Reinforcement Learning
Contrast, Imitate, Adapt: Learning Robotic Skills From Raw Human Videos
Qian, Zhifeng, You, Mingyu, Zhou, Hongjun, Xu, Xuanhui, Fu, Hao, Xue, Jinzhe, He, Bin
Learning robotic skills from raw human videos remains a non-trivial challenge. Previous works tackled this problem by leveraging behavior cloning or learning reward functions from videos. Despite their remarkable performances, they may introduce several issues, such as the necessity for robot actions, requirements for consistent viewpoints and similar layouts between human and robot videos, as well as low sample efficiency. To this end, our key insight is to learn task priors by contrasting videos and to learn action priors through imitating trajectories from videos, and to utilize the task priors to guide trajectories to adapt to novel scenarios. We propose a three-stage skill learning framework denoted as Contrast-Imitate-Adapt (CIA). An interaction-aware alignment transformer is proposed to learn task priors by temporally aligning video pairs. Then a trajectory generation model is used to learn action priors. To adapt to novel scenarios different from human videos, the Inversion-Interaction method is designed to initialize coarse trajectories and refine them by limited interaction. In addition, CIA introduces an optimization method based on semantic directions of trajectories for interaction security and sample efficiency. The alignment distances computed by IAAformer are used as the rewards. We evaluate CIA in six real-world everyday tasks, and empirically demonstrate that CIA significantly outperforms previous state-of-the-art works in terms of task success rate and generalization to diverse novel scenarios layouts and object instances.
Representation Alignment from Human Feedback for Cross-Embodiment Reward Learning from Mixed-Quality Demonstrations
Mattson, Connor, Aribandi, Anurag, Brown, Daniel S.
We study the problem of cross-embodiment inverse reinforcement learning, where we wish to learn a reward function from video demonstrations in one or more embodiments and then transfer the learned reward to a different embodiment (e.g., different action space, dynamics, size, shape, etc.). Learning reward functions that transfer across embodiments is important in settings such as teaching a robot a policy via human video demonstrations or teaching a robot to imitate a policy from another robot with a different embodiment. However, prior work has only focused on cases where near-optimal demonstrations are available, which is often difficult to ensure. By contrast, we study the setting of cross-embodiment reward learning from mixed-quality demonstrations. We demonstrate that prior work struggles to learn generalizable reward representations when learning from mixed-quality data. We then analyze several techniques that leverage human feedback for representation learning and alignment to enable effective cross-embodiment learning. Our results give insight into how different representation learning techniques lead to qualitatively different reward shaping behaviors and the importance of human feedback when learning from mixed-quality, mixed-embodiment data.
The Bandit Whisperer: Communication Learning for Restless Bandits
Zhao, Yunfan, Wang, Tonghan, Nagaraj, Dheeraj, Taneja, Aparna, Tambe, Milind
Applying Reinforcement Learning (RL) to Restless Multi-Arm Bandits (RMABs) offers a promising avenue for addressing allocation problems with resource constraints and temporal dynamics. However, classic RMAB models largely overlook the challenges of (systematic) data errors - a common occurrence in real-world scenarios due to factors like varying data collection protocols and intentional noise for differential privacy. We demonstrate that conventional RL algorithms used to train RMABs can struggle to perform well in such settings. To solve this problem, we propose the first communication learning approach in RMABs, where we study which arms, when involved in communication, are most effective in mitigating the influence of such systematic data errors. In our setup, the arms receive Q-function parameters from similar arms as messages to guide behavioral policies, steering Q-function updates. We learn communication strategies by considering the joint utility of messages across all pairs of arms and using a Q-network architecture that decomposes the joint utility. Both theoretical and empirical evidence validate the effectiveness of our method in significantly improving RMAB performance across diverse problems.
