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

Michal Nauman, Mateusz Ostaszewski, Krzysztof Jankowski, Piotr Miłoś, Marek Cygan

Sample efficiency in Reinforcement Learning (RL) has traditionally been driven by algorithmic enhancements. In this work, we demonstrate that scaling can also lead to substantial improvements. We conduct a thorough investigation into the interplay of scaling model capacity and domain-specific RL enhancements. These empirical findings inform the design choices underlying our proposed BRO (Bigger, Regularized, Optimistic) algorithm. The key innovation behind BRO is that strong regularization allows for effective scaling of the critic networks, which, paired with optimistic exploration, leads to superior performance. BRO achieves state-of-the-art results, significantly outperforming the leading model-based and model-free algorithms across 40 complex tasks from the DeepMind Control, MetaWorld, and MyoSuite benchmarks. BRO is the first model-free algorithm to achieve near-optimal policies in the notoriously challenging Dog and Humanoid tasks.

Reinforcement Learning · Deep RL

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

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

Reinforcement Learning · Deep RL

Lior Shani, Aviv Rosenberg, Asaf Cassel, Oran Lang, Daniele Calandriello, Avital Zipori, Hila Noga, Orgad Keller, Bilal Piot, Idan Szpektor 等

Reinforcement Learning from Human Feedback (RLHF) has become the standard approach for aligning Large Language Models (LLMs) with human preferences, allowing LLMs to demonstrate remarkable abilities in various tasks. Existing methods work by emulating the human preference at the single decision (turn) level, limiting their capabilities in settings that require planning or multi-turn interactions to achieve a long-term goal. In this paper, we address this issue by developing novel methods for Reinforcement Learning (RL) from preference feedback between two full multi-turn conversations. In the tabular setting, we present a novel mirror-descent-based policy optimization algorithm for the general multi-turn preference-based RL problem, and prove its convergence to Nash equilibrium. To evaluate performance, we create a new environment, Education Dialogue, where a teacher agent guides a student in learning a random topic, and show that a deep RL variant of our algorithm outperforms RLHF baselines. Finally, we show that in an environment with explicit rewards, our algorithm recovers the same performance as a reward-based RL baseline, despite relying solely on a weaker preference signal.

Reinforcement Learning · Deep RL

Raymond Chua, Arna Ghosh, Christos Kaplanis, Blake Richards, Doina Precup

In Deep Reinforcement Learning (RL), it is a challenge to learn representations that do not exhibit catastrophic forgetting or interference in non-stationary environments. Successor Features (SFs) offer a potential solution to this challenge. However, canonical techniques for learning SFs from pixel-level observations often lead to representation collapse, wherein representations degenerate and fail to capture meaningful variations in the data. More recent methods for learning SFs can avoid representation collapse, but they often involve complex losses and multiple learning phases, reducing their efficiency. We introduce a novel, simple method for learning SFs directly from pixels. Our approach uses a combination of a Temporal-difference (TD) loss and a reward prediction loss, which together capture the basic mathematical definition of SFs. We show that our approach matches or outperforms existing SF learning techniques in both 2D (Minigrid) and 3D (Miniworld) mazes, for both single and continual learning scenarios. As well, our technique is efficient, and can reach higher levels of performance in less time than other approaches. Our work provides a new, streamlined technique for learning SFs directly from pixel observations, with no pretraining required.

Reinforcement Learning · Deep RL

Paul-Antoine LE TOLGUENEC, Yann BESSE, Florent Teichteil-Koenigsbuch, Dennis Wilson, Emmanuel Rachelson

The ability to perform different skills can encourage agents to explore. In this work, we aim to construct a set of diverse skills that uniformly cover the state space. We propose a formalization of this search for diverse skills, building on a previous definition based on the mutual information between states and skills. We consider the distribution of states reached by a policy conditioned on each skill and leverage the successor state representation to maximize the difference between these skill distributions. We call this approach LEADS: Learning Diverse Skills through Successor State Representations. We demonstrate our approach on a set of maze navigation and robotic control tasks which show that our method is capable of constructing a diverse set of skills which exhaustively cover the state space without relying on reward or exploration bonuses. Our findings demonstrate that this new formalization promotes more robust and efficient exploration by combining mutual information maximization and exploration bonuses.

