound for the popular linear MDP setting where the size of the transition model can be exponentially large or even uncountable. In contrast to prior works which explicitly estimate the transition model and compute the inhomogeneous value functions at different time steps, we directly estimate the value functions and confidence sets. We obtain the horizon-free bound by: (1) maintaining multiple weighted least square estimators for the value functions; and (2) a structural lemma which shows the maximal total variation of the inhomogeneous value functions is bounded by a polynomial factor of the feature dimension.

Applications · Robotics

Murtaza Dalal, Tarun Chiruvolu, Devendra Chaplot, Ruslan Salakhutdinov

Large Language Models (LLMs) are highly capable of performing planning for long-horizon robotics tasks, yet existing methods require access to a pre-defined skill library (*e.g.* picking, placing, pulling, pushing, navigating). However, LLM planning does not address how to design or learn those behaviors, which remains challenging particularly in long-horizon settings. Furthermore, for many tasks of interest, the robot needs to be able to adjust its behavior in a fine-grained manner, requiring the agent to be capable of modifying *low-level* control actions. Can we instead use the internet-scale knowledge from LLMs for high-level policies, guiding reinforcement learning (RL) policies to efficiently solve robotic control tasks online without requiring a pre-determined set of skills? In this paper, we propose **Plan-Seq-Learn** (PSL): a modular approach that uses motion planning to bridge the gap between abstract language and learned low-level control for solving long-horizon robotics tasks from scratch. We demonstrate that PSL is capable of solving 20+ challenging single and multi-stage robotics tasks on four benchmarks at success rates of over 80% from raw visual input, out-performing language-based, classical, and end-to-end approaches. Video results and code at https://planseqlearn.github.io/

Reinforcement Learning · Planning

Weidong Huang, Jiaming Ji, Chunhe Xia, Borong Zhang, Yaodong Yang

The deployment of Reinforcement Learning (RL) in real-world applications is constrained by its failure to satisfy safety criteria.Existing Safe Reinforcement Learning (SafeRL) methods, which rely on cost functions to enforce safety, often fail to achieve zero-cost performance in complex scenarios, especially vision-only tasks. These limitations are primarily due to model inaccuracies and inadequate sample efficiency. The integration of the world model has proven effective in mitigating these shortcomings. In this work, we introduce SafeDreamer, a novel algorithm incorporating Lagrangian-based methods into world model planning processes within the superior Dreamer framework. Our method achieves nearly zero-cost performance on various tasks, spanning low-dimensional and vision-only input, within the Safety-Gymnasium benchmark, showcasing its efficacy in balancing performance and safety in RL tasks. Further details can be found in the code repository: https://github.com/PKU-Alignment/SafeDreamer.

Theory · Reinforcement Learning and Planning

Joongkyu Lee, Min-hwan Oh

In this work, we prove that, in linear MDPs, the feature dimension $d$ is lower bounded by $S/U$ in order to aptly represent transition probabilities, where $S$ is the size of the state space and $U$ is the maximum size of directly reachable states.Hence, $d$ can still scale with $S$ depending on the direct reachability of the environment. To address this limitation of linear MDPs, we propose a novel structural aggregation framework based on dynamics, named as the *dynamics aggregation*. For this newly proposed framework, we design a provably efficient hierarchical reinforcement learning algorithm in linear function approximation that leverages aggregated sub-structures. Our proposed algorithm exhibits statistical efficiency, achieving a regret of $\tilde{O} \big( d_{\psi}^{3/2} H^{3/2}\sqrt{ NT} \big)$, where $d_{\psi}$ represents the feature dimension of *aggregated subMDPs* and $N$ signifies the number of aggregated subMDPs. We establish that the condition $d_{\psi}^3 N \ll d^{3}$ is readily met in most real-world environments with hierarchical structures, enabling a substantial improvement in the regret bound compared to LSVI-UCB, which enjoys a regret of $\tilde{O}(d^{3/2} H^{3/2} \sqrt{ T})$. To the best of our knowledge, this work presents the first HRL algorithm with linear function approximation that offers provable guarantees.

