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 Reinforcement Learning


VPO: Leveraging the Number of Votes in Preference Optimization

arXiv.org Artificial Intelligence

Direct Preference Optimization (DPO) trains a language model using human preference data, bypassing the explicit reward modeling phase of Reinforcement Learning from Human Feedback (RLHF). By iterating over sentence pairs in a preference dataset, DPO enhances generation quality by increasing the likelihood of producing preferred sentences over less favored ones. Preference datasets are typically created by selecting preferred sentences through a voting process involving multiple individuals, as opinions can vary due to the subjective nature of human preferences. While the number of votes offers insight into whether a sentence pair is clearly preferable or controversial, current methods do not fully leverage this information. In this paper, we introduce a technique that leverages user voting data to better align with diverse subjective preferences. We employ the Bayesian Minimum Mean Square Error (Bayesian MMSE) estimator to model the probability that one generation is preferable to another. Using this estimated probability as a target, we develop the Vote-based Preference Optimization (VPO) framework, which incorporates the number of votes on both sides to distinguish between controversial and obvious generation pairs. We show that previous algorithms, such as DPO and Identity Preference Optimization (IPO), can be extended using the proposed framework, termed VDPO and VIPO. Our experiments demonstrate that these proposed algorithms outperform various existing methods, including their base algorithms.


Self-Driving Car Racing: Application of Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This paper explores the application of deep reinforcement learning (RL) techniques in the domain of autonomous self-driving car racing. Motivated by the rise of AI-driven mobility and autonomous racing events, the project aims to develop an AI agent that efficiently drives a simulated car in the OpenAI Gymnasium CarRacing environment. We investigate various RL algorithms, including Deep Q-Network (DQN), Proximal Policy Optimization (PPO), and novel adaptations that incorporate transfer learning and recurrent neural networks (RNNs) for enhanced performance. The project demonstrates that while DQN provides a strong baseline for policy learning, integrating ResNet and LSTM models significantly improves the agent's ability to capture complex spatial and temporal dynamics. PPO, particularly in continuous action spaces, shows promising results for fine control, although challenges such as policy collapse remain. We compare the performance of these approaches and outline future research directions focused on improving computational efficiency and addressing model stability. Our findings contribute to the ongoing development of AI systems in autonomous driving and related control tasks.


SoftCTRL: Soft conservative KL-control of Transformer Reinforcement Learning for Autonomous Driving

arXiv.org Artificial Intelligence

In recent years, motion planning for urban self-driving cars (SDV) has become a popular problem due to its complex interaction of road components. To tackle this, many methods have relied on large-scale, human-sampled data processed through Imitation learning (IL). Although effective, IL alone cannot adequately handle safety and reliability concerns. Combining IL with Reinforcement learning (RL) by adding KL divergence between RL and IL policy to the RL loss can alleviate IL's weakness but suffer from over-conservation caused by covariate shift of IL. To address this limitation, we introduce a method that combines IL with RL using an implicit entropy-KL control that offers a simple way to reduce the over-conservation characteristic. In particular, we validate different challenging simulated urban scenarios from the unseen dataset, indicating that although IL can perform well in imitation tasks, our proposed method significantly improves robustness (over 17\% reduction in failures) and generates human-like driving behavior.


Offline Behavior Distillation

arXiv.org Artificial Intelligence

Massive reinforcement learning (RL) data are typically collected to train policies offline without the need for interactions, but the large data volume can cause training inefficiencies. To tackle this issue, we formulate offline behavior distillation (OBD), which synthesizes limited expert behavioral data from sub-optimal RL data, enabling rapid policy learning. We propose two naive OBD objectives, DBC and PBC, which measure distillation performance via the decision difference between policies trained on distilled data and either offline data or a near-expert policy. Due to intractable bi-level optimization, the OBD objective is difficult to minimize to small values, which deteriorates PBC by its distillation performance guarantee with quadratic discount complexity $\mathcal{O}(1/(1-\gamma)^2)$. We theoretically establish the equivalence between the policy performance and action-value weighted decision difference, and introduce action-value weighted PBC (Av-PBC) as a more effective OBD objective. By optimizing the weighted decision difference, Av-PBC achieves a superior distillation guarantee with linear discount complexity $\mathcal{O}(1/(1-\gamma))$. Extensive experiments on multiple D4RL datasets reveal that Av-PBC offers significant improvements in OBD performance, fast distillation convergence speed, and robust cross-architecture/optimizer generalization.


Learning Successor Features the Simple Way

arXiv.org Artificial Intelligence

In Deep Reinforcement Learning (RL), it is a challenge to learn representations that do not exhibit catastrophic forgetting or interference in non-stationary environments. Successor Features (SFs) offer a potential solution to this challenge. However, canonical techniques for learning SFs from pixel-level observations often lead to representation collapse, wherein representations degenerate and fail to capture meaningful variations in the data. More recent methods for learning SFs can avoid representation collapse, but they often involve complex losses and multiple learning phases, reducing their efficiency. We introduce a novel, simple method for learning SFs directly from pixels. Our approach uses a combination of a Temporal-difference (TD) loss and a reward prediction loss, which together capture the basic mathematical definition of SFs. We show that our approach matches or outperforms existing SF learning techniques in both 2D (Minigrid), 3D (Miniworld) mazes and Mujoco, for both single and continual learning scenarios. As well, our technique is efficient, and can reach higher levels of performance in less time than other approaches. Our work provides a new, streamlined technique for learning SFs directly from pixel observations, with no pretraining required.


