Reinforcement Learning
Exploratory Diffusion Policy for Unsupervised Reinforcement Learning
Ying, Chengyang, Chen, Huayu, Zhou, Xinning, Hao, Zhongkai, Su, Hang, Zhu, Jun
Unsupervised reinforcement learning (RL) aims to pre-train agents by exploring states or skills in reward-free environments, facilitating the adaptation to downstream tasks. However, existing methods often overlook the fitting ability of pre-trained policies and struggle to handle the heterogeneous pre-training data, which are crucial for achieving efficient exploration and fast fine-tuning. To address this gap, we propose Exploratory Diffusion Policy (EDP), which leverages the strong expressive ability of diffusion models to fit the explored data, both boosting exploration and obtaining an efficient initialization for downstream tasks. Specifically, we estimate the distribution of collected data in the replay buffer with the diffusion policy and propose a score intrinsic reward, encouraging the agent to explore unseen states. For fine-tuning the pre-trained diffusion policy on downstream tasks, we provide both theoretical analyses and practical algorithms, including an alternating method of Q function optimization and diffusion policy distillation. Extensive experiments demonstrate the effectiveness of EDP in efficient exploration during pre-training and fast adaptation during fine-tuning.
STRIDE: Automating Reward Design, Deep Reinforcement Learning Training and Feedback Optimization in Humanoid Robotics Locomotion
Wu, Zhenwei, Lu, Jinxiong, Chen, Yuxiao, Liu, Yunxin, Zhuang, Yueting, Hu, Luhui
Humanoid robotics presents significant challenges in artificial intelligence, requiring precise coordination and control of high-degree-of-freedom systems. Designing effective reward functions for deep reinforcement learning (DRL) in this domain remains a critical bottleneck, demanding extensive manual effort, domain expertise, and iterative refinement. To overcome these challenges, we introduce STRIDE, a novel framework built on agentic engineering to automate reward design, DRL training, and feedback optimization for humanoid robot locomotion tasks. By combining the structured principles of agentic engineering with large language models (LLMs) for code-writing, zero-shot generation, and in-context optimization, STRIDE generates, evaluates, and iteratively refines reward functions without relying on task-specific prompts or templates. Across diverse environments featuring humanoid robot morphologies, STRIDE outperforms the state-of-the-art reward design framework EUREKA, achieving an average improvement of round 250% in efficiency and task performance. Using STRIDE-generated rewards, simulated humanoid robots achieve sprint-level locomotion across complex terrains, highlighting its ability to advance DRL workflows and humanoid robotics research.
Model Selection for Off-policy Evaluation: New Algorithms and Experimental Protocol
Liu, Pai, Zhao, Lingfeng, Agarwal, Shivangi, Liu, Jinghan, Huang, Audrey, Amortila, Philip, Jiang, Nan
Holdout validation and hyperparameter tuning from data is a long-standing problem in offline reinforcement learning (RL). A standard framework is to use off-policy evaluation (OPE) methods to evaluate and select the policies, but OPE either incurs exponential variance (e.g., importance sampling) or has hyperparameters on their own (e.g., FQE and model-based). In this work we focus on hyperparameter tuning for OPE itself, which is even more under-investigated. Concretely, we select among candidate value functions ("model-free") or dynamics ("model-based") to best assess the performance of a target policy. Our contributions are two fold. We develop: (1) new model-free and model-based selectors with theoretical guarantees, and (2) a new experimental protocol for empirically evaluating them. Compared to the model-free protocol in prior works, our new protocol allows for more stable generation of candidate value functions, better control of misspecification, and evaluation of model-free and model-based methods alike. We exemplify the protocol on a Gym environment, and find that our new model-free selector, LSTD-Tournament, demonstrates promising empirical performance.
Towards bandit-based prompt-tuning for in-the-wild foundation agents
Rietz, Finn, Smirnov, Oleg, Karimi, Sara, Cao, Lele
Prompting has emerged as the dominant paradigm for adapting large, pre-trained transformer-based models to downstream tasks. The Prompting Decision Transformer (PDT) enables large-scale, multi-task offline reinforcement learning pre-training by leveraging stochastic trajectory prompts to identify the target task. However, these prompts are sampled uniformly from expert demonstrations, overlooking a critical limitation: Not all prompts are equally informative for differentiating between tasks. To address this, we propose an inference time bandit-based prompt-tuning framework that explores and optimizes trajectory prompt selection to enhance task performance. Our experiments indicate not only clear performance gains due to bandit-based prompt-tuning, but also better sample complexity, scalability, and prompt space exploration compared to prompt-tuning baselines.
Distributed Value Decomposition Networks with Networked Agents
Varela, Guilherme S., Sardinha, Alberto, Melo, Francisco S.
We investigate the problem of distributed training under partial observability, whereby cooperative multi-agent reinforcement learning agents (MARL) maximize the expected cumulative joint reward. We propose distributed value decomposition networks (DVDN) that generate a joint Q-function that factorizes into agent-wise Q-functions. Whereas the original value decomposition networks rely on centralized training, our approach is suitable for domains where centralized training is not possible and agents must learn by interacting with the physical environment in a decentralized manner while communicating with their peers. DVDN overcomes the need for centralized training by locally estimating the shared objective. We contribute with two innovative algorithms, DVDN and DVDN (GT), for the heterogeneous and homogeneous agents settings respectively. Empirically, both algorithms approximate the performance of value decomposition networks, in spite of the information loss during communication, as demonstrated in ten MARL tasks in three standard environments.