In-Context Exploiter for Extensive-Form Games
Li, Shuxin, Yang, Chang, Zhang, Youzhi, Li, Pengdeng, Wang, Xinrun, Huang, Xiao, Chan, Hau, An, Bo
Nash equilibrium (NE) is a widely adopted solution concept in game theory due to its stability property. However, we observe that the NE strategy might not always yield the best results, especially against opponents who do not adhere to NE strategies. Based on this observation, we pose a new game-solving question: Can we learn a model that can exploit any, even NE, opponent to maximize their own utility? In this work, we make the first attempt to investigate this problem through in-context learning. Specifically, we introduce a novel method, In-Context Exploiter (ICE), to train a single model that can act as any player in the game and adaptively exploit opponents entirely by in-context learning. Our ICE algorithm involves generating diverse opponent strategies, collecting interactive history training data by a reinforcement learning algorithm, and training a transformer-based agent within a well-designed curriculum learning framework. Finally, comprehensive experimental results validate the effectiveness of our ICE algorithm, showcasing its in-context learning ability to exploit any unknown opponent, thereby positively answering our initial game-solving question.
Semi-Supervised One-Shot Imitation Learning
Wu, Philipp, Hakhamaneshi, Kourosh, Du, Yuqing, Mordatch, Igor, Rajeswaran, Aravind, Abbeel, Pieter
One-shot Imitation Learning~(OSIL) aims to imbue AI agents with the ability to learn a new task from a single demonstration. To supervise the learning, OSIL typically requires a prohibitively large number of paired expert demonstrations -- i.e. trajectories corresponding to different variations of the same semantic task. To overcome this limitation, we introduce the semi-supervised OSIL problem setting, where the learning agent is presented with a large dataset of trajectories with no task labels (i.e. an unpaired dataset), along with a small dataset of multiple demonstrations per semantic task (i.e. a paired dataset). This presents a more realistic and practical embodiment of few-shot learning and requires the agent to effectively leverage weak supervision from a large dataset of trajectories. Subsequently, we develop an algorithm specifically applicable to this semi-supervised OSIL setting. Our approach first learns an embedding space where different tasks cluster uniquely. We utilize this embedding space and the clustering it supports to self-generate pairings between trajectories in the large unpaired dataset. Through empirical results on simulated control tasks, we demonstrate that OSIL models trained on such self-generated pairings are competitive with OSIL models trained with ground-truth labels, presenting a major advancement in the label-efficiency of OSIL.
Achieving Human Level Competitive Robot Table Tennis
D'Ambrosio, David B., Abeyruwan, Saminda, Graesser, Laura, Iscen, Atil, Amor, Heni Ben, Bewley, Alex, Reed, Barney J., Reymann, Krista, Takayama, Leila, Tassa, Yuval, Choromanski, Krzysztof, Coumans, Erwin, Jain, Deepali, Jaitly, Navdeep, Jaques, Natasha, Kataoka, Satoshi, Kuang, Yuheng, Lazic, Nevena, Mahjourian, Reza, Moore, Sherry, Oslund, Kenneth, Shankar, Anish, Sindhwani, Vikas, Vanhoucke, Vincent, Vesom, Grace, Xu, Peng, Sanketi, Pannag R.
Achieving human-level speed and performance on real world tasks is a north star for the robotics research community. This work takes a step towards that goal and presents the first learned robot agent that reaches amateur human-level performance in competitive table tennis. Table tennis is a physically demanding sport which requires human players to undergo years of training to achieve an advanced level of proficiency. In this paper, we contribute (1) a hierarchical and modular policy architecture consisting of (i) low level controllers with their detailed skill descriptors which model the agent's capabilities and help to bridge the sim-to-real gap and (ii) a high level controller that chooses the low level skills, (2) techniques for enabling zero-shot sim-to-real including an iterative approach to defining the task distribution that is grounded in the real-world and defines an automatic curriculum, and (3) real time adaptation to unseen opponents. Policy performance was assessed through 29 robot vs. human matches of which the robot won 45% (13/29). All humans were unseen players and their skill level varied from beginner to tournament level. Whilst the robot lost all matches vs. the most advanced players it won 100% matches vs. beginners and 55% matches vs. intermediate players, demonstrating solidly amateur human-level performance. Videos of the matches can be viewed at https://sites.google.com/view/competitive-robot-table-tennis
A Geometric Nash Approach in Tuning the Learning Rate in Q-Learning Algorithm
This paper proposes a geometric approach for estimating the α value in Q learning. We establish a systematic framework that optimizes the α parameter, thereby enhancing learning efficiency and stability. Our results show that there is a relationship between the learning rate and the angle between a vector T (total time steps in each episode of learning) and R (the reward vector for each episode). The concept of angular bisector between vectors T and R and Nash Equilibrium provide insight into estimating α such that the algorithm minimizes losses arising from explorationexploitation trade-off. Keywords: Q Learning, Reinforcement Learning, Nash Equilibrium, Learning Rate, α, Stability of Equilibrium 1 - Introduction Reinforcement Learning (RL) algorithms, particularly Q-learning, are pivotal in enabling agents to learn optimal strategies through interaction with environments.
