Goto

Collaborating Authors

 Reinforcement Learning


Decision Transformer: Reinforcement Learning via Sequence Modeling

Neural Information Processing Systems

We introduce a framework that abstracts Reinforcement Learning (RL) as a sequence modeling problem. This allows us to draw upon the simplicity and scalability of the Transformer architecture, and associated advances in language modeling such as GPT-x and BERT. In particular, we present Decision Transformer, an architecture that casts the problem of RL as conditional sequence modeling. Unlike prior approaches to RL that fit value functions or compute policy gradients, Decision Transformer simply outputs the optimal actions by leveraging a causally masked Transformer. By conditioning an autoregressive model on the desired return (reward), past states, and actions, our Decision Transformer model can generate future actions that achieve the desired return.


Learning Dynamic Attribute-factored World Models for Efficient Multi-object Reinforcement Learning

Neural Information Processing Systems

In many reinforcement learning tasks, the agent has to learn to interact with many objects of different types and generalize to unseen combinations and numbers of objects. Often a task is a composition of previously learned tasks (e.g. Recent works have shown the benefits of object-factored representations and hierarchical abstractions for improving sample efficiency in these settings. On the other hand, these methods do not fully exploit the benefits of factorization in terms of object attributes. In this paper, we address this opportunity and introduce the Dynamic Attribute FacTored RL (DAFT-RL) framework.


Multi-Agent Reinforcement Learning is a Sequence Modeling Problem

Neural Information Processing Systems

Large sequence models (SM) such as GPT series and BERT have displayed outstanding performance and generalization capabilities in natural language process, vision and recently reinforcement learning. A natural follow-up question is how to abstract multi-agent decision making also as an sequence modeling problem and benefit from the prosperous development of the SMs. In this paper, we introduce a novel architecture named Multi-Agent Transformer (MAT) that effectively casts cooperative multi-agent reinforcement learning (MARL) into SM problems wherein the objective is to map agents' observation sequences to agents' optimal action sequences. Our goal is to build the bridge between MARL and SMs so that the modeling power of modern sequence models can be unleashed for MARL. Central to our MAT is an encoder-decoder architecture which leverages the multi-agent advantage decomposition theorem to transform the joint policy search problem into a sequential decision making process; this renders only linear time complexity for multi-agent problems and, most importantly, endows MAT with monotonic performance improvement guarantee.


Uncertain Decisions Facilitate Better Preference Learning

Neural Information Processing Systems

Existing observational approaches for learning human preferences, such as inverse reinforcement learning, usually make strong assumptions about the observability of the human's environment. However, in reality, people make many important decisions under uncertainty. To better understand preference learning in these cases, we study the setting of inverse decision theory (IDT), a previously proposed framework where a human is observed making non-sequential binary decisions under uncertainty. In IDT, the human's preferences are conveyed through their loss function, which expresses a tradeoff between different types of mistakes. We give the first statistical analysis of IDT, providing conditions necessary to identify these preferences and characterizing the sample complexity--the number of decisions that must be observed to learn the tradeoff the human is making to a desired precision.


Discovered Policy Optimisation

Neural Information Processing Systems

Tremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms.


Mutual Information Regularized Offline Reinforcement Learning

Neural Information Processing Systems

The major challenge of offline RL is the distribution shift that appears when out-of-distribution actions are queried, which makes the policy improvement direction biased by extrapolation errors. Most existing methods address this problem by penalizing the policy or value for deviating from the behavior policy during policy improvement or evaluation. In this work, we propose a novel MISA framework to approach offline RL from the perspective of Mutual Information between States and Actions in the dataset by directly constraining the policy improvement direction. We show that optimizing this lower bound is equivalent to maximizing the likelihood of a one-step improved policy on the offline dataset. Hence, we constrain the policy improvement direction to lie in the data manifold.


PettingZoo: Gym for Multi-Agent Reinforcement Learning

Neural Information Processing Systems

This paper introduces the PettingZoo library and the accompanying Agent Environment Cycle ("AEC") games model. PettingZoo is a library of diverse sets of multi-agent environments with a universal, elegant Python API. PettingZoo was developed with the goal of accelerating research in Multi-Agent Reinforcement Learning ("MARL"), by making work more interchangeable, accessible and reproducible akin to what OpenAI's Gym library did for single-agent reinforcement learning. PettingZoo's API, while inheriting many features of Gym, is unique amongst MARL APIs in that it's based around the novel AEC games model. We argue, in part through case studies on major problems in popular MARL environments, that the popular game models are poor conceptual models of the games commonly used with MARL, that they promote severe bugs that are hard to detect, and that the AEC games model addresses these problems.


Direct Policy Gradients: Direct Optimization of Policies in Discrete Action Spaces

Neural Information Processing Systems

Direct optimization (McAllester et al., 2010; Song et al., 2016) is an appealing framework that replaces integration with optimization of a random objective for approximating gradients in models with discrete random variables (Lorberbom et al., 2018). A* sampling (Maddison et al., 2014) is a framework for optimizing such random objectives over large spaces. We show how to combine these techniques to yield a reinforcement learning algorithm that approximates a policy gradient by finding trajectories that optimize a random objective. We call the resulting algorithms \emph{direct policy gradient} (DirPG) algorithms. A main benefit of DirPG algorithms is that they allow the insertion of domain knowledge in the form of upper bounds on return-to-go at training time, like is used in heuristic search, while still directly computing a policy gradient.


Effective Diversity in Population Based Reinforcement Learning

Neural Information Processing Systems

Exploration is a key problem in reinforcement learning, since agents can only learn from data they acquire in the environment. With that in mind, maintaining a population of agents is an attractive method, as it allows data be collected with a diverse set of behaviors. This behavioral diversity is often boosted via multi-objective loss functions. However, those approaches typically leverage mean field updates based on pairwise distances, which makes them susceptible to cycling behaviors and increased redundancy. In addition, explicitly boosting diversity often has a detrimental impact on optimizing already fruitful behaviors for rewards.


Safety Gymnasium: A Unified Safe Reinforcement Learning Benchmark

Neural Information Processing Systems

Artificial intelligence (AI) systems possess significant potential to drive societal progress. However, their deployment often faces obstacles due to substantial safety concerns. Safe reinforcement learning (SafeRL) emerges as a solution to optimize policies while simultaneously adhering to multiple constraints, thereby addressing the challenge of integrating reinforcement learning in safety-critical scenarios. In this paper, we present an environment suite called Safety-Gymnasium, which encompasses safety-critical tasks in both single and multi-agent scenarios, accepting vector and vision-only input. Additionally, we offer a library of algorithms named Safe Policy Optimization (SafePO), comprising 16 state-of-the-art SafeRL algorithms.