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222篇论文匹配“Batch/Offline”
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Reinforcement Learning · Batch/Offline

Hyungkyu Kang, Min-hwan Oh

In this paper, we study offline preference-based reinforcement learning (PbRL), where learning is based on pre-collected preference feedback over pairs of trajectories. While offline PbRL has demonstrated remarkable empirical success, existing theoretical approaches face challenges in ensuring conservatism under uncertainty, requiring computationally intractable confidence set constructions. We address this limitation by proposing Adversarial Preference-based Policy Optimization (APPO), a computationally efficient algorithm for offline PbRL that guarantees sample complexity bounds without relying on explicit confidence sets. By framing PbRL as a two-player game between a policy and a model, our approach enforces conservatism in a tractable manner. Using standard assumptions on function approximation and bounded trajectory concentrability, we derive a sample complexity bound. To our knowledge, APPO is the first offline PbRL algorithm to offer both statistical efficiency and practical applicability. Experimental results on continuous control tasks demonstrate that APPO effectively learns from complex datasets, showing comparable performance with existing state-of-the-art methods.

Reinforcement Learning · Batch/Offline

Fengdi Che, Chenjun Xiao, Jincheng Mei, Bo Dai, Ramki Gummadi, Oscar Ramirez, Christopher Harris, Rupam Mahmood, Dale Schuurmans

We prove that the combination of a target network and over-parameterized linear function approximation establishes a weaker convergence condition for bootstrapped value estimation in certain cases, even with off-policy data. Our condition is naturally satisfied for expected updates over the entire state-action space or learning with a batch of complete trajectories from episodic Markov decision processes. Notably, using only a target network or an over-parameterized model does not provide such a convergence guarantee. Additionally, we extend our results to learning with truncated trajectories, showing that convergence is achievable for all tasks with minor modifications, akin to value truncation for the final states in trajectories. Our primary result focuses on temporal difference estimation for prediction, providing high-probability value estimation error bounds and empirical analysis on Baird's counterexample and a Four-room task. Furthermore, we explore the control setting, demonstrating that similar convergence conditions apply to Q-learning.

Reinforcement Learning · Batch/Offline

Chang Chen, Junyeob Baek, Fei Deng, Kenji Kawaguchi, Caglar Gulcehre, Sungjin Ahn

Despite the recent advancements in offline RL, no unified algorithm could achieve superior performance across a broad range of tasks. Offline *value function learning*, in particular, struggles with sparse-reward, long-horizon tasks due to the difficulty of solving credit assignment and extrapolation errors that accumulates as the horizon of the task grows. On the other hand, models that can perform well in long-horizon tasks are designed specifically for goal-conditioned tasks, which commonly perform worse than value function learning methods on short-horizon, dense-reward scenarios. To bridge this gap, we propose a hierarchical planner designed for offline RL called PlanDQ. PlanDQ incorporates a diffusion-based planner at the high level, named D-Conductor, which guides the low-level policy through sub-goals. At the low level, we used a Q-learning based approach called the Q-Performer to accomplish these sub-goals. Our experimental results suggest that PlanDQ can achieve superior or competitive performance on D4RL continuous control benchmark tasks as well as AntMaze, Kitchen, and Calvin as long-horizon tasks.

Reinforcement Learning · Batch/Offline

Tenglong Liu, Yang Li, Yixing Lan, Hao Gao, Wei Pan, Xin Xu

In offline reinforcement learning, the challenge of out-of-distribution (OOD) is pronounced. To address this, existing methods often constrain the learned policy through policy regularization. However, these methods often suffer from the issue of unnecessary conservativeness, hampering policy improvement. This occurs due to the indiscriminate use of all actions from the behavior policy that generates the offline dataset as constraints. The problem becomes particularly noticeable when the quality of the dataset is suboptimal. Thus, we propose Adaptive Advantage-guided Policy Regularization (A2PR), obtaining high-advantage actions from an augmented behavior policy combined with VAE to guide the learned policy. A2PR can select high-advantage actions that differ from those present in the dataset, while still effectively maintaining conservatism from OOD actions. This is achieved by harnessing the VAE capacity to generate samples matching the distribution of the data points. We theoretically prove that the improvement of the behavior policy is guaranteed. Besides, it effectively mitigates value overestimation with a bounded performance gap. Empirically, we conduct a series of experiments on the D4RL benchmark, where A2PR demonstrates state-of-the-art performance. Furthermore, experimental results on additional suboptimal mixed datasets reveal that A2PR exhibits superior performance. Code is available at https://github.com/ltlhuuu/A2PR.

