Markov Models
One-Shot Averaging for Distributed TD($\lambda$) Under Markov Sampling
Tian, Haoxing, Paschalidis, Ioannis Ch., Olshevsky, Alex
Actor-critic method achieves state-of-the-art performance in many domains including robotics, game playing, and control systems (LeCun et al. (2015); Mnih et al. (2016); Silver et al. (2017)). Temporal Difference (TD) Learning may be thought of as a component of actor critic, and better bounds for TD Learning are usually ingredients of actor-critic analyses. We consider the problem of policy evaluation in reinforcement learning: given a Markov Decision Process (MDP) and a policy, we need to estimate the value of each state (expected discounted sum of all future rewards) under this policy. Policy evaluation is important because it is effectively a subroutine of many other algorithms such as policy iteration and actor-critic. The main challenges for policy evaluation are that we usually do not know the underlying MDP directly and can only interact with it, and that the number of states is typically too large forcing us to maintain a low-dimensional approximation of the true vector of state values.
Navigating Tabular Data Synthesis Research: Understanding User Needs and Tool Capabilities
R., Maria F. Davila, Groen, Sven, Panse, Fabian, Wingerath, Wolfram
In an era of rapidly advancing data-driven applications, there is a growing demand for data in both research and practice. Synthetic data have emerged as an alternative when no real data is available (e.g., due to privacy regulations). Synthesizing tabular data presents unique and complex challenges, especially handling (i) missing values, (ii) dataset imbalance, (iii) diverse column types, and (iv) complex data distributions, as well as preserving (i) column correlations, (ii) temporal dependencies, and (iii) integrity constraints (e.g., functional dependencies) present in the original dataset. While substantial progress has been made recently in the context of generational models, there is no one-size-fits-all solution for tabular data today, and choosing the right tool for a given task is therefore no trivial task. In this paper, we survey the state of the art in Tabular Data Synthesis (TDS), examine the needs of users by defining a set of functional and non-functional requirements, and compile the challenges associated with meeting those needs. In addition, we evaluate the reported performance of 36 popular research TDS tools about these requirements and develop a decision guide to help users find suitable TDS tools for their applications. The resulting decision guide also identifies significant research gaps.
Decision Mamba: Reinforcement Learning via Hybrid Selective Sequence Modeling
Huang, Sili, Hu, Jifeng, Yang, Zhejian, Yang, Liwei, Luo, Tao, Chen, Hechang, Sun, Lichao, Yang, Bo
Recent works have shown the remarkable superiority of transformer models in reinforcement learning (RL), where the decision-making problem is formulated as sequential generation. Transformer-based agents could emerge with self-improvement in online environments by providing task contexts, such as multiple trajectories, called in-context RL. However, due to the quadratic computation complexity of attention in transformers, current in-context RL methods suffer from huge computational costs as the task horizon increases. In contrast, the Mamba model is renowned for its efficient ability to process long-term dependencies, which provides an opportunity for in-context RL to solve tasks that require long-term memory. To this end, we first implement Decision Mamba (DM) by replacing the backbone of Decision Transformer (DT). Then, we propose a Decision Mamba-Hybrid (DM-H) with the merits of transformers and Mamba in high-quality prediction and long-term memory. Specifically, DM-H first generates high-value sub-goals from long-term memory through the Mamba model. Then, we use sub-goals to prompt the transformer, establishing high-quality predictions. Experimental results demonstrate that DM-H achieves state-of-the-art in long and short-term tasks, such as D4RL, Grid World, and Tmaze benchmarks. Regarding efficiency, the online testing of DM-H in the long-term task is 28$\times$ times faster than the transformer-based baselines.
In-Context Decision Transformer: Reinforcement Learning via Hierarchical Chain-of-Thought
Huang, Sili, Hu, Jifeng, Chen, Hechang, Sun, Lichao, Yang, Bo
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 \textbf{36$\times$} times faster than baselines in the D4RL benchmark and \textbf{27$\times$} times faster in the Grid World benchmark.
A Survey of Deep Learning Audio Generation Methods
This article presents a review of typical techniques used in three distinct aspects of deep learning model development for audio generation. In the first part of the article, we provide an explanation of audio representations, beginning with the fundamental audio waveform. We then progress to the frequency domain, with an emphasis on the attributes of human hearing, and finally introduce a relatively recent development. The main part of the article focuses on explaining basic and extended deep learning architecture variants, along with their practical applications in the field of audio generation. The following architectures are addressed: 1) Autoencoders 2) Generative adversarial networks 3) Normalizing flows 4) Transformer networks 5) Diffusion models. Lastly, we will examine four distinct evaluation metrics that are commonly employed in audio generation. This article aims to offer novice readers and beginners in the field a comprehensive understanding of the current state of the art in audio generation methods as well as relevant studies that can be explored for future research.
Exploratory Preference Optimization: Harnessing Implicit Q*-Approximation for Sample-Efficient RLHF
Xie, Tengyang, Foster, Dylan J., Krishnamurthy, Akshay, Rosset, Corby, Awadallah, Ahmed, Rakhlin, Alexander
Reinforcement learning from human feedback (RLHF) has emerged as a central tool for language model alignment. We consider online exploration in RLHF, which exploits interactive access to human or AI feedback by deliberately encouraging the model to produce diverse, maximally informative responses. By allowing RLHF to confidently stray from the pre-trained model, online exploration offers the possibility of novel, potentially super-human capabilities, but its full potential as a paradigm for language model training has yet to be realized, owing to computational and statistical bottlenecks in directly adapting existing reinforcement learning techniques. We propose a new algorithm for online exploration in RLHF, Exploratory Preference Optimization (XPO), which is simple and practical -- a one-line change to (online) Direct Preference Optimization (DPO; Rafailov et al., 2023) -- yet enjoys the strongest known provable guarantees and promising empirical performance. XPO augments the DPO objective with a novel and principled exploration bonus, empowering the algorithm to explore outside the support of the initial model and human feedback data. In theory, we show that XPO is provably sample-efficient and converges to a near-optimal language model policy under natural exploration conditions, irrespective of whether the initial model has good coverage. Our analysis, which builds on the observation that DPO implicitly performs a form of $Q^{\star}$-approximation (or, Bellman error minimization), combines previously disparate techniques from language modeling and theoretical reinforcement learning in a serendipitous fashion through the perspective of KL-regularized Markov decision processes. Empirically, we find that XPO is more sample-efficient than non-exploratory DPO variants in a preliminary evaluation.
