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Reinforcement Learning · Batch Offline

Haohong Lin, Wenhao Ding, Jian Chen, Laixi Shi, Jiacheng Zhu, Bo Li, DING ZHAO

Offline model-based reinforcement learning (MBRL) enhances data efficiency by utilizing pre-collected datasets to learn models and policies, especially in scenarios where exploration is costly or infeasible. Nevertheless, its performance often suffers from the objective mismatch between model and policy learning, resulting in inferior performance despite accurate model predictions. This paper first identifies the primary source of this mismatch comes from the underlying confounders present in offline data for MBRL. Subsequently, we introduce **B**ilin**E**ar **CAUS**al r**E**presentation (BECAUSE), an algorithm to capture causal representation for both states and actions to reduce the influence of the distribution shift, thus mitigating the objective mismatch problem. Comprehensive evaluations on 18 tasks that vary in data quality and environment context demonstrate the superior performance of BECAUSE over existing offline RL algorithms. We show the generalizability and robustness of BECAUSE under fewer samples or larger numbers of confounders. Additionally, we offer theoretical analysis of BECAUSE to prove its error bound and sample efficiency when integrating causal representation into offline MBRL. See more details in our project page: [https://sites.google.com/view/be-cause](https://sites.google.com/view/be-cause).

Reinforcement Learning · Batch Offline

Hongling Zheng, Li Shen, Yong Luo, Tongliang Liu, Jialie Shen, Dacheng Tao

Multi-task offline reinforcement learning aims to develop a unified policy for diverse tasks without requiring real-time interaction with the environment. Recent work explores sequence modeling, leveraging the scalability of the transformer architecture as a foundation for multi-task learning. Given the variations in task content and complexity, formulating policies becomes a challenging endeavor, requiring careful parameter sharing and adept management of conflicting gradients to extract rich cross-task knowledge from multiple tasks and transfer it to unseen tasks. In this paper, we propose the Decomposed Prompt Decision Transformer (DPDT) that adopts a two-stage paradigm to efficiently learn prompts for unseen tasks in a parameter-efficient manner. We incorporate parameters from pre-trained language models (PLMs) to initialize DPDT, thereby providing rich prior knowledge encoded in language models. During the decomposed prompt tuning phase, we learn both cross-task and task-specific prompts on training tasks to achieve prompt decomposition. In the test time adaptation phase, the cross-task prompt, serving as a good initialization, were further optimized on unseen tasks through test time adaptation, enhancing the model's performance on these tasks. Empirical evaluation on a series of Meta-RL benchmarks demonstrates the superiority of our approach. The project is available at https://github.com/ruthless-man/DPDT.

Reinforcement Learning · Batch Offline

Jeonghye Kim, Suyoung Lee, Woojun Kim, Youngchul Sung

Offline reinforcement learning (RL) has progressed with return-conditioned supervised learning (RCSL), but its lack of stitching ability remains a limitation. We introduce $Q$-Aided Conditional Supervised Learning (QCS), which effectively combines the stability of RCSL with the stitching capability of $Q$-functions. By analyzing $Q$-function over-generalization, which impairs stable stitching, QCS adaptively integrates $Q$-aid into RCSL's loss function based on trajectory return. Empirical results show that QCS significantly outperforms RCSL and value-based methods, consistently achieving or exceeding the highest trajectory returns across diverse offline RL benchmarks. QCS represents a breakthrough in offline RL, pushing the limits of what can be achieved and fostering further innovations.

