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 Reinforcement Learning


Text-Based Interactive Recommendation via Constraint-Augmented Reinforcement Learning

Neural Information Processing Systems

Text-based interactive recommendation provides richer user preferences and has demonstrated advantages over traditional interactive recommender systems. However, recommendations can easily violate preferences of users from their past natural-language feedback, since the recommender needs to explore new items for further improvement. To alleviate this issue, we propose a novel constraint-augmented reinforcement learning (RL) framework to efficiently incorporate user preferences over time. Specifically, we leverage a discriminator to detect recommendations violating user historical preference, which is incorporated into the standard RL objective of maximizing expected cumulative future rewards. Our proposed framework is general and is further extended to the task of constrained text generation. Empirical results show that the proposed method yields consistent improvement relative to standard RL methods.


Bellman-consistent Pessimism for Offline Reinforcement Learning

Neural Information Processing Systems

The use of pessimism, when reasoning about datasets lacking exhaustive exploration has recently gained prominence in offline reinforcement learning. Despite the robustness it adds to the algorithm, overly pessimistic reasoning can be equally damaging in precluding the discovery of good policies, which is an issue for the popular bonus-based pessimism. In this paper, we introduce the notion of Bellman-consistent pessimism for general function approximation: instead of calculating a point-wise lower bound for the value function, we implement pessimism at the initial state over the set of functions consistent with the Bellman equations. Our theoretical guarantees only require Bellman closedness as standard in the exploratory setting, in which case bonus-based pessimism fails to provide guarantees. Even in the special case of linear function approximation where stronger expressivity assumptions hold, our result improves upon a recent bonus-based approach by \mathcal O(d) in its sample complexity (when the action space is finite).


Towards Optimal Off-Policy Evaluation for Reinforcement Learning with Marginalized Importance Sampling

Neural Information Processing Systems

Motivated by the many real-world applications of reinforcement learning (RL) that require safe-policy iterations, we consider the problem of off-policy evaluation (OPE) --- the problem of evaluating a new policy using the historical data obtained by different behavior policies --- under the model of nonstationary episodic Markov Decision Processes (MDP) with a long horizon and a large action space. Existing importance sampling (IS) methods often suffer from large variance that depends exponentially on the RL horizon H . To solve this problem, we consider a marginalized importance sampling (MIS) estimator that recursively estimates the state marginal distribution for the target policy at every step. The result matches the Cramer-Rao lower bound in [Jiang and Li, 2016] up to a multiplicative factor of H . To the best of our knowledge, this is the first OPE estimation error bound with a polynomial dependence on H .


Budgeted Reinforcement Learning in Continuous State Space

Neural Information Processing Systems

A Budgeted Markov Decision Process (BMDP) is an extension of a Markov Decision Process to critical applications requiring safety constraints. It relies on a notion of risk implemented in the shape of an upper bound on a constrains violation signal that -- importantly -- can be modified in real-time. So far, BMDPs could only be solved in the case of finite state spaces with known dynamics. This work extends the state-of-the-art to continuous spaces environments and unknown dynamics. We show that the solution to a BMDP is the fixed point of a novel Budgeted Bellman Optimality operator.


The Value Equivalence Principle for Model-Based Reinforcement Learning

Neural Information Processing Systems

Learning models of the environment from data is often viewed as an essential component to building intelligent reinforcement learning (RL) agents. The common practice is to separate the learning of the model from its use, by constructing a model of the environment's dynamics that correctly predicts the observed state transitions. In this paper we argue that the limited representational resources of model-based RL agents are better used to build models that are directly useful for value-based planning. As our main contribution, we introduce the principle of value equivalence: two models are value equivalent with respect to a set of functions and policies if they yield the same Bellman updates. We propose a formulation of the model learning problem based on the value equivalence principle and analyze how the set of feasible solutions is impacted by the choice of policies and functions. Specifically, we show that, as we augment the set of policies and functions considered, the class of value equivalent models shrinks, until eventually collapsing to a single point corresponding to a model that perfectly describes the environment.


Independent Policy Gradient Methods for Competitive Reinforcement Learning

Neural Information Processing Systems

We obtain global, non-asymptotic convergence guarantees for independent learning algorithms in competitive reinforcement learning settings with two agents (i.e., zero-sum stochastic games). We consider an episodic setting where in each episode, each player independently selects a policy and observes only their own actions and rewards, along with the state. We show that if both players run policy gradient methods in tandem, their policies will converge to a min-max equilibrium of the game, as long as their learning rates follow a two-timescale rule (which is necessary). To the best of our knowledge, this constitutes the first finite-sample convergence result for independent learning in competitive RL, as prior work has largely focused on centralized/coordinated procedures for equilibrium computation.


