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 Reinforcement Learning


Exponential Family Model-Based Reinforcement Learning via Score Matching

Neural Information Processing Systems

We propose an optimistic model-based algorithm, dubbed SMRL, for finite-horizon episodic reinforcement learning (RL) when the transition model is specified by exponential family distributions with $d$ parameters and the reward is bounded and known. SMRL uses score matching, an unnormalized density estimation technique that enables efficient estimation of the model parameter by ridge regression. Under standard regularity assumptions, SMRL achieves $\tilde O(d\sqrt{H^3T})$ online regret, where $H$ is the length of each episode and $T$ is the total number of interactions (ignoring polynomial dependence on structural scale parameters).


Improving Computational Efficiency in Visual Reinforcement Learning via Stored Embeddings

Neural Information Processing Systems

Recent advances in off-policy deep reinforcement learning (RL) have led to impressive success in complex tasks from visual observations. Experience replay improves sample-efficiency by reusing experiences from the past, and convolutional neural networks (CNNs) process high-dimensional inputs effectively. However, such techniques demand high memory and computational bandwidth. In this paper, we present Stored Embeddings for Efficient Reinforcement Learning (SEER), a simple modification of existing off-policy RL methods, to address these computational and memory requirements. To reduce the computational overhead of gradient updates in CNNs, we freeze the lower layers of CNN encoders early in training due to early convergence of their parameters. Additionally, we reduce memory requirements by storing the low-dimensional latent vectors for experience replay instead of high-dimensional images, enabling an adaptive increase in the replay buffer capacity, a useful technique in constrained-memory settings. In our experiments, we show that SEER does not degrade the performance of RL agents while significantly saving computation and memory across a diverse set of DeepMind Control environments and Atari games.


ReDS: Offline RL With Heteroskedastic Datasets via Support Constraints

Neural Information Processing Systems

Offline reinforcement learning (RL) learns policies entirely from static datasets. Practical applications of offline RL will inevitably require learning from datasets where the variability of demonstrated behaviors changes non-uniformly across the state space. For example, at a red light, nearly all human drivers behave similarly by stopping, but when merging onto a highway, some drivers merge quickly, efficiently, and safely, while many hesitate or merge dangerously.


RUDDER: Return Decomposition for Delayed Rewards

Neural Information Processing Systems

We propose RUDDER, a novel reinforcement learning approach for delayed rewards in finite Markov decision processes (MDPs). In MDPs the Q-values are equal to the expected immediate reward plus the expected future rewards. The latter are related to bias problems in temporal difference (TD) learning and to high variance problems in Monte Carlo (MC) learning. Both problems are even more severe when rewards are delayed. RUDDER aims at making the expected future rewards zero, which simplifies Q-value estimation to computing the mean of the immediate reward. We propose the following two new concepts to push the expected future rewards toward zero.


To Beam Or Not To Beam: That is a Question of Cooperation for Language GANs

Neural Information Processing Systems

Due to the discrete nature of words, language GANs require to be optimized from rewards provided by discriminator networks, via reinforcement learning methods. This is a much harder setting than for continuous tasks, which enjoy gradient flows from discriminators to generators, usually leading to dramatic learning instabilities. However, we claim that this can be solved by making discriminator and generator networks cooperate to produce output sequences during training. These cooperative outputs, inherently built to obtain higher discrimination scores, not only provide denser rewards for training but also form a more compact artificial set for discriminator training, hence improving its accuracy and stability.In this paper, we show that our SelfGAN framework, built on this cooperative principle, outperforms Teacher Forcing and obtains state-of-the-art results on two challenging tasks, Summarization and Question Generation.