Reinforcement Learning · Batch Offline

Yixiu Mao, Qi Wang, Yun Qu, Yuhang Jiang, Xiangyang Ji

Offline Reinforcement Learning (RL) suffers from the extrapolation error and value overestimation. From a generalization perspective, this issue can be attributed to the over-generalization of value functions or policies towards out-of-distribution (OOD) actions. Significant efforts have been devoted to mitigating such generalization, and recent in-sample learning approaches have further succeeded in entirely eschewing it. Nevertheless, we show that mild generalization beyond the dataset can be trusted and leveraged to improve performance under certain conditions. To appropriately exploit generalization in offline RL, we propose Doubly Mild Generalization (DMG), comprising (i) mild action generalization and (ii) mild generalization propagation. The former refers to selecting actions in a close neighborhood of the dataset to maximize the Q values. Even so, the potential erroneous generalization can still be propagated, accumulated, and exacerbated by bootstrapping. In light of this, the latter concept is introduced to mitigate the generalization propagation without impeding the propagation of RL learning signals. Theoretically, DMG guarantees better performance than the in-sample optimal policy in the oracle generalization scenario. Even under worst-case generalization, DMG can still control value overestimation at a certain level and lower bound the performance. Empirically, DMG achieves state-of-the-art performance across Gym-MuJoCo locomotion tasks and challenging AntMaze tasks. Moreover, benefiting from its flexibility in both generalization aspects, DMG enjoys a seamless transition from offline to online learning and attains strong online fine-tuning performance.

Reinforcement Learning · Batch Offline

Kohei Miyaguchi

We propose a method of offline reinforcement learning (RL) featuring the performance guarantee without any assumptions on the data support. Under such conditions, estimating or optimizing the conventional performance metric is generally infeasible due to the distributional discrepancy between data and target policy distributions. To address this issue, we employ a worst-case policy value as a new metric and constructively show that the sample complexity bound of $O(\epsilon^{−2})$ is attainable without any data-support conditions, where $\epsilon>0$ is the policy suboptimality in the new metric. Moreover, as the new metric generalizes the conventional one, the algorithm can address standard offline RL tasks without modification. In this context, our sample complexity bound can be seen as a strict improvement on the previous bounds under the single-policy concentrability and the single-policy realizability.

Reinforcement Learning · Batch Offline

Seongwoong Cho, Donggyun Kim, Jinwoo Lee, Seunghoon Hong

Generalizing across robot embodiments and tasks is crucial for adaptive robotic systems. Modular policy learning approaches adapt to new embodiments but are limited to specific tasks, while few-shot imitation learning (IL) approaches often focus on a single embodiment.In this paper, we introduce a few-shot behavior cloning framework to simultaneously generalize to unseen embodiments and tasks using a few (e.g., five) reward-free demonstrations. Our framework leverages a joint-level input-output representation to unify the state and action spaces of heterogeneous embodiments and employs a novel structure-motion state encoder that is parameterized to capture both shared knowledge across all embodiments and embodiment-specific knowledge. A matching-based policy network then predicts actions from a few demonstrations, producing an adaptive policy that is robust to over-fitting. Evaluated in the DeepMind Control suite, our framework termed Meta-Controller demonstrates superior few-shot generalization to unseen embodiments and tasks over modular policy learning and few-shot IL approaches.

Reinforcement Learning · Batch Offline

Haobo Zhang, Xiyue Peng, Honghao Wei, Xin Liu

Offline safe reinforcement learning (RL) aims to find an optimal policy using a pre-collected dataset when data collection is impractical or risky. We propose a novel linear programming (LP) based primal-dual algorithm for convex MDPs that incorporates ``uncertainty'' parameters to improve data efficiency while requiring only partial data coverage assumption. Our theoretical results achieve a sample complexity of $\mathcal{O}(1/(1-\gamma)\sqrt{n})$ under general function approximation, improving the current state-of-the-art by a factor of $1/(1-\gamma)$, where $n$ is the number of data samples in an offline dataset, and $\gamma$ is the discount factor. The numerical experiments validate our theoretical findings, demonstrating the practical efficacy of our approach in achieving improved safety and learning efficiency in safe offline settings.