Reinforcement Learning · Deep RL

Steven Morad, Chris Lu, Ryan Kortvelesy, Stephan Liwicki, Jakob Foerster, Amanda Prorok

Memory models such as Recurrent Neural Networks (RNNs) and Transformers address Partially Observable Markov Decision Processes (POMDPs) by mapping trajectories to latent Markov states. Neither model scales particularly well to long sequences, especially compared to an emerging class of memory models called Linear Recurrent Models. We discover that the recurrent update of these models resembles a monoid, leading us to reformulate existing models using a novel monoid-based framework that we call memoroids. We revisit the traditional approach to batching in recurrent reinforcement learning, highlighting theoretical and empirical deficiencies. We leverage memoroids to propose a batching method that improves sample efficiency, increases the return, and simplifies the implementation of recurrent loss functions in reinforcement learning.

Reinforcement Learning · Deep RL

Hongming Zhang, Chenjun Xiao, Chao Gao, Han Wang, bo xu, Martin Müller

Reinforcement learning (RL) algorithms are typically based on optimizing a Markov Decision Process (MDP) using the optimal Bellman equation. Recent studies have revealed that focusing the optimization of Bellman equations solely on in-sample actions tends to result in more stable optimization, especially in the presence of function approximation. Upon on these findings, in this paper, we propose an Empirical MDP Iteration (EMIT) framework. EMIT constructs a sequence of empirical MDPs using data from the growing replay memory. For each of these empirical MDPs, it learns an estimated Q-function denoted as $\widehat{Q}$. The key strength is that by restricting the Bellman update to in-sample bootstrapping, each empirical MDP converges to a unique optimal $\widehat{Q}$ function. Furthermore, gradually expanding from the empirical MDPs to the original MDP induces a monotonic policy improvement. Instead of creating entirely new algorithms, we demonstrate that EMIT can be seamlessly integrated with existing online RL algorithms, effectively acting as a regularizer for contemporary Q-learning methods. We show this by implementing EMIT for two representative RL algorithms, DQN and TD3. Experimental results on Atari and MuJoCo benchmarks show that EMIT significantly reduces estimation errors and substantially improves the performance of both algorithms.

Reinforcement Learning · Deep RL

Yinuo Wang, Likun Wang, Yuxuan Jiang, Wenjun Zou, Tong Liu, Xujie Song, Wenxuan Wang, Liming Xiao, Jiang Wu, Jingliang Duan 等

Reinforcement learning (RL) has proven highly effective in addressing complex decision-making and control tasks. However, in most traditional RL algorithms, the policy is typically parameterized as a diagonal Gaussian distribution with learned mean and variance, which constrains their capability to acquire complex policies. In response to this problem, we propose an online RL algorithm termed diffusion actor-critic with entropy regulator (DACER). This algorithm conceptualizes the reverse process of the diffusion model as a novel policy function and leverages the capability of the diffusion model to fit multimodal distributions, thereby enhancing the representational capacity of the policy. Since the distribution of the diffusion policy lacks an analytical expression, its entropy cannot be determined analytically. To mitigate this, we propose a method to estimate the entropy of the diffusion policy utilizing Gaussian mixture model. Building on the estimated entropy, we can learn a parameter $\alpha$ that modulates the degree of exploration and exploitation. Parameter $\alpha$ will be employed to adaptively regulate the variance of the added noise, which is applied to the action output by the diffusion model. Experimental trials on MuJoCo benchmarks and a multimodal task demonstrate that the DACER algorithm achieves state-of-the-art (SOTA) performance in most MuJoCo control tasks while exhibiting a stronger representational capacity of the diffusion policy.

