Reinforcement Learning
Anytime-Competitive Reinforcement Learning with Policy Prior
This paper studies the problem of Anytime-Competitive Markov Decision Process (A-CMDP). Existing works on Constrained Markov Decision Processes (CMDPs) aim to optimize the expected reward while constraining the expected cost over random dynamics, but the cost in a specific episode can still be unsatisfactorily high. In contrast, the goal of A-CMDP is to optimize the expected reward while guaranteeing a bounded cost in each round of any episode against a policy prior. We propose a new algorithm, called Anytime-Competitive Reinforcement Learning (ACRL), which provably guarantees the anytime cost constraints. The regret analysis shows the policy asymptotically matches the optimal reward achievable under the anytime competitive constraints. Experiments on the application of carbon-intelligent computing verify the reward performance and cost constraint guarantee of ACRL.
Social Motion Prediction with Cognitive Hierarchies
In this study, we strive to replicate this ability by addressing the social motion prediction problem. We introduce a new benchmark, a novel formulation, and a cognition-inspired framework. We present Wusi, a 3D multi-person motion dataset under the context of team sports, which features intense and strategic human interactions and diverse pose distributions. By reformulating the problem from a multi-agent reinforcement learning perspective, we incorporate behavioral cloning and generative adversarial imitation learning to boost learning efficiency and generalization. Furthermore, we take into account the cognitive aspects of the human social action planning process and develop a cognitive hierarchy framework to predict strategic human social interactions. We conduct comprehensive experiments to validate the effectiveness of our proposed dataset and approach.
One Risk to Rule Them All: A Risk-Sensitive Perspective on Model-Based Offline Reinforcement Learning
Offline reinforcement learning (RL) is suitable for safety-critical domains where online exploration is not feasible. In such domains, decision-making should take into consideration the risk of catastrophic outcomes. In other words, decision-making should be . An additional challenge of offline RL is avoiding, i.e. ensuring that state-action pairs visited by the policy remain near those in the dataset. Previous offline RL algorithms that consider risk combine offline RL techniques (to avoid distributional shift), with risk-sensitive RL algorithms (to achieve risk-aversion).
Counterfactual Conservative Q Learning for Offline Multi-agent Reinforcement Learning
Offline multi-agent reinforcement learning is challenging due to the coupling effect of both distribution shift issue common in offline setting and the high dimension issue common in multi-agent setting, making the action out-of-distribution (OOD) and value overestimation phenomenon excessively severe. To mitigate this problem, we propose a novel multi-agent offline RL algorithm, named CounterFactual Conservative Q-Learning (CFCQL) to conduct conservative value estimation. Rather than regarding all the agents as a high dimensional single one and directly applying single agent conservative methods to it, CFCQL calculates conservative regularization for each agent separately in a counterfactual way and then linearly combines them to realize an overall conservative value estimation. We prove that it still enjoys the underestimation property and the performance guarantee as those single agent conservative methods do, but the induced regularization and safe policy improvement bound are independent of the agent number, which is therefore theoretically superior to the direct treatment referred to above, especially when the agent number is large. We further conduct experiments on four environments including both discrete and continuous action settings on both existing and our man-made datasets, demonstrating that CFCQL outperforms existing methods on most datasets and even with a remarkable margin on some of them.
Spectral Entry-wise Matrix Estimation for Low-Rank Reinforcement Learning
We study matrix estimation problems arising in reinforcement learning with low-rank structure. In low-rank bandits, the matrix to be recovered specifies the expected arm rewards, and for low-rank Markov Decision Processes (MDPs), it characterizes the transition kernel of the MDP. In both cases, each entry of the matrix carries important information, and we seek estimation methods with low entry-wise prediction error. Importantly, these methods further need to accommodate for inherent correlations in the available data (e.g. for MDPs, the data consists of system trajectories). We investigate the performance of simple spectral-based matrix estimation approaches: we show that they efficiently recover the singular subspaces of the matrix and exhibit nearly-minimal entry-wise prediction error. These new results on low-rank matrix estimation make it possible to devise reinforcement learning algorithms that fully exploit the underlying low-rank structure. We provide two examples of such algorithms: a regret minimization algorithm for low-rank bandit problems, and a best policy identification algorithm for low-rank MDPs. Both algorithms yield state-of-the-art performance guarantees.
