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 Reinforcement Learning


Breadcrumbs to the Goal: Goal-Conditioned Exploration from Human-in-the-Loop Feedback

arXiv.org Artificial Intelligence

Exploration and reward specification are fundamental and intertwined challenges for reinforcement learning. Solving sequential decision-making tasks requiring expansive exploration requires either careful design of reward functions or the use of novelty-seeking exploration bonuses. Human supervisors can provide effective guidance in the loop to direct the exploration process, but prior methods to leverage this guidance require constant synchronous high-quality human feedback, which is expensive and impractical to obtain. In this work, we present a technique called Human Guided Exploration (HuGE), which uses low-quality feedback from non-expert users that may be sporadic, asynchronous, and noisy. HuGE guides exploration for reinforcement learning not only in simulation but also in the real world, all without meticulous reward specification. The key concept involves bifurcating human feedback and policy learning: human feedback steers exploration, while self-supervised learning from the exploration data yields unbiased policies. This procedure can leverage noisy, asynchronous human feedback to learn policies with no hand-crafted reward design or exploration bonuses. HuGE is able to learn a variety of challenging multi-stage robotic navigation and manipulation tasks in simulation using crowdsourced feedback from non-expert users. Moreover, this paradigm can be scaled to learning directly on real-world robots, using occasional, asynchronous feedback from human supervisors.


On the Convergence of Bounded Agents

arXiv.org Artificial Intelligence

When has an agent converged? Standard models of the reinforcement learning problem give rise to a straightforward definition of convergence: An agent converges when its behavior or performance in each environment state stops changing. However, as we shift the focus of our learning problem from the environment's state to the agent's state, the concept of an agent's convergence becomes significantly less clear. In this paper, we propose two complementary accounts of agent convergence in a framing of the reinforcement learning problem that centers around bounded agents. The first view says that a bounded agent has converged when the minimal number of states needed to describe the agent's future behavior cannot decrease. The second view says that a bounded agent has converged just when the agent's performance only changes if the agent's internal state changes. We establish basic properties of these two definitions, show that they accommodate typical views of convergence in standard settings, and prove several facts about their nature and relationship. We take these perspectives, definitions, and analysis to bring clarity to a central idea of the field.


Goal-Conditioned Reinforcement Learning with Disentanglement-based Reachability Planning

arXiv.org Artificial Intelligence

Goal-Conditioned Reinforcement Learning (GCRL) can enable agents to spontaneously set diverse goals to learn a set of skills. Despite the excellent works proposed in various fields, reaching distant goals in temporally extended tasks remains a challenge for GCRL. Current works tackled this problem by leveraging planning algorithms to plan intermediate subgoals to augment GCRL. Their methods need two crucial requirements: (i) a state representation space to search valid subgoals, and (ii) a distance function to measure the reachability of subgoals. However, they struggle to scale to high-dimensional state space due to their non-compact representations. Moreover, they cannot collect high-quality training data through standard GC policies, which results in an inaccurate distance function. Both affect the efficiency and performance of planning and policy learning. In the paper, we propose a goal-conditioned RL algorithm combined with Disentanglement-based Reachability Planning (REPlan) to solve temporally extended tasks. In REPlan, a Disentangled Representation Module (DRM) is proposed to learn compact representations which disentangle robot poses and object positions from high-dimensional observations in a self-supervised manner. A simple REachability discrimination Module (REM) is also designed to determine the temporal distance of subgoals. Moreover, REM computes intrinsic bonuses to encourage the collection of novel states for training. We evaluate our REPlan in three vision-based simulation tasks and one real-world task. The experiments demonstrate that our REPlan significantly outperforms the prior state-of-the-art methods in solving temporally extended tasks.


Reparameterized Policy Learning for Multimodal Trajectory Optimization

arXiv.org Artificial Intelligence

We investigate the challenge of parametrizing policies for reinforcement learning (RL) in high-dimensional continuous action spaces. Our objective is to develop a multimodal policy that overcomes limitations inherent in the commonly-used Gaussian parameterization. To achieve this, we propose a principled framework that models the continuous RL policy as a generative model of optimal trajectories. By conditioning the policy on a latent variable, we derive a novel variational bound as the optimization objective, which promotes exploration of the environment. We then present a practical model-based RL method, called Reparameterized Policy Gradient (RPG), which leverages the multimodal policy parameterization and learned world model to achieve strong exploration capabilities and high data efficiency. Empirical results demonstrate that our method can help agents evade local optima in tasks with dense rewards and solve challenging sparse-reward environments by incorporating an object-centric intrinsic reward. Our method consistently outperforms previous approaches across a range of tasks. Code and supplementary materials are available on the project page https://haosulab.github.io/RPG/


