Reinforcement Learning
Logic-Skill Programming: An Optimization-based Approach to Sequential Skill Planning
Xue, Teng, Razmjoo, Amirreza, Shetty, Suhan, Calinon, Sylvain
Recent advances in robot skill learning have unlocked the potential to construct task-agnostic skill libraries, facilitating the seamless sequencing of multiple simple manipulation primitives (aka. skills) to tackle significantly more complex tasks. Nevertheless, determining the optimal sequence for independently learned skills remains an open problem, particularly when the objective is given solely in terms of the final geometric configuration rather than a symbolic goal. To address this challenge, we propose Logic-Skill Programming (LSP), an optimization-based approach that sequences independently learned skills to solve long-horizon tasks. We formulate a first-order extension of a mathematical program to optimize the overall cumulative reward of all skills within a plan, abstracted by the sum of value functions. To solve such programs, we leverage the use of tensor train factorization to construct the value function space, and rely on alternations between symbolic search and skill value optimization to find the appropriate skill skeleton and optimal subgoal sequence. Experimental results indicate that the obtained value functions provide a superior approximation of cumulative rewards compared to state-of-the-art reinforcement learning methods. Furthermore, we validate LSP in three manipulation domains, encompassing both prehensile and non-prehensile primitives. The results demonstrate its capability to identify the optimal solution over the full logic and geometric path. The real-robot experiments showcase the effectiveness of our approach to cope with contact uncertainty and external disturbances in the real world.
Rectifying Reinforcement Learning for Reward Matching
He, Haoran, Bengio, Emmanuel, Cai, Qingpeng, Pan, Ling
The Generative Flow Network (GFlowNet) is a probabilistic framework in which an agent learns a stochastic policy and flow functions to sample objects with probability proportional to an unnormalized reward function. GFlowNets share a strong resemblance to reinforcement learning (RL), that typically aims to maximize reward, due to their sequential decision-making processes. Recent works have studied connections between GFlowNets and maximum entropy (MaxEnt) RL, which modifies the standard objective of RL agents by learning an entropy-regularized objective. However, a critical theoretical gap persists: despite the apparent similarities in their sequential decision-making nature, a direct link between GFlowNets and standard RL has yet to be discovered, while bridging this gap could further unlock the potential of both fields. In this paper, we establish a new connection between GFlowNets and policy evaluation for a uniform policy. Surprisingly, we find that the resulting value function for the uniform policy has a close relationship to the flows in GFlowNets. Leveraging these insights, we further propose a novel rectified policy evaluation (RPE) algorithm, which achieves the same reward-matching effect as GFlowNets, offering a new perspective. We compare RPE, MaxEnt RL, and GFlowNets in a number of benchmarks, and show that RPE achieves competitive results compared to previous approaches. This work sheds light on the previously unexplored connection between (non-MaxEnt) RL and GFlowNets, potentially opening new avenues for future research in both fields.
Scaling Laws for Reward Model Overoptimization in Direct Alignment Algorithms
Rafailov, Rafael, Chittepu, Yaswanth, Park, Ryan, Sikchi, Harshit, Hejna, Joey, Knox, Bradley, Finn, Chelsea, Niekum, Scott
Reinforcement Learning from Human Feedback (RLHF) has been crucial to the recent success of Large Language Models (LLMs), however, it is often a complex and brittle process. In the classical RLHF framework, a reward model is first trained to represent human preferences, which is in turn used by an online reinforcement learning (RL) algorithm to optimize the LLM. A prominent issue with such methods is \emph{reward over-optimization} or \emph{reward hacking}, where performance as measured by the learned proxy reward model increases, but true quality plateaus or even deteriorates. Direct Alignment Algorithms (DDAs) like Direct Preference Optimization have emerged as alternatives to the classical RLHF pipeline by circumventing the reward modeling phase. However, although DAAs do not use a separate proxy reward model, they still commonly deteriorate from over-optimization. While the so-called reward hacking phenomenon is not well-defined for DAAs, we still uncover similar trends: at higher KL budgets, DAA algorithms exhibit similar degradation patterns to their classic RLHF counterparts. In particular, we find that DAA methods deteriorate not only across a wide range of KL budgets but also often before even a single epoch of the dataset is completed. Through extensive empirical experimentation, this work formulates and formalizes the reward over-optimization or hacking problem for DAAs and explores its consequences across objectives, training regimes, and model scales.
