Reinforcement Learning
Inverse Preference Learning: Preference-based RL without a Reward Function
Reward functions are difficult to design and often hard to align with human intent. Preference-based Reinforcement Learning (RL) algorithms address these problems by learning reward functions from human feedback. However, the majority of preference-based RL methods na\ively combine supervised reward models with off-the-shelf RL algorithms. Contemporary approaches have sought to improve performance and query complexity by using larger and more complex reward architectures such as transformers. Instead of using highly complex architectures, we develop a new and parameter-efficient algorithm, Inverse Preference Learning (IPL), specifically designed for learning from offline preference data.
Provably Efficient Causal Reinforcement Learning with Confounded Observational Data
Empowered by neural networks, deep reinforcement learning (DRL) achieves tremendous empirical success. However, DRL requires a large dataset by interacting with the environment, which is unrealistic in critical scenarios such as autonomous driving and personalized medicine. In this paper, we study how to incorporate the dataset collected in the offline setting to improve the sample efficiency in the online setting. To incorporate the observational data, we face two challenges.
Accelerating Quadratic Optimization with Reinforcement Learning
First-order methods for quadratic optimization such as OSQP are widely used for large-scale machine learning and embedded optimal control, where many related problems must be rapidly solved. These methods face two persistent challenges: manual hyperparameter tuning and convergence time to high-accuracy solutions. To address these, we explore how Reinforcement Learning (RL) can learn a policy to tune parameters to accelerate convergence. In experiments with well-known QP benchmarks we find that our RL policy, RLQP, significantly outperforms state-of-the-art QP solvers by up to 3x.
Meta-Reward-Net: Implicitly Differentiable Reward Learning for Preference-based Reinforcement Learning
Setting up a well-designed reward function has been challenging for many reinforcement learning applications. Preference-based reinforcement learning (PbRL) provides a new framework that avoids reward engineering by leveraging human preferences (i.e., preferring apples over oranges) as the reward signal. Therefore, improving the efficacy of data usage for preference data becomes critical. In this work, we propose Meta-Reward-Net (MRN), a data-efficient PbRL framework that incorporates bi-level optimization for both reward and policy learning. The key idea of MRN is to adopt the performance of the Q-function as the learning target. Based on this, MRN learns the Q-function and the policy in the inner level while updating the reward function adaptively according to the performance of the Q-function on the preference data in the outer level. Our experiments on robotic simulated manipulation tasks and locomotion tasks demonstrate that MRN outperforms prior methods in the case of few preference labels and significantly improves data efficiency, achieving state-of-the-art in preference-based RL. Ablation studies further demonstrate that MRN learns a more accurate Q-function compared to prior work and shows obvious advantages when only a small amount of human feedback is available. The source code and videos of this project are released at https://sites.google.com/view/meta-reward-net.
Trading off Utility, Informativeness, and Complexity in Emergent Communication
Emergent communication (EC) research often focuses on optimizing task-specific utility as a driver for communication. However, there is increasing evidence that human languages are shaped by task-general communicative constraints and evolve under pressure to optimize the Information Bottleneck (IB) tradeoff between the informativeness and complexity of the lexicon. Here, we integrate these two approaches by trading off utility, informativeness, and complexity in EC. To this end, we propose Vector-Quantized Variational Information Bottleneck (VQ-VIB), a method for training neural agents to encode inputs into discrete signals embedded in a continuous space. We evaluate our approach in multi-agent reinforcement learning settings and in color reference games and show that: (1) VQ-VIB agents can continuously adapt to changing communicative needs and, in the color domain, align with human languages; (2) the emergent VQ-VIB embedding spaces are semantically meaningful and perceptually grounded; and (3) encouraging informativeness leads to faster convergence rates and improved utility, both in VQ-VIB and in prior neural architectures for symbolic EC, with VQ-VIB achieving higher utility for any given complexity. This work offers a new framework for EC that is grounded in information-theoretic principles that are believed to characterize human language evolution and that may facilitate human-agent interaction.