Is RLHF More Difficult than Standard RL? A Theoretical Perspective
Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games under a restricted set of policies. The latter case can be further reduce to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.
Bayesian Risk-Averse Q-Learning with Streaming Observations
We consider a robust reinforcement learning problem, where a learning agent learns from a simulated training environment. To account for the model mis-specification between this training environment and the true environment due to lack of data, we adopt a formulation of Bayesian risk MDP (BRMDP) with infinite horizon, which uses Bayesian posterior to estimate the transition model and impose a risk functional to account for the model uncertainty. Observations from the real environment that is out of the agent's control arrive periodically and are utilized by the agent to update the Bayesian posterior to reduce model uncertainty. We theoretically demonstrate that BRMDP balances the trade-off between robustness and conservativeness, and we further develop a multi-stage Bayesian risk-averse Q-learning algorithm to solve BRMDP with streaming observations from real environment. The proposed algorithm learns a risk-averse yet optimal policy that depends on the availability of real-world observations. We provide a theoretical guarantee of strong convergence for the proposed algorithm.
DIFFER:Decomposing Individual Reward for Fair Experience Replay in Multi-Agent Reinforcement Learning
Cooperative multi-agent reinforcement learning (MARL) is a challenging task, as agents must learn complex and diverse individual strategies from a shared team reward. However, existing methods struggle to distinguish and exploit important individual experiences, as they lack an effective way to decompose the team reward into individual rewards. To address this challenge, we propose DIFFER, a powerful theoretical framework for decomposing individual rewards to enable fair experience replay in MARL.By enforcing the invariance of network gradients, we establish a partial differential equation whose solution yields the underlying individual reward function. The individual TD-error can then be computed from the solved closed-form individual rewards, indicating the importance of each piece of experience in the learning task and guiding the training process. Our method elegantly achieves an equivalence to the original learning framework when individual experiences are homogeneous, while also adapting to achieve more muscular efficiency and fairness when diversity is observed.Our extensive experiments on popular benchmarks validate the effectiveness of our theory and method, demonstrating significant improvements in learning efficiency and fairness. Code is available in supplement material.
Replicability in Reinforcement Learning
We initiate the mathematical study of replicability as an algorithmic property in the context of reinforcement learning (RL). We focus on the fundamental setting of discounted tabular MDPs with access to a generative model. Inspired by Impagliazzo et al. [2022], we say that an RL algorithm is replicable if, with high probability, it outputs the exact same policy after two executions on i.i.d.
H-InDex: Visual Reinforcement Learning with Hand-Informed Representations for Dexterous Manipulation
Human hands possess remarkable dexterity and have long served as a source of inspiration for robotic manipulation. In this work, we propose a human $\textbf{H}$and-$\textbf{In}$formed visual representation learning framework to solve difficult $\textbf{Dex}$terous manipulation tasks ($\textbf{H-InDex}$) with reinforcement learning. Our framework consists of three stages: $\textit{(i)}$ pre-training representations with 3D human hand pose estimation, $\textit{(ii)}$ offline adapting representations with self-supervised keypoint detection, and $\textit{(iii)}$ reinforcement learning with exponential moving average BatchNorm. The last two stages only modify $0.36$% parameters of the pre-trained representation in total, ensuring the knowledge from pre-training is maintained to the full extent. We empirically study $\textbf{12}$ challenging dexterous manipulation tasks and find that $\textbf{H-InDex}$ largely surpasses strong baseline methods and the recent visual foundation models for motor control. Code and videos are available at https://yanjieze.com/H-InDex .