Reinforcement Learning · Batch Offline

Rui Yang, Jie Wang, Guoping Wu, Bin Li

Real-world offline datasets are often subject to data corruptions (such as noise or adversarial attacks) due to sensor failures or malicious attacks. Despite advances in robust offline reinforcement learning (RL), existing methods struggle to learn robust agents under high uncertainty caused by the diverse corrupted data (i.e., corrupted states, actions, rewards, and dynamics), leading to performance degradation in clean environments. To tackle this problem, we propose a novel robust variational Bayesian inference for offline RL (TRACER). It introduces Bayesian inference for the first time to capture the uncertainty via offline data for robustness against all types of data corruptions. Specifically, TRACER first models all corruptions as the uncertainty in the action-value function. Then, to capture such uncertainty, it uses all offline data as the observations to approximate the posterior distribution of the action-value function under a Bayesian inference framework. An appealing feature of TRACER is that it can distinguish corrupted data from clean data using an entropy-based uncertainty measure, since corrupted data often induces higher uncertainty and entropy. Based on the aforementioned measure, TRACER can regulate the loss associated with corrupted data to reduce its influence, thereby enhancing robustness and performance in clean environments. Experiments demonstrate that TRACER significantly outperforms several state-of-the-art approaches across both individual and simultaneous data corruptions.

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.

Neuroscience, Cognitive Science

Iuliia Dmitrieva, Sergey Babkin, Adam Charles

Closed-loop neuroscience experimentation, where recorded neural activity is used to modify the experiment on-the-fly, is critical for deducing causal connections and optimizing experimental time. Thus while new optical methods permit on-line recording (via Multi-photon calcium imaging) and stimulation (via holographic stimulation) of large neural populations, a critical barrier in creating closed-loop experiments that can target and modulate single neurons is the real-time inference of neural activity from streaming recordings. In particular, while multi-photon calcium imaging (CI) is crucial in monitoring neural populations, extracting a single neuron's activity from the fluorescence videos often requires batch processing of the video data. Without batch processing, dimmer neurons and events are harder to identify and unrecognized neurons can create false positives when computing the activity of known neurons. We solve these issues by adapting a recently proposed robust time-trace estimator---Sparse Emulation of Unused Dictionary Objects (SEUDO) algorithm---as a basis for a new on-line processing algorithm that simultaneously identifies neurons in the fluorescence video and infers their time traces in a way that is robust to as-yet unidentified neurons. To achieve real-time SEUDO (realSEUDO), we introduce a combination of new algorithmic improvements, a fast C-based implementation, and a new cell finding loop to enable realSEUDO to identify new cells on-the-fly with no "warm-up" period. We demonstrate comparable performance to offline algorithms (e.g., CNMF), and improved performance over the current on-line approach (OnACID) at speeds of 120 Hz on average. This speed is faster than the typical 30 Hz framerate, leaving critical computation time for the computation of feedback in a closed-loop setting.

Reinforcement Learning · Batch Offline

Matthew Zurek, Yudong Chen

We study the sample complexity of learning an $\varepsilon$-optimal policy in an average-reward Markov decision process (MDP) under a generative model. For weakly communicating MDPs, we establish the complexity bound $\widetilde{O}\left(SA\frac{\mathsf{H}}{\varepsilon^2} \right)$, where $\mathsf{H}$ is the span of the bias function of the optimal policy and $SA$ is the cardinality of the state-action space. Our result is the first that is minimax optimal (up to log factors) in all parameters $S,A,\mathsf{H}$, and $\varepsilon$, improving on existing work that either assumes uniformly bounded mixing times for all policies or has suboptimal dependence on the parameters. We also initiate the study of sample complexity in general (multichain) average-reward MDPs. We argue a new transient time parameter $\mathsf{B}$ is necessary, establish an $\widetilde{O}\left(SA\frac{\mathsf{B} + \mathsf{H}}{\varepsilon^2} \right)$ complexity bound, and prove a matching (up to log factors) minimax lower bound. Both results are based on reducing the average-reward MDP to a discounted MDP, which requires new ideas in the general setting. To optimally analyze this reduction, we develop improved bounds for $\gamma$-discounted MDPs, showing that $\widetilde{O}\left(SA\frac{\mathsf{H}}{(1-\gamma)^2\varepsilon^2} \right)$ and $\widetilde{O}\left(SA\frac{\mathsf{B} + \mathsf{H}}{(1-\gamma)^2\varepsilon^2} \right)$ samples suffice to learn $\varepsilon$-optimal policies in weakly communicating and in general MDPs, respectively. Both these results circumvent the well-known minimax lower bound of $\widetilde{\Omega}\left(SA\frac{1}{(1-\gamma)^3\varepsilon^2} \right)$ for $\gamma$-discounted MDPs, and establish a quadratic rather than cubic horizon dependence for a fixed MDP instance.