Efficient Action Robust Reinforcement Learning with Probabilistic Policy Execution Uncertainty

arXiv.org Artificial Intelligence

Robust reinforcement learning (RL) aims to find a policy that optimizes the worst-case performance in the face of uncertainties. In this paper, we focus on action robust RL with the probabilistic policy execution uncertainty, in which, instead of always carrying out the action specified by the policy, the agent will take the action specified by the policy with probability $1-\rho$ and an alternative adversarial action with probability $\rho$. We establish the existence of an optimal policy on the action robust MDPs with probabilistic policy execution uncertainty and provide the action robust Bellman optimality equation for its solution. Furthermore, we develop Action Robust Reinforcement Learning with Certificates (ARRLC) algorithm that achieves minimax optimal regret and sample complexity. Furthermore, we conduct numerical experiments to validate our approach's robustness, demonstrating that ARRLC outperforms non-robust RL algorithms and converges faster than the robust TD algorithm in the presence of action perturbations.


Provably Efficient UCB-type Algorithms For Learning Predictive State Representations

arXiv.org Artificial Intelligence

The general sequential decision-making problem, which includes Markov decision processes (MDPs) and partially observable MDPs (POMDPs) as special cases, aims at maximizing a cumulative reward by making a sequence of decisions based on a history of observations and actions over time. Recent studies have shown that the sequential decision-making problem is statistically learnable if it admits a low-rank structure modeled by predictive state representations (PSRs). Despite these advancements, existing approaches typically involve oracles or steps that are not computationally efficient. On the other hand, the upper confidence bound (UCB) based approaches, which have served successfully as computationally efficient methods in bandits and MDPs, have not been investigated for more general PSRs, due to the difficulty of optimistic bonus design in these more challenging settings. This paper proposes the first known UCB-type approach for PSRs, featuring a novel bonus term that upper bounds the total variation distance between the estimated and true models. We further characterize the sample complexity bounds for our designed UCB-type algorithms for both online and offline PSRs. In contrast to existing approaches for PSRs, our UCB-type algorithms enjoy computational efficiency, last-iterate guaranteed near-optimal policy, and guaranteed model accuracy.


Leveraging Offline Data in Online Reinforcement Learning

arXiv.org Artificial Intelligence

Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an $\epsilon$-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an $\epsilon$-optimal policy? In this work, we consider this setting, which we call the \textsf{FineTuneRL} setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, \textsc{FTPedel}, which is provably optimal, up to $H$ factors. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between \emph{verifiable} learning, the typical setting considered in online RL, and \emph{unverifiable} learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.


Nonuniqueness and Convergence to Equivalent Solutions in Observer-based Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

A key challenge in solving the deterministic inverse reinforcement learning (IRL) problem online and in real-time is the existence of multiple solutions. Nonuniqueness necessitates the study of the notion of equivalent solutions, i.e., solutions that result in a different cost functional but same feedback matrix, and convergence to such solutions. While offline algorithms that result in convergence to equivalent solutions have been developed in the literature, online, real-time techniques that address nonuniqueness are not available. In this paper, a regularized history stack observer that converges to approximately equivalent solutions of the IRL problem is developed. Novel data-richness conditions are developed to facilitate the analysis and simulation results are provided to demonstrate the effectiveness of the developed technique.


Instance-Dependent Near-Optimal Policy Identification in Linear MDPs via Online Experiment Design

arXiv.org Artificial Intelligence

While much progress has been made in understanding the minimax sample complexity of reinforcement learning (RL) -- the complexity of learning on the "worst-case" instance -- such measures of complexity often do not capture the true difficulty of learning. In practice, on an "easy" instance, we might hope to achieve a complexity far better than that achievable on the worst-case instance. In this work we seek to understand the "instance-dependent" complexity of learning near-optimal policies (PAC RL) in the setting of RL with linear function approximation. We propose an algorithm, \textsc{Pedel}, which achieves a fine-grained instance-dependent measure of complexity, the first of its kind in the RL with function approximation setting, thereby capturing the difficulty of learning on each particular problem instance. Through an explicit example, we show that \textsc{Pedel} yields provable gains over low-regret, minimax-optimal algorithms and that such algorithms are unable to hit the instance-optimal rate. Our approach relies on a novel online experiment design-based procedure which focuses the exploration budget on the "directions" most relevant to learning a near-optimal policy, and may be of independent interest.


Value Summation: A Novel Scoring Function for MPC-based Model-based Reinforcement Learning

arXiv.org Artificial Intelligence

This paper proposes a novel scoring function for the planning module of MPC-based reinforcement learning methods to address the inherent bias of using the reward function to score trajectories. The proposed method enhances the learning efficiency of existing MPC-based MBRL methods using the discounted sum of values. The method utilizes optimal trajectories to guide policy learning and updates its state-action value function based on real-world and augmented onboard data. The learning efficiency of the proposed method is evaluated in selected MuJoCo Gym environments as well as in learning locomotion skills for a simulated model of the Cassie robot. The results demonstrate that the proposed method outperforms the current state-of-the-art algorithms in terms of learning efficiency and average reward return.