By Fair Means or Foul: Quantifying Collusion in a Market Simulation with Deep Reinforcement Learning
Schlechtinger, Michael, Kosack, Damaris, Krause, Franz, Paulheim, Heiko
In the rapidly evolving landscape of eCommerce, Artificial Intelligence (AI) based pricing algorithms, particularly those utilizing Reinforcement Learning (RL), are becoming increasingly prevalent. This rise has led to an inextricable pricing situation with the potential for market collusion. Our research employs an experimental oligopoly model of repeated price competition, systematically varying the environment to cover scenarios from basic economic theory to subjective consumer demand preferences. We also introduce a novel demand framework that enables the implementation of various demand models, allowing for a weighted blending of different models. In contrast to existing research in this domain, we aim to investigate the strategies and emerging pricing patterns developed by the agents, which may lead to a collusive outcome. Furthermore, we investigate a scenario where agents cannot observe their competitors' prices. Finally, we provide a comprehensive legal analysis across all scenarios. Our findings indicate that RL-based AI agents converge to a collusive state characterized by the charging of supracompetitive prices, without necessarily requiring inter-agent communication. Implementing alternative RL algorithms, altering the number of agents or simulation settings, and restricting the scope of the agents' observation space does not significantly impact the collusive market outcome behavior.
FuRL: Visual-Language Models as Fuzzy Rewards for Reinforcement Learning
Fu, Yuwei, Zhang, Haichao, Wu, Di, Xu, Wei, Boulet, Benoit
In this work, we investigate how to leverage pre-trained visual-language models (VLM) for online Reinforcement Learning (RL). In particular, we focus on sparse reward tasks with pre-defined textual task descriptions. We first identify the problem of reward misalignment when applying VLM as a reward in RL tasks. To address this issue, we introduce a lightweight fine-tuning method, named Fuzzy VLM reward-aided RL (FuRL), based on reward alignment and relay RL. Specifically, we enhance the performance of SAC/DrQ baseline agents on sparse reward tasks by fine-tuning VLM representations and using relay RL to avoid local minima. Extensive experiments on the Meta-world benchmark tasks demonstrate the efficacy of the proposed method. Code is available at: https://github.com/fuyw/FuRL.
Cross-Embodiment Robot Manipulation Skill Transfer using Latent Space Alignment
Wang, Tianyu, Bhatt, Dwait, Wang, Xiaolong, Atanasov, Nikolay
This paper focuses on transferring control policies between robot manipulators with different morphology. While reinforcement learning (RL) methods have shown successful results in robot manipulation tasks, transferring a trained policy from simulation to a real robot or deploying it on a robot with different states, actions, or kinematics is challenging. To achieve cross-embodiment policy transfer, our key insight is to project the state and action spaces of the source and target robots to a common latent space representation. We first introduce encoders and decoders to associate the states and actions of the source robot with a latent space. The encoders, decoders, and a latent space control policy are trained simultaneously using loss functions measuring task performance, latent dynamics consistency, and encoder-decoder ability to reconstruct the original states and actions. To transfer the learned control policy, we only need to train target encoders and decoders that align a new target domain to the latent space. We use generative adversarial training with cycle consistency and latent dynamics losses without access to the task reward or reward tuning in the target domain. We demonstrate sim-to-sim and sim-to-real manipulation policy transfer with source and target robots of different states, actions, and embodiments. The source code is available at \url{https://github.com/ExistentialRobotics/cross_embodiment_transfer}.