Reinforcement Learning · Batch Offline

Marvin Alles, Philip Becker-Ehmck, Patrick van der Smagt, Maximilian Karl

In offline reinforcement learning, a policy is learned using a static dataset in the absence of costly feedback from the environment. In contrast to the online setting, only using static datasets poses additional challenges, such as policies generating out-of-distribution samples. Model-based offline reinforcement learning methods try to overcome these by learning a model of the underlying dynamics of the environment and using it to guide policy search. It is beneficial but, with limited datasets, errors in the model and the issue of value overestimation among out-of-distribution states can worsen performance. Current model-based methods apply some notion of conservatism to the Bellman update, often implemented using uncertainty estimation derived from model ensembles. In this paper, we propose Constrained Latent Action Policies (C-LAP) which learns a generative model of the joint distribution of observations and actions. We cast policy learning as a constrained objective to always stay within the support of the latent action distribution, and use the generative capabilities of the model to impose an implicit constraint on the generated actions. Thereby eliminating the need to use additional uncertainty penalties on the Bellman update and significantly decreasing the number of gradient steps required to learn a policy. We empirically evaluate C-LAP on the D4RL and V-D4RL benchmark, and show that C-LAP is competitive to state-of-the-art methods, especially outperforming on datasets with visual observations.

Reinforcement Learning · Batch Offline

Ruoqi Zhang, Ziwei Luo, Jens Sjölund, Thomas Schön, Per Mattsson

Diffusion policy has shown a strong ability to express complex action distributions in offline reinforcement learning (RL). However, it suffers from overestimating Q-value functions on out-of-distribution (OOD) data points due to the offline dataset limitation. To address it, this paper proposes a novel entropy-regularized diffusion policy and takes into account the confidence of the Q-value prediction with Q-ensembles. At the core of our diffusion policy is a mean-reverting stochastic differential equation (SDE) that transfers the action distribution into a standard Gaussian form and then samples actions conditioned on the environment state with a corresponding reverse-time process. We show that the entropy of such a policy is tractable and that can be used to increase the exploration of OOD samples in offline RL training. Moreover, we propose using the lower confidence bound of Q-ensembles for pessimistic Q-value function estimation. The proposed approach demonstrates state-of-the-art performance across a range of tasks in the D4RL benchmarks, significantly improving upon existing diffusion-based policies. The code is available at https://github.com/ruoqizzz/entropy-offlineRL.

Reinforcement Learning · Batch Offline

Qi Wang, Junming Yang, Yunbo Wang, Xin Jin, Wenjun Zeng, Xiaokang Yang

Training offline RL models using visual inputs poses two significant challenges, *i.e.*, the overfitting problem in representation learning and the overestimation bias for expected future rewards. Recent work has attempted to alleviate the overestimation bias by encouraging conservative behaviors. This paper, in contrast, tries to build more flexible constraints for value estimation without impeding the exploration of potential advantages. The key idea is to leverage off-the-shelf RL simulators, which can be easily interacted with in an online manner, as the “*test bed*” for offline policies. To enable effective online-to-offline knowledge transfer, we introduce CoWorld, a model-based RL approach that mitigates cross-domain discrepancies in state and reward spaces. Experimental results demonstrate the effectiveness of CoWorld, outperforming existing RL approaches by large margins.

