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 Reinforcement Learning


Maximizing Alignment with Minimal Feedback: Efficiently Learning Rewards for Visuomotor Robot Policy Alignment

arXiv.org Artificial Intelligence

However, aligning these policies with end-user preferences remains a challenge, particularly when the preferences are hard to specify. While reinforcement learning from human feedback (RLHF) has become the predominant mechanism for alignment in non-embodied domains like large language models, it has not seen the same success in aligning visuomotor policies due to the prohibitive amount of human feedback required to learn visual reward functions. To address this limitation, we propose Representation-Aligned Preference-based Learning (RAPL), an observation-only method for learning visual rewards from significantly less human preference feedback. Unlike traditional RLHF, RAPL focuses human feedback on fine-tuning pre-trained vision encoders to align with the end-user's visual representation and then constructs a dense visual reward via feature matching in this aligned representation space. We first validate RAPL through simulation experiments in the X-Magical benchmark and Franka Panda robotic manipulation, demonstrating that it can learn rewards aligned with human preferences, more efficiently uses preference data, and generalizes across robot embodiments. Finally, our hardware experiments align pre-trained Diffusion Policies for three object manipulation tasks. We find that RAPL can fine-tune these policies with 5x less real human preference data, taking the first step towards minimizing human feedback while maximizing visuomotor robot policy alignment. More details (e.g., videos) are at the project website.


AI Planning: A Primer and Survey (Preliminary Report)

arXiv.org Artificial Intelligence

Automated decision-making is a fundamental topic that spans multiple sub-disciplines in AI: reinforcement learning (RL), AI planning (AP), foundation models, and operations research, among others. Despite recent efforts to ``bridge the gaps'' between these communities, there remain many insights that have not yet transcended the boundaries. Our goal in this paper is to provide a brief and non-exhaustive primer on ideas well-known in AP, but less so in other sub-disciplines. We do so by introducing the classical AP problem and representation, and extensions that handle uncertainty and time through the Markov Decision Process formalism. Next, we survey state-of-the-art techniques and ideas for solving AP problems, focusing on their ability to exploit problem structure. Lastly, we cover subfields within AP for learning structure from unstructured inputs and learning to generalise to unseen scenarios and situations.


A Temporally Correlated Latent Exploration for Reinforcement Learning

arXiv.org Artificial Intelligence

Efficient exploration remains one of the longstanding problems of deep reinforcement learning. Instead of depending solely on extrinsic rewards from the environments, existing methods use intrinsic rewards to enhance exploration. However, we demonstrate that these methods are vulnerable to Noisy TV and stochasticity. To tackle this problem, we propose Temporally Correlated Latent Exploration (TeCLE), which is a novel intrinsic reward formulation that employs an action-conditioned latent space and temporal correlation. The action-conditioned latent space estimates the probability distribution of states, thereby avoiding the assignment of excessive intrinsic rewards to unpredictable states and effectively addressing both problems. Whereas previous works inject temporal correlation for action selection, the proposed method injects it for intrinsic reward computation. We find that the injected temporal correlation determines the exploratory behaviors of agents. Various experiments show that the environment where the agent performs well depends on the amount of temporal correlation. To the best of our knowledge, the proposed TeCLE is the first approach to consider the actionconditioned latent space and temporal correlation for curiosity-driven exploration. We prove that the proposed TeCLE can be robust to the Noisy TV and stochasticity in benchmark environments, including Minigrid and Stochastic Atari. Reinforcement learning (RL) agents learn how to act to maximize the expected return of a policy. However, in real-world environments where rewards are sparse, agents do not have access to continuous rewards, which makes learning difficult. Inspired by human beings, numerous studies address this issue through intrinsic motivation, which uses so-called bonus or intrinsic reward to encourage agents to learn environments when extrinsic rewards are rarely provided (Schmidhuber, 1991b; Oudeyer & Kaplan, 2007a; Schmidhuber, 2010).