A Generalized Apprenticeship Learning Framework for Modeling Heterogeneous Student Pedagogical Strategies
Islam, Md Mirajul, Yang, Xi, Hostetter, John, Saha, Adittya Soukarjya, Chi, Min
A key challenge in e-learning environments like Intelligent Tutoring Systems (ITSs) is to induce effective pedagogical policies efficiently. While Deep Reinforcement Learning (DRL) often suffers from sample inefficiency and reward function design difficulty, Apprenticeship Learning(AL) algorithms can overcome them. However, most AL algorithms can not handle heterogeneity as they assume all demonstrations are generated with a homogeneous policy driven by a single reward function. Still, some AL algorithms which consider heterogeneity, often can not generalize to large continuous state space and only work with discrete states. In this paper, we propose an expectation-maximization(EM)-EDM, a general AL framework to induce effective pedagogical policies from given optimal or near-optimal demonstrations, which are assumed to be driven by heterogeneous reward functions. We compare the effectiveness of the policies induced by our proposed EM-EDM against four AL-based baselines and two policies induced by DRL on two different but related tasks that involve pedagogical action prediction. Our overall results showed that, for both tasks, EM-EDM outperforms the four AL baselines across all performance metrics and the two DRL baselines. This suggests that EM-EDM can effectively model complex student pedagogical decision-making processes through the ability to manage a large, continuous state space and adapt to handle diverse and heterogeneous reward functions with very few given demonstrations.
When to Sense and Control? A Time-adaptive Approach for Continuous-Time RL
Treven, Lenart, Sukhija, Bhavya, As, Yarden, Dörfler, Florian, Krause, Andreas
Reinforcement learning (RL) excels in optimizing policies for discrete-time Markov decision processes (MDP). However, various systems are inherently continuous in time, making discrete-time MDPs an inexact modeling choice. In many applications, such as greenhouse control or medical treatments, each interaction (measurement or switching of action) involves manual intervention and thus is inherently costly. Therefore, we generally prefer a time-adaptive approach with fewer interactions with the system. In this work, we formalize an RL framework, Time-adaptive Control & Sensing (TaCoS), that tackles this challenge by optimizing over policies that besides control predict the duration of its application. Our formulation results in an extended MDP that any standard RL algorithm can solve. We demonstrate that state-of-the-art RL algorithms trained on TaCoS drastically reduce the interaction amount over their discrete-time counterpart while retaining the same or improved performance, and exhibiting robustness over discretization frequency. Finally, we propose OTaCoS, an efficient model-based algorithm for our setting. We show that OTaCoS enjoys sublinear regret for systems with sufficiently smooth dynamics and empirically results in further sample-efficiency gains.
Reinforcement Learning with Lookahead Information
We study reinforcement learning (RL) problems in which agents observe the reward or transition realizations at their current state before deciding which action to take. Such observations are available in many applications, including transactions, navigation and more. When the environment is known, previous work shows that this lookahead information can drastically increase the collected reward. However, outside of specific applications, existing approaches for interacting with unknown environments are not well-adapted to these observations. In this work, we close this gap and design provably-efficient learning algorithms able to incorporate lookahead information. To achieve this, we perform planning using the empirical distribution of the reward and transition observations, in contrast to vanilla approaches that only rely on estimated expectations. We prove that our algorithms achieve tight regret versus a baseline that also has access to lookahead information - linearly increasing the amount of collected reward compared to agents that cannot handle lookahead information.
Analysis of Multiscale Reinforcement Q-Learning Algorithms for Mean Field Control Games
Angiuli, Andrea, Fouque, Jean-Pierre, Laurière, Mathieu, Zhang, Mengrui
Mean Field Control Games (MFCG), introduced in [Angiuli et al., 2022a], represent competitive games between a large number of large collaborative groups of agents in the infinite limit of number and size of groups. In this paper, we prove the convergence of a three-timescale Reinforcement Q-Learning (RL) algorithm to solve MFCG in a model-free approach from the point of view of representative agents. Our analysis uses a Q-table for finite state and action spaces updated at each discrete time-step over an infinite horizon. In [Angiuli et al., 2023], we proved convergence of two-timescale algorithms for MFG and MFC separately highlighting the need to follow multiple population distributions in the MFC case. Here, we integrate this feature for MFCG as well as three rates of update decreasing to zero in the proper ratios. Our technique of proof uses a generalization to three timescales of the two-timescale analysis in [Borkar, 1997]. We give a simple example satisfying the various hypothesis made in the proof of convergence and illustrating the performance of the algorithm.