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 Reinforcement Learning


MetaBox: A Benchmark Platform for Meta-Black-Box Optimization with Reinforcement Learning

Neural Information Processing Systems

Recently, Meta-Black-Box Optimization with Reinforcement Learning (MetaBBO-RL) has showcased the power of leveraging RL at the meta-level to mitigate manual fine-tuning of low-level black-box optimizers. However, this field is hindered by the lack of a unified benchmark. To fill this gap, we introduce MetaBox, the first benchmark platform expressly tailored for developing and evaluating MetaBBO-RL methods. MetaBox offers a flexible algorithmic template that allows users to effortlessly implement their unique designs within the platform. Moreover, it provides a broad spectrum of over 300 problem instances, collected from synthetic to realistic scenarios, and an extensive library of 19 baseline methods, including both traditional black-box optimizers and recent MetaBBO-RL methods. Besides, MetaBox introduces three standardized performance metrics, enabling a more thorough assessment of the methods. In a bid to illustrate the utility of MetaBox for facilitating rigorous evaluation and in-depth analysis, we carry out a wide-ranging benchmarking study on existing MetaBBO-RL methods. Our MetaBox is open-source and accessible at: https://github.com/GMC-DRL/MetaBox.


Avalon: A Benchmark for RL Generalization Using Procedurally Generated Worlds

Neural Information Processing Systems

Despite impressive successes, deep reinforcement learning (RL) systems still fall short of human performance on generalization to new tasks and environments that differ from their training. As a benchmark tailored for studying RL generalization, we introduce Avalon, a set of tasks in which embodied agents in highly diverse procedural 3D worlds must survive by navigating terrain, hunting or gathering food, and avoiding hazards. Avalon is unique among existing RL benchmarks in that the reward function, world dynamics, and action space are the same for every task, with tasks differentiated solely by altering the environment; its 20 tasks, ranging in complexity from eat and throw to hunt and navigate, each create worlds in which the agent must perform specific skills in order to survive. This setup enables investigations of generalization within tasks, between tasks, and to compositional tasks that require combining skills learned from previous tasks. Avalon includes a highly efficient simulator, a library of baselines, and a benchmark with scoring metrics evaluated against hundreds of hours of human performance, all of which are open-source and publicly available. We find that standard RL baselines make progress on most tasks but are still far from human performance, suggesting Avalon is challenging enough to advance the quest for generalizable RL.


Generalized Proximal Policy Optimization with Sample Reuse

Neural Information Processing Systems

In real-world decision making tasks, it is critical for data-driven reinforcement learning methods to be both stable and sample efficient. On-policy methods typically generate reliable policy improvement throughout training, while off-policy methods make more efficient use of data through sample reuse. In this work, we combine the theoretically supported stability benefits of on-policy algorithms with the sample efficiency of off-policy algorithms. We develop policy improvement guarantees that are suitable for the off-policy setting, and connect these bounds to the clipping mechanism used in Proximal Policy Optimization. This motivates an off-policy version of the popular algorithm that we call Generalized Proximal Policy Optimization with Sample Reuse. We demonstrate both theoretically and empirically that our algorithm delivers improved performance by effectively balancing the competing goals of stability and sample efficiency.


Shared Experience Actor-Critic for Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Exploration in multi-agent reinforcement learning is a challenging problem, especially in environments with sparse rewards. We propose a general method for efficient exploration by sharing experience amongst agents. Our proposed algorithm, called shared Experience Actor-Critic(SEAC), applies experience sharing in an actor-critic framework by combining the gradients of different agents. We evaluate SEAC in a collection of sparse-reward multi-agent environments and find that it consistently outperforms several baselines and state-of-the-art algorithms by learning in fewer steps and converging to higher returns. In some harder environments, experience sharing makes the difference between learning to solve the task and not learning at all.


Distributional Reward Estimation for Effective Multi-agent Deep Reinforcement Learning

Neural Information Processing Systems

Multi-agent reinforcement learning has drawn increasing attention in practice, e.g., robotics and automatic driving, as it can explore optimal policies using samples generated by interacting with the environment. However, high reward uncertainty still remains a problem when we want to train a satisfactory model, because obtaining high-quality reward feedback is usually expensive and even infeasible. To handle this issue, previous methods mainly focus on passive reward correction. At the same time, recent active reward estimation methods have proven to be a recipe for reducing the effect of reward uncertainty. In this paper, we propose a novel Distributional Reward Estimation framework for effective Multi-Agent Reinforcement Learning (DRE-MARL).