Reinforcement Learning · Batch/Offline

Álvaro Labarca Silva, Denis Parra, Rodrigo A Toro Icarte

In recent years, Reinforcement Learning (RL) has shown great promise in session-based recommendation. Sequential models that use RL have reached state-of-the-art performance for the Next-item Prediction (NIP) task. This result is intriguing, as the NIP task only evaluates how well the system can correctly recommend the next item to the user, while the goal of RL is to find a policy that optimizes rewards in the long term -- sometimes at the expense of suboptimal short-term performance. Then, how can RL improve the system's performance on short-term metrics? This article investigates this question by exploring proxy learning objectives, which we identify as goals RL models might be following, and thus could explain the performance boost. We found that RL -- when used as an auxiliary loss -- promotes the learning of embeddings that capture information about the user's previously interacted items. Subsequently, we replaced the RL objective with a straightforward auxiliary loss designed to predict the number of items the user interacted with. This substitution results in performance gains comparable to RL. These findings pave the way to improve performance and understanding of RL methods for recommender systems.

Reinforcement Learning · Batch/Offline

Gaurav Pandey, Yatin Nandwani, Tahira Naseem, Mayank Mishra, Guangxuan Xu, Dinesh Raghu, Sachindra Joshi, Asim Munawar, Ramón Astudillo

Distribution matching methods for language model alignment such as Generation with Distributional Control (GDC) and Distributional Policy Gradient (DPG) have not received the same level of attention in reinforcement learning from human feedback (RLHF) as contrastive methods such as Sequence Likelihood Calibration (SLiC), Direct Preference Optimization (DPO) and its variants. We identify high variance of the gradient estimate as the primary reason for the lack of success of these methods and propose a self-normalized baseline to reduce the variance. We further generalize the target distribution in DPG, GDC and DPO by using Bayes' rule to define the reward-conditioned posterior. The resulting approach, referred to as BRAIn - Bayesian Reward-conditioned Amortized Inference acts as a bridge between distribution matching methods and DPO and significantly outperforms prior art in summarization and Antropic HH tasks.

Reinforcement Learning · Batch/Offline

Federico Bianchi, Edoardo Zorzi, Alberto Castellini, Thiago Simão, Matthijs T. J. Spaan, Alessandro Farinelli

In this work, we focus on safe policy improvement in multi-agent domains where current state-of-the-art methods cannot be effectively applied because of large state and action spaces. We consider recent results using Monte Carlo Tree Search for Safe Policy Improvement with Baseline Bootstrapping and propose a novel algorithm that scales this approach to multi-agent domains, exploiting the factorization of the transition model and value function. Given a centralized behavior policy and a dataset of trajectories, our algorithm generates an improved policy by selecting joint actions using a novel extension of Max-Plus (or Variable Elimination) that constrains local actions to guarantee safety criteria. An empirical evaluation on multi-agent SysAdmin and multi-UAV Delivery shows that the approach scales to very large domains where state-of-the-art methods cannot work.

Reinforcement Learning · Batch/Offline

Dake Zhang, Boxiang Lyu, Shuang Qiu, Mladen Kolar, Tong Zhang

We study risk-sensitive reinforcement learning (RL), a crucial field due to its ability to enhance decision-making in scenarios where it is essential to manage uncertainty and minimize potential adverse outcomes. Particularly, our work focuses on applying the entropic risk measure to RL problems. While existing literature primarily investigates the online setting, there remains a large gap in understanding how to efficiently derive a near-optimal policy based on this risk measure using only a pre-collected dataset. We center on the linear Markov Decision Process (MDP) setting, a well-regarded theoretical framework that has yet to be examined from a risk-sensitive standpoint. In response, we introduce two provably sample-efficient algorithms. We begin by presenting a risk-sensitive pessimistic value iteration algorithm, offering a tight analysis by leveraging the structure of the risk-sensitive performance measure. To further improve the obtained bounds, we propose another pessimistic algorithm that utilizes variance information and reference-advantage decomposition, effectively improving both the dependence on the space dimension $d$ and the risk-sensitivity factor. To the best of our knowledge, we obtain the first provably efficient risk-sensitive offline RL algorithms.