Applications · Language, Speech and Dialog

Yang Deng, Wenxuan Zhang, Wai Lam, See-Kiong Ng, Tat-Seng Chua

Proactive dialogues serve as a practical yet challenging dialogue problem in the era of large language models (LLMs), where the dialogue policy planning is the key to improving the proactivity of LLMs. Most existing studies enable the dialogue policy planning of LLMs using various prompting schemes or iteratively enhance this capability in handling the given case with verbal AI feedback. However, these approaches are either bounded by the policy planning capability of the frozen LLMs or hard to be transferred to new cases. In this work, we introduce a new dialogue policy planning paradigm to strategize LLMs for proactive dialogue problems with a tunable language model plug-in as a plug-and-play dialogue policy planner, named PPDPP. Specifically, we develop a novel training framework to facilitate supervised fine-tuning over available human-annotated data as well as reinforcement learning from goal-oriented AI feedback with dynamic interaction data collected by the LLM-based self-play simulation. In this manner, the LLM-powered dialogue agent can not only be generalized to different cases after the training, but also be applicable to different applications by just substituting the learned plug-in. In addition, we propose to evaluate the policy planning capability of dialogue systems under the interactive setting. Experimental results demonstrate that PPDPP consistently and substantially outperforms existing approaches on three different proactive dialogue applications, including negotiation, emotional support, and tutoring dialogues.

Reinforcement Learning · Inverse

Matt Barnes, Matthew Abueg, Oliver Lange, Matt Deeds, Jason Trader, Denali Molitor, Markus Wulfmeier, Shawn O'Banion

Inverse reinforcement learning (IRL) offers a powerful and general framework for learning humans' latent preferences in route recommendation, yet no approach has successfully addressed planetary-scale problems with hundreds of millions of states and demonstration trajectories. In this paper, we introduce scaling techniques based on graph compression, spatial parallelization, and improved initialization conditions inspired by a connection to eigenvector algorithms. We revisit classic IRL methods in the routing context, and make the key observation that there exists a trade-off between the use of cheap, deterministic planners and expensive yet robust stochastic policies. This insight is leveraged in Receding Horizon Inverse Planning (RHIP), a new generalization of classic IRL algorithms that provides fine-grained control over performance trade-offs via its planning horizon. Our contributions culminate in a policy that achieves a 16-24% improvement in route quality at a global scale, and to the best of our knowledge, represents the largest published study of IRL algorithms in a real-world setting to date. We conclude by conducting an ablation study of key components, presenting negative results from alternative eigenvalue solvers, and identifying opportunities to further improve scalability via IRL-specific batching strategies.

Theory · Reinforcement Learning and Planning

Manish Prajapat, Mojmir Mutny, Melanie Zeilinger, Andreas Krause

In reinforcement learning (RL), rewards of states are typically considered additive, and following the Markov assumption, they are independent of states visited previously. In many important applications, such as coverage control, experiment design and informative path planning, rewards naturally have diminishing returns, i.e., their value decreases in light of similar states visited previously. To tackle this, we propose Submodular RL (subRL), a paradigm which seeks to optimize more general, non-additive (and history-dependent) rewards modelled via submodular set functions, which capture diminishing returns. Unfortunately, in general, even in tabular settings, we show that the resulting optimization problem is hard to approximate. On the other hand, motivated by the success of greedy algorithms in classical submodular optimization, we propose subPO, a simple policy gradient-based algorithm for subRL that handles non-additive rewards by greedily maximizing marginal gains. Indeed, under some assumptions on the underlying Markov Decision Process (MDP), subPO recovers optimal constant factor approximations of submodular bandits. Moreover, we derive a natural policy gradient approach for locally optimizing subRL instances even in large state- and action- spaces. We showcase the versatility of our approach by applying subPO to several applications, such as biodiversity monitoring, Bayesian experiment design, informative path planning, and coverage maximization. Our results demonstrate sample efficiency, as well as scalability to high-dimensional state-action spaces.

Theory · Reinforcement Learning and Planning

Joar Skalse, Lucy Farnik, Sumeet Motwani, Erik Jenner, Adam Gleave, Alessandro Abate

In order to solve a task using reinforcement learning, it is necessary to first formalise the goal of that task as a *reward function*. However, for many real-world tasks, it is very difficult to manually specify a reward function that never incentivises undesirable behaviour. As a result, it is increasingly popular to use *reward learning algorithms*, which attempt to *learn* a reward function from data. However, the theoretical foundations of reward learning are not yet well-developed. In particular, it is typically not known when a given reward learning algorithm with high probability will learn a reward function that is safe to optimise. This means that reward learning algorithms generally must be evaluated empirically, which is expensive, and that their failure modes are difficult to anticipate in advance. One of the roadblocks to deriving better theoretical guarantees is the lack of good methods for *quantifying* the difference between reward functions. In this paper we provide a solution to this problem, in the form of a class of pseudometrics on the space of all reward functions that we call STARC (STAndardised Reward Comparison) metrics. We show that STARC metrics induce both an upper and a lower bound on worst-case regret, which implies that our metrics are tight, and that any metric with the same properties must be bilipschitz equivalent to ours. Moreover, we also identify a number of issues with reward metrics proposed by earlier works. Finally, we evaluate our metrics empirically, to demonstrate their practical efficacy. STARC metrics can be used to make both theoretical and empirical analysis of reward learning algorithms both easier and more principled.

