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 Reinforcement Learning


A Simple Framework for Generalization in Visual RL under Dynamic Scene Perturbations

Neural Information Processing Systems

In the rapidly evolving domain of vision-based deep reinforcement learning (RL), a pivotal challenge is to achieve generalization capability to dynamic environmental changes reflected in visual observations.Our work delves into the intricacies of this problem, identifying two key issues that appear in previous approaches for visual RL generalization: (i) imbalanced saliency and (ii) observational overfitting.Imbalanced saliency is a phenomenon where an RL agent disproportionately identifies salient features across consecutive frames in a frame stack. Observational overfitting occurs when the agent focuses on certain background regions rather than task-relevant objects.To address these challenges, we present a simple yet effective framework for generalization in visual RL (SimGRL) under dynamic scene perturbations.First, to mitigate the imbalanced saliency problem, we introduce an architectural modification to the image encoder to stack frames at the feature level rather than the image level.Simultaneously, to alleviate the observational overfitting problem, we propose a novel technique called shifted random overlay augmentation, which is specifically designed to learn robust representations capable of effectively handling dynamic visual scenes.Extensive experiments demonstrate the superior generalization capability of SimGRL, achieving state-of-the-art performance in benchmarks including the DeepMind Control Suite.


Hybrid Reinforcement Learning Breaks Sample Size Barriers In Linear MDPs

Neural Information Processing Systems

Hybrid Reinforcement Learning (RL), where an agent learns from both an offline dataset and online explorations in an unknown environment, has garnered significant recent interest. A crucial question posed by Xie et al. (2022) is whether hybrid RL can improve upon the existing lower bounds established in purely offline and purely online RL without relying on the single-policy concentrability assumption. While Li et al. (2023) provided an affirmative answer to this question in the tabular PAC RL case, the question remains unsettled for both the regret-minimizing RL case and the non-tabular case. In this work, building upon recent advancements in offline RL and reward-agnostic exploration, we develop computationally efficient algorithms for both PAC and regret-minimizing RL with linear function approximation, without requiring concentrability on the entire state-action space. We demonstrate that these algorithms achieve sharper error or regret bounds that are no worse than, and can improve on, the optimal sample complexity in offline RL (the first algorithm, for PAC RL) and online RL (the second algorithm, for regret-minimizing RL) in linear Markov decision processes (MDPs), regardless of the quality of the behavior policy. To our knowledge, this work establishes the tightest theoretical guarantees currently available for hybrid RL in linear MDPs.


Multi-turn Reinforcement Learning with Preference Human Feedback

Neural Information Processing Systems

Reinforcement Learning from Human Feedback (RLHF) has become the standard approach for aligning Large Language Models (LLMs) with human preferences, allowing LLMs to demonstrate remarkable abilities in various tasks. Existing methods work by emulating the human preference at the single decision (turn) level, limiting their capabilities in settings that require planning or multi-turn interactions to achieve a long-term goal. In this paper, we address this issue by developing novel methods for Reinforcement Learning (RL) from preference feedback between two full multi-turn conversations. In the tabular setting, we present a novel mirror-descent-based policy optimization algorithm for the general multi-turn preference-based RL problem, and prove its convergence to Nash equilibrium. To evaluate performance, we create a new environment, Education Dialogue, where a teacher agent guides a student in learning a random topic, and show that a deep RL variant of our algorithm outperforms RLHF baselines. Finally, we show that in an environment with explicit rewards, our algorithm recovers the same performance as a reward-based RL baseline, despite relying solely on a weaker preference signal.


Efficient Multi-task Reinforcement Learning with Cross-Task Policy Guidance

Neural Information Processing Systems

Multi-task reinforcement learning endeavors to efficiently leverage shared information across various tasks, facilitating the simultaneous learning of multiple tasks. Existing approaches primarily focus on parameter sharing with carefully designed network structures or tailored optimization procedures. However, they overlook a direct and complementary way to exploit cross-task similarities: the control policies of tasks already proficient in some skills can provide explicit guidance for unmastered tasks to accelerate skills acquisition. To this end, we present a novel framework called Cross-Task Policy Guidance (CTPG), which trains a guide policy for each task to select the behavior policy interacting with the environment from all tasks' control policies, generating better training trajectories. In addition, we propose two gating mechanisms to improve the learning efficiency of CTPG: one gate filters out control policies that are not beneficial for guidance, while the other gate blocks tasks that do not necessitate guidance. CTPG is a general framework adaptable to existing parameter sharing approaches. Empirical evaluations demonstrate that incorporating CTPG with these approaches significantly enhances performance in manipulation and locomotion benchmarks.


