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

Chen-Hao Chao, Chien Feng, Wei-Fang Sun, Cheng-Kuang Lee, Simon See, Chun-Yi Lee

Existing Maximum-Entropy (MaxEnt) Reinforcement Learning (RL) methods for continuous action spaces are typically formulated based on actor-critic frameworks and optimized through alternating steps of policy evaluation and policy improvement. In the policy evaluation steps, the critic is updated to capture the soft Q-function. In the policy improvement steps, the actor is adjusted in accordance with the updated soft Q-function. In this paper, we introduce a new MaxEnt RL framework modeled using Energy-Based Normalizing Flows (EBFlow). This framework integrates the policy evaluation steps and the policy improvement steps, resulting in a single objective training process. Our method enables the calculation of the soft value function used in the policy evaluation target without Monte Carlo approximation. Moreover, this design supports the modeling of multi-modal action distributions while facilitating efficient action sampling. To evaluate the performance of our method, we conducted experiments on the MuJoCo benchmark suite and a number of high-dimensional robotic tasks simulated by Omniverse Isaac Gym. The evaluation results demonstrate that our method achieves superior performance compared to widely-adopted representative baselines.

Reinforcement Learning · Deep RL

Adrian Remonda, Nicklas Hansen, Ayoub Raji, Nicola Musiu, Marko Bertogna, Eduardo Veas, Xiaolong Wang

Despite the availability of international prize-money competitions, scaled vehicles, and simulation environments, research on autonomous racing and the control of sports cars operating close to the limit of handling has been limited by the high costs of vehicle acquisition and management, as well as the limited physics accuracy of open-source simulators. In this paper, we propose a racing simulation platform based on the simulator Assetto Corsa to test, validate, and benchmark autonomous driving algorithms, including reinforcement learning (RL) and classical Model Predictive Control (MPC), in realistic and challenging scenarios. Our contributions include the development of this simulation platform, several state-of-the-art algorithms tailored to the racing environment, and a comprehensive dataset collected from human drivers. Additionally, we evaluate algorithms in the offline RL setting. All the necessary code (including environment and benchmarks), working examples, and datasets are publicly released and can be found at: https://github.com/dasGringuen/assetto_corsa_gym.

Reinforcement Learning · Deep RL

Pietro Mazzaglia, Tim Verbelen, Bart Dhoedt, Aaron Courville, Sai Rajeswar Mudumba

Learning generalist embodied agents, able to solve multitudes of tasks in different domains is a long-standing problem. Reinforcement learning (RL) is hard to scale up as it requires a complex reward design for each task. In contrast, language can specify tasks in a more natural way. Current foundation vision-language models (VLMs) generally require fine-tuning or other adaptations to be adopted in embodied contexts, due to the significant domain gap. However, the lack of multimodal data in such domains represents an obstacle to developing foundation models for embodied applications. In this work, we overcome these problems by presenting multimodal-foundation world models, able to connect and align the representation of foundation VLMs with the latent space of generative world models for RL, without any language annotations. The resulting agent learning framework, GenRL, allows one to specify tasks through vision and/or language prompts, ground them in the embodied domain’s dynamics, and learn the corresponding behaviors in imagination.As assessed through large-scale multi-task benchmarking in locomotion and manipulation domains, GenRL enables multi-task generalization from language and visual prompts. Furthermore, by introducing a data-free policy learning strategy, our approach lays the groundwork for foundational policy learning using generative world models. Website, code and data: https://mazpie.github.io/genrl/

