Reinforcement Learning
Scaling Offline Model-Based RL via Jointly-Optimized World-Action Model Pretraining
Cheng, Jie, Qiao, Ruixi, Xiong, Gang, Miao, Qinghai, Ma, Yingwei, Li, Binhua, Li, Yongbin, Lv, Yisheng
A significant aspiration of offline reinforcement learning (RL) is to develop a generalist agent with high capabilities from large and heterogeneous datasets. However, prior approaches that scale offline RL either rely heavily on expert trajectories or struggle to generalize to diverse unseen tasks. Inspired by the excellent generalization of world model in conditional video generation, we explore the potential of image observation-based world model for scaling offline RL and enhancing generalization on novel tasks. In this paper, we introduce JOWA: Jointly-Optimized World-Action model, an offline model-based RL agent pretrained on multiple Atari games with 6 billion tokens data to learn general-purpose representation and decision-making ability. Our method jointly optimizes a world-action model through a shared transformer backbone, which stabilize temporal difference learning with large models during pretraining. Moreover, we propose a provably efficient and parallelizable planning algorithm to compensate for the Q-value estimation error and thus search out better policies. Experimental results indicate that our largest agent, with 150 million parameters, achieves 78.9% human-level performance on pretrained games using only 10% subsampled offline data, outperforming existing state-of-the-art large-scale offline RL baselines by 31.6% on averange. Furthermore, JOWA scales favorably with model capacity and can sample-efficiently transfer to novel games using only 5k offline fine-tuning data (approximately 4 trajectories) per game, demonstrating superior generalization. We will release codes and model weights at https://github.com/CJReinforce/JOWA.
Learning in complex action spaces without policy gradients
Tavakoli, Arash, Ghiassian, Sina, Rakiฤeviฤ, Nemanja
Conventional wisdom suggests that policy gradient methods are better suited to complex action spaces than action-value methods. However, foundational studies have shown equivalences between these paradigms in small and finite action spaces (O'Donoghue et al., 2017; Schulman et al., 2017a). This raises the question of why their computational applicability and performance diverge as the complexity of the action space increases. We hypothesize that the apparent superiority of policy gradients in such settings stems not from intrinsic qualities of the paradigm, but from universal principles that can also be applied to action-value methods to serve similar functionality. We identify three such principles and provide a framework for incorporating them into action-value methods. To support our hypothesis, we instantiate this framework in what we term QMLE, for Q-learning with maximum likelihood estimation. Our results show that QMLE can be applied to complex action spaces with a controllable computational cost that is comparable to that of policy gradient methods, all without using policy gradients. Furthermore, QMLE demonstrates strong performance on the DeepMind Control Suite, even when compared to the state-of-the-art methods such as DMPO and D4PG.
Reviews: Log-normality and Skewness of Estimated State/Action Values in Reinforcement Learning
This paper focuses on the problem arising from skewness in the distribution of value estimates, which may result in over- or under-estimation. With careful analysis, the paper shows that a particular model-based value estimate is approximately log-normally distributed, which is skewed and thus leading to the possibility of over- or under-estimation. It is further shown that positive and negative rewards induce opposite sort of skewness. With simple experiments, the problem of over/underestimation is illustrated. This is an interesting paper with some interesting insights on over/underestimation of values.
Reviews: DeepExposure: Learning to Expose Photos with Asynchronously Reinforced Adversarial Learning
This paper proposes a novel method for optimal exposure operation in low quality images. The method uses reinforcement learning coupled with a discriminant loss (from GANs) to learn the optimal sequence of operations (i.e., the different exposures for each subimage component from a semantic segmentation of the input image) that generate, through a blender of all the components, a good quality - better exposed image. The main concern with this paper is the poor clarity of exposition. The formal definition of the image processing problem is lacking. Semantic segmentation is one major component but it's not discussed.
Reviews: Data-Efficient Reinforcement Learning in Continuous State-Action Gaussian-POMDPs
This paper describes an extension to the PILCO algorithm (Probabilistic Inference and Learning for COntrol, a data-efficient reinforcement algorithm). The proposed algorithm applies a measurement filtering algorithm during the actual experiment and explicitly takes this measurement filtering algorithm into account during the policy learning step, which uses data from the experiment. This is an important practical extension addressing the fact that measurements are often very noisy. My intuitive explanation for this approach is that the proposed approach makes the overall feedback system more "repeatable" (noise is mostly filtered out) and therefore learning is faster (given that the filtering is effective, see last sentence of the conclusion). The paper presents detailed mathematical derivations and strong simulation results that highlight the properties of the proposed algorithm.
Reviews: Diversity-Driven Exploration Strategy for Deep Reinforcement Learning
In this paper, the authors propose to improve exploration in deep RL algorithms by adding a distance term into the loss function. They show that adding this term provides better results that not doing so. After rebuttal: The authors did a much better job explaining their work in the rebuttal, so I'm now convinced that they have a contribution. I'm now more inclined in favor of this paper, but the authors will have to explain much more carefully what they are doing (included a better presentation of the formalism) and how it is positionned with respect to the literature. I keep the rest of the review as it was.
Reviews: Reinforcement Learning for Solving the Vehicle Routing Problem
Many combinatorial optimization problems are only solvable exactly for small problem sizes, so various heuristics are used to find approximate solutions for larger problem sizes. Recently, there have been a number of attempts to use neural networks to learn these heuristics. This work is focused on the vehicle routing problem, a generalization of the well-known traveling salesman problem and task of significant real world interest. The solution explored in the paper is to use standard RL techniques (REINFORCE and A3C) with a slightly modified pointer net architecture. The modification is that the encoder is feedforward convolutional network rather than an RNN, meaning the network is invariant to the ordering of the input sequence.
Reviews: Approximation and Convergence Properties of Generative Adversarial Learning
The authors present a formal analysis to characterize general adversarial learning. The analysis shows that under certain conditions on the objective function the adversarial process has a moment-matching effect. They also show results on convergence properties. The writing is quite dense and may not be accessible to most of the NIPS audience. I did not follow the full details myself.
Reviews: ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games
The main proposal of the paper is a real-time strategy simulator specifically designed for reinforcement learning purposes. The paper presents with several details the architecture of the simulator, along with how gaming is done on it and some experimentations with the software with some RL techniques implemented in the software. Although I think there are good values in making with software for research, I don't think that NIPS is the right forum for presenting technical papers on them. Machine Learning Open Source Software (MLOSS) track from JMLR or relevant workshop are much relevant for that. And in the current case, a publication in the IEEE Computational Intelligence and Games (IEEE-CIG) conference might be a much better fit.