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 Reinforcement Learning


Minigrid & Miniworld: Modular & Customizable Reinforcement Learning Environments for Goal-Oriented Tasks

Neural Information Processing Systems

We present the Minigrid and Miniworld libraries which provide a suite of goal-oriented 2D and 3D environments. The libraries were explicitly created with a minimalistic design paradigm to allow users to rapidly develop new environments for a wide range of research-specific needs. As a result, both have received widescale adoption by the RL community, facilitating research in a wide range of areas. In this paper, we outline the design philosophy, environment details, and their world generation API. We also showcase the additional capabilities brought by the unified API between Minigrid and Miniworld through case studies on transfer learning (for both RL agents and humans) between the different observation spaces.


Successor-Predecessor Intrinsic Exploration

Neural Information Processing Systems

Exploration is essential in reinforcement learning, particularly in environments where external rewards are sparse. Here we focus on exploration with intrinsic rewards, where the agent transiently augments the external rewards with self-generated intrinsic rewards. Although the study of intrinsic rewards has a long history, existing methods focus on composing the intrinsic reward based on measures of future prospects of states, ignoring the information contained in the retrospective structure of transition sequences. Here we argue that the agent can utilise retrospective information to generate explorative behaviour with structure-awareness, facilitating efficient exploration based on global instead of local information. We propose Successor-Predecessor Intrinsic Exploration (SPIE), an exploration algorithm based on a novel intrinsic reward combining prospective and retrospective information. We show that SPIE yields more efficient and ethologically plausible exploratory behaviour in environments with sparse rewards and bottleneck states than competing methods. We also implement SPIE in deep reinforcement learning agents, and show that the resulting agent achieves stronger empirical performance than existing methods on sparse-reward Atari games.


Resetting the Optimizer in Deep RL: An Empirical Study

Neural Information Processing Systems

We focus on the task of approximating the optimal value function in deep reinforcement learning. This iterative process is comprised of solving a sequence of optimization problems where the loss function changes per iteration. The common approach to solving this sequence of problems is to employ modern variants of the stochastic gradient descent algorithm such as Adam. These optimizers maintain their own internal parameters such as estimates of the first-order and the second-order moments of the gradient, and update them over time. Therefore, information obtained in previous iterations is used to solve the optimization problem in the current iteration. We demonstrate that this can contaminate the moment estimates because the optimization landscape can change arbitrarily from one iteration to the next one. To hedge against this negative effect, a simple idea is to reset the internal parameters of the optimizer when starting a new iteration. We empirically investigate this resetting idea by employing various optimizers in conjunction with the Rainbow algorithm. We demonstrate that this simple modification significantly improves the performance of deep RL on the Atari benchmark.


Reinforcement Learning with Fast and Forgetful Memory

Neural Information Processing Systems

Nearly all real world tasks are inherently partially observable, necessitating the use of memory in Reinforcement Learning (RL). Most model-free approaches summarize the trajectory into a latent Markov state using memory models borrowed from Supervised Learning (SL), even though RL tends to exhibit different training and efficiency characteristics. Addressing this discrepancy, we introduce Fast and Forgetful Memory, an algorithm-agnostic memory model designed specifically for RL. Our approach constrains the model search space via strong structural priors inspired by computational psychology. It is a drop-in replacement for recurrent neural networks (RNNs) in recurrent RL algorithms, achieving greater reward than RNNs across various recurrent benchmarks and algorithms . Moreover, Fast and Forgetful Memory exhibits training speeds two orders of magnitude faster than RNNs, attributed to its logarithmic time and linear space complexity. Our implementation is available at https://github.com/proroklab/ffm.