Reinforcement Learning · Deep RL

Chun-Mao Lai, Hsiang-Chun Wang, Ping-Chun Hsieh, Frank Wang, Min-Hung Chen, Shao-Hua Sun

Imitation learning aims to learn a policy from observing expert demonstrations without access to reward signals from environments. Generative adversarial imitation learning (GAIL) formulates imitation learning as adversarial learning, employing a generator policy learning to imitate expert behaviors and discriminator learning to distinguish the expert demonstrations from agent trajectories. Despite its encouraging results, GAIL training is often brittle and unstable. Inspired by the recent dominance of diffusion models in generative modeling, we propose Diffusion-Reward Adversarial Imitation Learning (DRAIL), which integrates a diffusion model into GAIL, aiming to yield more robust and smoother rewards for policy learning. Specifically, we propose a diffusion discriminative classifier to construct an enhanced discriminator, and design diffusion rewards based on the classifier’s output for policy learning. Extensive experiments are conducted in navigation, manipulation, and locomotion, verifying DRAIL’s effectiveness compared to prior imitation learning methods. Moreover, additional experimental results demonstrate the generalizability and data efficiency of DRAIL. Visualized learned reward functions of GAIL and DRAIL suggest that DRAIL can produce more robust and smoother rewards. Project page: https://nturobotlearninglab.github.io/DRAIL/

Reinforcement Learning · Deep RL

Oswin So, Cheng Ge, Chuchu Fan

Current reinforcement-learning methods are unable to directly learn policies that solve the minimum cost reach-avoid problem to minimize cumulative costs subject to the constraints of reaching the goal and avoiding unsafe states, as the structure of this new optimization problem is incompatible with current methods. Instead, a surrogate problem is solved where all objectives are combined with a weighted sum. However, this surrogate objective results in suboptimal policies that do not directly minimize the cumulative cost. In this work, we propose RC-PPO, a reinforcement-learning-based method for solving the minimum-cost reach-avoid problem by using connections to Hamilton-Jacobi reachability. Empirical results demonstrate that RC-PPO learns policies with comparable goal-reaching rates to while achieving up to 57% lower cumulative costs compared to existing methods on a suite of minimum-cost reach-avoid benchmarks on the Mujoco simulator. The project page can be found at https://oswinso.xyz/rcppo.

Reinforcement Learning · Deep RL

Miles Hutson, Isaac Kauvar, Nick Haber

Model-based reinforcement learning (MBRL) is a promising route to sample-efficient policy optimization. However, a known vulnerability of reconstruction-based MBRL consists of scenarios in which detailed aspects of the world are highly predictable, but irrelevant to learning a good policy. Such scenarios can lead the model to exhaust its capacity on meaningless content, at the cost of neglecting important environment dynamics. While existing approaches attempt to solve this problem, we highlight its continuing impact on leading MBRL methods ---including DreamerV3 and DreamerPro--- with a novel environment where background distractions are intricate, predictable, and useless for planning future actions. To address this challenge we develop a method for focusing the capacity of the world model through a synergy of a pretrained segmentation model, a task-aware reconstruction loss, and adversarial learning. Our method outperforms a variety of other approaches designed to reduce the impact of distractors, and is an advance towards robust model-based reinforcement learning.

Reinforcement Learning · Deep RL

Hojun Chung, Junseo Lee, Minsoo Kim, Dohyeong Kim, Songhwai Oh

Training agents that are robust to environmental changes remains a significant challenge in deep reinforcement learning (RL). Unsupervised environment design (UED) has recently emerged to address this issue by generating a set of training environments tailored to the agent's capabilities. While prior works demonstrate that UED has the potential to learn a robust policy, their performance is constrained by the capabilities of the environment generation. To this end, we propose a novel UED algorithm, adversarial environment design via regret-guided diffusion models (ADD). The proposed method guides the diffusion-based environment generator with the regret of the agent to produce environments that the agent finds challenging but conducive to further improvement. By exploiting the representation power of diffusion models, ADD can directly generate adversarial environments while maintaining the diversity of training environments, enabling the agent to effectively learn a robust policy. Our experimental results demonstrate that the proposed method successfully generates an instructive curriculum of environments, outperforming UED baselines in zero-shot generalization across novel, out-of-distribution environments.