Reinforcement Learning · Batch/Offline

Alex Ayoub, Kaiwen Wang, Vincent Liu, Samuel Robertson, James McInerney, Dawen Liang, Nathan Kallus, Csaba Szepesvari

We propose training fitted Q-iteration with log-loss (FQI-LOG) for batch reinforcement learning (RL). We show that the number of samples needed to learn a near-optimal policy with FQI-LOG scales with the accumulated cost of the optimal policy, which is zero in problems where acting optimally achieves the goal and incurs no cost. In doing so, we provide a general framework for proving small-cost bounds, i.e. bounds that scale with the optimal achievable cost, in batch RL. Moreover, we empirically verify that FQI-LOG uses fewer samples than FQI trained with squared loss on problems where the optimal policy reliably achieves the goal.

Reinforcement Learning · Batch/Offline

Yun-Hsuan Lien, Ping-Chun Hsieh, Tzu-Mao Li, Yu-Shuen Wang

In offline reinforcement learning (RL), updating the value function with the discrete-time Bellman Equation often encounters challenges due to the limited scope of available data. This limitation stems from the Bellman Equation, which cannot accurately predict the value of unvisited states. To address this issue, we have introduced an innovative solution that bridges the continuous- and discrete-time RL methods, capitalizing on their advantages. Our method uses a discrete-time RL algorithm to derive the value function from a dataset while ensuring that the function's first derivative aligns with the local characteristics of states and actions, as defined by the Hamilton-Jacobi-Bellman equation in continuous RL. We provide practical algorithms for both deterministic policy gradient methods and stochastic policy gradient methods. Experiments on the D4RL dataset show that incorporating the first-order information significantly improves policy performance for offline RL problems.

Reinforcement Learning · Batch/Offline

Alec Koppel, Sujay Bhatt, Jiacheng Guo, Joe Eappen, Mengdi Wang, Sumitra Ganesh

Policy optimization from batch data, i.e., offline reinforcement learning (RL) is important when collecting data from a current policy is not possible. This setting incurs distribution mismatch between batch training data and trajectories from the current policy. Pessimistic offsets estimate mismatch using concentration bounds, which possess strong theoretical guarantees and simplicity of implementation. Mismatch may be conservative in sparse data regions and less so otherwise, which can result in under-performing their no-penalty variants in practice. We derive a new pessimistic penalty as the distance between the data and the true distribution using an evaluable one-sample test known as Stein Discrepancy that requires minimal smoothness conditions, and noticeably, allows a mixture family representation of distribution over next states. This entity forms a quantifier of information in offline data, which justifies calling this approach *information-directed pessimism* (IDP) for offline RL. We further establish that this new penalty based on discrete Stein discrepancy yields practical gains in performance while generalizing the regret of prior art to multimodal distributions.

Reinforcement Learning · Batch/Offline

Zifeng Zhuang, Dengyun Peng, Jinxin Liu, Ziqi Zhang, Donglin Wang

As a data-driven paradigm, offline reinforcement learning (RL) has been formulated as sequence modeling that conditions on the hindsight information including returns, goal or future trajectory. Although promising, this supervised paradigm overlooks the core objective of RL that maximizes the return. This overlook directly leads to the lack of trajectory stitching capability that affects the sequence model learning from sub-optimal data. In this work, we introduce the concept of max-return sequence modeling which integrates the goal of maximizing returns into existing sequence models. We propose **Rein*for***ced Trans***for*mer** (**Rein*for*mer**), indicating the sequence model is reinforced by the RL objective. **Rein*for*mer** additionally incorporates the objective of maximizing returns in the training phase, aiming to predict the maximum future return within the distribution. During inference, this in-distribution maximum return will guide the selection of optimal actions. Empirically, **Rein*for*mer** is competitive with classical RL methods on the D4RL benchmark and outperforms state-of-the-art sequence model particularly in trajectory stitching ability. Code is public at https://github.com/Dragon-Zhuang/Reinformer.