Adversarial Counterfactual Environment Model Learning

Neural Information Processing Systems

An accurate environment dynamics model is crucial for various downstream tasks in sequential decision-making, such as counterfactual prediction, off-policy evaluation, and offline reinforcement learning. Currently, these models were learned through empirical risk minimization (ERM) by step-wise fitting of historical transition data. This way was previously believed unreliable over long-horizon rollouts because of the compounding errors, which can lead to uncontrollable inaccuracies in predictions. In this paper, we find that the challenge extends beyond just long-term prediction errors: we reveal that even when planning with one step, learned dynamics models can also perform poorly due to the selection bias of behavior policies during data collection. This issue will significantly mislead the policy optimization process even in identifying single-step optimal actions, further leading to a greater risk in sequential decision-making scenarios.To tackle this problem, we introduce a novel model-learning objective called adversarial weighted empirical risk minimization (AWRM). AWRM incorporates an adversarial policy that exploits the model to generate a data distribution that weakens the model's prediction accuracy, and subsequently, the model is learned under this adversarial data distribution.We implement a practical algorithm, GALILEO, for AWRM and evaluate it on two synthetic tasks, three continuous-control tasks, and \textit{a real-world application}. The experiments demonstrate that GALILEO can accurately predict counterfactual actions and improve various downstream tasks, including offline policy evaluation and improvement, as well as online decision-making.


Direct Preference-based Policy Optimization without Reward Modeling

Neural Information Processing Systems

Preference-based reinforcement learning (PbRL) is an approach that enables RL agents to learn from preference, which is particularly useful when formulating a reward function is challenging. Existing PbRL methods generally involve a two-step procedure: they first learn a reward model based on given preference data and then employ off-the-shelf reinforcement learning algorithms using the learned reward model. However, obtaining an accurate reward model solely from preference information, especially when the preference is from human teachers, can be difficult. Instead, we propose a PbRL algorithm that directly learns from preference without requiring any reward modeling. To achieve this, we adopt a contrastive learning framework to design a novel policy scoring metric that assigns a high score to policies that align with the given preferences. We apply our algorithm to offline RL tasks with actual human preference labels and show that our algorithm outperforms or is on par with the existing PbRL methods. Notably, on high-dimensional control tasks, our algorithm surpasses offline RL methods that learn with ground-truth reward information. Finally, we show that our algorithm can be successfully applied to fine-tune large language models.


Iterative Reachability Estimation for Safe Reinforcement Learning

Neural Information Processing Systems

Ensuring safety is important for the practical deployment of reinforcement learning (RL). Various challenges must be addressed, such as handling stochasticity in the environments, providing rigorous guarantees of persistent state-wise safety satisfaction, and avoiding overly conservative behaviors that sacrifice performance. We propose a new framework, Reachability Estimation for Safe Policy Optimization (RESPO), for safety-constrained RL in general stochastic settings. In the feasible set where there exist violation-free policies, we optimize for rewards while maintaining persistent safety. Outside this feasible set, our optimization produces the safest behavior by guaranteeing entrance into the feasible set whenever possible with the least cumulative discounted violations. We introduce a class of algorithms using our novel reachability estimation function to optimize in our proposed framework and in similar frameworks such as those concurrently handling multiple hard and soft constraints. We theoretically establish that our algorithms almost surely converge to locally optimal policies of our safe optimization framework. We evaluate the proposed methods on a diverse suite of safe RL environments from Safety Gym, PyBullet, and MuJoCo, and show the benefits in improving both reward performance and safety compared with state-of-the-art baselines.


Inverse Reinforcement Learning with the Average Reward Criterion

Neural Information Processing Systems

We study the problem of Inverse Reinforcement Learning (IRL) with an average-reward criterion. The goal is to recover an unknown policy and a reward function when the agent only has samples of states and actions from an experienced agent. Previous IRL methods assume that the expert is trained in a discounted environment, and the discount factor is known.


Video Prediction Models as Rewards for Reinforcement Learning

Neural Information Processing Systems

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.


Train Hard, Fight Easy: Robust Meta Reinforcement Learning

Neural Information Processing Systems

A major challenge of reinforcement learning (RL) in real-world applications is the variation between environments, tasks or clients.