Reinforcement Learning
Principled Reinforcement Learning with Human Feedback from Pairwise or $K$-wise Comparisons
Zhu, Banghua, Jiao, Jiantao, Jordan, Michael I.
We provide a theoretical framework for Reinforcement Learning with Human Feedback (RLHF). Our analysis shows that when the true reward function is linear, the widely used maximum likelihood estimator (MLE) converges under both the Bradley-Terry-Luce (BTL) model and the Plackett-Luce (PL) model. However, we show that when training a policy based on the learned reward model, MLE fails while a pessimistic MLE provides policies with improved performance under certain coverage assumptions. Additionally, we demonstrate that under the PL model, the true MLE and an alternative MLE that splits the $K$-wise comparison into pairwise comparisons both converge. Moreover, the true MLE is asymptotically more efficient. Our results validate the empirical success of existing RLHF algorithms in InstructGPT and provide new insights for algorithm design. Furthermore, our results unify the problem of RLHF and max-entropy Inverse Reinforcement Learning (IRL), and provide the first sample complexity bound for max-entropy IRL.
Solving Richly Constrained Reinforcement Learning through State Augmentation and Reward Penalties
Jiang, Hao, Mai, Tien, Varakantham, Pradeep, Hoang, Minh Huy
Constrained Reinforcement Learning has been employed to compute safe policies through the use of expected cost constraints. The key challenge is in handling constraints on expected cost accumulated across time steps. Existing methods have developed innovative ways of converting this cost constraint over entire policy to constraints over local decisions (at each time step). While such approaches have provided good solutions with regards to objective, they can either be overly aggressive or conservative with respect to costs. This is owing to use of estimates for "future" or "backward" costs in local cost constraints. To that end, we provide an equivalent unconstrained formulation to constrained RL that has an augmented state space and reward penalties. This intuitive formulation is general and has interesting theoretical properties. More importantly, this provides a new paradigm for solving richly constrained (e.g., constraints on expected cost, Value at Risk, Conditional Value at Risk) Reinforcement Learning problems effectively. As we show in our experimental results, we are able to outperform leading approaches for different constraint types on multiple benchmark problems.
Trajectory-Aware Eligibility Traces for Off-Policy Reinforcement Learning
Daley, Brett, White, Martha, Amato, Christopher, Machado, Marlos C.
Off-policy learning from multistep returns is crucial for sample-efficient reinforcement learning, but counteracting off-policy bias without exacerbating variance is challenging. Classically, off-policy bias is corrected in a per-decision manner: past temporal-difference errors are re-weighted by the instantaneous Importance Sampling (IS) ratio after each action via eligibility traces. Many off-policy algorithms rely on this mechanism, along with differing protocols for cutting the IS ratios to combat the variance of the IS estimator. Unfortunately, once a trace has been fully cut, the effect cannot be reversed. This has led to the development of credit-assignment strategies that account for multiple past experiences at a time. These trajectory-aware methods have not been extensively analyzed, and their theoretical justification remains uncertain. In this paper, we propose a multistep operator that can express both per-decision and trajectory-aware methods. We prove convergence conditions for our operator in the tabular setting, establishing the first guarantees for several existing methods as well as many new ones. Finally, we introduce Recency-Bounded Importance Sampling (RBIS), which leverages trajectory awareness to perform robustly across $\lambda$-values in an off-policy control task.