Active Advantage-Aligned Online Reinforcement Learning with Offline Data
Liu, Xuefeng, Le, Hung T. C., Chen, Siyu, Stevens, Rick, Yang, Zhuoran, Walter, Matthew R., Chen, Yuxin
Online reinforcement learning (RL) enhances policies through direct interactions with the environment, but faces challenges related to sample efficiency. In contrast, offline RL leverages extensive pre-collected data to learn policies, but often produces suboptimal results due to limited data coverage. Recent efforts have sought to integrate offline and online RL in order to harness the advantages of both approaches. However, effectively combining online and offline RL remains challenging due to issues that include catastrophic forgetting, lack of robustness and sample efficiency. In an effort to address these challenges, we introduce A3 RL , a novel method that actively selects data from combined online and offline sources to optimize policy improvement. We provide theoretical guarantee that validates the effectiveness our active sampling strategy and conduct thorough empirical experiments showing that our method outperforms existing state-of-the-art online RL techniques that utilize offline data. Our code will be publicly available at: https://github.com/xuefeng-cs/A3RL.
ASPiRe: Adaptive Skill Priors for Reinforcement Learning
We introduce ASPiRe (Adaptive Skill Prior for RL), a new approach that leverages prior experience to accelerate reinforcement learning. Unlike existing methods that learn a single skill prior from a large and diverse dataset, our framework learns a library of different distinction skill priors (i.e., behavior priors) from a collection of specialized datasets, and learns how to combine them to solve a new task. This formulation allows the algorithm to acquire a set of specialized skill priors that are more reusable for downstream tasks; however, it also brings up additional challenges of how to effectively combine these unstructured sets of skill priors to form a new prior for new tasks. Specifically, it requires the agent not only to identify which skill prior(s) to use but also how to combine them (either sequentially or concurrently) to form a new prior. To achieve this goal, ASPiRe includes Adaptive Weight Module (AWM) that learns to infer an adaptive weight assignment between different skill priors and uses them to guide policy learning for downstream tasks via weighted Kullback-Leibler divergences.
Learning to Mitigate AI Collusion on Economic Platforms
Algorithmic pricing on online e-commerce platforms raises the concern of tacit collusion, where reinforcement learning algorithms learn to set collusive prices in a decentralized manner and through nothing more than profit feedback. This raises the question as to whether collusive pricing can be prevented through the design of suitable "buy boxes," i.e., through the design of the rules that govern the elements of e-commerce sites that promote particular products and prices to consumers. In this paper, we demonstrate that reinforcement learning (RL) can also be used by platforms to learn buy box rules that are effective in preventing collusion by RL sellers. For this, we adopt the methodology of Stackelberg POMDPs, and demonstrate success in learning robust rules that continue to provide high consumer welfare together with sellers employing different behavior models or having out-of-distribution costs for goods.
DMAP: a Distributed Morphological Attention Policy for Learning to Locomote with a Changing Body
Biological and artificial agents need to deal with constant changes in the real world. We study this problem in four classical continuous control environments, augmented with morphological perturbations. Learning to locomote when the length and the thickness of different body parts vary is challenging, as the control policy is required to adapt to the morphology to successfully balance and advance the agent. We show that a control policy based on the proprioceptive state performs poorly with highly variable body configurations, while an (oracle) agent with access to a learned encoding of the perturbation performs significantly better. We introduce DMAP, a biologically-inspired, attention-based policy network architecture. DMAP combines independent proprioceptive processing, a distributed policy with individual controllers for each joint, and an attention mechanism, to dynamically gate sensory information from different body parts to different controllers. Despite not having access to the (hidden) morphology information, DMAP can be trained end-to-end in all the considered environments, overall matching or surpassing the performance of an oracle agent. Thus DMAP, implementing principles from biological motor control, provides a strong inductive bias for learning challenging sensorimotor tasks.
Reinforcement Learning with Latent Flow
Temporal information is essential to learning effective policies with Reinforcement Learning (RL). However, current state-of-the-art RL algorithms either assume that such information is given as part of the state space or, when learning from pixels, use the simple heuristic of frame-stacking to implicitly capture temporal information present in the image observations. This heuristic is in contrast to the current paradigm in video classification architectures, which utilize explicit encodings of temporal information through methods such as optical flow and two-stream architectures to achieve state-of-the-art performance. Inspired by leading video classification architectures, we introduce the Flow of Latents for Reinforcement Learning (Flare), a network architecture for RL that explicitly encodes temporal information through latent vector differences. We show that Flare recovers optimal performance in state-based RL without explicit access to the state velocity, solely with positional state information. Flare is the most sample efficient model-free pixel-based RL algorithm on the DeepMind Control suite when evaluated on the 500k and 1M step benchmarks across 5 challenging control tasks, and, when used with Rainbow DQN, outperforms the competitive baseline on Atari games at 100M time step benchmark across 8 challenging games.