Reinforcement Learning

Yulai Zhao, Wenhao Zhan, Xiaoyan Hu, Ho-fung Leung, Farzan Farnia, Wen Sun, Jason Lee

We study risk-sensitive Reinforcement Learning (RL), where we aim to maximizethe Conditional Value at Risk (CVaR) with a fixed risk tolerance $\tau$. Prior theoretical work studying risk-sensitive RL focuses on the tabular Markov Decision Processes (MDPs) setting. To extend CVaR RL to settings where state space is large, function approximation must be deployed. We study CVaR RL in low-rank MDPs with nonlinear function approximation. Low-rank MDPs assume the underlying transition kernel admits a low-rank decomposition, but unlike prior linear models, low-rank MDPs do not assume the feature or state-action representation is known. We propose a novel Upper Confidence Bound (UCB) bonus-driven algorithm to carefully balance the interplay between exploration, exploitation, and representation learning in CVaR RL. We prove that our algorithm achieves a sample complexity of $\tilde{O}\left(\frac{H^7 A^2 d^4}{\tau^2 \epsilon^2}\right)$ to yield an $\epsilon$-optimal CVaR, where $H$ is the length of each episode, $A$ is the capacity of action space, and $d$ is the dimension of representations.Computational-wise, we design a novel discretized Least-Squares Value Iteration (LSVI) algorithm for the CVaR objective as the planning oracle and show that we can find the near-optimal policy in a polynomial running time with a Maximum Likelihood Estimation oracle. To our knowledge, this is the first provably efficient CVaR RL algorithm in low-rank MDPs.

Theory · Reinforcement Learning and Planning

Sara Klein, Simon Weissmann, Leif Döring

Markov Decision Processes (MDPs) are a formal framework for modeling and solving sequential decision-making problems. In finite time horizons such problems are relevant for instance for optimal stopping or specific supply chain problems, but also in the training of large language models. In contrast to infinite horizon MDPs optimal policies are not stationary, policies must be learned for every single epoch. In practice all parameters are often trained simultaneously, ignoring the inherent structure suggested by dynamic programming. This paper introduces a combination of dynamic programming and policy gradient called dynamical policy gradient, where the parameters are trained backwards in time. For the tabular softmax parametrisation we carry out the convergence analysis for simultaneous and dynamic policy gradient towards global optima, both in the exact and sampled gradient settings without regularisation. It turns out that the use of dynamic policy gradient training much better exploits the structure of finite-time problems which is reflected in improved convergence bounds.

Reinforcement Learning · Batch/Offline

Wenhao Li

Temporal abstraction and efficient planning pose significant challenges in offline reinforcement learning, mainly when dealing with domains that involve temporally extended tasks and delayed sparse rewards. Existing methods typically plan in the raw action space and can be inefficient and inflexible. Latent action spaces offer a more flexible approach, capturing only possible actions within the behavior policy support and decoupling the temporal structure between planning and modeling. However, current latent-action-based methods are limited to discrete spaces and require expensive planning steps. This paper presents a unified framework for continuous latent action space representation learning and planning by leveraging latent, score-based diffusion models. We establish the theoretical equivalence between planning in the latent action space and energy-guided sampling with a pretrained diffusion model and introduce a novel sequence-level exact sampling method. Our proposed method, $\texttt{LatentDiffuser}$, demonstrates competitive performance on low-dimensional locomotion control tasks and surpasses existing methods in higher-dimensional tasks.

Deep Learning · Algorithms

Zibin Dong, Yifu Yuan, Jianye HAO, Fei Ni, Yao Mu, YAN ZHENG, Yujing Hu, Tangjie Lv, Changjie Fan, Zhipeng Hu

Aligning agent behaviors with diverse human preferences remains a challenging problem in reinforcement learning (RL), owing to the inherent abstractness and mutability of human preferences. To address these issues, we propose AlignDiff, a novel framework that leverages RLHF to quantify human preferences, covering abstractness, and utilizes them to guide diffusion planning for zero-shot behavior customizing, covering mutability. AlignDiff can accurately match user-customized behaviors and efficiently switch from one to another. To build the framework, we first establish the multi-perspective human feedback datasets, which contain comparisons for the attributes of diverse behaviors, and then train an attribute strength model to predict quantified relative strengths. After relabeling behavioral datasets with relative strengths, we proceed to train an attribute-conditioned diffusion model, which serves as a planner with the attribute strength model as a director for preference aligning at the inference phase. We evaluate AlignDiff on various locomotion tasks and demonstrate its superior performance on preference matching, switching, and covering compared to other baselines. Its capability of completing unseen downstream tasks under human instructions also showcases the promising potential for human-AI collaboration. More visualization videos are released on https://aligndiff.github.io/.

