Reinforcement Learning
Improving Deep Reinforcement Learning by Reducing the Chain Effect of Value and Policy Churn
Deep neural networks provide Reinforcement Learning (RL) powerful function approximators to address large-scale decision-making problems. However, these approximators introduce challenges due to the non-stationary nature of RL training. One source of the challenges in RL is that output predictions can churn, leading to uncontrolled changes after each batch update for states not included in the batch. Although such a churn phenomenon exists in each step of network training, it remains under-explored on how churn occurs and impacts RL. In this work, we start by characterizing churn in a view of Generalized Policy Iteration with function approximation, and we discover a chain effect of churn that leads to a cycle where the churns in value estimation and policy improvement compound and bias the learning dynamics throughout the iteration. Further, we concretize the study and focus on the learning issues caused by the chain effect in different settings, including greedy action deviation in value-based methods, trust region violation in proximal policy optimization, and dual bias of policy value in actor-critic methods. We then propose a method to reduce the chain effect across different settings, called Churn Approximated ReductIoN (CHAIN), which can be easily plugged into most existing DRL algorithms. Our experiments demonstrate the effectiveness of our method in both reducing churn and improving learning performance across online and offline, value-based and policy-based RL settings.
Catastrophic Goodhart: regularizing RLHF with KL divergence does not mitigate heavy-tailed reward misspecification
When applying reinforcement learning from human feedback (RLHF), the reward is learned from data and, therefore, always has some error. It is common to mitigate this by regularizing the policy with KL divergence from a base model, with the hope that balancing reward with regularization will achieve desirable outcomes despite this reward misspecification. We show that when the reward function has light-tailed error, optimal policies under less restrictive KL penalties achieve arbitrarily high utility. However, if error is heavy-tailed, some policies obtain arbitrarily high reward despite achieving no more utility than the base model--a phenomenon we call catastrophic Goodhart. We adapt a discrete optimization method to measure the tails of reward models, finding that they are consistent with light-tailed error. However, the pervasiveness of heavy-tailed distributions in many real-world applications indicates that future sources of RL reward could have heavy-tailed error, increasing the likelihood of reward hacking even with KL regularization.
SCAFFLSA: Taming Heterogeneity in Federated Linear Stochastic Approximation and TD Learning
In this paper, we analyze the sample and communication complexity of the federated linear stochastic approximation (FedLSA) algorithm. We explicitly quantify the effects of local training with agent heterogeneity. We show that the communication complexity of FedLSA scales polynomially with the inverse of the desired accuracy ϵ. To overcome this, we propose SCAFFLSA a new variant of FedLSA that uses control variates to correct for client drift, and establish its sample and communication complexities. We show that for statistically heterogeneous agents, its communication complexity scales logarithmically with the desired accuracy, similar to Scaffnew. An important finding is that, compared to the existing results for Scaffnew, the sample complexity scales with the inverse of the number of agents, a property referred to as linear speed-up. Achieving this linear speed-up requires completely new theoretical arguments. We apply the proposed method to federated temporal difference learning with linear function approximation and analyze the corresponding complexity improvements.
Look Beneath the Surface: Exploiting Fundamental Symmetry for Sample-Efficient Offline RL
Offline reinforcement learning (RL) offers an appealing approach to real-world tasks by learning policies from pre-collected datasets without interacting with the environment. However, the performance of existing offline RL algorithms heavily depends on the scale and state-action space coverage of datasets. Real-world data collection is often expensive and uncontrollable, leading to small and narrowly covered datasets and posing significant challenges for practical deployments of offline RL. In this paper, we provide a new insight that leveraging the fundamental symmetry of system dynamics can substantially enhance offline RL performance under small datasets. Specifically, we propose a Time-reversal symmetry (T-symmetry) enforced Dynamics Model (TDM), which establishes consistency between a pair of forward and reverse latent dynamics. TDM provides both well-behaved representations for small datasets and a new reliability measure for OOD samples based on compliance with the T-symmetry. These can be readily used to construct a new offline RL algorithm (TSRL) with less conservative policy constraints and a reliable latent space data augmentation procedure. Based on extensive experiments, we find TSRL achieves great performance on small benchmark datasets with as few as 1% of the original samples, which significantly outperforms the recent offline RL algorithms in terms of data efficiency and generalizability.
Policy-shaped prediction: avoiding distractions in model-based reinforcement learning
Model-based reinforcement learning (MBRL) is a promising route to sample-efficient policy optimization. However, a known vulnerability of reconstruction-based MBRL consists of scenarios in which detailed aspects of the world are highly predictable, but irrelevant to learning a good policy. Such scenarios can lead the model to exhaust its capacity on meaningless content, at the cost of neglecting important environment dynamics. While existing approaches attempt to solve this problem, we highlight its continuing impact on leading MBRL methods ---including DreamerV3 and DreamerPro--- with a novel environment where background distractions are intricate, predictable, and useless for planning future actions. To address this challenge we develop a method for focusing the capacity of the world model through a synergy of a pretrained segmentation model, a task-aware reconstruction loss, and adversarial learning. Our method outperforms a variety of other approaches designed to reduce the impact of distractors, and is an advance towards robust model-based reinforcement learning.