Reinforcement Learning · Deep RL

Karim Abdel Sadek, Matteo Nulli, Joan Velja, Jort Vincenti

This work investigates the reproducibility of the paper "Explaining RL decisions with trajectories“ by Deshmukh et al. (2023). The original paper introduces a novel approach in explainable reinforcement learning based on the attribution decisions of an agent to specific clusters of trajectories encountered during training. We verify the main claims from the paper, which state that (i) training on less trajectories induces a lower initial state value, (ii) trajectories in a cluster present similar high-level patterns, (iii) distant trajectories influence the decision of an agent, and (iv) humans correctly identify the attributed trajectories to the decision of the agent. We recover the environments used by the authors based on the partial original code they provided for one of the environments (Grid-World), and implemented the remaining from scratch (Seaquest and HalfCheetah, Breakout, Q*Bert). While we confirm that (i), (ii), and (iii) partially hold, we extend on the largely qualitative experiments from the authors by introducing a quantitative metric to further support (iii), and new experiments and visual results for (i). Moreover, we investigate the use of different clustering algorithms and encoder architectures to further support (ii). We could not support (iv), given the limited extent of the original experiments. We conclude that, while some of the claims can be supported, further investigations and experiments could be of interest. We recognize the novelty of the work from the authors and hope that our work paves the way for clearer and more transparent approaches.

Reinforcement Learning · Deep RL

Fan-Ming Luo, Zuolin Tu, Zefang Huang, Yang Yu

Real-world decision-making tasks are usually partially observable Markov decision processes (POMDPs), where the state is not fully observable. Recent progress has demonstrated that recurrent reinforcement learning (RL), which consists of a context encoder based on recurrent neural networks (RNNs) for unobservable state prediction and a multilayer perceptron (MLP) policy for decision making, can mitigate partial observability and serve as a robust baseline for POMDP tasks. However, prior recurrent RL algorithms have faced issues with training instability. In this paper, we find that this instability stems from the autoregressive nature of RNNs, which causes even small changes in RNN parameters to produce large output variations over long trajectories. Therefore, we propose **R**ecurrent Off-policy RL with Context-**E**ncoder-**S**p**e**cific **L**earning Rate (RESeL) to tackle this issue. Specifically, RESeL uses a lower learning rate for context encoder than other MLP layers to ensure the stability of the former while maintaining the training efficiency of the latter. We integrate this technique into existing off-policy RL methods, resulting in the RESeL algorithm. We evaluated RESeL in 18 POMDP tasks, including classic, meta-RL, and credit assignment scenarios, as well as five MDP locomotion tasks. The experiments demonstrate significant improvements in training stability with RESeL. Comparative results show that RESeL achieves notable performance improvements over previous recurrent RL baselines in POMDP tasks, and is competitive with or even surpasses state-of-the-art methods in MDP tasks. Further ablation studies highlight the necessity of applying a distinct learning rate for the context encoder. Code is available at https://github.com/FanmingL/Recurrent-Offpolicy-RL.

Reinforcement Learning · Deep RL

Maciej Wołczyk, Bartłomiej Cupiał, Mateusz Ostaszewski, Michał Bortkiewicz, Michał Zając, Razvan Pascanu, Lukasz Kucinski, Piotr Milos

Fine-tuning is a widespread technique that allows practitioners to transfer pre-trained capabilities, as recently showcased by the successful applications of foundation models. However, fine-tuning reinforcement learning (RL) models remains a challenge. This work conceptualizes one specific cause of poor transfer, accentuated in the RL setting by the interplay between actions and observations: *forgetting of pre-trained capabilities*. Namely, a model deteriorates on the state subspace of the downstream task not visited in the initial phase of fine-tuning, on which the model behaved well due to pre-training. This way, we lose the anticipated transfer benefits. We identify conditions when this problem occurs, showing that it is common and, in many cases, catastrophic. Through a detailed empirical analysis of the challenging NetHack and Montezuma's Revenge environments, we show that standard knowledge retention techniques mitigate the problem and thus allow us to take full advantage of the pre-trained capabilities. In particular, in NetHack, we achieve a new state-of-the-art for neural models, improving the previous best score from $5$K to over $10$K points in the Human Monk scenario.

