Reinforcement Learning
Constructing Ancestral Recombination Graphs through Reinforcement Learning
Raymond, Mélanie, Descary, Marie-Hélène, Beaulac, Cédric, Larribe, Fabrice
Over the years, many approaches have been proposed to build ancestral recombination graphs (ARGs), graphs used to represent the genetic relationship between individuals. Among these methods, many rely on the assumption that the most likely graph is among the shortest ones. In this paper, we propose a new approach to build short ARGs: Reinforcement Learning (RL). We exploit the similarities between finding the shortest path between a set of genetic sequences and their most recent common ancestor and finding the shortest path between the entrance and exit of a maze, a classic RL problem. In the maze problem, the learner, called the agent, must learn the directions to take in order to escape as quickly as possible, whereas in our problem, the agent must learn the actions to take between coalescence, mutation, and recombination in order to reach the most recent common ancestor as quickly as possible. Our results show that RL can be used to build ARGs as short as those built with a heuristic algorithm optimized to build short ARGs, and sometimes even shorter. Moreover, our method allows to build a distribution of short ARGs for a given sample, and can also generalize learning to new samples not used during the learning process.
Adding Conditional Control to Diffusion Models with Reinforcement Learning
Zhao, Yulai, Uehara, Masatoshi, Scalia, Gabriele, Biancalani, Tommaso, Levine, Sergey, Hajiramezanali, Ehsan
Diffusion models are powerful generative models that allow for precise control over the characteristics of the generated samples. While these diffusion models trained on large datasets have achieved success, there is often a need to introduce additional controls in downstream fine-tuning processes, treating these powerful models as pre-trained diffusion models. This work presents a novel method based on reinforcement learning (RL) to add additional controls, leveraging an offline dataset comprising inputs and corresponding labels. We formulate this task as an RL problem, with the classifier learned from the offline dataset and the KL divergence against pre-trained models serving as the reward functions. We introduce our method, $\textbf{CTRL}$ ($\textbf{C}$onditioning pre-$\textbf{T}$rained diffusion models with $\textbf{R}$einforcement $\textbf{L}$earning), which produces soft-optimal policies that maximize the abovementioned reward functions. We formally demonstrate that our method enables sampling from the conditional distribution conditioned on additional controls during inference. Our RL-based approach offers several advantages over existing methods. Compared to commonly used classifier-free guidance, our approach improves sample efficiency, and can greatly simplify offline dataset construction by exploiting conditional independence between the inputs and additional controls. Furthermore, unlike classifier guidance, we avoid the need to train classifiers from intermediate states to additional controls.
Model Adaptation for Time Constrained Embodied Control
Song, Jaehyun, Yoo, Minjong, Woo, Honguk
When adopting a deep learning model for embodied agents, it is required that the model structure be optimized for specific tasks and operational conditions. Such optimization can be static such as model compression or dynamic such as adaptive inference. Yet, these techniques have not been fully investigated for embodied control systems subject to time constraints, which necessitate sequential decision-making for multiple tasks, each with distinct inference latency limitations. In this paper, we present MoDeC, a time constraint-aware embodied control framework using the modular model adaptation. We formulate model adaptation to varying operational conditions on resource and time restrictions as dynamic routing on a modular network, incorporating these conditions as part of multi-task objectives. Our evaluation across several vision-based embodied environments demonstrates the robustness of MoDeC, showing that it outperforms other model adaptation methods in both performance and adherence to time constraints in robotic manipulation and autonomous driving applications
DIPPER: Direct Preference Optimization to Accelerate Primitive-Enabled Hierarchical Reinforcement Learning
Singh, Utsav, Chakraborty, Souradip, Suttle, Wesley A., Sadler, Brian M., Namboodiri, Vinay P, Bedi, Amrit Singh
Learning control policies to perform complex robotics tasks from human preference data presents significant challenges. On the one hand, the complexity of such tasks typically requires learning policies to perform a variety of subtasks, then combining them to achieve the overall goal. At the same time, comprehensive, well-engineered reward functions are typically unavailable in such problems, while limited human preference data often is; making efficient use of such data to guide learning is therefore essential. Methods for learning to perform complex robotics tasks from human preference data must overcome both these challenges simultaneously. In this work, we introduce DIPPER: Direct Preference Optimization to Accelerate Primitive-Enabled Hierarchical Reinforcement Learning, an efficient hierarchical approach that leverages direct preference optimization to learn a higher-level policy and reinforcement learning to learn a lower-level policy. DIPPER enjoys improved computational efficiency due to its use of direct preference optimization instead of standard preference-based approaches such as reinforcement learning from human feedback, while it also mitigates the well-known hierarchical reinforcement learning issues of non-stationarity and infeasible subgoal generation due to our use of primitive-informed regularization inspired by a novel bi-level optimization formulation of the hierarchical reinforcement learning problem. To validate our approach, we perform extensive experimental analysis on a variety of challenging robotics tasks, demonstrating that DIPPER outperforms hierarchical and non-hierarchical baselines, while ameliorating the non-stationarity and infeasible subgoal generation issues of hierarchical reinforcement learning.