Learning to Predict Without Looking Ahead: World Models Without Forward Prediction

Neural Information Processing Systems

Much of model-based reinforcement learning involves learning a model of an agent's world, and training an agent to leverage this model to perform a task more efficiently. While these models are demonstrably useful for agents, every naturally occurring model of the world of which we are aware---e.g., a brain---arose as the byproduct of competing evolutionary pressures for survival, not minimization of a supervised forward-predictive loss via gradient descent. That useful models can arise out of the messy and slow optimization process of evolution suggests that forward-predictive modeling can arise as a side-effect of optimization under the right circumstances. Crucially, this optimization process need not explicitly be a forward-predictive loss. In this work, we introduce a modification to traditional reinforcement learning which we call observational dropout, whereby we limit the agents ability to observe the real environment at each timestep. In doing so, we can coerce an agent into learning a world model to fill in the observation gaps during reinforcement learning. We show that the emerged world model, while not explicitly trained to predict the future, can help the agent learn key skills required to perform well in its environment.


Oracle Inequalities for Model Selection in Offline Reinforcement Learning

Neural Information Processing Systems

In offline reinforcement learning (RL), a learner leverages prior logged data to learn a good policy without interacting with the environment. A major challenge in applying such methods in practice is the lack of both theoretically principled and practical tools for model selection and evaluation. To address this, we study the problem of model selection in offline RL with value function approximation. The learner is given a nested sequence of model classes to minimize squared Bellman error and must select among these to achieve a balance between approximation and estimation error of the classes. We propose the first model selection algorithm for offline RL that achieves minimax rate-optimal oracle inequalities up to logarithmic factors. The algorithm, ModBE, takes as input a collection of candidate model classes and a generic base offline RL algorithm. By successively eliminating model classes using a novel one-sided generalization test, ModBE returns a policy with regret scaling with the complexity of the minimally complete model class. In addition to its theoretical guarantees, it is conceptually simple and computationally efficient, amounting to solving a series of square loss regression problems and then comparing relative square loss between classes. We conclude with several numerical simulations showing it is capable of reliably selecting a good model class.


The Surprising Ineffectiveness of Pre-Trained Visual Representations for Model-Based Reinforcement Learning

Neural Information Processing Systems

Visual Reinforcement Learning (RL) methods often require extensive amounts of data. As opposed to model-free RL, model-based RL (MBRL) offers a potential solution with efficient data utilization through planning. Additionally, RL lacks generalization capabilities for real-world tasks. Prior work has shown that incorporating pre-trained visual representations (PVRs) enhances sample efficiency and generalization. While PVRs have been extensively studied in the context of model-free RL, their potential in MBRL remains largely unexplored.


A Toolkit for Reliable Benchmarking and Research in Multi-Objective Reinforcement Learning

Neural Information Processing Systems

Multi-objective reinforcement learning algorithms (MORL) extend standard reinforcement learning (RL) to scenarios where agents must optimize multiple---potentially conflicting---objectives, each represented by a distinct reward function. To facilitate and accelerate research and benchmarking in multi-objective RL problems, we introduce a comprehensive collection of software libraries that includes: (i) MO-Gymnasium, an easy-to-use and flexible API enabling the rapid construction of novel MORL environments. It also includes more than 20 environments under this API. This allows researchers to effortlessly evaluate any algorithms on any existing domains; (ii) MORL-Baselines, a collection of reliable and efficient implementations of state-of-the-art MORL algorithms, designed to provide a solid foundation for advancing research. Notably, all algorithms are inherently compatible with MO-Gymnasium; and(iii) a thorough and robust set of benchmark results and comparisons of MORL-Baselines algorithms, tested across various challenging MO-Gymnasium environments. These benchmarks were constructed to serve as guidelines for the research community, underscoring the properties, advantages, and limitations of each particular state-of-the-art method.


Efficient Communication in Multi-Agent Reinforcement Learning via Variance Based Control

Neural Information Processing Systems

Multi-agent reinforcement learning (MARL) has recently received considerable attention due to its applicability to a wide range of real-world applications. However, achieving efficient communication among agents has always been an overarching problem in MARL. In this work, we propose Variance Based Control (VBC), a simple yet efficient technique to improve communication efficiency in MARL. By limiting the variance of the exchanged messages between agents during the training phase, the noisy component in the messages can be eliminated effectively, while the useful part can be preserved and utilized by the agents for better performance. Our evaluation using multiple MARL benchmarks indicates that our method achieves $2-10\times$ lower in communication overhead than state-of-the-art MARL algorithms, while allowing agents to achieve better overall performance.