Reinforcement Learning
AutoLike: Auditing Social Media Recommendations through User Interactions
Le, Hieu, Elmalaki, Salma, Shafiq, Zubair, Markopoulou, Athina
Modern social media platforms, such as TikTok, Facebook, and YouTube, rely on recommendation systems to personalize content for users based on user interactions with endless streams of content, such as "For You" pages. However, these complex algorithms can inadvertently deliver problematic content related to self-harm, mental health, and eating disorders. We introduce AutoLike, a framework to audit recommendation systems in social media platforms for topics of interest and their sentiments. To automate the process, we formulate the problem as a reinforcement learning problem. AutoLike drives the recommendation system to serve a particular type of content through interactions (e.g., liking). We apply the AutoLike framework to the TikTok platform as a case study. We evaluate how well AutoLike identifies TikTok content automatically across nine topics of interest; and conduct eight experiments to demonstrate how well it drives TikTok's recommendation system towards particular topics and sentiments. AutoLike has the potential to assist regulators in auditing recommendation systems for problematic content. (Warning: This paper contains qualitative examples that may be viewed as offensive or harmful.)
Sample-Efficient Reinforcement Learning from Human Feedback via Information-Directed Sampling
Qi, Han, Yang, Haochen, Zhang, Qiaosheng, Yang, Zhuoran
We study the problem of reinforcement learning from human feedback (RLHF), a critical problem in training large language models, from a theoretical perspective. Our main contribution is the design of novel sample-efficient RLHF algorithms based on information-directed sampling (IDS), an online decision-making principle inspired by information theory. Our algorithms maximize the sum of the value function and a mutual information term that encourages exploration of the unknown environment (which quantifies the information gained about the environment through observed human feedback data). To tackle the challenge of large state spaces and improve sample efficiency, we construct a simplified \emph{surrogate environment} and introduce a novel distance measure (named the \emph{$\ell_g$-distance}), enabling our IDS-based algorithm to achieve a Bayesian regret upper bound of order $O(H^{\frac{3}{2}}\sqrt{\log(K(\epsilon)) T})$, where $H$ is the episode length, $T$ is the number of episode and $K(\epsilon)$ is related to the covering number of the environment. Specializing to the tabular settings, this regret bound is of order $\tilde{O}(H^2\sqrt{SAT})$, where $S$ and $A$ are the numbers of states and actions. Finally, we propose an Approximate-IDS algorithm that is computationally more efficient while maintaining nearly the same sample efficiency. The design principle of this approximate algorithm is not only effective in RLHF settings but also applicable to the standard RL framework. Moreover, our work showcases the value of information theory in reinforcement learning and in the training of large language models.
Noise-conditioned Energy-based Annealed Rewards (NEAR): A Generative Framework for Imitation Learning from Observation
Diwan, Anish Abhijit, Urain, Julen, Kober, Jens, Peters, Jan
Hessian Center for Artificial Intelligence (Hessian.ai), This paper introduces a new imitation learning framework based on energy-based generative models capable of learning complex, physics-dependent, robot motion policies through state-only expert motion trajectories. Our algorithm, called Noise-conditioned Energy-based Annealed Rewards (NEAR), constructs several perturbed versions of the expert's motion data distribution and learns smooth, and well-defined representations of the data distribution's energy function using denoising score matching. We propose to use these learnt energy functions as reward functions to learn imitation policies via reinforcement learning. We also present a strategy to gradually switch between the learnt energy functions, ensuring that the learnt rewards are always well-defined in the manifold of policy-generated samples. We evaluate our algorithm on complex humanoid tasks such as locomotion and martial arts and compare it with state-only adversarial imitation learning algorithms like Adversarial Motion Priors (AMP). Our framework sidesteps the optimisation challenges of adversarial imitation learning techniques and produces results comparable to AMP in several quantitative metrics across multiple imitation settings. Learning skills through imitation is probably the most cardinal form of learning for human beings. Whether it is a child learning to tie their shoelaces, a dancer learning a new pose, or a gymnast learning a fast and complex manoeuvre, acquiring new motor skills for humans typically involves guidance from another skilled human in the form of demonstrations. Acquiring skills from these demonstrations typically boils down to interpreting the individual features of the demonstration motion - for example, the relative positions of the limbs in a dance pose - and subsequently attempting to recreate the same features via repeated trial and error. Imitation learning (IL) is an algorithmic interpretation of this simple strategy of learning skills by matching the features of one's own motions with the features of the expert's demonstrations. Such a problem can be solved by various means, with techniques like behavioural cloning (BC), inverse reinforcement learning (IRL), and their variants being popular choices (Osa et al., 2018). The imitation learning problem can also be formulated in various subtly differing ways, leading to different constraints on the types of algorithms that solve the problem.