ColdGANs: Taming Language GANs with Cautious Sampling Strategies
Training regimes based on Maximum Likelihood Estimation (MLE) suffer from known limitations, often leading to poorly generated text sequences that lack of coherence, factualness, and are prone to repetitions. At the root of these limitations is the mismatch between training and inference, i.e. the so-called exposure bias. Another problem lies in considering only the reference text as correct, while in practice several alternative formulations could be as good. Generative Adversarial Networks (GANs) could mitigate those limitations. Nonetheless, the discrete nature of text has hindered their application to language generation: the approaches proposed so far, based on Reinforcement Learning, have been shown to under-perform MLE.
Expert-Supervised Reinforcement Learning for Offline Policy Learning and Evaluation
Offline Reinforcement Learning (RL) is a promising approach for learning optimal policies in environments where direct exploration is expensive or unfeasible. However, the adoption of such policies in practice is often challenging, as they are hard to interpret within the application context, and lack measures of uncertainty for the learned policy value and its decisions. To overcome these issues, we propose an Expert-Supervised RL (ESRL) framework which uses uncertainty quantification for offline policy learning. In particular, we have three contributions: 1) the method can learn safe and optimal policies through hypothesis testing, 2) ESRL allows for different levels of risk averse implementations tailored to the application context, and finally, 3) we propose a way to interpret ESRL's policy at every state through posterior distributions, and use this framework to compute off-policy value function posteriors. We provide theoretical guarantees for our estimators and regret bounds consistent with Posterior Sampling for RL (PSRL). Sample efficiency of ESRL is independent of the chosen risk aversion threshold and quality of the behavior policy.
Reinforcement Learning based Disease Progression Model for Alzheimer's Disease
DEs provide relationships between some, but not all, factors relevant to AD. We assume that the missing relationships must satisfy general criteria about the working of the brain, for e.g., maximizing cognition while minimizing the cost of supporting cognition. This allows us to extract the missing relationships by using RL to optimize an objective (reward) function that captures the above criteria. We use our model consisting of DEs (as a simulator) and the trained RL agent to predict individualized 10-year AD progression using baseline (year 0) features on synthetic and real data. The model was comparable or better at predicting 10-year cognition trajectories than state-of-the-art learning-based models. Our interpretable model demonstrated, and provided insights into, recovery/compensatory processes that mitigate the effect of AD, even though those processes were not explicitly encoded in the model. Our framework combines DEs with RL for modelling AD progression and has broad applicability for understanding other neurological disorders.
Preference-based Reinforcement Learning with Finite-Time Guarantees
Preference-based Reinforcement Learning (PbRL) replaces reward values in traditional reinforcement learning by preferences to better elicit human opinion on the target objective, especially when numerical reward values are hard to design or interpret. Despite promising results in applications, the theoretical understanding of PbRL is still in its infancy. In this paper, we present the first finite-time analysis for general PbRL problems. We first show that a unique optimal policy may not exist if preferences over trajectories are deterministic for PbRL. If preferences are stochastic, and the preference probability relates to the hidden reward values, we present algorithms for PbRL, both with and without a simulator, that are able to identify the best policy up to accuracy $\varepsilon$ with high probability. Our method explores the state space by navigating to under-explored states, and solves PbRL using a combination of dueling bandits and policy search. Experiments show the efficacy of our method when it is applied to real-world problems.
Safe Policy Optimization with Local Generalized Linear Function Approximations
Safe exploration is a key to applying reinforcement learning (RL) in safety-critical systems. Existing safe exploration methods guaranteed safety under the assumption of regularity, and it has been difficult to apply them to large-scale real problems. We propose a novel algorithm, SPO-LF, that optimizes an agent's policy while learning the relation between a locally available feature obtained by sensors and environmental reward/safety using generalized linear function approximations. We provide theoretical guarantees on its safety and optimality. We experimentally show that our algorithm is 1) more efficient in terms of sample complexity and computational cost and 2) more applicable to large-scale problems than previous safe RL methods with theoretical guarantees, and 3) comparably sample-efficient and safer compared with existing advanced deep RL methods with safety constraints.