OSWorld: Benchmarking Multimodal Agents for Open-Ended Tasks in Real Computer Environments
Xie, Tianbao, Zhang, Danyang, Chen, Jixuan, Li, Xiaochuan, Zhao, Siheng, Cao, Ruisheng, Hua, Toh Jing, Cheng, Zhoujun, Shin, Dongchan, Lei, Fangyu, Liu, Yitao, Xu, Yiheng, Zhou, Shuyan, Savarese, Silvio, Xiong, Caiming, Zhong, Victor, Yu, Tao
Autonomous agents that accomplish complex computer tasks with minimal human interventions have the potential to transform human-computer interaction, significantly enhancing accessibility and productivity. However, existing benchmarks either lack an interactive environment or are limited to environments specific to certain applications or domains, failing to reflect the diverse and complex nature of real-world computer use, thereby limiting the scope of tasks and agent scalability. To address this issue, we introduce OSWorld, the first-of-its-kind scalable, real computer environment for multimodal agents, supporting task setup, execution-based evaluation, and interactive learning across various operating systems such as Ubuntu, Windows, and macOS. OSWorld can serve as a unified, integrated computer environment for assessing open-ended computer tasks that involve arbitrary applications. Building upon OSWorld, we create a benchmark of 369 computer tasks involving real web and desktop apps in open domains, OS file I/O, and workflows spanning multiple applications. Each task example is derived from real-world computer use cases and includes a detailed initial state setup configuration and a custom execution-based evaluation script for reliable, reproducible evaluation. Extensive evaluation of state-of-the-art LLM/VLM-based agents on OSWorld reveals significant deficiencies in their ability to serve as computer assistants. While humans can accomplish over 72.36% of the tasks, the best model achieves only 12.24% success, primarily struggling with GUI grounding and operational knowledge. Comprehensive analysis using OSWorld provides valuable insights for developing multimodal generalist agents that were not possible with previous benchmarks. Our code, environment, baseline models, and data are publicly available at https://os-world.github.io.
Rethinking Transformers in Solving POMDPs
Lu, Chenhao, Shi, Ruizhe, Liu, Yuyao, Hu, Kaizhe, Du, Simon S., Xu, Huazhe
Sequential decision-making algorithms such as reinforcement learning (RL) in real-world scenarios inevitably face environments with partial observability. This paper scrutinizes the effectiveness of a popular architecture, namely Transformers, in Partially Observable Markov Decision Processes (POMDPs) and reveals its theoretical limitations. We establish that regular languages, which Transformers struggle to model, are reducible to POMDPs. This poses a significant challenge for Transformers in learning POMDP-specific inductive biases, due to their lack of inherent recurrence found in other models like RNNs. This paper casts doubt on the prevalent belief in Transformers as sequence models for RL and proposes to introduce a point-wise recurrent structure. The Deep Linear Recurrent Unit (LRU) emerges as a well-suited alternative for Partially Observable RL, with empirical results highlighting the sub-optimal performance of the Transformer and considerable strength of LRU.
Dynamic feature selection in medical predictive monitoring by reinforcement learning
Chen, Yutong, Gao, Jiandong, Wu, Ji
In this paper, we investigate dynamic feature selection within multivariate time-series scenario, a common occurrence in clinical prediction monitoring where each feature corresponds to a bio-test result. Many existing feature selection methods fall short in effectively leveraging time-series information, primarily because they are designed for static data. Our approach addresses this limitation by enabling the selection of time-varying feature subsets for each patient. Specifically, we employ reinforcement learning to optimize a policy under maximum cost restrictions. The prediction model is subsequently updated using synthetic data generated by trained policy. Our method can seamlessly integrate with non-differentiable prediction models. We conducted experiments on a sizable clinical dataset encompassing regression and classification tasks. The results demonstrate that our approach outperforms strong feature selection baselines, particularly when subjected to stringent cost limitations. Code will be released once paper is accepted.
LAGMA: LAtent Goal-guided Multi-Agent Reinforcement Learning
In cooperative multi-agent reinforcement learning (MARL), agents collaborate to achieve common goals, such as defeating enemies and scoring a goal. However, learning goal-reaching paths toward such a semantic goal takes a considerable amount of time in complex tasks and the trained model often fails to find such paths. To address this, we present LAtent Goal-guided Multi-Agent reinforcement learning (LAGMA), which generates a goal-reaching trajectory in latent space and provides a latent goal-guided incentive to transitions toward this reference trajectory. LAGMA consists of three major components: (a) quantized latent space constructed via a modified VQ-VAE for efficient sample utilization, (b) goal-reaching trajectory generation via extended VQ codebook, and (c) latent goal-guided intrinsic reward generation to encourage transitions towards the sampled goal-reaching path. The proposed method is evaluated by StarCraft II with both dense and sparse reward settings and Google Research Football. Empirical results show further performance improvement over state-of-the-art baselines.