Gaussian Approximation and Multiplier Bootstrap for Polyak-Ruppert Averaged Linear Stochastic Approximation with Applications to TD Learning
In this paper, we obtain the Berry-Esseen bound for multivariate normal approximation for the Polyak-Ruppert averaged iterates of the linear stochastic approximation (LSA) algorithm with decreasing step size. Moreover, we prove the non-asymptotic validity of the confidence intervals for parameter estimation with LSA based on multiplier bootstrap. This procedure updates the LSA estimate together with a set of randomly perturbed LSA estimates upon the arrival of subsequent observations. We illustrate our findings in the setting of temporal difference learning with linear function approximation.
The Power of Resets in Online Reinforcement Learning
Simulators are a pervasive tool in reinforcement learning, but most existing algorithms cannot efficiently exploit simulator access -- particularly in high-dimensional domains that require general function approximation. We explore the power of simulators through online reinforcement learning with local simulator access (or, local planning), an RL protocol where the agent is allowed to reset to previously observed states and follow their dynamics during training. We use local simulator access to unlock new statistical guarantees that were previously out of reach:- We show that MDPs with low coverability (Xie et al. 2023) -- a general structural condition that subsumes Block MDPs and Low-Rank MDPs -- can be learned in a sample-efficient fashion with only Q -realizability (realizability of the optimal state-value function); existing online RL algorithms require significantly stronger representation conditions.- As a consequence, we show that the notorious Exogenous Block MDP problem (Efroni et al. 2022) is tractable under local simulator access.The results above are achieved through a computationally inefficient algorithm. We complement them with a more computationally efficient algorithm, RVFS (Recursive Value Function Search), which achieves provable sample complexity guarantees under a strengthened statistical assumption known as pushforward coverability. RVFS can be viewed as a principled, provable counterpart to a successful empirical paradigm that combines recursive search (e.g., MCTS) with value function approximation.
Measuring Goal-Directedness
We define maximum entropy goal-directedness (MEG), a formal measure of goal-directedness in causal models and Markov decision processes, and give algorithmsfor computing it. Measuring goal-directedness is important, as it is a criticalelement of many concerns about harm from AI. It is also of philosophical interest,as goal-directedness is a key aspect of agency. MEG is based on an adaptation ofthe maximum causal entropy framework used in inverse reinforcement learning. Itcan measure goal-directedness with respect to a known utility function, a hypothesisclass of utility functions, or a set of random variables. We prove that MEG satisfiesseveral desiderata and demonstrate our algorithms with small-scale experiments.
A Unified Principle of Pessimism for Offline Reinforcement Learning under Model Mismatch
In this paper, we address the challenges of offline reinforcement learning (RL) under model mismatch, where the agent aims to optimize its performance through an offline dataset that may not accurately represent the deployment environment. We identify two primary challenges under the setting: inaccurate model estimation due to limited data and performance degradation caused by the model mismatch between the dataset-collecting environment and the target deployment one. To tackle these issues, we propose a unified principle of pessimism using distributionally robust Markov decision processes. We carefully construct a robust MDP with a single uncertainty set to tackle both data sparsity and model mismatch, and demonstrate that the optimal robust policy enjoys a near-optimal sub-optimality gap under the target environment across three widely used uncertainty models: total variation, $\chi^2$ divergence, and KL divergence. Our results improve upon or match the state-of-the-art performance under the total variation and KL divergence models, and provide the first result for the $\chi^2$ divergence model.
On the Role of Information Structure in Reinforcement Learning for Partially-Observable Sequential Teams and Games
In sequential decision-making problems, the describes the causal dependencies between system variables, encompassing the dynamics of the environment and the agents' actions. Classical models of reinforcement learning (e.g., MDPs, POMDPs) assume a restricted and highly regular information structure, while more general models like predictive state representations do not explicitly model the information structure. By contrast, real-world sequential decision-making problems typically involve a complex and time-varying interdependence of system variables, requiring a rich and flexible representation of information structure. In this paper, we formalize a novel reinforcement learning model which explicitly represents the information structure.We then use this model to carry out an information-structural analysis of the statistical complexity of general sequential decision-making problems, obtaining a characterization via a graph-theoretic quantity of the DAG representation of the information structure. We prove an upper bound on the sample complexity of learning a general sequential decision-making problem in terms of its information structure by exhibiting an algorithm achieving the upper bound. This recovers known tractability results and gives a novel perspective on reinforcement learning in general sequential decision-making problems, providing a systematic way of identifying new tractable classes of problems.