REGENT: A Retrieval-Augmented Generalist Agent That Can Act In-Context in New Environments

arXiv.org Artificial Intelligence

Building generalist agents that can rapidly adapt to new environments is a key challenge for deploying AI in the digital and real worlds. Is scaling current agent architectures the most effective way to build generalist agents? We propose a novel approach to pre-train relatively small policies on relatively small datasets and adapt them to unseen environments via in-context learning, without any finetuning. Our key idea is that retrieval offers a powerful bias for fast adaptation. Indeed, we demonstrate that even a simple retrieval-based 1-nearest neighbor agent offers a surprisingly strong baseline for today's state-of-the-art generalist agents. From this starting point, we construct a semi-parametric agent, REGENT, that trains a transformer-based policy on sequences of queries and retrieved neighbors. REGENT can generalize to unseen robotics and game-playing environments via retrieval augmentation and in-context learning, achieving this with up to 3x fewer parameters and up to an order-of-magnitude fewer pre-training datapoints, significantly outperforming today's state-of-the-art generalist agents. AI agents, both in the digital [38, 19, 37, 28, 53] and real world [5, 7, 63, 33, 48, 24], constantly face changing environments that require rapid or even instantaneous adaptation. True generalist agents must not only be capable of performing well on large numbers of training environments, but arguably more importantly, they must be capable of adapting rapidly to new environments. While this goal has been of considerable interest to the reinforcement learning research community, it has proven elusive. The most promising results so far have all been attributed to large policies [38, 19, 37, 28, 5], pre-trained on large datasets across many environments, and even these models still struggle to generalize to unseen environments without many new environment-specific demonstrations. In this work, we take a different approach to the problem of constructing such generalist agents. We start by asking: Is scaling current agent architectures the most effective way to build generalist agents? Observing that retrieval offers a powerful bias for fast adaptation, we first evaluate a simple 1-nearest neighbor method: "Retrieve and Play (R&P)". To determine the action at the current state, R&P simply retrieves the closest state from a few demonstrations in the target environment and plays its corresponding action. Tested on a wide range of environments, both robotics and game-playing, R&P performs on-par or better than the state-of-the-art generalist agents.


Streaming Deep Reinforcement Learning Finally Works

arXiv.org Artificial Intelligence

Natural intelligence processes experience as a continuous stream, sensing, acting, and learning moment-by-moment in real time. Streaming learning, the modus operandi of classic reinforcement learning (RL) algorithms like Q-learning and TD, mimics natural learning by using the most recent sample without storing it. This approach is also ideal for resource-constrained, communication-limited, and privacy-sensitive applications. However, in deep RL, learners almost always use batch updates and replay buffers, making them computationally expensive and incompatible with streaming learning. Although the prevalence of batch deep RL is often attributed to its sample efficiency, a more critical reason for the absence of streaming deep RL is its frequent instability and failure to learn, which we refer to as stream barrier. This paper introduces the stream-x algorithms, the first class of deep RL algorithms to overcome stream barrier for both prediction and control and match sample efficiency of batch RL. Through experiments in Mujoco Gym, DM Control Suite, and Atari Games, we demonstrate stream barrier in existing algorithms and successful stable learning with our stream-x algorithms: stream Q, stream AC, and stream TD, achieving the best model-free performance in DM Control Dog environments. A set of common techniques underlies the stream-x algorithms, enabling their success with a single set of hyperparameters and allowing for easy extension to other algorithms, thereby reviving streaming RL.


Is FISHER All You Need in The Multi-AUV Underwater Target Tracking Task?

arXiv.org Artificial Intelligence

It is significant to employ multiple autonomous underwater vehicles (AUVs) to execute the underwater target tracking task collaboratively. However, it's pretty challenging to meet various prerequisites utilizing traditional control methods. Therefore, we propose an effective two-stage learning from demonstrations training framework, FISHER, to highlight the adaptability of reinforcement learning (RL) methods in the multi-AUV underwater target tracking task, while addressing its limitations such as extensive requirements for environmental interactions and the challenges in designing reward functions. The first stage utilizes imitation learning (IL) to realize policy improvement and generate offline datasets. To be specific, we introduce multi-agent discriminator-actor-critic based on improvements of the generative adversarial IL algorithm and multi-agent IL optimization objective derived from the Nash equilibrium condition. Then in the second stage, we develop multi-agent independent generalized decision transformer, which analyzes the latent representation to match the future states of high-quality samples rather than reward function, attaining further enhanced policies capable of handling various scenarios. Besides, we propose a simulation to simulation demonstration generation procedure to facilitate the generation of expert demonstrations in underwater environments, which capitalizes on traditional control methods and can easily accomplish the domain transfer to obtain demonstrations. Extensive simulation experiments from multiple scenarios showcase that FISHER possesses strong stability, multi-task performance and capability of generalization.