LGR2: Language Guided Reward Relabeling for Accelerating Hierarchical Reinforcement Learning
Singh, Utsav, Bhattacharyya, Pramit, Namboodiri, Vinay P.
Developing interactive systems that leverage natural language instructions to solve complex robotic control tasks has been a long-desired goal in the robotics community. Large Language Models (LLMs) have demonstrated exceptional abilities in handling complex tasks, including logical reasoning, in-context learning, and code generation. However, predicting low-level robotic actions using LLMs poses significant challenges. Additionally, the complexity of such tasks usually demands the acquisition of policies to execute diverse subtasks and combine them to attain the ultimate objective. Hierarchical Reinforcement Learning (HRL) is an elegant approach for solving such tasks, which provides the intuitive benefits of temporal abstraction and improved exploration. However, HRL faces the recurring issue of non-stationarity due to unstable lower primitive behaviour. In this work, we propose LGR2, a novel HRL framework that leverages language instructions to generate a stationary reward function for the higher-level policy. Since the language-guided reward is unaffected by the lower primitive behaviour, LGR2 mitigates non-stationarity and is thus an elegant method for leveraging language instructions to solve robotic control tasks. To analyze the efficacy of our approach, we perform empirical analysis and demonstrate that LGR2 effectively alleviates non-stationarity in HRL. Our approach attains success rates exceeding 70$\%$ in challenging, sparse-reward robotic navigation and manipulation environments where the baselines fail to achieve any significant progress. Additionally, we conduct real-world robotic manipulation experiments and demonstrate that CRISP shows impressive generalization in real-world scenarios.
Optimizing Automatic Differentiation with Deep Reinforcement Learning
Computing Jacobians with automatic differentiation is ubiquitous in many scientific domains such as machine learning, computational fluid dynamics, robotics and finance. Even small savings in the number of computations or memory usage in Jacobian computations can already incur massive savings in energy consumption and runtime. While there exist many methods that allow for such savings, they generally trade computational efficiency for approximations of the exact Jacobian. In this paper, we present a novel method to optimize the number of necessary multiplications for Jacobian computation by leveraging deep reinforcement learning (RL) and a concept called cross-country elimination while still computing the exact Jacobian. Cross-country elimination is a framework for automatic differentiation that phrases Jacobian accumulation as ordered elimination of all vertices on the computational graph where every elimination incurs a certain computational cost. We formulate the search for the optimal elimination order that minimizes the number of necessary multiplications as a single player game which is played by an RL agent. We demonstrate that this method achieves up to 33% improvements over state-of-the-art methods on several relevant tasks taken from diverse domains. Furthermore, we show that these theoretical gains translate into actual runtime improvements by providing a cross-country elimination interpreter in JAX that can efficiently execute the obtained elimination orders.