Reinforcement Learning · Batch/Offline

Xinyu Zhang, Wenjie Qiu, Yi-Chen Li, lei yuan, Chengxing Jia, Zongzhang Zhang, Yang Yu

Developing policies that can adapt to non-stationary environments is essential for real-world reinforcement learning applications. Nevertheless, learning such adaptable policies in offline settings, with only a limited set of pre-collected trajectories, presents significant challenges. A key difficulty arises because the limited offline data makes it hard for the context encoder to differentiate between changes in the environment dynamics and shifts in the behavior policy, often leading to context misassociations. To address this issue, we introduce a novel approach called debiased offline representation learning for fast online adaptation (DORA). DORA incorporates an information bottleneck principle that maximizes mutual information between the dynamics encoding and the environmental data, while minimizing mutual information between the dynamics encoding and the actions of the behavior policy. We present a practical implementation of DORA, leveraging tractable bounds of the information bottleneck principle. Our experimental evaluation across six benchmark MuJoCo tasks with variable parameters demonstrates that DORA not only achieves a more precise dynamics encoding but also significantly outperforms existing baselines in terms of performance.

Reinforcement Learning · Batch/Offline

sili huang, Jifeng Hu, Hechang Chen, Lichao Sun, Bo Yang

In-context learning is a promising approach for offline reinforcement learning (RL) to handle online tasks, which can be achieved by providing task prompts. Recent works demonstrated that in-context RL could emerge with self-improvement in a trial-and-error manner when treating RL tasks as an across-episodic sequential prediction problem. Despite the self-improvement not requiring gradient updates, current works still suffer from high computational costs when the across-episodic sequence increases with task horizons. To this end, we propose an In-context Decision Transformer (IDT) to achieve self-improvement in a high-level trial-and-error manner. Specifically, IDT is inspired by the efficient hierarchical structure of human decision-making and thus reconstructs the sequence to consist of high-level decisions instead of low-level actions that interact with environments. As one high-level decision can guide multi-step low-level actions, IDT naturally avoids excessively long sequences and solves online tasks more efficiently. Experimental results show that IDT achieves state-of-the-art in long-horizon tasks over current in-context RL methods. In particular, the online evaluation time of our IDT is 36$\times$ times faster than baselines in the D4RL benchmark and 27$\times$ times faster in the Grid World benchmark.

Reinforcement Learning · Batch/Offline

Xiaoyu Wen, Chenjia Bai, Kang Xu, Xudong Yu, Yang Zhang, Xuelong Li, Zhen Wang

Cross-domain offline reinforcement learning leverages source domain data with diverse transition dynamics to alleviate the data requirement for the target domain. However, simply merging the data of two domains leads to performance degradation due to the dynamics mismatch. Existing methods address this problem by measuring the dynamics gap via domain classifiers while relying on the assumptions of the transferability of paired domains. In this paper, we propose a novel representation-based approach to measure the domain gap, where the representation is learned through a contrastive objective by sampling transitions from different domains. We show that such an objective recovers the mutual-information gap of transition functions in two domains without suffering from the unbounded issue of the dynamics gap in handling significantly different domains. Based on the representations, we introduce a data filtering algorithm that selectively shares transitions from the source domain according to the contrastive score functions. Empirical results on various tasks demonstrate that our method achieves superior performance, using only 10% of the target data to achieve 89.2% of the performance on 100% target dataset with state-of-the-art methods.

Reinforcement Learning · Batch/Offline

Shenghua Wan, Ziyuan Chen, Le Gan, Shuai Feng, De-Chuan Zhan

Model-based offline reinforcement Learning (RL) is a promising approach that leverages existing data effectively in many real-world applications, especially those involving high-dimensional inputs like images and videos. To alleviate the distribution shift issue in offline RL, existing model-based methods heavily rely on the uncertainty of learned dynamics. However, the model uncertainty estimation becomes significantly biased when observations contain complex distractors with non-trivial dynamics. To address this challenge, we propose a new approach - *Separated Model-based Offline Policy Optimization* (SeMOPO) - decomposing latent states into endogenous and exogenous parts via conservative sampling and estimating model uncertainty on the endogenous states only. We provide a theoretical guarantee of model uncertainty and performance bound of SeMOPO. To assess the efficacy, we construct the Low-Quality Vision Deep Data-Driven Datasets for RL (LQV-D4RL), where the data are collected by non-expert policy and the observations include moving distractors. Experimental results show that our method substantially outperforms all baseline methods, and further analytical experiments validate the critical designs in our method. The project website is https://sites.google.com/view/semopo.