Reinforcement Learning · Deep RL

Annie Xie, Logan M. Bhamidipaty, Evan Liu, Joey Hong, Sergey Levine, Chelsea Finn

Standard exploration methods typically rely on random coverage of the state space or coverage-promoting exploration bonuses. However, in partially observed settings, the biggest exploration challenge is often posed by the need to discover information-gathering strategies---e.g., an agent that has to navigate to a location in traffic might learn to first check traffic conditions and then choose a route. In this work, we design a POMDP agent that gathers information about the hidden state, using ideas from the meta-exploration literature. Our approach provides an exploration bonus that rewards the agent for gathering information about the state that is relevant for completing the task. While this requires the agent to know what this information is during training, it can obtained in several ways: in the most general case, off-policy algorithms can leverage knowledge about the entire trajectory to determine such information in hindsight, but the user can also provide prior knowledge (e.g., privileged information) to help inform the training process. Through experiments in several partially-observed environments, we find that our approach is competitive with prior methods when minimal exploration is needed, but substantially outperforms them when more complex strategies are required. Our algorithm also shows the ability to learn without any privileged information, by reasoning about the entire trajectory in hindsight and and effectively using any information it reveals about the hidden state.

Deep Learning · Large Language Models

Zhiheng Xi, Wenxiang Chen, Boyang Hong, Senjie Jin, Rui Zheng, Wei He, Yiwen Ding, Shichun Liu, Xin Guo, Junzhe Wang 等

In this paper, we propose **R**$^3$: Learning **R**easoning through **R**everse Curriculum **R**einforcement Learning (RL), a novel method that employs only outcome supervision to achieve the benefits of process supervision for large language models. The core challenge in applying RL to complex reasoning is to identify a sequence of actions that result in positive rewards and provide appropriate supervision for optimization. Outcome supervision provides sparse rewards for final results without identifying error locations, whereas process supervision offers step-wise rewards but requires extensive manual annotation. **R**$^3$ overcomes these limitations by learning from correct demonstrations. Specifically, **R**$^3$ progressively slides the start state of reasoning from a demonstration's end to its beginning, facilitating easier model exploration at all stages. Thus, **R**$^3$ establishes a step-wise curriculum, allowing outcome supervision to offer step-level signals and precisely pinpoint errors. Using Llama2-7B, our method surpasses RL baseline on eight reasoning tasks by $4.1$ points on average. Notably, in program-based reasoning, 7B-scale models perform comparably to larger models or closed-source models with our **R**$^3$.

Reinforcement Learning · Deep RL

Yucen Wang, Shenghua Wan, Le Gan, Shuai Feng, De-Chuan Zhan

Model-based methods have significantly contributed to distinguishing task-irrelevant distractors for visual control. However, prior research has primarily focused on heterogeneous distractors like noisy background videos, leaving homogeneous distractors that closely resemble controllable agents largely unexplored, which poses significant challenges to existing methods. To tackle this problem, we propose Implicit Action Generator (IAG) to learn the implicit actions of visual distractors, and present a new algorithm named implicit Action-informed Diverse visual Distractors Distinguisher (AD3), that leverages the action inferred by IAG to train separated world models. Implicit actions effectively capture the behavior of background distractors, aiding in distinguishing the task-irrelevant components, and the agent can optimize the policy within the task-relevant state space. Our method achieves superior performance on various visual control tasks featuring both heterogeneous and homogeneous distractors. The indispensable role of implicit actions learned by IAG is also empirically validated.

Miscellaneous Aspects of Machine Learning · General Machine Learning Techniques

Michael Valancius, Maxwell Lennon, Junier Oliva

We develop novel methodology for active feature acquisition (AFA), the study of sequentially acquiring a dynamic subset of features that minimizes acquisition costs whilst still yielding accurate inference. The AFA framework can be useful in a myriad of domains, including health care applications where the cost of acquiring additional features for a patient (in terms of time, money, risk, etc.) can be weighed against the expected improvement to diagnostic performance. Previous approaches for AFA have employed either: deep learning RL techniques, which have difficulty training policies due to a complicated state and action space; deep learning surrogate generative models, which require modeling complicated multidimensional conditional distributions; or greedy policies, which cannot account for jointly informative feature acquisitions. We show that we can bypass many of these challenges with a novel, nonparametric oracle based approach, which we coin the acquisition conditioned oracle (ACO). Extensive experiments show the superiority of the ACO to state-of-the-art AFA methods when acquiring features for both predictions and general decision-making.

