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 Reinforcement Learning


Diffusion-based Curriculum Reinforcement Learning

Neural Information Processing Systems

Curriculum Reinforcement Learning (CRL) is an approach to facilitate the learning process of agents by structuring tasks in a sequence of increasing complexity. Despite its potential, many existing CRL methods struggle to efficiently guide agents toward desired outcomes, particularly in the absence of domain knowledge. This paper introduces DiCuRL (Diffusion Curriculum Reinforcement Learning), a novel method that leverages conditional diffusion models to generate curriculum goals. To estimate how close an agent is to achieving its goal, our method uniquely incorporates a $Q$-function and a trainable reward function based on Adversarial Intrinsic Motivation within the diffusion model. Furthermore, it promotes exploration through the inherent noising and denoising mechanism present in the diffusion models and is environment-agnostic. This combination allows for the generation of challenging yet achievable goals, enabling agents to learn effectively without relying on domain knowledge. We demonstrate the effectiveness of DiCuRL in three different maze environments and two robotic manipulation tasks simulated in MuJoCo, where it outperforms or matches nine state-of-the-art CRL algorithms from the literature.


NeuralPlane: An Efficiently Parallelizable Platform for Fixed-wing Aircraft Control with Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning (RL) demonstrates superior potential over traditional flight control methods for fixed-wing aircraft, particularly under extreme operational conditions. However, the high demand for training samples and the lack of efficient computation in existing simulators hinder its further application. In this paper, we introduce NeuralPlane, the first benchmark platform for large-scale parallel simulations of fixed-wing aircraft. NeuralPlane significantly boosts high-fidelity simulation via GPU-accelerated Flight Dynamics Model (FDM) computation, achieving a single-step simulation time of just 0.2 seconds at a parallel scale of $10^{6}$, far exceeding current platforms. We also provide clear code templates, comprehensive evaluation/visualization tools and hierarchical frameworks for integrating RL and traditional control methods. We believe that NeuralPlane can accelerate the development of RL-based fixed-wing flight control and serve as a new challenging benchmark for the RL community.


Excluding the Irrelevant: Focusing Reinforcement Learning through Continuous Action Masking

Neural Information Processing Systems

Continuous action spaces in reinforcement learning (RL) are commonly defined as multidimensional intervals. While intervals usually reflect the action boundaries for tasks well, they can be challenging for learning because the typically large global action space leads to frequent exploration of irrelevant actions. Yet, little task knowledge can be sufficient to identify significantly smaller state-specific sets of relevant actions. Focusing learning on these relevant actions can significantly improve training efficiency and effectiveness. In this paper, we propose to focus learning on the set of relevant actions and introduce three continuous action masking methods for exactly mapping the action space to the state-dependent set of relevant actions. Thus, our methods ensure that only relevant actions are executed, enhancing the predictability of the RL agent and enabling its use in safety-critical applications. We further derive the implications of the proposed methods on the policy gradient. Using proximal policy optimization ( PPO), we evaluate our methods on four control tasks, where the relevant action set is computed based on the system dynamics and a relevant state set. Our experiments show that the three action masking methods achieve higher final rewards and converge faster than the baseline without action masking.


A Nearly Optimal and Low-Switching Algorithm for Reinforcement Learning with General Function Approximation

Neural Information Processing Systems

The exploration-exploitation dilemma has been a central challenge in reinforcement learning (RL) with complex model classes. In this paper, we propose a new algorithm, Monotonic Q-Learning with Upper Confidence Bound (MQL-UCB) for RL with general function approximation. Our key algorithmic design includes (1) a general deterministic policy-switching strategy that achieves low switching cost, (2) a monotonic value function structure with carefully controlled function class complexity, and (3) a variance-weighted regression scheme that exploits historical trajectories with high data efficiency. MQL-UCB achieves minimax optimal regret of $\tilde{O}(d\sqrt{HK})$ when $K$ is sufficiently large and near-optimal policy switching cost of $\tilde{O}(dH)$, with $d$ being the eluder dimension of the function class, $H$ being the planning horizon, and $K$ being the number of episodes.


Deterministic Policies for Constrained Reinforcement Learning in Polynomial Time

Neural Information Processing Systems

We present a novel algorithm that efficiently computes near-optimal deterministic policies for constrained reinforcement learning (CRL) problems. Our approach combines three key ideas: (1) value-demand augmentation, (2) action-space approximate dynamic programming, and (3) time-space rounding. Our algorithm constitutes a fully polynomial-time approximation scheme (FPTAS) for any time-space recursive (TSR) cost criteria. A TSR criteria requires the cost of a policy to be computable recursively over both time and (state) space, which includes classical expectation, almost sure, and anytime constraints. Our work answers three open questions spanning two long-standing lines of research: polynomial-time approximability is possible for 1) anytime-constrained policies, 2) almost-sure-constrained policies, and 3) deterministic expectation-constrained policies.