Reducing the Cost of Cycle-Time Tuning for Real-World Policy Optimization
Farrahi, Homayoon, Mahmood, A. Rupam
Continuous-time reinforcement learning tasks commonly use discrete steps of fixed cycle times for actions. As practitioners need to choose the action-cycle time for a given task, a significant concern is whether the hyper-parameters of the learning algorithm need to be re-tuned for each choice of the cycle time, which is prohibitive for real-world robotics. In this work, we investigate the widely-used baseline hyper-parameter values of two policy gradient algorithms -- PPO and SAC -- across different cycle times. Using a benchmark task where the baseline hyper-parameters of both algorithms were shown to work well, we reveal that when a cycle time different than the task default is chosen, PPO with baseline hyper-parameters fails to learn. Moreover, both PPO and SAC with their baseline hyper-parameters perform substantially worse than their tuned values for each cycle time. We propose novel approaches for setting these hyper-parameters based on the cycle time. In our experiments on simulated and real-world robotic tasks, the proposed approaches performed at least as well as the baseline hyper-parameters, with significantly better performance for most choices of the cycle time, and did not result in learning failure for any cycle time. Hyper-parameter tuning still remains a significant barrier for real-world robotics, as our approaches require some initial tuning on a new task, even though it is negligible compared to an extensive tuning for each cycle time. Our approach requires no additional tuning after the cycle time is changed for a given task and is a step toward avoiding extensive and costly hyper-parameter tuning for real-world policy optimization.
Personalized Algorithmic Recourse with Preference Elicitation
De Toni, Giovanni, Viappiani, Paolo, Teso, Stefano, Lepri, Bruno, Passerini, Andrea
Algorithmic Recourse (AR) is the problem of computing a sequence of actions that -- once performed by a user -- overturns an undesirable machine decision. It is paramount that the sequence of actions does not require too much effort for users to implement. Yet, most approaches to AR assume that actions cost the same for all users, and thus may recommend unfairly expensive recourse plans to certain users. Prompted by this observation, we introduce PEAR, the first human-in-the-loop approach capable of providing personalized algorithmic recourse tailored to the needs of any end-user. PEAR builds on insights from Bayesian Preference Elicitation to iteratively refine an estimate of the costs of actions by asking choice set queries to the target user. The queries themselves are computed by maximizing the Expected Utility of Selection, a principled measure of information gain accounting for uncertainty on both the cost estimate and the user's responses. PEAR integrates elicitation into a Reinforcement Learning agent coupled with Monte Carlo Tree Search to quickly identify promising recourse plans. Our empirical evaluation on real-world datasets highlights how PEAR produces high-quality personalized recourse in only a handful of iterations.
RoMFAC: A robust mean-field actor-critic reinforcement learning against adversarial perturbations on states
Multi-agent deep reinforcement learning makes optimal decisions dependent on system states observed by agents, but any uncertainty on the observations may mislead agents to take wrong actions. The Mean-Field Actor-Critic reinforcement learning (MFAC) is well-known in the multi-agent field since it can effectively handle a scalability problem. However, it is sensitive to state perturbations that can significantly degrade the team rewards. This work proposes a Robust Mean-field Actor-Critic reinforcement learning (RoMFAC) that has two innovations: 1) a new objective function of training actors, composed of a \emph{policy gradient function} that is related to the expected cumulative discount reward on sampled clean states and an \emph{action loss function} that represents the difference between actions taken on clean and adversarial states; and 2) a repetitive regularization of the action loss, ensuring the trained actors to obtain excellent performance. Furthermore, this work proposes a game model named a State-Adversarial Stochastic Game (SASG). Despite the Nash equilibrium of SASG may not exist, adversarial perturbations to states in the RoMFAC are proven to be defensible based on SASG. Experimental results show that RoMFAC is robust against adversarial perturbations while maintaining its competitive performance in environments without perturbations.
A Data-Driven State Aggregation Approach for Dynamic Discrete Choice Models
Geng, Sinong, Nassif, Houssam, Manzanares, Carlos A.
We study dynamic discrete choice models, where a commonly studied problem involves estimating parameters of agent reward functions (also known as "structural" parameters), using agent behavioral data. Maximum likelihood estimation for such models requires dynamic programming, which is limited by the curse of dimensionality. In this work, we present a novel algorithm that provides a data-driven method for selecting and aggregating states, which lowers the computational and sample complexity of estimation. Our method works in two stages. In the first stage, we use a flexible inverse reinforcement learning approach to estimate agent Q-functions. We use these estimated Q-functions, along with a clustering algorithm, to select a subset of states that are the most pivotal for driving changes in Q-functions. In the second stage, with these selected "aggregated" states, we conduct maximum likelihood estimation using a commonly used nested fixed-point algorithm. The proposed two-stage approach mitigates the curse of dimensionality by reducing the problem dimension. Theoretically, we derive finite-sample bounds on the associated estimation error, which also characterize the trade-off of computational complexity, estimation error, and sample complexity. We demonstrate the empirical performance of the algorithm in two classic dynamic discrete choice estimation applications.
