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 54 / 54 页

Theory/Reinforcement Learning and Planning

Dylan J Foster, Noah Golowich, Jian Qian, Alexander Rakhlin, Ayush Sekhari

We consider the problem of interactive decision making, encompassing structured bandits and reinforcementlearning with general function approximation. Recently, Foster et al. (2021) introduced theDecision-Estimation Coefficient, a measure of statistical complexity that lower bounds the optimal regret for interactive decisionmaking, as well as a meta-algorithm, Estimation-to-Decisions, which achieves upperbounds in terms of the same quantity. Estimation-to-Decisions is a reduction, which liftsalgorithms for (supervised) online estimation into algorithms fordecision making. In this paper, we show that by combining Estimation-to-Decisions witha specialized form of "optimistic" estimation introduced byZhang (2022), it is possible to obtain guaranteesthat improve upon those of Foster et al. (2021) byaccommodating more lenient notions of estimation error. We use this approach to derive regret bounds formodel-free reinforcement learning with value function approximation, and give structural results showing when it can and cannot help more generally.

Theory/Reinforcement Learning and Planning

Shuang Qiu, Ziyu Dai, Han Zhong, Zhaoran Wang, Zhuoran Yang, Tong Zhang

This paper investigates posterior sampling algorithms for competitive reinforcement learning (RL) in the context of general function approximations. Focusing on zero-sum Markov games (MGs) under two critical settings, namely self-play and adversarial learning, we first propose the self-play and adversarial generalized eluder coefficient (GEC) as complexity measures for function approximation, capturing the exploration-exploitation trade-off in MGs. Based on self-play GEC, we propose a model-based self-play posterior sampling method to control both players to learn Nash equilibrium, which can successfully handle the partial observability of states. Furthermore, we identify a set of partially observable MG models fitting MG learning with the adversarial policies of the opponent. Incorporating the adversarial GEC, we propose a model-based posterior sampling method for learning adversarial MG with potential partial observability. We further provide low regret bounds for proposed algorithms that can scale sublinearly with the proposed GEC and the number of episodes $T$. To the best of our knowledge, we for the first time develop generic model-based posterior sampling algorithms for competitive RL that can be applied to a majority of tractable zero-sum MG classes in both fully observable and partially observable MGs with self-play and adversarial learning.

Reinforcement Learning

Haoran He, Chenjia Bai, Kang Xu, Zhuoran Yang, Weinan Zhang, Dong Wang, Bin Zhao, Xuelong Li

Diffusion models have demonstrated highly-expressive generative capabilities in vision and NLP. Recent studies in reinforcement learning (RL) have shown that diffusion models are also powerful in modeling complex policies or trajectories in offline datasets. However, these works have been limited to single-task settings where a generalist agent capable of addressing multi-task predicaments is absent. In this paper, we aim to investigate the effectiveness of a single diffusion model in modeling large-scale multi-task offline data, which can be challenging due to diverse and multimodal data distribution. Specifically, we propose Multi-Task Diffusion Model (\textsc{MTDiff}), a diffusion-based method that incorporates Transformer backbones and prompt learning for generative planning and data synthesis in multi-task offline settings. \textsc{MTDiff} leverages vast amounts of knowledge available in multi-task data and performs implicit knowledge sharing among tasks. For generative planning, we find \textsc{MTDiff} outperforms state-of-the-art algorithms across 50 tasks on Meta-World and 8 maps on Maze2D. For data synthesis, \textsc{MTDiff} generates high-quality data for testing tasks given a single demonstration as a prompt, which enhances the low-quality datasets for even unseen tasks.

Theory/Reinforcement Learning and Planning

Yuanhao Wang, Qinghua Liu, Chi Jin

Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games under a restricted set of policies. The latter case can be further reduce to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.

Chao Yu, Xinyi Yang, Jiaxuan Gao, Huazhong Yang, Yu Wang, Yi Wu

We tackle the problem of cooperative visual exploration where multiple agents need to jointly explore unseen regions as fast as possible based on visual signals. Classical planning-based methods often suffer from expensive computation overhead at each step and a limited expressiveness of complex cooperation strategy. By contrast, reinforcement learning (RL) has recently become a popular paradigm for tackling this challenge due to its modeling capability of arbitrarily complex strategies and minimal inference overhead. In this paper, we propose a novel RL-based multi-agent planning module, Multi-agent Spatial Planner (MSP). MSP leverages a transformer-based architecture, Spatial-TeamFormer, which effectively captures spatial relations and intra-agent interactions via hierarchical spatial self-attentions. In addition, we also implement a few multi-agent enhancements to process local information from each agent for an aligned spatial representation and more precise planning. Finally, we perform policy distillation to extract a meta policy to significantly improve the generalization capability of final policy. We call this overall solution, Multi-Agent Active Neural SLAM (MAANS). MAANS substantially outperforms classical planning-based baselines for the first time in a photo-realistic 3D simulator, Habitat. Code and videos can be found at https://sites.google.com/view/maans.

Sixian Zhang, Xinhang Song, Yubing Bai, Weijie Li, Yakui Chu, Shuqiang Jiang

The goal of object navigation is to reach the expected objects according to visual information in the unseen environments. Previous works usually implement deep models to train an agent to predict actions in real-time. However, in the unseen environment, when the target object is not in egocentric view, the agent may not be able to make wise decisions due to the lack of guidance. In this paper, we propose a hierarchical object-to-zone (HOZ) graph to guide the agent in a coarse-to-fine manner, and an online-learning mechanism is also proposed to update HOZ according to the real-time observation in new environments. In particular, the HOZ graph is composed of scene nodes, zone nodes and object nodes. With the pre-learned HOZ graph, the real-time observation and the target goal, the agent can constantly plan an optimal path from zone to zone. In the estimated path, the next potential zone is regarded as sub-goal, which is also fed into the deep reinforcement learning model for action prediction. Our methods are evaluated on the AI2-Thor simulator. In addition to widely used evaluation metrics SR and SPL, we also propose a new evaluation metric of SAE that focuses on the effective action rate. Experimental results demonstrate the effectiveness and efficiency of our proposed method. The code is available at https://github.com/sx-zhang/HOZ.git.