Goto

Collaborating Authors

 Reinforcement Learning


Minigrid & Miniworld: Modular & Customizable Reinforcement Learning Environments for Goal-Oriented Tasks

Neural Information Processing Systems

We present the Minigrid and Miniworld libraries which provide a suite of goal-oriented 2D and 3D environments. The libraries were explicitly created with a minimalistic design paradigm to allow users to rapidly develop new environments for a wide range of research-specific needs. As a result, both have received widescale adoption by the RL community, facilitating research in a wide range of areas. In this paper, we outline the design philosophy, environment details, and their world generation API. We also showcase the additional capabilities brought by the unified API between Minigrid and Miniworld through case studies on transfer learning (for both RL agents and humans) between the different observation spaces.


Successor-Predecessor Intrinsic Exploration

Neural Information Processing Systems

Exploration is essential in reinforcement learning, particularly in environments where external rewards are sparse. Here we focus on exploration with intrinsic rewards, where the agent transiently augments the external rewards with self-generated intrinsic rewards. Although the study of intrinsic rewards has a long history, existing methods focus on composing the intrinsic reward based on measures of future prospects of states, ignoring the information contained in the retrospective structure of transition sequences. Here we argue that the agent can utilise retrospective information to generate explorative behaviour with structure-awareness, facilitating efficient exploration based on global instead of local information. We propose Successor-Predecessor Intrinsic Exploration (SPIE), an exploration algorithm based on a novel intrinsic reward combining prospective and retrospective information.


Resetting the Optimizer in Deep RL: An Empirical Study

Neural Information Processing Systems

We focus on the task of approximating the optimal value function in deep reinforcement learning. This iterative process is comprised of solving a sequence of optimization problems where the loss function changes per iteration. The common approach to solving this sequence of problems is to employ modern variants of the stochastic gradient descent algorithm such as Adam. These optimizers maintain their own internal parameters such as estimates of the first-order and the second-order moments of the gradient, and update them over time. Therefore, information obtained in previous iterations is used to solve the optimization problem in the current iteration. We demonstrate that this can contaminate the moment estimates because the optimization landscape can change arbitrarily from one iteration to the next one.


Reinforcement Learning with Fast and Forgetful Memory

Neural Information Processing Systems

Nearly all real world tasks are inherently partially observable, necessitating the use of memory in Reinforcement Learning (RL). Most model-free approaches summarize the trajectory into a latent Markov state using memory models borrowed from Supervised Learning (SL), even though RL tends to exhibit different training and efficiency characteristics. Addressing this discrepancy, we introduce Fast and Forgetful Memory, an algorithm-agnostic memory model designed specifically for RL. Our approach constrains the model search space via strong structural priors inspired by computational psychology. It is a drop-in replacement for recurrent neural networks (RNNs) in recurrent RL algorithms, achieving greater reward than RNNs across various recurrent benchmarks and algorithms without changing any hyperparameters.


Adversarial Counterfactual Environment Model Learning

Neural Information Processing Systems

An accurate environment dynamics model is crucial for various downstream tasks in sequential decision-making, such as counterfactual prediction, off-policy evaluation, and offline reinforcement learning. Currently, these models were learned through empirical risk minimization (ERM) by step-wise fitting of historical transition data. This way was previously believed unreliable over long-horizon rollouts because of the compounding errors, which can lead to uncontrollable inaccuracies in predictions. In this paper, we find that the challenge extends beyond just long-term prediction errors: we reveal that even when planning with one step, learned dynamics models can also perform poorly due to the selection bias of behavior policies during data collection. This issue will significantly mislead the policy optimization process even in identifying single-step optimal actions, further leading to a greater risk in sequential decision-making scenarios.To tackle this problem, we introduce a novel model-learning objective called adversarial weighted empirical risk minimization (AWRM).


Direct Preference-based Policy Optimization without Reward Modeling

Neural Information Processing Systems

Preference-based reinforcement learning (PbRL) is an approach that enables RL agents to learn from preference, which is particularly useful when formulating a reward function is challenging. Existing PbRL methods generally involve a two-step procedure: they first learn a reward model based on given preference data and then employ off-the-shelf reinforcement learning algorithms using the learned reward model. However, obtaining an accurate reward model solely from preference information, especially when the preference is from human teachers, can be difficult. Instead, we propose a PbRL algorithm that directly learns from preference without requiring any reward modeling. To achieve this, we adopt a contrastive learning framework to design a novel policy scoring metric that assigns a high score to policies that align with the given preferences.


Iterative Reachability Estimation for Safe Reinforcement Learning

Neural Information Processing Systems

Ensuring safety is important for the practical deployment of reinforcement learning (RL). Various challenges must be addressed, such as handling stochasticity in the environments, providing rigorous guarantees of persistent state-wise safety satisfaction, and avoiding overly conservative behaviors that sacrifice performance. We propose a new framework, Reachability Estimation for Safe Policy Optimization (RESPO), for safety-constrained RL in general stochastic settings. In the feasible set where there exist violation-free policies, we optimize for rewards while maintaining persistent safety. Outside this feasible set, our optimization produces the safest behavior by guaranteeing entrance into the feasible set whenever possible with the least cumulative discounted violations.


Inverse Reinforcement Learning with the Average Reward Criterion

Neural Information Processing Systems

We study the problem of Inverse Reinforcement Learning (IRL) with an average-reward criterion. The goal is to recover an unknown policy and a reward function when the agent only has samples of states and actions from an experienced agent. Previous IRL methods assume that the expert is trained in a discounted environment, and the discount factor is known. We develop novel stochastic first-order methods to solve the IRL problem under the average-reward setting, which requires solving an Average-reward Markov Decision Process (AMDP) as a subproblem. To solve the subproblem, we develop a Stochastic Policy Mirror Descent (SPMD) method under general state and action spaces that needs \mathcal{O}(1/\varepsilon) steps of gradient computation.


Video Prediction Models as Rewards for Reinforcement Learning

Neural Information Processing Systems

Specifying reward signals that allow agents to learn complex behaviors is a long-standing challenge in reinforcement learning.A promising approach is to extract preferences for behaviors from unlabeled videos, which are widely available on the internet. Specifically, we first train an autoregressive transformer on expert videos and then use the video prediction likelihoods as reward signals for a reinforcement learning agent. VIPER enables expert-level control without programmatic task rewards across a wide range of DMC, Atari, and RLBench tasks. Moreover, generalization of the video prediction model allows us to derive rewards for an out-of-distribution environment where no expert data is available, enabling cross-embodiment generalization for tabletop manipulation. We see our work as starting point for scalable reward specification from unlabeled videos that will benefit from the rapid advances in generative modeling. Source code and datasets are available on the project website: https://ViperRL.com


Would I have gotten that reward? Long-term credit assignment by counterfactual contribution analysis

Neural Information Processing Systems

To make reinforcement learning more sample efficient, we need better credit assignment methods that measure an action's influence on future rewards. Building upon Hindsight Credit Assignment (HCA), we introduce Counterfactual Contribution Analysis (COCOA), a new family of model-based credit assignment algorithms. Our algorithms achieve precise credit assignment by measuring the contribution of actions upon obtaining subsequent rewards, by quantifying a counterfactual query: 'Would the agent still have reached this reward if it had taken another action?'. We show that measuring contributions w.r.t. We run experiments on a suite of problems specifically designed to evaluate long-term credit assignment capabilities.