State-free Reinforcement Learning

Neural Information Processing Systems

In this work, we study the \textit{state-free RL} problem, where the algorithm does not have the states information before interacting with the environment. Specifically, denote the reachable state set by $\mathcal{S}^\Pi:= \{ s|\max_{\pi\in \Pi}q^{P, \pi}(s)> 0 \}$, we design an algorithm which requires no information on the state space $S$ while having a regret that is completely independent of $\mathcal{S}$ and only depend on $\mathcal{S}^\Pi$. We view this as a concrete first step towards \textit{parameter-free RL}, with the goal of designing RL algorithms that require no hyper-parameter tuning.


In-Trajectory Inverse Reinforcement Learning: Learn Incrementally Before an Ongoing Trajectory Terminates

Neural Information Processing Systems

Inverse reinforcement learning (IRL) aims to learn a reward function and a corresponding policy that best fit the demonstrated trajectories of an expert. However, current IRL works cannot learn incrementally from an ongoing trajectory because they have to wait to collect at least one complete trajectory to learn. To bridge the gap, this paper considers the problem of learning a reward function and a corresponding policy while observing the initial state-action pair of an ongoing trajectory and keeping updating the learned reward and policy when new state-action pairs of the ongoing trajectory are observed. We formulate this problem as an online bi-level optimization problem where the upper level dynamically adjusts the learned reward according to the newly observed state-action pairs with the help of a meta-regularization term, and the lower level learns the corresponding policy. We propose a novel algorithm to solve this problem and guarantee that the algorithm achieves sub-linear local regret $O(\sqrt{T}+\log T+\sqrt{T}\log T)$. If the reward function is linear, we prove that the proposed algorithm achieves sub-linear regret $O(\log T)$. Experiments are used to validate the proposed algorithm.


Reinforcement Learning with LTL and \omega -Regular Objectives via Optimality-Preserving Translation to Average Rewards

Neural Information Processing Systems

Linear temporal logic (LTL) and, more generally, $\omega$-regular objectives are alternatives to the traditional discount sum and average reward objectives in reinforcement learning (RL), offering the advantage of greater comprehensibility and hence explainability. In this work, we study the relationship between these objectives. Our main result is that each RL problem for $\omega$-regular objectives can be reduced to a limit-average reward problem in an optimality-preserving fashion, via (finite-memory) reward machines. Furthermore, we demonstrate the efficacy of this approach by showing that optimal policies for limit-average problems can be found asymptotically by solving a sequence of discount-sum problems approximately. Consequently, we resolve an open problem: optimal policies for LTL and $\omega$-regular objectives can be learned asymptotically.


Learning Goal-Conditioned Representations for Language Reward Models

Neural Information Processing Systems

Techniques that learn improved representations via offline data or self-supervised objectives have shown impressive results in traditional reinforcement learning.Nevertheless, it is unclear how improved representation learning can benefit reinforcement learning from human feedback on language models.In this work, we propose training reward models (RMs) in a contrastive, $\textit{goal-conditioned}$ fashion by increasing the representation similarity of future states along sampled preferred trajectories and decreasing the similarity along randomly sampled dispreferred trajectories.This objective significantly improves reward model performance by up to 0.09 AUROC across challenging benchmarks, such as MATH and GSM8k. These findings extend to general alignment as well -- on the Helpful-Harmless dataset, we observe 2.3\% increase in accuracy.Beyond improving reward model performance, we show this way of training RM representations enables improved steerability because it allows us to evaluate the likelihood of an action achieving a particular goal-state (e.g.


Dual Critic Reinforcement Learning under Partial Observability

Neural Information Processing Systems

Partial observability in environments poses significant challenges that impede the formation of effective policies in reinforcement learning. Prior research has shown that borrowing the complete state information can enhance sample efficiency. This strategy, however, frequently encounters unstable learning with high variance in practical applications due to the over-reliance on complete information. This paper introduces DCRL, a Dual Critic Reinforcement Learning framework designed to adaptively harness full-state information during training to reduce variance for optimized online performance. In particular, DCRL incorporates two distinct critics: an oracle critic with access to complete state information and a standard critic functioning within the partially observable context. It innovates a synergistic strategy to meld the strengths of the oracle critic for efficiency improvement and the standard critic for variance reduction, featuring a novel mechanism for seamless transition and weighting between them. We theoretically prove that DCRL mitigates the learning variance while maintaining unbiasedness. Extensive experimental analyses across the Box2D and Box3D environments have verified DCRL's superior performance. The source code is available in the supplementary.


BECAUSE: Bilinear Causal Representation for Generalizable Offline Model-based Reinforcement Learning

Neural Information Processing Systems

Offline model-based reinforcement learning (MBRL) enhances data efficiency by utilizing pre-collected datasets to learn models and policies, especially in scenarios where exploration is costly or infeasible. Nevertheless, its performance often suffers from the objective mismatch between model and policy learning, resulting in inferior performance despite accurate model predictions. This paper first identifies the primary source of this mismatch comes from the underlying confounders present in offline data for MBRL.