Kernel-Based Function Approximation for Average Reward Reinforcement Learning: An Optimist No-Regret Algorithm

arXiv.org Machine Learning

Reinforcement learning utilizing kernel ridge regression to predict the expected value function represents a powerful method with great representational capacity. This setting is a highly versatile framework amenable to analytical results. We consider kernel-based function approximation for RL in the infinite horizon average reward setting, also referred to as the undiscounted setting. We propose an optimistic algorithm, similar to acquisition function based algorithms in the special case of bandits. We establish novel no-regret performance guarantees for our algorithm, under kernel-based modelling assumptions. Additionally, we derive a novel confidence interval for the kernel-based prediction of the expected value function, applicable across various RL problems.


Return Augmented Decision Transformer for Off-Dynamics Reinforcement Learning

arXiv.org Machine Learning

We study offline off-dynamics reinforcement learning (RL) to utilize data from an easily accessible source domain to enhance policy learning in a target domain with limited data. Our approach centers on return-conditioned supervised learning (RCSL), particularly focusing on the decision transformer (DT), which can predict actions conditioned on desired return guidance and complete trajectory history. Previous works tackle the dynamics shift problem by augmenting the reward in the trajectory from the source domain to match the optimal trajectory in the target domain. However, this strategy can not be directly applicable in RCSL owing to (1) the unique form of the RCSL policy class, which explicitly depends on the return, and (2) the absence of a straightforward representation of the optimal trajectory distribution. We propose the Return Augmented Decision Transformer (RADT) method, where we augment the return in the source domain by aligning its distribution with that in the target domain. We provide the theoretical analysis demonstrating that the RCSL policy learned from RADT achieves the same level of suboptimality as would be obtained without a dynamics shift. We introduce two practical implementations RADT-DARA and RADT-MV respectively. Extensive experiments conducted on D4RL datasets reveal that our methods generally outperform dynamic programming based methods in off-dynamics RL scenarios.


Federated UCBVI: Communication-Efficient Federated Regret Minimization with Heterogeneous Agents

arXiv.org Machine Learning

In this paper, we present the Federated Upper Confidence Bound Value Iteration algorithm ($\texttt{Fed-UCBVI}$), a novel extension of the $\texttt{UCBVI}$ algorithm (Azar et al., 2017) tailored for the federated learning framework. We prove that the regret of $\texttt{Fed-UCBVI}$ scales as $\tilde{\mathcal{O}}(\sqrt{H^3 |\mathcal{S}| |\mathcal{A}| T / M})$, with a small additional term due to heterogeneity, where $|\mathcal{S}|$ is the number of states, $|\mathcal{A}|$ is the number of actions, $H$ is the episode length, $M$ is the number of agents, and $T$ is the number of episodes. Notably, in the single-agent setting, this upper bound matches the minimax lower bound up to polylogarithmic factors, while in the multi-agent scenario, $\texttt{Fed-UCBVI}$ has linear speed-up. To conduct our analysis, we introduce a new measure of heterogeneity, which may hold independent theoretical interest. Furthermore, we show that, unlike existing federated reinforcement learning approaches, $\texttt{Fed-UCBVI}$'s communication complexity only marginally increases with the number of agents.


NetworkGym: Reinforcement Learning Environments for Multi-Access Traffic Management in Network Simulation

arXiv.org Artificial Intelligence

Mobile devices such as smartphones, laptops, and tablets can often connect to multiple access networks (e.g., Wi-Fi, LTE, and 5G) simultaneously. Recent advancements facilitate seamless integration of these connections below the transport layer, enhancing the experience for apps that lack inherent multi-path support. This optimization hinges on dynamically determining the traffic distribution across networks for each device, a process referred to as \textit{multi-access traffic splitting}. This paper introduces \textit{NetworkGym}, a high-fidelity network environment simulator that facilitates generating multiple network traffic flows and multi-access traffic splitting. This simulator facilitates training and evaluating different RL-based solutions for the multi-access traffic splitting problem. Our initial explorations demonstrate that the majority of existing state-of-the-art offline RL algorithms (e.g. CQL) fail to outperform certain hand-crafted heuristic policies on average. This illustrates the urgent need to evaluate offline RL algorithms against a broader range of benchmarks, rather than relying solely on popular ones such as D4RL. We also propose an extension to the TD3+BC algorithm, named Pessimistic TD3 (PTD3), and demonstrate that it outperforms many state-of-the-art offline RL algorithms. PTD3's behavioral constraint mechanism, which relies on value-function pessimism, is theoretically motivated and relatively simple to implement.


EconoJax: A Fast & Scalable Economic Simulation in Jax

arXiv.org Artificial Intelligence

Accurate economic simulations often require many experimental runs, particularly when combined with reinforcement learning. Unfortunately, training reinforcement learning agents in multi-agent economic environments can be slow. This paper introduces EconoJax, a fast simulated economy, based on the AI economist. EconoJax, and its training pipeline, are completely written in JAX. This allows EconoJax to scale to large population sizes and perform large experiments, while keeping training times within minutes. Through experiments with populations of 100 agents, we show how real-world economic behavior emerges through training within 15 minutes, in contrast to previous work that required several days. To aid and inspire researchers to build more rich and dynamic economic simulations, we open-source EconoJax on Github at: https://github.com/ponseko/econojax.