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 Reinforcement Learning


Brick-by-Brick: Combinatorial Construction with Deep Reinforcement Learning

Neural Information Processing Systems

Discovering a solution in a combinatorial space is prevalent in many real-world problems but it is also challenging due to diverse complex constraints and the vast number of possible combinations. To address such a problem, we introduce a novel formulation, combinatorial construction, which requires a building agent to assemble unit primitives (i.e., LEGO bricks) sequentially -- every connection between two bricks must follow a fixed rule, while no bricks mutually overlap. To construct a target object, we provide incomplete knowledge about the desired target (i.e., 2D images) instead of exact and explicit volumetric information to the agent. This problem requires a comprehensive understanding of partial information and long-term planning to append a brick sequentially, which leads us to employ reinforcement learning. The approach has to consider a variable-sized action space where a large number of invalid actions, which would cause overlap between bricks, exist. To resolve these issues, our model, dubbed Brick-by-Brick, adopts an action validity prediction network that efficiently filters invalid actions for an actor-critic network. We demonstrate that the proposed method successfully learns to construct an unseen object conditioned on a single image or multiple views of a target object.


Neural Dynamic Policies for End-to-End Sensorimotor Learning

Neural Information Processing Systems

The current dominant paradigm in sensorimotor control, whether imitation or reinforcement learning, is to train policies directly in raw action spaces such as torque, joint angle, or end-effector position. This forces the agent to make decision at each point in training, and hence, limits the scalability to continuous, high-dimensional, and long-horizon tasks. In contrast, research in classical robotics has, for a long time, exploited dynamical systems as a policy representation to learn robot behaviors via demonstrations. These techniques, however, lack the flexibility and generalizability provided by deep learning or deep reinforcement learning and have remained under-explored in such settings. In this work, we begin to close this gap and embed dynamics structure into deep neural network-based policies by reparameterizing action spaces with differential equations. We propose Neural Dynamic Policies (NPDs) that make predictions in trajectory distribution space as opposed to prior policy learning methods where action represents the raw control space. The embedded structure allows us to perform end-to-end policy learning under both reinforcement and imitation learning setups. We show that NDPs achieve better or comparable performance to state-of-the-art approaches on many robotic control tasks using both reward-based training and demonstrations.


Keep Various Trajectories: Promoting Exploration of Ensemble Policies in Continuous Control

Neural Information Processing Systems

The combination of deep reinforcement learning (DRL) with ensemble methods has been proved to be highly effective in addressing complex sequential decision-making problems. This success can be primarily attributed to the utilization of multiple models, which enhances both the robustness of the policy and the accuracy of value function estimation. However, there has been limited analysis of the empirical success of current ensemble RL methods thus far. Our new analysis reveals that the sample efficiency of previous ensemble DRL algorithms may be limited by sub-policies that are not as diverse as they could be. Motivated by these findings, our study introduces a new ensemble RL algorithm, termed \textbf{T}rajectories-awar\textbf{E} \textbf{E}nsemble exploratio\textbf{N} (TEEN). The primary goal of TEEN is to maximize the expected return while promoting more diverse trajectories. Through extensive experiments, we demonstrate that TEEN not only enhances the sample diversity of the ensemble policy compared to using sub-policies alone but also improves the performance over ensemble RL algorithms. On average, TEEN outperforms the baseline ensemble DRL algorithms by 41\% in performance on the tested representative environments.


RLlib Flow: Distributed Reinforcement Learning is a Dataflow Problem

Neural Information Processing Systems

Researchers and practitioners in the field of reinforcement learning (RL) frequently leverage parallel computation, which has led to a plethora of new algorithms and systems in the last few years. In this paper, we re-examine the challenges posed by distributed RL and try to view it through the lens of an old idea: distributed dataflow. We show that viewing RL as a dataflow problem leads to highly composable and performant implementations. We propose RLlib Flow, a hybrid actor-dataflow programming model for distributed RL, and validate its practicality by porting the full suite of algorithms in RLlib, a widely adopted distributed RL library. Concretely, RLlib Flow provides 2-9$\times$ code savings in real production code and enables the composition of multi-agent algorithms not possible by end users before.


Trajectory balance: Improved credit assignment in GFlowNets

Neural Information Processing Systems

Generative flow networks (GFlowNets) are a method for learning a stochastic policy for generating compositional objects, such as graphs or strings, from a given unnormalized density by sequences of actions, where many possible action sequences may lead to the same object. We find previously proposed learning objectives for GFlowNets, flow matching and detailed balance, which are analogous to temporal difference learning, to be prone to inefficient credit propagation across long action sequences. We thus propose a new learning objective for GFlowNets, trajectory balance, as a more efficient alternative to previously used objectives. We prove that any global minimizer of the trajectory balance objective can define a policy that samples exactly from the target distribution. In experiments on four distinct domains, we empirically demonstrate the benefits of the trajectory balance objective for GFlowNet convergence, diversity of generated samples, and robustness to long action sequences and large action spaces.