UNIQ: Offline Inverse Q-learning for Avoiding Undesirable Demonstrations

arXiv.org Artificial Intelligence

We address the problem of offline learning a policy that avoids undesirable demonstrations. Unlike conventional offline imitation learning approaches that aim to imitate expert or near-optimal demonstrations, our setting involves avoiding undesirable behavior (specified using undesirable demonstrations). To tackle this problem, unlike standard imitation learning where the aim is to minimize the distance between learning policy and expert demonstrations, we formulate the learning task as maximizing a statistical distance, in the space of state-action stationary distributions, between the learning policy and the undesirable policy. This significantly different approach results in a novel training objective that necessitates a new algorithm to address it. Our algorithm, UNIQ, tackles these challenges by building on the inverse Q-learning framework, framing the learning problem as a cooperative (non-adversarial) task. We then demonstrate how to efficiently leverage unlabeled data for practical training. Our method is evaluated on standard benchmark environments, where it consistently outperforms state-of-the-art baselines. The code implementation can be accessed at: https://github.com/hmhuy0/UNIQ. Reinforcement learning (RL) is a powerful framework for learning to maximize expected returns and has achieved remarkable success across various domains. However, applying reinforcement learning to real-world problems is challenging due to difficulties in designing reward functions and the requirement for extensive online interactions with the environment. While some approaches have addressed these challenges, they often rely on costly datasets, requiring either accurate labeling or clean, consistent data, which is often impractical. Imitation learning (Abbeel & Ng, 2004; Ziebart et al., 2008; Kelly et al., 2019) offers a more feasible alternative, enabling agents to learn directly from expert demonstrations without the need for explicit reward signals.


Learning to Balance Altruism and Self-interest Based on Empathy in Mixed-Motive Games

arXiv.org Artificial Intelligence

Real-world multi-agent scenarios often involve mixed motives, demanding altruistic agents capable of self-protection against potential exploitation. However, existing approaches often struggle to achieve both objectives. In this paper, based on that empathic responses are modulated by inferred social relationships between agents, we propose LASE Learning to balance Altruism and Self-interest based on Empathy), a distributed multi-agent reinforcement learning algorithm that fosters altruistic cooperation through gifting while avoiding exploitation by other agents in mixed-motive games. LASE allocates a portion of its rewards to co-players as gifts, with this allocation adapting dynamically based on the social relationship -- a metric evaluating the friendliness of co-players estimated by counterfactual reasoning. In particular, social relationship measures each co-player by comparing the estimated $Q$-function of current joint action to a counterfactual baseline which marginalizes the co-player's action, with its action distribution inferred by a perspective-taking module. Comprehensive experiments are performed in spatially and temporally extended mixed-motive games, demonstrating LASE's ability to promote group collaboration without compromising fairness and its capacity to adapt policies to various types of interactive co-players.


Exploring Natural Language-Based Strategies for Efficient Number Learning in Children through Reinforcement Learning

arXiv.org Artificial Intelligence

This paper investigates how children learn numbers using the framework of reinforcement learning (RL), with a focus on the impact of language instructions. The motivation for using reinforcement learning stems from its parallels with psychological learning theories in controlled environments. By using state of the art deep reinforcement learning models, we simulate and analyze the effects of various forms of language instructions on number acquisition. Our findings indicate that certain linguistic structures more effectively improve numerical comprehension in RL agents. Additionally, our model predicts optimal sequences for presenting numbers to RL agents which enhance their speed of learning. This research provides valuable insights into the interplay between language and numerical cognition, with implications for both educational strategies and the development of artificial intelligence systems designed to support early childhood learning.


Avoiding mode collapse in diffusion models fine-tuned with reinforcement learning

arXiv.org Machine Learning

Fine-tuning foundation models via reinforcement learning (RL) has proven promising for aligning to downstream objectives. In the case of diffusion models (DMs), though RL training improves alignment from early timesteps, critical issues such as training instability and mode collapse arise. We address these drawbacks by exploiting the hierarchical nature of DMs: we train them dynamically at each epoch with a tailored RL method, allowing for continual evaluation and step-bystep refinement of the model performance (or alignment). Furthermore, we find that not every denoising step needs to be fine-tuned to align DMs to downstream tasks. Our approach, termed Hierarchical Reward Fine-tuning (HRF), is validated on the Denoising Diffusion Policy Optimisation method, where we show that models trained with HRF achieve better preservation of diversity in downstream tasks, thus enhancing the fine-tuning robustness and at uncompromising mean rewards. Diffusion models (DMs) are the de facto state of the art in prompt-based generative modelling across various tasks including text-to-image, text-to-video, molecular graph modelling and medical image reconstruction (Ramesh et al., 2021; Rombach et al., 2022; Ho et al., 2022; Singer et al., 2023; Jing et al., 2022; Song et al., 2022). Most of these applications build on the original Denoising Diffusion Probabilistic Model (DDPM) by Ho et al. (2020), but the extension to other formulations and variants is fast growing.