Goto

Collaborating Authors

 Reinforcement Learning


Video Prediction Models as Rewards for Reinforcement Learning

arXiv.org Artificial Intelligence

Specifying reward signals that allow agents to learn complex behaviors is a long-standing challenge in reinforcement learning. A promising approach is to extract preferences for behaviors from unlabeled videos, which are widely available on the internet. We present Video Prediction Rewards (VIPER), an algorithm that leverages pretrained video prediction models as action-free reward signals for reinforcement learning. Specifically, we first train an autoregressive transformer on expert videos and then use the video prediction likelihoods as reward signals for a reinforcement learning agent. VIPER enables expert-level control without programmatic task rewards across a wide range of DMC, Atari, and RLBench tasks. Moreover, generalization of the video prediction model allows us to derive rewards for an out-of-distribution environment where no expert data is available, enabling cross-embodiment generalization for tabletop manipulation. We see our work as starting point for scalable reward specification from unlabeled videos that will benefit from the rapid advances in generative modeling. Source code and datasets are available on the project website: https://escontrela.me/viper


PAC-Bayesian Soft Actor-Critic Learning

arXiv.org Artificial Intelligence

Actor-critic algorithms address the dual goals of reinforcement learning (RL), policy evaluation and improvement, via two separate function approximators. The practicality of this approach comes at the expense of training instability, caused mainly by the destructive effect of the approximation errors of the critic on the actor. We tackle this bottleneck by employing an existing Probably Approximately Correct (PAC) Bayesian bound for the first time as the critic training objective of the Soft Actor-Critic (SAC) algorithm. We further demonstrate that online learning performance improves significantly when a stochastic actor explores multiple futures by critic-guided random search. We observe our resulting algorithm to compare favorably to the state of the art on multiple classical control and locomotion tasks in terms of both sample efficiency and regret minimization.


Proximal Point Imitation Learning

arXiv.org Artificial Intelligence

This work develops new algorithms with rigorous efficiency guarantees for infinite horizon imitation learning (IL) with linear function approximation without restrictive coherence assumptions. We begin with the minimax formulation of the problem and then outline how to leverage classical tools from optimization, in particular, the proximal-point method (PPM) and dual smoothing, for online and offline IL, respectively. Thanks to PPM, we avoid nested policy evaluation and cost updates for online IL appearing in the prior literature. In particular, we do away with the conventional alternating updates by the optimization of a single convex and smooth objective over both cost and Q-functions. When solved inexactly, we relate the optimization errors to the suboptimality of the recovered policy. As an added bonus, by re-interpreting PPM as dual smoothing with the expert policy as a center point, we also obtain an offline IL algorithm enjoying theoretical guarantees in terms of required expert trajectories. Finally, we achieve convincing empirical performance for both linear and neural network function approximation.


Learning Control by Iterative Inversion

arXiv.org Artificial Intelligence

We propose $\textit{iterative inversion}$ -- an algorithm for learning an inverse function without input-output pairs, but only with samples from the desired output distribution and access to the forward function. The key challenge is a $\textit{distribution shift}$ between the desired outputs and the outputs of an initial random guess, and we prove that iterative inversion can steer the learning correctly, under rather strict conditions on the function. We apply iterative inversion to learn control. Our input is a set of demonstrations of desired behavior, given as video embeddings of trajectories (without actions), and our method iteratively learns to imitate trajectories generated by the current policy, perturbed by random exploration noise. Our approach does not require rewards, and only employs supervised learning, which can be easily scaled to use state-of-the-art trajectory embedding techniques and policy representations. Indeed, with a VQ-VAE embedding, and a transformer-based policy, we demonstrate non-trivial continuous control on several tasks. Further, we report an improved performance on imitating diverse behaviors compared to reward based methods.


RLang: A Declarative Language for Describing Partial World Knowledge to Reinforcement Learning Agents

arXiv.org Artificial Intelligence

We introduce RLang, a domain-specific language (DSL) for communicating domain knowledge to an RL agent. Unlike existing RL DSLs that ground to \textit{single} elements of a decision-making formalism (e.g., the reward function or policy), RLang can specify information about every element of a Markov decision process. We define precise syntax and grounding semantics for RLang, and provide a parser that grounds RLang programs to an algorithm-agnostic \textit{partial} world model and policy that can be exploited by an RL agent. We provide a series of example RLang programs demonstrating how different RL methods can exploit the resulting knowledge, encompassing model-free and model-based tabular algorithms, policy gradient and value-based methods, hierarchical approaches, and deep methods.


Accelerating Reinforcement Learning with Value-Conditional State Entropy Exploration

arXiv.org Artificial Intelligence

A promising technique for exploration is to maximize the entropy of visited state distribution, i.e., state entropy, by encouraging uniform coverage of visited state space. While it has been effective for an unsupervised setup, it tends to struggle in a supervised setup with a task reward, where an agent prefers to visit high-value states to exploit the task reward. Such a preference can cause an imbalance between the distributions of high-value states and low-value states, which biases exploration towards low-value state regions as a result of the state entropy increasing when the distribution becomes more uniform. This issue is exacerbated when high-value states are narrowly distributed within the state space, making it difficult for the agent to complete the tasks. In this paper, we present a novel exploration technique that maximizes the value-conditional state entropy, which separately estimates the state entropies that are conditioned on the value estimates of each state, then maximizes their average. By only considering the visited states with similar value estimates for computing the intrinsic bonus, our method prevents the distribution of low-value states from affecting exploration around high-value states, and vice versa. We demonstrate that the proposed alternative to the state entropy baseline significantly accelerates various reinforcement learning algorithms across a variety of tasks within MiniGrid, DeepMind Control Suite, and Meta-World benchmarks. Source code is available at https://sites.google.com/view/rl-vcse.


