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 Reinforcement Learning


Creating Multi-Level Skill Hierarchies in Reinforcement Learning

Neural Information Processing Systems

What is a useful skill hierarchy for an autonomous agent? We propose an answer based on a graphical representation of how the interaction between an agent and its environment may unfold. Our approach uses modularity maximisation as a central organising principle to expose the structure of the interaction graph at multiple levels of abstraction. The result is a collection of skills that operate at varying time scales, organised into a hierarchy, where skills that operate over longer time scales are composed of skills that operate over shorter time scales. The entire skill hierarchy is generated automatically, with no human input, including the skills themselves (their behaviour, when they can be called, and when they terminate) as well as the dependency structure between them.


\texttt{TACO} : Temporal Latent Action-Driven Contrastive Loss for Visual Reinforcement Learning

Neural Information Processing Systems

Despite recent progress in reinforcement learning (RL) from raw pixel data, sample inefficiency continues to present a substantial obstacle. Prior works have attempted to address this challenge by creating self-supervised auxiliary tasks, aiming to enrich the agent's learned representations with control-relevant information for future state prediction.However, these objectives are often insufficient to learn representations that can represent the optimal policy or value function, and they often consider tasks with small, abstract discrete action spaces and thus overlook the importance of action representation learning in continuous control.In this paper, we introduce \texttt{TACO}: \textbf{T} emporal \textbf{A} ction-driven \textbf{CO} ntrastive Learning, a simple yet powerful temporal contrastive learning approach that facilitates the concurrent acquisition of latent state and action representations for agents. Theoretically, \texttt{TACO} can be shown to learn state and action representations that encompass sufficient information for control, thereby improving sample efficiency.For online RL, \texttt{TACO} achieves 40% performance boost after one million environment interaction steps on average across nine challenging visual continuous control tasks from Deepmind Control Suite. In addition, we show that \texttt{TACO} can also serve as a plug-and-play module adding to existing offline visual RL methods to establish the new state-of-the-art performance for offline visual RL across offline datasets with varying quality.


Train Once, Get a Family: State-Adaptive Balances for Offline-to-Online Reinforcement Learning

Neural Information Processing Systems

Offline-to-online reinforcement learning (RL) is a training paradigm that combines pre-training on a pre-collected dataset with fine-tuning in an online environment. However, the incorporation of online fine-tuning can intensify the well-known distributional shift problem. Existing solutions tackle this problem by imposing a policy constraint on the policy improvement objective in both offline and online learning. They typically advocate a single balance between policy improvement and constraints across diverse data collections. This one-size-fits-all manner may not optimally leverage each collected sample due to the significant variation in data quality across different states.


Structured State Space Models for In-Context Reinforcement Learning

Neural Information Processing Systems

Structured state space sequence (S4) models have recently achieved state-of-the-art performance on long-range sequence modeling tasks. These models also have fast inference speeds and parallelisable training, making them potentially useful in many reinforcement learning settings. We propose a modification to a variant of S4 that enables us to initialise and reset the hidden state in parallel, allowing us to tackle reinforcement learning tasks. We show that our modified architecture runs asymptotically faster than Transformers in sequence length and performs better than RNN's on a simple memory-based task. We evaluate our modified architecture on a set of partially-observable environments and find that, in practice, our model outperforms RNN's while also running over five times faster.


Hierarchical Adaptive Value Estimation for Multi-modal Visual Reinforcement Learning

Neural Information Processing Systems

Integrating RGB frames with alternative modality inputs is gaining increasing traction in many vision-based reinforcement learning (RL) applications. Existing multi-modal vision-based RL methods usually follow a Global Value Estimation (GVE) pipeline, which uses a fused modality feature to obtain a unified global environmental description. However, such a feature-level fusion paradigm with a single critic may fall short in policy learning as it tends to overlook the distinct values of each modality. To remedy this, this paper proposes a Local modality-customized Value Estimation (LVE) paradigm, which dynamically estimates the contribution and adjusts the importance weight of each modality from a value-level perspective. Furthermore, a task-contextual re-fusion process is developed to achieve a task-level re-balance of estimations from both feature and value levels.


A Reduction-based Framework for Sequential Decision Making with Delayed Feedback

Neural Information Processing Systems

We study stochastic delayed feedback in general single-agent and multi-agent sequential decision making, which includes bandits, single-agent Markov decision processes (MDPs), and Markov games (MGs). We propose a novel reduction-based framework, which turns any multi-batched algorithm for sequential decision making with instantaneous feedback into a sample-efficient algorithm that can handle stochastic delays in sequential decision making. By plugging different multi-batched algorithms into our framework, we provide several examples demonstrating that our framework not only matches or improves existing results for bandits, tabular MDPs, and tabular MGs, but also provides the first line of studies on delays in sequential decision making with function approximation. In summary, we provide a complete set of sharp results for single-agent and multi-agent sequential decision making with delayed feedback.


Synthetic Experience Replay

Neural Information Processing Systems

A key theme in the past decade has been that when large neural networks and large datasets combine they can produce remarkable results. In deep reinforcement learning (RL), this paradigm is commonly made possible through experience replay, whereby a dataset of past experiences is used to train a policy or value function. However, unlike in supervised or self-supervised learning, an RL agent has to collect its own data, which is often limited. Thus, it is challenging to reap the benefits of deep learning, and even small neural networks can overfit at the start of training. In this work, we leverage the tremendous recent progress in generative modeling and propose Synthetic Experience Replay (SynthER), a diffusion-based approach to flexibly upsample an agent's collected experience.


Action Inference by Maximising Evidence: Zero-Shot Imitation from Observation with World Models

Neural Information Processing Systems

Unlike most reinforcement learning agents which require an unrealistic amount of environment interactions to learn a new behaviour, humans excel at learning quickly by merely observing and imitating others. This ability highly depends on the fact that humans have a model of their own embodiment that allows them to infer the most likely actions that led to the observed behaviour. In this paper, we propose Action Inference by Maximising Evidence (AIME) to replicate this behaviour using world models. AIME consists of two distinct phases. In the first phase, the agent learns a world model from its past experience to understand its own body by maximising the ELBO.


Model-Based Episodic Memory Induces Dynamic Hybrid Controls

Neural Information Processing Systems

Episodic control enables sample efficiency in reinforcement learning by recalling past experiences from an episodic memory. We propose a new model-based episodic memory of trajectories addressing current limitations of episodic control. Built upon the memory, we construct a complementary learning model via a dynamic hybrid control unifying model-based, episodic and habitual learning into a single architecture. Experiments demonstrate that our model allows significantly faster and better learning than other strong reinforcement learning agents across a variety of environments including stochastic and non-Markovian settings.


Automatic Grouping for Efficient Cooperative Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Grouping is ubiquitous in natural systems and is essential for promoting efficiency in team coordination. This paper proposes a novel formulation of Group-oriented Multi-Agent Reinforcement Learning (GoMARL), which learns automatic grouping without domain knowledge for efficient cooperation. In contrast to existing approaches that attempt to directly learn the complex relationship between the joint action-values and individual utilities, we empower subgroups as a bridge to model the connection between small sets of agents and encourage cooperation among them, thereby improving the learning efficiency of the whole team. In particular, we factorize the joint action-values as a combination of group-wise values, which guide agents to improve their policies in a fine-grained fashion. We present an automatic grouping mechanism to generate dynamic groups and group action-values.