ChatShop: Interactive Information Seeking with Language Agents
Chen, Sanxing, Wiseman, Sam, Dhingra, Bhuwan
The desire and ability to seek new information strategically are fundamental to human learning but often overlooked in current language agent evaluation. We analyze a popular web shopping task designed to test language agents' ability to perform strategic exploration and discover that it can be reformulated and solved as a single-turn retrieval task without the need for interactive information seeking. This finding encourages us to rethink realistic constraints on information access that would necessitate strategic information seeking. We then redesign the task to introduce a notion of task ambiguity and the role of a shopper, serving as a dynamic party with whom the agent strategically interacts in an open-ended conversation to make informed decisions. Our experiments demonstrate that the proposed task can effectively evaluate the agent's ability to explore and gradually accumulate information through multi-turn interactions. Additionally, we show that large language model-simulated shoppers serve as a good proxy for real human shoppers, revealing similar error patterns in agents.
Mini Honor of Kings: A Lightweight Environment for Multi-Agent Reinforcement Learning
Liu, Lin, Zhao, Jian, Hu, Cheng, Cao, Zhengtao, Zhao, Youpeng, Ye, Zhenbin, Meng, Meng, Wang, Wenjun, He, Zhaofeng, Li, Houqiang, Lin, Xia, Huang, Lanxiao
Games are widely used as research environments for multi-agent reinforcement learning (MARL), but they pose three significant challenges: limited customization, high computational demands, and oversimplification. To address these issues, we introduce the first publicly available map editor for the popular mobile game Honor of Kings and design a lightweight environment, Mini Honor of Kings (Mini HoK), for researchers to conduct experiments. Mini HoK is highly efficient, allowing experiments to be run on personal PCs or laptops while still presenting sufficient challenges for existing MARL algorithms. We have tested our environment on common MARL algorithms and demonstrated that these algorithms have yet to find optimal solutions within this environment. This facilitates the dissemination and advancement of MARL methods within the research community. Additionally, we hope that more researchers will leverage the Honor of Kings map editor to develop innovative and scientifically valuable new maps. Our code and user manual are available at: https://github.com/tencent-ailab/mini-hok.
PIPER: Primitive-Informed Preference-based Hierarchical Reinforcement Learning via Hindsight Relabeling
Singh, Utsav, Suttle, Wesley A., Sadler, Brian M., Namboodiri, Vinay P., Bedi, Amrit Singh
In this work, we introduce PIPER: Primitive-Informed Preference-based Hierarchical reinforcement learning via Hindsight Relabeling, a novel approach that leverages preference-based learning to learn a reward model, and subsequently uses this reward model to relabel higher-level replay buffers. Since this reward is unaffected by lower primitive behavior, our relabeling-based approach is able to mitigate non-stationarity, which is common in existing hierarchical approaches, and demonstrates impressive performance across a range of challenging sparse-reward tasks. Since obtaining human feedback is typically impractical, we propose to replace the human-in-the-loop approach with our primitive-in-the-loop approach, which generates feedback using sparse rewards provided by the environment. Moreover, in order to prevent infeasible subgoal prediction and avoid degenerate solutions, we propose primitive-informed regularization that conditions higher-level policies to generate feasible subgoals for lower-level policies. We perform extensive experiments to show that PIPER mitigates non-stationarity in hierarchical reinforcement learning and achieves greater than 50$\%$ success rates in challenging, sparse-reward robotic environments, where most other baselines fail to achieve any significant progress.
Improving GFlowNets for Text-to-Image Diffusion Alignment
Zhang, Dinghuai, Zhang, Yizhe, Gu, Jiatao, Zhang, Ruixiang, Susskind, Josh, Jaitly, Navdeep, Zhai, Shuangfei
Diffusion models have become the de-facto approach for generating visual data, which are trained to match the distribution of the training dataset. In addition, we also want to control generation to fulfill desired properties such as alignment to a text description, which can be specified with a black-box reward function. Prior works fine-tune pretrained diffusion models to achieve this goal through reinforcement learning-based algorithms. Nonetheless, they suffer from issues including slow credit assignment as well as low quality in their generated samples. In this work, we explore techniques that do not directly maximize the reward but rather generate high-reward images with relatively high probability -- a natural scenario for the framework of generative flow networks (GFlowNets). To this end, we propose the Diffusion Alignment with GFlowNet (DAG) algorithm to post-train diffusion models with black-box property functions. Extensive experiments on Stable Diffusion and various reward specifications corroborate that our method could effectively align large-scale text-to-image diffusion models with given reward information.