Reinforcement Learning · Deep RL

Jiaheng Hu, Zizhao Wang, Peter Stone, Roberto Martín-Martín

A hallmark of intelligent agents is the ability to learn reusable skills purely from unsupervised interaction with the environment. However, existing unsupervised skill discovery methods often learn entangled skills where one skill variable simultaneously influences many entities in the environment, making downstream skill chaining extremely challenging. We propose Disentangled Unsupervised Skill Discovery (DUSDi), a method for learning disentangled skills that can be efficiently reused to solve downstream tasks. DUSDi decomposes skills into disentangled components, where each skill component only affects one factor of the state space. Importantly, these skill components can be concurrently composed to generate low-level actions, and efficiently chained to tackle downstream tasks through hierarchical Reinforcement Learning. DUSDi defines a novel mutual-information-based objective to enforce disentanglement between the influences of different skill components, and utilizes value factorization to optimize this objective efficiently. Evaluated in a set of challenging environments, DUSDi successfully learns disentangled skills, and significantly outperforms previous skill discovery methods when it comes to applying the learned skills to solve downstream tasks.

Reinforcement Learning · Deep RL

Haozhe Chen, Ang Li, Ethan Che, Jing Dong, Tianyi Peng, Hongseok Namkoong

Queuing network control allows allocation of scarce resources to manage congestion, a fundamental problem in manufacturing, communications, and healthcare. Compared to standard RL problems, queueing problems are distinguished by unique challenges: i) a system operating in continuous time, ii) high stochasticity, and iii) long horizons over which the system can become unstable (exploding delays). To provide the empirical foundations for methodological development tackling these challenges, we present an open-sourced queueing simulation framework, QGym, that benchmark queueing policies across realistic problem instances. Our modular framework allows the researchers to build on our initial instances, which provide a wide range of environments including parallel servers, criss-cross, tandem, and re-entrant networks, as well as a realistically calibrated hospital queuing system. From these, various policies can be easily tested, including both model-free RL methods and classical queuing policies. Our testbed significantly expands the scope of empirical benchmarking in prior work, and complements thetraditional focus on evaluating algorithms based on mathematical guarantees in idealized settings. QGym code is open-sourced at https://github.com/namkoong-lab/QGym.

Reinforcement Learning · Deep RL

Jesse Farebrother, Pablo Samuel Castro

We introduce the Continuous Arcade Learning Environment (CALE), an extension of the well-known Arcade Learning Environment (ALE) [Bellemare et al., 2013]. The CALE uses the same underlying emulator of the Atari 2600 gaming system (Stella), but adds support for continuous actions. This enables the benchmarking and evaluation of continuous-control agents (such as PPO [Schulman et al., 2017] and SAC [Haarnoja et al., 2018]) and value-based agents (such as DQN [Mnih et al., 2015] and Rainbow [Hessel et al., 2018]) on the same environment suite. We provide a series of open questions and research directions that CALE enables, as well as initial baseline results using Soft Actor-Critic. CALE is available as part of the ALE athttps://github.com/Farama-Foundation/Arcade-Learning-Environment.

Reinforcement Learning · Deep RL

Alexander Nikulin, Vladislav Kurenkov, Ilya Zisman, Artem Agarkov, Viacheslav Sinii, Sergey Kolesnikov

Inspired by the diversity and depth of XLand and the simplicity and minimalism of MiniGrid, we present XLand-MiniGrid, a suite of tools and grid-world environments for meta-reinforcement learning research. Written in JAX, XLand-MiniGrid is designed to be highly scalable and can potentially run on GPU or TPU accelerators, democratizing large-scale experimentation with limited resources. Along with the environments, XLand-MiniGrid provides pre-sampled benchmarks with millions of unique tasks of varying difficulty and easy-to-use baselines that allow users to quickly start training adaptive agents. In addition, we have conducted a preliminary analysis of scaling and generalization, showing that our baselines are capable of reaching millions of steps per second during training and validating that the proposed benchmarks are challenging. XLand-MiniGrid is open-source and available at \url{https://github.com/corl-team/xland-minigrid}.