Finer Behavioral Foundation Models via Auto-Regressive Features and Advantage Weighting

arXiv.org Artificial Intelligence

The forward-backward representation (FB) is a recently proposed framework (Touati et al., 2023; Touati & Ollivier, 2021) to train behavior foundation models (BFMs) that aim at providing zero-shot efficient policies for any new task specified in a given reinforcement learning (RL) environment, without training for each new task. Here we address two core limitations of FB model training. First, FB, like all successor-feature-based methods, relies on a linear encoding of tasks: at test time, each new reward function is linearly projected onto a fixed set of pre-trained features. This limits expressivity as well as precision of the task representation. We break the linearity limitation by introducing auto-regressive features for FB, which let finegrained task features depend on coarser-grained task information. This can represent arbitrary nonlinear task encodings, thus significantly increasing expressivity of the FB framework. Second, it is well-known that training RL agents from offline datasets often requires specific techniques.We show that FB works well together with such offline RL techniques, by adapting techniques from (Nair et al.,2020b; Cetin et al., 2024) for FB. This is necessary to get non-flatlining performance in some datasets, such as DMC Humanoid. As a result, we produce efficient FB BFMs for a number of new environments. Notably, in the D4RL locomotion benchmark, the generic FB agent matches the performance of standard single-task offline agents (IQL, XQL). In many setups, the offline techniques are needed to get any decent performance at all. The auto-regressive features have a positive but moderate impact, concentrated on tasks requiring spatial precision and task generalization beyond the behaviors represented in the trainset.


Action Mapping for Reinforcement Learning in Continuous Environments with Constraints

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has had success across various domains, but applying it to environments with constraints remains challenging due to poor sample efficiency and slow convergence. Recent literature explored incorporating model knowledge to mitigate these problems, particularly through the use of models that assess the feasibility of proposed actions. However, integrating feasibility models efficiently into DRL pipelines in environments with continuous action spaces is non-trivial. We propose a novel DRL training strategy utilizing action mapping that leverages feasibility models to streamline the learning process. By decoupling the learning of feasible actions from policy optimization, action mapping allows DRL agents to focus on selecting the optimal action from a reduced feasible action set. We demonstrate through experiments that action mapping significantly improves training performance in constrained environments with continuous action spaces, especially with imperfect feasibility models.


Reinforcement Learning from Wild Animal Videos

arXiv.org Artificial Intelligence

We propose to learn legged robot locomotion skills by watching thousands of wild animal videos from the internet, such as those featured in nature documentaries. Indeed, such videos offer a rich and diverse collection of plausible motion examples, which could inform how robots should move. To achieve this, we introduce Reinforcement Learning from Wild Animal Videos (RLWAV), a method to ground these motions into physical robots. We first train a video classifier on a large-scale animal video dataset to recognize actions from RGB clips of animals in their natural habitats. We then train a multi-skill policy to control a robot in a physics simulator, using the classification score of a third-person camera capturing videos of the robot's movements as a reward for reinforcement learning. Finally, we directly transfer the learned policy to a real quadruped Solo. Remarkably, despite the extreme gap in both domain and embodiment between animals in the wild and robots, our approach enables the policy to learn diverse skills such as walking, jumping, and keeping still, without relying on reference trajectories nor skill-specific rewards.


A Dynamic Safety Shield for Safe and Efficient Reinforcement Learning of Navigation Tasks

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has been successfully applied to a variety of robotics applications, where it outperforms classical methods. However, the safety aspect of RL and the transfer to the real world remain an open challenge. A prominent field for tackling this challenge and ensuring the safety of the agents during training and execution is safe reinforcement learning. Safe RL can be achieved through constrained RL and safe exploration approaches. The former learns the safety constraints over the course of training to achieve a safe behavior by the end of training, at the cost of high number of collisions at earlier stages of the training. The latter offers robust safety by enforcing the safety constraints as hard constraints, which prevents collisions but hinders the exploration of the RL agent, resulting in lower rewards and poor performance. To overcome those drawbacks, we propose a novel safety shield, that combines the robustness of the optimization-based controllers with the long prediction capabilities of the RL agents, allowing the RL agent to adaptively tune the parameters of the controller. Our approach is able to improve the exploration of the RL agents for navigation tasks, while minimizing the number of collisions. Experiments in simulation show that our approach outperforms state-of-the-art baselines in the reached goals-to-collisions ratio in different challenging environments. The goals-to-collisions ratio metrics emphasizes the importance of minimizing the number of collisions, while learning to accomplish the task. Our approach achieves a higher number of reached goals compared to the classic safety shields and fewer collisions compared to constrained RL approaches. Finally, we demonstrate the performance of the proposed method in a real-world experiment.