Reinforcement Learning · Batch Offline

Jing Zhang, Linjiajie Fang, Kexin SHI, Wenjia Wang, Bingyi Jing

``Distribution shift'' is the primary obstacle to the success of offline reinforcement learning. As a learning policy may take actions beyond the knowledge of the behavior policy (referred to as Out-of-Distribution (OOD) actions), the Q-values of these OOD actions can be easily overestimated. Consequently, the learning policy becomes biasedly optimized using the incorrect recovered Q-value function. One commonly used idea to avoid the overestimation of Q-value is to make a pessimistic adjustment. Our key idea is to penalize the Q-values of OOD actions that correspond to high uncertainty. In this work, we propose Q-Distribution guided Q-learning (QDQ) which pessimistic Q-value on OOD regions based on uncertainty estimation. The uncertainty measure is based on the conditional Q-value distribution, which is learned via a high-fidelity and efficient consistency model. On the other hand, to avoid the overly conservative problem, we introduce an uncertainty-aware optimization objective to update the Q-value function. The proposed QDQ demonstrates solid theoretical guarantees for the accuracy of Q-value distribution learning and uncertainty measurement, as well as the performance of the learning policy. QDQ consistently exhibits strong performance in the D4RL benchmark and shows significant improvements for many tasks. Our code can be found at <code link>.

Reinforcement Learning · Batch Offline

Ge Gao, Xi Yang, Qitong Gao, Song Ju, Miroslav Pajic, Min Chi

In human-centric applications like healthcare and education, the \textit{heterogeneity} among patients and students necessitates personalized treatments and instructional interventions. While reinforcement learning (RL) has been utilized in those tasks, off-policy selection (OPS) is pivotal to close the loop by offline evaluating and selecting policies without online interactions, yet current OPS methods often overlook the heterogeneity among participants. Our work is centered on resolving a \textit{pivotal challenge} in human-centric systems (HCSs): \textbf{\textit{how to select a policy to deploy when a new participant joining the cohort, without having access to any prior offline data collected over the participant?}} We introduce First-Glance Off-Policy Selection (FPS), a novel approach that systematically addresses participant heterogeneity through sub-group segmentation and tailored OPS criteria to each sub-group. By grouping individuals with similar traits, FPS facilitates personalized policy selection aligned with unique characteristics of each participant or group of participants. FPS is evaluated via two important but challenging applications, intelligent tutoring systems and a healthcare application for sepsis treatment and intervention. FPS presents significant advancement in enhancing learning outcomes of students and in-hospital care outcomes.

Reinforcement Learning · Batch Offline

Joseph Ortiz, Antoine Dedieu, Wolfgang Lehrach, J Swaroop Guntupalli, Carter Wendelken, Ahmad Humayun, Sivaramakrishnan Swaminathan, Guangyao Zhou, Miguel Lazaro-Gredilla, Kevin Murphy

Learning from previously collected data via behavioral cloning or offline reinforcement learning (RL) is a powerful recipe for scaling generalist agents by avoiding the need for expensive online learning. Despite strong generalization in some respects, agents are often remarkably brittle to minor visual variations in control-irrelevant factors such as the background or camera viewpoint. In this paper, we present theDeepMind Control Visual Benchmark (DMC-VB), a dataset collected in the DeepMind Control Suite to evaluate the robustness of offline RL agents for solving continuous control tasks from visual input in the presence of visual distractors. In contrast to prior works, our dataset (a) combines locomotion and navigation tasks of varying difficulties, (b) includes static and dynamic visual variations, (c) considers data generated by policies with different skill levels, (d) systematically returns pairs of state and pixel observation, (e) is an order of magnitude larger, and (f) includes tasks with hidden goals. Accompanying our dataset, we propose three benchmarks to evaluate representation learning methods for pretraining, and carry out experiments on several recently proposed methods. First, we find that pretrained representations do not help policy learning on DMC-VB, and we highlight a large representation gap between policies learned on pixel observations and on states. Second, we demonstrate when expert data is limited, policy learning can benefit from representations pretrained on (a) suboptimal data, and (b) tasks with stochastic hidden goals. Our dataset and benchmark code to train and evaluate agents are available at https://github.com/google-deepmind/dmc_vision_benchmark.