Offline Reinforcement Learning with OOD State Correction and OOD Action Suppression

Neural Information Processing Systems

In offline reinforcement learning (RL), addressing the out-of-distribution (OOD) action issue has been a focus, but we argue that there exists an OOD state issue that also impairs performance yet has been underexplored. Such an issue describes the scenario when the agent encounters states out of the offline dataset during the test phase, leading to uncontrolled behavior and performance degradation. To this end, we propose SCAS, a simple yet effective approach that unifies OOD state correction and OOD action suppression in offline RL. Technically, SCAS achieves value-aware OOD state correction, capable of correcting the agent from OOD states to high-value in-distribution states. Theoretical and empirical results show that SCAS also exhibits the effect of suppressing OOD actions. On standard offline RL benchmarks, SCAS achieves excellent performance without additional hyperparameter tuning. Moreover, benefiting from its OOD state correction feature, SCAS demonstrates enhanced robustness against environmental perturbations.


Learning Equilibria in Adversarial Team Markov Games: A Nonconvex-Hidden-Concave Min-Max Optimization Problem

Neural Information Processing Systems

We study the problem of learning a Nash equilibrium (NE) in Markov games which is a cornerstone in multi-agent reinforcement learning (MARL). In particular, we focus on infinite-horizon adversarial team Markov games (ATMGs) in which agents that share a common reward function compete against a single opponent, *the adversary*. These games unify two-player zero-sum Markov games and Markov potential games, resulting in a setting that encompasses both collaboration and competition. Kalogiannis et al. (2023) provided an efficient equilibrium computation algorithm for ATMGs which presumes knowledge of the reward and transition functions and has no sample complexity guarantees. We contribute a learning algorithm that utilizes MARL policy gradient methods with iteration and sample complexity that is polynomial in the approximation error $\epsilon$ and the natural parameters of the ATMG, resolving the main caveats of the solution by (Kalogiannis et al., 2023).


Imitating Language via Scalable Inverse Reinforcement Learning

Neural Information Processing Systems

The majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training.


Reinforcement Learning with Euclidean Data Augmentation for State-Based Continuous Control

Neural Information Processing Systems

Data augmentation creates new data points by transforming the original ones for an reinforcement learning (RL) agent to learn from, which has been shown to be effective for the objective of improving data efficiency of RL for continuous control. Prior work towards this objective has been largely restricted to perturbation-based data augmentation where new data points are created by perturbing the original ones,which has been impressively effective for tasks where the RL agent observe control states as images with perturbations including random cropping, shifting, etc. This work focuses on state-based control, where the RL agent can directly observe raw kinematic and task features, and considers an alternative data augmentation applied to these features based on Euclidean symmetries under transformations like rotations. We show that the default state features used in exiting benchmark tasks that are based on joint configurations are not amenable to Euclidean transformations. We therefore advocate using state features based on configurations of the limbs (i.e., rigid bodies connected by joints) that instead provides rich augmented data under Euclidean transformations. With minimal hyperparameter tuning, we show this new Euclidean data augmentation strategy significantly improve both data efficiency and asymptotic performance of RL on a wide range of continuous control tasks.


Model-Based Transfer Learning for Contextual Reinforcement Learning

Neural Information Processing Systems

Deep reinforcement learning (RL) is a powerful approach to complex decision-making. However, one issue that limits its practical application is its brittleness, sometimes failing to train in the presence of small changes in the environment. Motivated by the success of zero-shot transfer--where pre-trained models perform well on related tasks--we consider the problem of selecting a good set of training tasks to maximize generalization performance across a range of tasks. Given the high cost of training, it is critical to select training tasks strategically, but not well understood how to do so. We hence introduce Model-Based Transfer Learning (MBTL), which layers on top of existing RL methods to effectively solve contextual RL problems. MBTL models the generalization performance in two parts: 1) the performance set point, modeled using Gaussian processes, and 2) performance loss (generalization gap), modeled as a linear function of contextual similarity. MBTL combines these two pieces of information within a Bayesian optimization (BO) framework to strategically select training tasks. We show theoretically that the method exhibits sublinear regret in the number of training tasks and discuss conditions to further tighten regret bounds.