Theory · Reinforcement Learning and Planning

Yu Chen, Yihan Du, Pihe Hu, Siwei Wang, Desheng Wu, Longbo Huang

Risk-sensitive reinforcement learning (RL) aims to optimize policies that balance the expected reward and risk. In this paper, we present a novel risk-sensitive RL framework that employs an Iterated Conditional Value-at-Risk (CVaR) objective under both linear and general function approximations, enriched by human feedback. These new formulations provide a principled way to guarantee safety in each decision making step throughout the control process. Moreover, integrating human feedback into risk-sensitive RL framework bridges the gap between algorithmic decision-making and human participation, allowing us to also guarantee safety for human-in-the-loop systems. We propose provably sample-efficient algorithms for this Iterated CVaR RL and provide rigorous theoretical analysis. Furthermore, we establish a matching lower bound to corroborate the optimality of our algorithms in a linear context.

Reinforcement Learning · Deep RL

Haque Ishfaq, Qingfeng Lan, Pan Xu, A. Rupam Mahmood, Doina Precup, anima anandkumar, Kamyar Azizzadenesheli

We present a scalable and effective exploration strategy based on Thompson sampling for reinforcement learning (RL). One of the key shortcomings of existing Thompson sampling algorithms is the need to perform a Gaussian approximation of the posterior distribution, which is not a good surrogate in most practical settings. We instead directly sample the Q function from its posterior distribution, by using Langevin Monte Carlo, an efficient type of Markov Chain Monte Carlo (MCMC) method. Our method only needs to perform noisy gradient descent updates to learn the exact posterior distribution of the Q function, which makes our approach easy to deploy in deep RL. We provide a rigorous theoretical analysis for the proposed method and demonstrate that, in the linear Markov decision process (linear MDP) setting, it has a regret bound of $\tilde{O}(d^{3/2}H^{3/2}\sqrt{T})$, where $d$ is the dimension of the feature mapping, $H$ is the planning horizon, and $T$ is the total number of steps. We apply this approach to deep RL, by using Adam optimizer to perform gradient updates. Our approach achieves better or similar results compared with state-of-the-art deep RL algorithms on several challenging exploration tasks from the Atari57 suite.

Jun Hoong Chan, Bohan Yu, Heng Guo, Jieji Ren, Zongqing Lu, Boxin Shi

Illumination planning in photometric stereo aims to find a balance between tween surface normal estimation accuracy and image capturing efficiency by selecting optimal light configurations. It depends on factors such as the unknown shape and general reflectance of the target object, global illumination, and the choice of photometric stereo backbones, which are too complex to be handled by existing methods based on handcrafted illumination planning rules. This paper proposes a learning-based illumination planning method that jointly considers these factors via integrating a neural network and a generalized image formation model. As it is impractical to supervise illumination planning due to the enormous search space for ground truth light configurations, we formulate illumination planning using reinforcement learning, which explores the light space in a photometric stereo-aware and reward-driven manner. Experiments on synthetic and real-world datasets demonstrate that photometric stereo under the 20-light configurations from our method is comparable to, or even surpasses that of using lights from all available directions.

He Zhang 0030, Ying Sun 0006, Weiyu Guo, Yafei Liu, Haonan Lu, Xiaodong Lin 0004, Hui Xiong 0001

Personalized interior decoration design often incurs high labor costs. Recent efforts in developing intelligent interior design systems have focused on generating textual requirement-based decoration designs while neglecting the problem of how to mine homeowner's hidden preferences and choose the proper initial design. To fill this gap, we propose an Interactive Interior Design Recommendation System (IIDRS) based on reinforcement learning (RL). IIDRS aims to find an ideal plan by interacting with the user, who provides feedback on the gap between the recommended plan and their ideal one. To improve decision-making efficiency and effectiveness in large decoration spaces, we propose a Decoration Recommendation Coarse-to-Fine Policy Network (DecorRCFN). Additionally, to enhance generalization in online scenarios, we propose an object-aware feedback generation method that augments model training with diversified and dynamic textual feedback. Extensive experiments on a real-world dataset demonstrate our method outperforms traditional methods by a large margin in terms of recommendation accuracy. Further user studies demonstrate that our method reaches higher real-world user satisfaction than baseline methods.