Achieving Fairness in Multi-Agent Markov Decision Processes Using Reinforcement Learning
Ju, Peizhong, Ghosh, Arnob, Shroff, Ness B.
Fairness plays a crucial role in various multi-agent systems (e.g., communication networks, financial markets, etc.). Many multi-agent dynamical interactions can be cast as Markov Decision Processes (MDPs). While existing research has focused on studying fairness in known environments, the exploration of fairness in such systems for unknown environments remains open. In this paper, we propose a Reinforcement Learning (RL) approach to achieve fairness in multi-agent finite-horizon episodic MDPs. Instead of maximizing the sum of individual agents' value functions, we introduce a fairness function that ensures equitable rewards across agents. Since the classical Bellman's equation does not hold when the sum of individual value functions is not maximized, we cannot use traditional approaches. Instead, in order to explore, we maintain a confidence bound of the unknown environment and then propose an online convex optimization based approach to obtain a policy constrained to this confidence region. We show that such an approach achieves sub-linear regret in terms of the number of episodes. Additionally, we provide a probably approximately correct (PAC) guarantee based on the obtained regret bound. We also propose an offline RL algorithm and bound the optimality gap with respect to the optimal fair solution. To mitigate computational complexity, we introduce a policy-gradient type method for the fair objective. Simulation experiments also demonstrate the efficacy of our approach.
Improving Offline RL by Blending Heuristics
Geng, Sinong, Pacchiano, Aldo, Kolobov, Andrey, Cheng, Ching-An
We propose Heuristic Blending (HUBL), a simple performance-improving technique for a broad class of offline RL algorithms based on value bootstrapping. HUBL modifies Bellman operators used in these algorithms, partially replacing the bootstrapped values with Monte-Carlo returns as heuristics. For trajectories with higher returns, HUBL relies more on heuristics and less on bootstrapping; otherwise, it leans more heavily on bootstrapping. We show that this idea can be easily implemented by relabeling the offline datasets with adjusted rewards and discount factors, making HUBL readily usable by many existing offline RL implementations. We theoretically prove that HUBL reduces offline RL's complexity and thus improves its finite-sample performance. Furthermore, we empirically demonstrate that HUBL consistently improves the policy quality of four state-of-the-art bootstrapping-based offline RL algorithms (ATAC, CQL, TD3+BC, and IQL), by 9% on average over 27 datasets of the D4RL and Meta-World benchmarks.
Multi-environment lifelong deep reinforcement learning for medical imaging
Zheng, Guangyao, Lai, Shuhao, Braverman, Vladimir, Jacobs, Michael A., Parekh, Vishwa S.
Deep reinforcement learning(DRL) is increasingly being explored in medical imaging. However, the environments for medical imaging tasks are constantly evolving in terms of imaging orientations, imaging sequences, and pathologies. To that end, we developed a Lifelong DRL framework, SERIL to continually learn new tasks in changing imaging environments without catastrophic forgetting. SERIL was developed using selective experience replay based lifelong learning technique for the localization of five anatomical landmarks in brain MRI on a sequence of twenty-four different imaging environments. The performance of SERIL, when compared to two baseline setups: MERT(multi-environment-best-case) and SERT(single-environment-worst-case) demonstrated excellent performance with an average distance of $9.90\pm7.35$ pixels from the desired landmark across all 120 tasks, compared to $10.29\pm9.07$ for MERT and $36.37\pm22.41$ for SERT($p<0.05$), demonstrating the excellent potential for continuously learning multiple tasks across dynamically changing imaging environments.