Deep Learning · Large Language Models

Fahim Tajwar, Anikait Singh, Archit Sharma, Rafael Rafailov, Jeff Schneider, Tengyang Xie, Stefano Ermon, Chelsea Finn, Aviral Kumar

Learning from preference labels plays a crucial role in fine-tuning large language models --- this is done via supervised learning, on-policy reinforcement learning (RL), or contrastive learning. Different methods come with different implementation tradeoffs, and existing empirical findings present different conclusions, for instance, some results show that online RL is quite important to attain good fine-tuning results, while others find offline methods sufficient. This raises a question: **what kind of approaches are important for fine-tuning with preference data and why?** In this paper, we answer this question by performing a rigorous analysis of a number of fine-tuning techniques on didactic and full-scale LLM problems. Our main finding is that approaches that use on-policy sampling and attempt to push down the likelihood on certain responses (i.e., employ a ''negative gradient'') outperform offline and maximum likelihood objectives. We conceptualize our insights and unify methods that use on-policy sampling or negative gradient under a notion of mode-seeking objectives for categorical distributions. Mode-seeking objectives are able to alter probability mass on specific bins of a categorical distribution at a fast rate compared to maximum likelihood, allowing them to relocate masses across bins more effectively. Our analysis prescribes actionable insights for preference fine-tuning of LLMs and informs how data should be collected for maximal improvement.

Reinforcement Learning · Deep RL

Arvi Jonnarth, Jie Zhao, Michael Felsberg

Coverage path planning (CPP) is the problem of finding a path that covers the entire free space of a confined area, with applications ranging from robotic lawn mowing to search-and-rescue. When the environment is unknown, the path needs to be planned online while mapping the environment, which cannot be addressed by offline planning methods that do not allow for a flexible path space. We investigate how suitable reinforcement learning is for this challenging problem, and analyze the involved components required to efficiently learn coverage paths, such as action space, input feature representation, neural network architecture, and reward function. We propose a computationally feasible egocentric map representation based on frontiers, and a novel reward term based on total variation to promote complete coverage. Through extensive experiments, we show that our approach surpasses the performance of both previous RL-based approaches and highly specialized methods across multiple CPP variations.

Reinforcement Learning · Deep RL

Srinath Mahankali, Zhang-Wei Hong, Ayush Sekhari, Alexander Rakhlin, Pulkit Agrawal

The ability to efficiently explore high-dimensional state spaces is essential for the practical success of deep Reinforcement Learning (RL). This paper introduces a new exploration technique called Random Latent Exploration (RLE), that combines the strengths of exploration bonuses and randomized value functions (two popular approaches for effective exploration in deep RL). RLE leverages the idea of perturbing rewards by adding structured random rewards to the original task rewards in certain (random) states of the environment, to encourage the agent to explore the environment during training. RLE is straightforward to implement and performs well in practice. To demonstrate the practical effectiveness of RLE, we evaluate it on the challenging Atari and IsaacGym benchmarks and show that RLE exhibits higher overall scores across all the tasks than other approaches, including action-noise and randomized value function exploration.