Reinforcement Learning · Batch/Offline

Sheng Yue, Jiani Liu, Xingyuan Hua, Ju Ren, Sen Lin, Junshan Zhang, Yaoxue Zhang

Offline Imitation Learning (IL) with imperfect demonstrations has garnered increasing attention owing to the scarcity of expert data in many real-world domains. A fundamental problem in this scenario is *how to extract positive behaviors from noisy data*. In general, current approaches to the problem select data building on state-action similarity to given expert demonstrations, neglecting precious information in (potentially abundant) *diverse* state-actions that deviate from expert ones. In this paper, we introduce a simple yet effective data selection method that identifies positive behaviors based on their *resultant states* - a more informative criterion enabling explicit utilization of dynamics information and effective extraction of both expert and beneficial diverse behaviors. Further, we devise a lightweight behavior cloning algorithm capable of leveraging the expert and selected data correctly. In the experiments, we evaluate our method on a suite of complex and high-dimensional offline IL benchmarks, including continuous-control and vision-based tasks. The results demonstrate that our method achieves state-of-the-art performance, outperforming existing methods on **20/21** benchmarks, typically by **2-5x**, while maintaining a comparable runtime to Behavior Cloning (BC).

Reinforcement Learning · Batch/Offline

Xuanfei Ren, Tianyuan Jin, Pan Xu

We introduce the E$^4$ algorithm for the batched linear bandit problem, incorporating an Explore-Estimate-Eliminate-Exploit framework. With a proper choice of exploration rate, we prove E$^4$ achieves the finite-time minimax optimal regret with only $O(\log\log T)$ batches, and the asymptotically optimal regret with only $3$ batches as $T\rightarrow\infty$, where $T$ is the time horizon. We further prove a lower bound on the batch complexity of liner contextual bandits showing that any asymptotically optimal algorithm must require at least $3$ batches in expectation as $T\rightarrow \infty$, which indicates E$^4$ achieves the asymptotic optimality in regret and batch complexity simultaneously. To the best of our knowledge, E$^4$ is the first algorithm for linear bandits that simultaneously achieves the minimax and asymptotic optimality in regret with the corresponding optimal batch complexities. In addition, we show that with another choice of exploration rate E$^4$ achieves an instance-dependent regret bound requiring at most $O(\log T)$ batches, and maintains the minimax optimality and asymptotic optimality. We conduct thorough experiments to evaluate our algorithm on randomly generated instances and the challenging *End of Optimism* instances (Lattimore & Szepesvari, 2017) which were shown to be hard to learn for optimism based algorithms. Empirical results show that E$^4$ consistently outperforms baseline algorithms with respect to regret minimization, batch complexity, and computational efficiency.

Reinforcement Learning · Batch/Offline

Marek Petrik, Guy Tennenholtz, Mohammad Ghavamzadeh

We study how to make decisions that minimize Bayesian regret in offline linear bandits. Prior work suggests that one must take actions with maximum lower confidence bound (LCB) on their reward. We argue that reliance on LCB is inherently flawed in this setting and propose a new algorithm that directly minimizes upper-bounds on the Bayesian regret using efficient conic optimization solvers. Our bounds build heavily on new connections to monetary risk measures. Proving a matching lower-bound, we show that our upper-bounds are tight, and by minimizing them we are guaranteed to outperform the LCB approach. Our numerical results on synthetic domains confirm that our approach is superior to maximizing LCB.

Reinforcement Learning · Batch/Offline

Jeremy McMahan, Giovanni Artiglio, Qiaomin Xie

We study robust Markov games (RMG) with $s$-rectangular uncertainty. We show a general equivalence between computing a robust Nash equilibrium (RNE) of a $s$-rectangular RMG and computing a Nash equilibrium (NE) of an appropriately constructed regularized MG. The equivalence result yields a planning algorithm for solving $s$-rectangular RMGs, as well as provable robustness guarantees for policies computed using regularized methods. However, we show that even for just reward-uncertain two-player zero-sum matrix games, computing an RNE is PPAD-hard. Consequently, we derive a special uncertainty structure called efficient player-decomposability and show that RNE for two-player zero-sum RMG in this class can be provably solved in polynomial time. This class includes commonly used uncertainty sets such as $L_1$ and $L_\infty$ ball uncertainty sets.