SHAQ: Incorporating Shapley Value Theory into Multi-Agent Q-Learning

Neural Information Processing Systems

Value factorisation is a useful technique for multi-agent reinforcement learning (MARL) in global reward game, however, its underlying mechanism is not yet fully understood. This paper studies a theoretical framework for value factorisation with interpretability via Shapley value theory. We generalise Shapley value to Markov convex game called Markov Shapley value (MSV) and apply it as a value factorisation method in global reward game, which is obtained by the equivalence between the two games. Based on the properties of MSV, we derive Shapley-Bellman optimality equation (SBOE) to evaluate the optimal MSV, which corresponds to an optimal joint deterministic policy. Furthermore, we propose Shapley-Bellman operator (SBO) that is proved to solve SBOE. With a stochastic approximation and some transformations, a new MARL algorithm called Shapley Q-learning (SHAQ) is established, the implementation of which is guided by the theoretical results of SBO and MSV. We also discuss the relationship between SHAQ and relevant value factorisation methods. In the experiments, SHAQ exhibits not only superior performances on all tasks but also the interpretability that agrees with the theoretical analysis.


Beyond Uniform Sampling: Offline Reinforcement Learning with Imbalanced Datasets

Neural Information Processing Systems

Offline reinforcement learning (RL) enables learning a decision-making policy without interaction with the environment. This makes it particularly beneficial in situations where such interactions are costly. However, a known challenge for offline RL algorithms is the distributional mismatch between the state-action distributions of the learned policy and the dataset, which can significantly impact performance. State-of-the-art algorithms address it by constraining the policy to align with the state-action pairs in the dataset. However, this strategy struggles on datasets that predominantly consist of trajectories collected by low-performing policies and only a few trajectories from high-performing ones. Indeed, the constraint to align with the data leads the policy to imitate low-performing behaviors predominating the dataset. Our key insight to address this issue is to constrain the policy to the policy that collected the good parts of the dataset rather than all data. To this end, we optimize the importance sampling weights to emulate sampling data from a data distribution generated by a nearly optimal policy. Our method exhibits considerable performance gains (up to five times better) over the existing approaches in state-of-the-art offline RL algorithms over 72 imbalanced datasets with varying types of imbalance.


Automatic Data Augmentation for Generalization in Reinforcement Learning

Neural Information Processing Systems

Deep reinforcement learning (RL) agents often fail to generalize beyond their training environments. To alleviate this problem, recent work has proposed the use of data augmentation. However, different tasks tend to benefit from different types of augmentations and selecting the right one typically requires expert knowledge. In this paper, we introduce three approaches for automatically finding an effective augmentation for any RL task. These are combined with two novel regularization terms for the policy and value function, required to make the use of data augmentation theoretically sound for actor-critic algorithms. Our method achieves a new state-of-the-art on the Procgen benchmark and outperforms popular RL algorithms on DeepMind Control tasks with distractors. In addition, our agent learns policies and representations which are more robust to changes in the environment that are irrelevant for solving the task, such as the background.


Active Exploration for Inverse Reinforcement Learning

Neural Information Processing Systems

Inverse Reinforcement Learning (IRL) is a powerful paradigm for inferring a reward function from expert demonstrations. Many IRL algorithms require a known transition model and sometimes even a known expert policy, or they at least require access to a generative model. However, these assumptions are too strong for many real-world applications, where the environment can be accessed only through sequential interaction. We propose a novel IRL algorithm: Active exploration for Inverse Reinforcement Learning (AceIRL), which actively explores an unknown environment and expert policy to quickly learn the expert's reward function and identify a good policy. AceIRL uses previous observations to construct confidence intervals that capture plausible reward functions and find exploration policies that focus on the most informative regions of the environment. AceIRL is the first approach to active IRL with sample-complexity bounds that does not require a generative model of the environment. AceIRL matches the sample complexity of active IRL with a generative model in the worst case. Additionally, we establish a problem-dependent bound that relates the sample complexity of AceIRL to the suboptimality gap of a given IRL problem. We empirically evaluate AceIRL in simulations and find that it significantly outperforms more naive exploration strategies.


Exploration-Guided Reward Shaping for Reinforcement Learning under Sparse Rewards

Neural Information Processing Systems

We study the problem of reward shaping to accelerate the training process of a reinforcement learning agent. Existing works have considered a number of different reward shaping formulations; however, they either require external domain knowledge or fail in environments with extremely sparse rewards. In this paper, we propose a novel framework, Exploration-Guided Reward Shaping (ExploRS), that operates in a fully self-supervised manner and can accelerate an agent's learning even in sparse-reward environments. The key idea of ExploRS is to learn an intrinsic reward function in combination with exploration-based bonuses to maximize the agent's utility w.r.t.