Masked Autoencoding for Scalable and Generalizable Decision Making

Neural Information Processing Systems

We are interested in learning scalable agents for reinforcement learning that can learn from large-scale, diverse sequential data similar to current large vision and language models. To this end, this paper presents masked decision prediction (MaskDP), a simple and scalable self-supervised pretraining method for reinforcement learning (RL) and behavioral cloning (BC). In our MaskDP approach, we employ a masked autoencoder (MAE) to state-action trajectories, wherein we randomly mask state and action tokens and reconstruct the missing data. By doing so, the model is required to infer masked out states and actions and extract information about dynamics. We find that masking different proportions of the input sequence significantly helps with learning a better model that generalizes well to multiple downstream tasks. In our empirical study we find that a MaskDP model gains the capability of zero-shot transfer to new BC tasks, such as single and multiple goal reaching, and it can zero-shot infer skills from a few example transitions. In addition, MaskDP transfers well to offline RL and shows promising scaling behavior w.r.t. to model size. It is amenable to data efficient finetuning, achieving competitive results with prior methods based on autoregressive pretraining.


Robust Multi-Agent Reinforcement Learning with Model Uncertainty

Neural Information Processing Systems

In this work, we study the problem of multi-agent reinforcement learning (MARL) with model uncertainty, which is referred to as robust MARL. This is naturally motivated by some multi-agent applications where each agent may not have perfectly accurate knowledge of the model, e.g., all the reward functions of other agents. Little a priori work on MARL has accounted for such uncertainties, neither in problem formulation nor in algorithm design. In contrast, we model the problem as a robust Markov game, where the goal of all agents is to find policies such that no agent has the incentive to deviate, i.e., reach some equilibrium point, which is also robust to the possible uncertainty of the MARL model. We first introduce the solution concept of robust Nash equilibrium in our setting, and develop a Q-learning algorithm to find such equilibrium policies, with convergence guarantees under certain conditions. In order to handle possibly enormous state-action spaces in practice, we then derive the policy gradients for robust MARL, and develop an actor-critic algorithm with function approximation. Our experiments demonstrate that the proposed algorithm outperforms several baseline MARL methods that do not account for the model uncertainty, in several standard but uncertain cooperative and competitive MARL environments.


Bridging Offline Reinforcement Learning and Imitation Learning: A Tale of Pessimism

Neural Information Processing Systems

Offline (or batch) reinforcement learning (RL) algorithms seek to learn an optimal policy from a fixed dataset without active data collection. Based on the composition of the offline dataset, two main methods are used: imitation learning which is suitable for expert datasets, and vanilla offline RL which often requires uniform coverage datasets. From a practical standpoint, datasets often deviate from these two extremes and the exact data composition is usually unknown. To bridge this gap, we present a new offline RL framework that smoothly interpolates between the two extremes of data composition, hence unifying imitation learning and vanilla offline RL. The new framework is centered around a weak version of the concentrability coefficient that measures the deviation of the behavior policy from the expert policy alone.


Hierarchical Skills for Efficient Exploration

Neural Information Processing Systems

In reinforcement learning, pre-trained low-level skills have the potential to greatly facilitate exploration. However, prior knowledge of the downstream task is required to strike the right balance between generality (fine-grained control) and specificity (faster learning) in skill design. In previous work on continuous control, the sensitivity of methods to this trade-off has not been addressed explicitly, as locomotion provides a suitable prior for navigation tasks, which have been of foremost interest. In this work, we analyze this trade-off for low-level policy pre-training with a new benchmark suite of diverse, sparse-reward tasks for bipedal robots. We alleviate the need for prior knowledge by proposing a hierarchical skill learning framework that acquires skills of varying complexity in an unsupervised manner. For utilization on downstream tasks, we present a three-layered hierarchical learning algorithm to automatically trade off between general and specific skills as required by the respective task. In our experiments, we show that our approach performs this trade-off effectively and achieves better results than current state-of-the-art methods for end-to-end hierarchical reinforcement learning and unsupervised skill discovery.


Replacing Rewards with Examples: Example-Based Policy Search via Recursive Classification

Neural Information Processing Systems

Reinforcement learning (RL) algorithms assume that users specify tasks by manually writing down a reward function. However, this process can be laborious and demands considerable technical expertise. Can we devise RL algorithms that instead enable users to specify tasks simply by providing examples of successful outcomes? In this paper, we derive a control algorithm that maximizes the future probability of these successful outcome examples. Prior work has approached similar problems with a two-stage process, first learning a reward function and then optimizing this reward function using another reinforcement learning algorithm. In contrast, our method directly learns a value function from transitions and successful outcomes, without learning this intermediate reward function. Our method therefore requires fewer hyperparameters to tune and lines of code to debug. We show that our method satisfies a new data-driven Bellman equation, where examples take the place of the typical reward function term. Experiments show that our approach outperforms prior methods that learn explicit reward functions.