Soft Diffusion Actor-Critic: Efficient Online Reinforcement Learning for Diffusion Policy
Ma, Haitong, Chen, Tianyi, Wang, Kai, Li, Na, Dai, Bo
Diffusion policies have achieved superior performance in imitation learning and offline reinforcement learning (RL) due to their rich expressiveness. However, the vanilla diffusion training procedure requires samples from target distribution, which is impossible in online RL since we cannot sample from the optimal policy, making training diffusion policies highly non-trivial in online RL. Backpropagating policy gradient through the diffusion process incurs huge computational costs and instability, thus being expensive and impractical. To enable efficient diffusion policy training for online RL, we propose Soft Diffusion Actor-Critic (SDAC), exploiting the viewpoint of diffusion models as noise-perturbed energy-based models. The proposed SDAC relies solely on the state-action value function as the energy functions to train diffusion policies, bypassing sampling from the optimal policy while maintaining lightweight computations. We conducted comprehensive comparisons on MuJoCo benchmarks. The empirical results show that SDAC outperforms all recent diffusion-policy online RLs on most tasks, and improves more than 120% over soft actor-critic on complex locomotion tasks such as Humanoid and Ant.
Review for NeurIPS paper: Task-agnostic Exploration in Reinforcement Learning
There are quite a few existing exploration solutions to visit all the states often. But these works were not compared or discussed. Concretely I gave 3 examples. While reading the authors rebuttal I understand why two of them are less relevant to their specific setup. There are, however, many more works which I did not provide in my review and are still relevant.
Review for NeurIPS paper: Task-agnostic Exploration in Reinforcement Learning
This is a good paper, that requires some minor tweaks to be camera ready. All 4 reviewers supported acceptance, two knowledgeable reviewers strongly supported acceptance. R3 was the strongest critic but agreed the author response addressed their major concerns. This is a good theory paper that is well written, precise & accurate, the results provide new insights and generalize to other problem settings. The reviewers had some concern over the framing of the contributions, in particular the novelty and utility of the proposed algorithm.
Real-Time Reinforcement Learning
Markov Decision Processes (MDPs), the mathematical framework underlying most algorithms in Reinforcement Learning (RL), are often used in a way that wrongfully assumes that the state of an agent's environment does not change during action selection. As RL systems based on MDPs begin to find application in real-world safety critical situations, this mismatch between the assumptions underlying classical MDPs and the reality of real-time computation may lead to undesirable outcomes. In this paper, we introduce a new framework, in which states and actions evolve simultaneously and show how it is related to the classical MDP formulation. We analyze existing algorithms under the new real-time formulation and show why they are suboptimal when used in real-time. We then use those insights to create a new algorithm Real-Time Actor Critic (RTAC) that outperforms the existing state-of-the-art continuous control algorithm Soft Actor Critic both in real-time and non-real-time settings.
Review for NeurIPS paper: Reinforcement Learning with Combinatorial Actions: An Application to Vehicle Routing
Summary and Contributions: - New reinforcement learning algorithm to solve capacitated vehicle routing problem. However, there are some observations for the Machine Learning community that are of some interest. There is an enduring interest in the reinforcement learning community to investigate ways in which reinforcement learning technologies can play a role in hard combinatorial optimisation settings. Here, following the cited 2018 NeurIPS publication by Nazari et al., the authors of the submitted manuscript develop and evaluate a novel reinforcement learning approach for the capacitated vehicle routing problem (CVRP). The CVRP is a hard combinatorial problem class that includes the Travelling Sales Person problem.
Review for NeurIPS paper: Reinforcement Learning with Combinatorial Actions: An Application to Vehicle Routing
The paper proposes a novel reinforcement learning approach to solving the capacitated vehicle routing problem. It involves learning a value function and solving a TSP for the prizing problem. Reviewers agree that the proposed approach is novel and interesting. One reviewer is sceptical of the work because of doubts about the performance achievable with the proposed approach. However, the ideas presented still deserve to be presented at NeurIPS, with the hope of bringing advances to this research area.