FRAMM: Fair Ranking with Missing Modalities for Clinical Trial Site Selection

arXiv.org Artificial Intelligence

Despite many efforts to address the disparities, the underrepresentation of gender, racial, and ethnic minorities in clinical trials remains a problem and undermines the efficacy of treatments on minorities. This paper focuses on the trial site selection task and proposes FRAMM, a deep reinforcement learning framework for fair trial site selection. We focus on addressing two real-world challenges that affect fair trial sites selection: the data modalities are often not complete for many potential trial sites, and the site selection needs to simultaneously optimize for both enrollment and diversity since the problem is necessarily a trade-off between the two with the only possible way to increase diversity post-selection being through limiting enrollment via caps. To address the missing data challenge, FRAMM has a modality encoder with a masked cross-attention mechanism for handling missing data, bypassing data imputation and the need for complete data in training. To handle the need for making efficient trade-offs, FRAMM uses deep reinforcement learning with a specifically designed reward function that simultaneously optimizes for both enrollment and fairness. We evaluate FRAMM using 4,392 real-world clinical trials ranging from 2016 to 2021 and show that FRAMM outperforms the leading baseline in enrollment-only settings while also achieving large gains in diversity. Specifically, it is able to produce a 9% improvement in diversity with similar enrollment levels over the leading baselines. That improved diversity is further manifested in achieving up to a 14% increase in Hispanic enrollment, 27% increase in Black enrollment, and 60% increase in Asian enrollment compared to selecting sites with an enrollment-only model.


Representation Learning in Deep RL via Discrete Information Bottleneck

arXiv.org Artificial Intelligence

Several self-supervised representation learning methods have been proposed for reinforcement learning (RL) with rich observations. For real-world applications of RL, recovering underlying latent states is crucial, particularly when sensory inputs contain irrelevant and exogenous information. In this work, we study how information bottlenecks can be used to construct latent states efficiently in the presence of task-irrelevant information. We propose architectures that utilize variational and discrete information bottlenecks, coined as RepDIB, to learn structured factorized representations. Exploiting the expressiveness bought by factorized representations, we introduce a simple, yet effective, bottleneck that can be integrated with any existing self-supervised objective for RL. We demonstrate this across several online and offline RL benchmarks, along with a real robot arm task, where we find that compressed representations with RepDIB can lead to strong performance improvements, as the learned bottlenecks help predict only the relevant state while ignoring irrelevant information.


ClarifyDelphi: Reinforced Clarification Questions with Defeasibility Rewards for Social and Moral Situations

arXiv.org Artificial Intelligence

Context is everything, even in commonsense moral reasoning. Changing contexts can flip the moral judgment of an action; "Lying to a friend" is wrong in general, but may be morally acceptable if it is intended to protect their life. We present ClarifyDelphi, an interactive system that learns to ask clarification questions (e.g., why did you lie to your friend?) in order to elicit additional salient contexts of a social or moral situation. We posit that questions whose potential answers lead to diverging moral judgments are the most informative. Thus, we propose a reinforcement learning framework with a defeasibility reward that aims to maximize the divergence between moral judgments of hypothetical answers to a question. Human evaluation demonstrates that our system generates more relevant, informative and defeasible questions compared to competitive baselines. Our work is ultimately inspired by studies in cognitive science that have investigated the flexibility in moral cognition (i.e., the diverse contexts in which moral rules can be bent), and we hope that research in this direction can assist both cognitive and computational investigations of moral judgments.


Abstract-to-Executable Trajectory Translation for One-Shot Task Generalization

arXiv.org Artificial Intelligence

Training long-horizon robotic policies in complex physical environments is essential for many applications, such as robotic manipulation. However, learning a policy that can generalize to unseen tasks is challenging. In this work, we propose to achieve one-shot task generalization by decoupling plan generation and plan execution. Specifically, our method solves complex long-horizon tasks in three steps: build a paired abstract environment by simplifying geometry and physics, generate abstract trajectories, and solve the original task by an abstract-to-executable trajectory translator. In the abstract environment, complex dynamics such as physical manipulation are removed, making abstract trajectories easier to generate. However, this introduces a large domain gap between abstract trajectories and the actual executed trajectories as abstract trajectories lack low-level details and are not aligned frame-to-frame with the executed trajectory. In a manner reminiscent of language translation, our approach leverages a seq-to-seq model to overcome the large domain gap between the abstract and executable trajectories, enabling the low-level policy to follow the abstract trajectory. Experimental results on various unseen long-horizon tasks with different robot embodiments demonstrate the practicability of our methods to achieve one-shot task generalization.