Reinforcement Learning · Deep RL

Ruixiang Sun, Hongyu Zang, Xin Li, Riashat Islam

Visual Model-Based Reinforcement Learning (MBRL) promises to encapsulate agent's knowledge about the underlying dynamics of the environment, enabling learning a world model as a useful planner. However, top MBRL agents such as Dreamer often struggle with visual pixel-based inputs in the presence of exogenous or irrelevant noise in the observation space, due to failure to capture task-specific features while filtering out irrelevant spatio-temporal details. To tackle this problem, we apply a spatio-temporal masking strategy, a bisimulation principle, combined with latent reconstruction, to capture endogenous task-specific aspects of the environment for world models, effectively eliminating non-essential information. Joint training of representations, dynamics, and policy often leads to instabilities. To further address this issue, we develop a Hybrid Recurrent State-Space Model (HRSSM) structure, enhancing state representation robustness for effective policy learning. Our empirical evaluation demonstrates significant performance improvements over existing methods in a range of visually complex control tasks such as Maniskill with exogenous distractors from the Matterport environment. Our code is avaliable at https://github.com/bit1029public/HRSSM.

Reinforcement Learning · Deep RL

Vivek Myers, Chongyi Zheng, Anca Dragan, Sergey Levine, Benjamin Eysenbach

Temporal distances lie at the heart of many algorithms for planning, control, and reinforcement learning that involve reaching goals, allowing one to estimate the transit time between two states. However, prior attempts to define such temporal distances in stochastic settings have been stymied by an important limitation: these prior approaches do not satisfy the triangle inequality. This is not merely a definitional concern, but translates to an inability to generalize and find shortest paths. In this paper, we build on prior work in contrastive learning and quasimetrics to show how successor features learned by contrastive learning (after a change of variables) form a temporal distance that does satisfy the triangle inequality, even in stochastic settings. Importantly, this temporal distance is computationally efficient to estimate, even in high-dimensional and stochastic settings. Experiments in controlled settings and benchmark suites demonstrate that an RL algorithm based on these new temporal distances exhibits combinatorial generalization (i.e., "stitching") and can sometimes learn more quickly than prior methods, including those based on quasimetrics.

Reinforcement Learning · Deep RL

Jessy Lin, Yuqing Du, Olivia Watkins, Danijar Hafner, Pieter Abbeel, Dan Klein, Anca Dragan

To interact with humans and act in the world, agents need to understand the range of language that people use and relate it to the visual world. While current agents can learn to execute simple language instructions, we aim to build agents that leverage diverse language---language like "this button turns on the TV" or "I put the bowls away"---that conveys general knowledge, describes the state of the world, provides interactive feedback, and more. Our key idea is that *agents should interpret such diverse language as a signal that helps them predict the future*: what they will observe, how the world will behave, and which situations will be rewarded. This perspective unifies language understanding with future prediction as a powerful self-supervised learning objective. We instantiate this in Dynalang, an agent that learns a multimodal world model to predict future text and image representations, and learns to act from imagined model rollouts. While current methods that learn language-conditioned policies degrade in performance with more diverse types of language, we show that Dynalang learns to leverage environment descriptions, game rules, and instructions to excel on tasks ranging from game-playing to navigating photorealistic home scans. Finally, we show that our method enables additional capabilities due to learning a generative model: Dynalang can be pretrained on text-only data, enabling learning from offline datasets, and generate language grounded in an environment.

Reinforcement Learning · Deep RL

Youngsik Yoon, Gangbok Lee, Sungsoo Ahn, Jungseul Ok

Graph-based planners have gained significant attention for goal-conditioned reinforcement learning (RL), where they construct a graph consisting of confident transitions between *subgoals* as edges and run shortest path algorithms to exploit the confident edges. Meanwhile, identifying and avoiding unattainable transitions are also crucial yet overlooked by the previous graph-based planners, leading to wasting an excessive number of attempts at unattainable subgoals. To address this oversight, we propose a graph construction method that efficiently manages all the achieved and unattained subgoals on a grid graph adaptively discretizing the goal space. This enables a breadth-first exploration strategy, grounded in the local adaptive grid refinement, that prioritizes broad probing of subgoals on a coarse grid over meticulous one on a dense grid. We conducted a theoretical analysis and demonstrated the effectiveness of our approach through empirical evidence, showing that only BEAG succeeds in complex environments under the proposed fixed-goal setting.