Interpretability

Quentin Delfosse, Sebastian Sztwiertnia, Mark Rothermel, Wolfgang Stammer, Kristian Kersting

Goal misalignment, reward sparsity and difficult credit assignment are only a few of the many issues that make it difficult for deep reinforcement learning (RL) agents to learn optimal policies. Unfortunately, the black-box nature of deep neural networks impedes the inclusion of domain experts for inspecting the model and revising suboptimal policies.To this end, we introduce Successive Concept Bottleneck Agents (SCoBots), that integrate consecutive concept bottleneck (CB) layers. In contrast to current CB models, SCoBots do not just represent concepts as properties of individual objects, but also as relations between objects which is crucial for many RL tasks. Our experimental results provide evidence of SCoBots' competitive performances, but also of their potential for domain experts to understand and regularize their behavior. Among other things, SCoBots enabled us to identify a previously unknown misalignment problem in the iconic video game, Pong, and resolve it. Overall, SCoBots thus result in more human-aligned RL agents.

Reinforcement Learning · Deep RL

Ke Sun, Yingnan Zhao, Wulong Liu, Bei Jiang, Linglong Kong

The empirical success of distributional reinforcement learning (RL) highly relies on the choice of distribution divergence equipped with an appropriate distribution representation. In this paper, we propose \textit{Sinkhorn distributional RL (SinkhornDRL)}, which leverages Sinkhorn divergence—a regularized Wasserstein loss—to minimize the difference between current and target Bellman return distributions. Theoretically, we prove the contraction properties of SinkhornDRL, aligning with the interpolation nature of Sinkhorn divergence between Wasserstein distance and Maximum Mean Discrepancy (MMD). The introduced SinkhornDRL enriches the family of distributional RL algorithms, contributing to interpreting the algorithm behaviors compared with existing approaches by our investigation into their relationships. Empirically, we show that SinkhornDRL consistently outperforms or matches existing algorithms on the Atari games suite and particularly stands out in the multi-dimensional reward setting. \thanks{Code is available in \url{https://github.com/datake/SinkhornDistRL}.}.

Reinforcement Learning · Deep RL

Kai Yan, Alex Schwing, Yu-Xiong Wang

Decision Transformers have recently emerged as a new and compelling paradigm for offline Reinforcement Learning (RL), completing a trajectory in an autoregressive way. While improvements have been made to overcome initial shortcomings, online finetuning of decision transformers has been surprisingly under-explored. The widely adopted state-of-the-art Online Decision Transformer (ODT) still struggles when pretrained with low-reward offline data. In this paper, we theoretically analyze the online-finetuning of the decision transformer, showing that the commonly used Return-To-Go (RTG) that's far from the expected return hampers the online fine-tuning process. This problem, however, is well-addressed by the value function and advantage of standard RL algorithms. As suggested by our analysis, in our experiments, we hence find that simply adding TD3 gradients to the finetuning process of ODT effectively improves the online finetuning performance of ODT, especially if ODT is pretrained with low-reward offline data. These findings provide new directions to further improve decision transformers.

Reinforcement Learning · Deep RL

Jiafei Lyu, Kang Xu, Jiacheng Xu, yan, Jing-Wen Yang, Zongzhang Zhang, Chenjia Bai, Zongqing Lu, Xiu Li

We consider off-dynamics reinforcement learning (RL) where one needs to transfer policies across different domains with dynamics mismatch. Despite the focus on developing dynamics-aware algorithms, this field is hindered due to the lack of a standard benchmark. To bridge this gap, we introduce ODRL, the first benchmark tailored for evaluating off-dynamics RL methods. ODRL contains four experimental settings where the source and target domains can be either online or offline, and provides diverse tasks and a broad spectrum of dynamics shifts, making it a reliable platform to comprehensively evaluate the agent's adaptation ability to the target domain. Furthermore, ODRL includes recent off-dynamics RL algorithms in a unified framework and introduces some extra baselines for different settings, all implemented in a single-file manner. To unpack the true adaptation capability of existing methods, we conduct extensive benchmarking experiments, which show that no method has universal advantages across varied dynamics shifts. We hope this benchmark can serve as a cornerstone for future research endeavors. Our code is publicly available at https://github.com/OffDynamicsRL/off-dynamics-rl.