Reinforcement Learning · Batch Offline

Yang Dai, Oubo Ma, Longfei Zhang, Xingxing Liang, Shengchao Hu, Mengzhu Wang, Shouling Ji, Jincai Huang, Li Shen

Transformer-based trajectory optimization methods have demonstrated exceptional performance in offline Reinforcement Learning (offline RL). Yet, it poses challenges due to substantial parameter size and limited scalability, which is particularly critical in sequential decision-making scenarios where resources are constrained such as in robots and drones with limited computational power. Mamba, a promising new linear-time sequence model, offers performance on par with transformers while delivering substantially fewer parameters on long sequences. As it remains unclear whether Mamba is compatible with trajectory optimization, this work aims to conduct comprehensive experiments to explore the potential of Decision Mamba (dubbed DeMa) in offline RL from the aspect of data structures and essential components with the following insights: (1) Long sequences impose a significant computational burden without contributing to performance improvements since DeMa's focus on sequences diminishes approximately exponentially. Consequently, we introduce a Transformer-like DeMa as opposed to an RNN-like DeMa. (2) For the components of DeMa, we identify the hidden attention mechanism as a critical factor in its success, which can also work well with other residual structures and does not require position embedding. Extensive evaluations demonstrate that our specially designed DeMa is compatible with trajectory optimization and surpasses previous methods, outperforming Decision Transformer (DT) with higher performance while using 30\% fewer parameters in Atari, and exceeding DT with only a quarter of the parameters in MuJoCo.

Reinforcement Learning · Batch Offline

Otmane Sakhi, Imad Aouali, Pierre Alquier, Nicolas Chopin

This work investigates the offline formulation of the contextual bandit problem, where the goal is to leverage past interactions collected under a behavior policy to evaluate, select, and learn new, potentially better-performing, policies. Motivated by critical applications, we move beyond point estimators. Instead, we adopt the principle of _pessimism_ where we construct upper bounds that assess a policy's worst-case performance, enabling us to confidently select and learn improved policies. Precisely, we introduce novel, fully empirical concentration bounds for a broad class of importance weighting risk estimators. These bounds are general enough to cover most existing estimators and pave the way for the development of new ones. In particular, our pursuit of the tightest bound within this class motivates a novel estimator (LS), that _logarithmically smoothes_ large importance weights. The bound for LS is provably tighter than its competitors, and naturally results in improved policy selection and learning strategies. Extensive policy evaluation, selection, and learning experiments highlight the versatility and favorable performance of LS.

Reinforcement Learning · Batch Offline

Ying Fan, Jingling Li, Adith Swaminathan, Aditya Modi, Ching-An Cheng

We present a novel method, Contextual goal-Oriented Data Augmentation (CODA), which uses commonly available unlabeled trajectories and context-goal pairs to solve Contextual Goal-Oriented (CGO) problems. By carefully constructing an action-augmented MDP that is equivalent to the original MDP, CODA creates a fully labeled transition dataset under training contexts without additional approximation error. We conduct a novel theoretical analysis to demonstrate CODA's capability to solve CGO problems in the offline data setup. Empirical results also showcase the effectiveness of CODA, which outperforms other baseline methods across various context-goal relationships of CGO problem. This approach offers a promising direction to solving CGO problems using offline datasets.