Optimizing Portfolio with Two-Sided Transactions and Lending: A Reinforcement Learning Framework
Habibnia, Ali, Soltanzadeh, Mahdi
This study presents a Reinforcement Learning (RL)-based portfolio management model tailored for high-risk environments, addressing the limitations of traditional RL models and exploiting market opportunities through two-sided transactions and lending. Our approach integrates a new environmental formulation with a Profit and Loss (PnL)-based reward function, enhancing the RL agent's ability in downside risk management and capital optimization. We implemented the model using the Soft Actor-Critic (SAC) agent with a Convolutional Neural Network with Multi-Head Attention (CNN-MHA). This setup effectively manages a diversified 12-crypto asset portfolio in the Binance perpetual futures market, leveraging USDT for both granting and receiving loans and rebalancing every 4 hours, utilizing market data from the preceding 48 hours. Tested over two 16-month periods of varying market volatility, the model significantly outperformed benchmarks, particularly in high-volatility scenarios, achieving higher return-to-risk ratios and demonstrating robust profitability. These results confirm the model's effectiveness in leveraging market dynamics and managing risks in volatile environments like the cryptocurrency market.
Model-Based Transfer Learning for Contextual Reinforcement Learning
Cho, Jung-Hoon, Jayawardana, Vindula, Li, Sirui, Wu, Cathy
Deep reinforcement learning is a powerful approach to complex decision making. However, one issue that limits its practical application is its brittleness, sometimes failing to train in the presence of small changes in the environment. This work is motivated by the empirical observation that directly applying an already trained model to a related task often works remarkably well, also called zero-shot transfer. We take this practical trick one step further to consider how to systematically select good tasks to train, maximizing overall performance across a range of tasks. Given the high cost of training, it is critical to choose a small set of training tasks. The key idea behind our approach is to explicitly model the performance loss (generalization gap) incurred by transferring a trained model. We hence introduce Model-Based Transfer Learning (MBTL) for solving contextual RL problems. In this work, we model the performance loss as a simple linear function of task context similarity. Furthermore, we leverage Bayesian optimization techniques to efficiently model and estimate the unknown training performance of the task space. We theoretically show that the method exhibits regret that is sublinear in the number of training tasks and discuss conditions to further tighten regret bounds. We experimentally validate our methods using urban traffic and standard control benchmarks. Despite the conceptual simplicity, the experimental results suggest that MBTL can achieve greater performance than strong baselines, including exhaustive training on all tasks, multi-task training, and random selection of training tasks. This work lays the foundations for investigating explicit modeling of generalization, thereby enabling principled yet effective methods for contextual RL.
Hybrid Reinforcement Learning Breaks Sample Size Barriers in Linear MDPs
Tan, Kevin, Fan, Wei, Wei, Yuting
Hybrid Reinforcement Learning (RL), where an agent learns from both an offline dataset and online explorations in an unknown environment, has garnered significant recent interest. A crucial question posed by Xie et al. (2022) is whether hybrid RL can improve upon the existing lower bounds established in purely offline and purely online RL without relying on the single-policy concentrability assumption. While Li et al. (2023) provided an affirmative answer to this question in the tabular PAC RL case, the question remains unsettled for both the regret-minimizing RL case and the non-tabular case. In this work, building upon recent advancements in offline RL and reward-agnostic exploration, we develop computationally efficient algorithms for both PAC and regret-minimizing RL with linear function approximation, without single-policy concentrability. We demonstrate that these algorithms achieve sharper error or regret bounds that are no worse than, and can improve on, the optimal sample complexity in offline RL (the first algorithm, for PAC RL) and online RL (the second algorithm, for regret-minimizing RL) in linear Markov decision processes (MDPs), regardless of the quality of the behavior policy. To our knowledge, this work establishes the tightest theoretical guarantees currently available for hybrid RL in linear MDPs.