Reinforcement Learning · Deep RL

Ren-Jian Wang, Ke Xue, Cong Guan, Chao Qian

Quality-Diversity (QD) algorithms have emerged as a powerful optimization paradigm with the aim of generating a set of high-quality and diverse solutions. To achieve such a challenging goal, QD algorithms require maintaining a large archive and a large population in each iteration, which brings two main issues, sample and resource efficiency. Most advanced QD algorithms focus on improving the sample efficiency, while the resource efficiency is overlooked to some extent. Particularly, the resource overhead during the training process has not been touched yet, hindering the wider application of QD algorithms. In this paper, we highlight this important research question, i.e., how to efficiently train QD algorithms with limited resources, and propose a novel and effective method called RefQD to address it. RefQD decomposes a neural network into representation and decision parts, and shares the representation part with all decision parts in the archive to reduce the resource overhead. It also employs a series of strategies to address the mismatch issue between the old decision parts and the newly updated representation part. Experiments on different types of tasks from small to large resource consumption demonstrate the excellent performance of RefQD: it not only uses significantly fewer resources (e.g., 16% GPU memories on QDax and 3.7% on Atari) but also achieves comparable or better performance compared to sample-efficient QD algorithms. Our code is available at [https://github.com/lamda-bbo/RefQD](https://github.com/lamda-bbo/RefQD).

Reinforcement Learning · Deep RL

Luca Grillotti, Maxence Faldor, Borja G. León, Antoine Cully

A key aspect of intelligence is the ability to demonstrate a broad spectrum of behaviors for adapting to unexpected situations. Over the past decade, advancements in deep reinforcement learning have led to groundbreaking achievements to solve complex continuous control tasks. However, most approaches return only one solution specialized for a specific problem. We introduce Quality-Diversity Actor-Critic (QDAC), an off-policy actor-critic deep reinforcement learning algorithm that leverages a value function critic and a successor features critic to learn high-performing and diverse behaviors. In this framework, the actor optimizes an objective that seamlessly unifies both critics using constrained optimization to (1) maximize return, while (2) executing diverse skills. Compared with other Quality-Diversity methods, QDAC achieves significantly higher performance and more diverse behaviors on six challenging continuous control locomotion tasks. We also demonstrate that we can harness the learned skills to adapt better than other baselines to five perturbed environments. Finally, qualitative analyses showcase a range of remarkable behaviors: [adaptive-intelligent-robotics.github.io/QDAC](https://adaptive-intelligent-robotics.github.io/QDAC/).

Reinforcement Learning · Deep RL

Utsav Singh, Wesley A. Suttle, Brian Sadler, Vinay Namboodiri, Amrit Singh Bedi

In this work, we introduce PIPER: Primitive-Informed Preference-based Hierarchical reinforcement learning via Hindsight Relabeling, a novel approach that leverages preference-based learning to learn a reward model, and subsequently uses this reward model to relabel higher-level replay buffers. Since this reward is unaffected by lower primitive behavior, our relabeling-based approach is able to mitigate non-stationarity, which is common in existing hierarchical approaches, and demonstrates impressive performance across a range of challenging sparse-reward tasks. Since obtaining human feedback is typically impractical, we propose to replace the human-in-the-loop approach with our primitive-in-the-loop approach, which generates feedback using sparse rewards provided by the environment. Moreover, in order to prevent infeasible subgoal prediction and avoid degenerate solutions, we propose primitive-informed regularization that conditions higher-level policies to generate feasible subgoals for lower-level policies. We perform extensive experiments to show that PIPER mitigates non-stationarity in hierarchical reinforcement learning and achieves greater than 50$\\%$ success rates in challenging, sparse-reward robotic environments, where most other baselines fail to achieve any significant progress.