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 Reinforcement Learning


Constrained Latent Action Policies for Model-Based Offline Reinforcement Learning

Neural Information Processing Systems

In offline reinforcement learning, a policy is learned using a static dataset in the absence of costly feedback from the environment. In contrast to the online setting, only using static datasets poses additional challenges, such as policies generating out-of-distribution samples. Model-based offline reinforcement learning methods try to overcome these by learning a model of the underlying dynamics of the environment and using it to guide policy search. It is beneficial but, with limited datasets, errors in the model and the issue of value overestimation among out-of-distribution states can worsen performance. Current model-based methods apply some notion of conservatism to the Bellman update, often implemented using uncertainty estimation derived from model ensembles.


Deterministic Uncertainty Propagation for Improved Model-Based Offline Reinforcement Learning

Neural Information Processing Systems

Current approaches to model-based offline reinforcement learning often incorporate uncertainty-based reward penalization to address the distributional shift problem. These approaches, commonly known as pessimistic value iteration, use Monte Carlo sampling to estimate the Bellman target to perform temporal difference-based policy evaluation. We find out that the randomness caused by this sampling step significantly delays convergence. We present a theoretical result demonstrating the strong dependency of suboptimality on the number of Monte Carlo samples taken per Bellman target calculation. Our main contribution is a deterministic approximation to the Bellman target that uses progressive moment matching, a method developed originally for deterministic variational inference.


Multi-Agent Domain Calibration with a Handful of Offline Data

Neural Information Processing Systems

The shift in dynamics results in significant performance degradation of policies trained in the source domain when deployed in a different target domain, posing a challenge for the practical application of reinforcement learning (RL) in real-world scenarios. Domain transfer methods aim to bridge this dynamics gap through techniques such as domain adaptation or domain calibration. While domain adaptation involves refining the policy through extensive interactions in the target domain, it may not be feasible for sensitive fields like healthcare and autonomous driving. On the other hand, offline domain calibration utilizes only static data from the target domain to adjust the physics parameters of the source domain (e.g., a simulator) to align with the target dynamics, enabling the direct deployment of the trained policy without sacrificing performance, which emerges as the most promising for policy deployment. However, existing techniques primarily rely on evolution algorithms for calibration, resulting in low sample efficiency.To tackle this issue, we propose a novel framework Madoc (\textbf{M}ulti-\textbf{a}gent \textbf{do}main \textbf{c}alibration). Firstly, we formulate a bandit RL objective to match the target trajectory distribution by learning a couple of classifiers.


A Definition of Continual Reinforcement Learning

Neural Information Processing Systems

In a standard view of the reinforcement learning problem, an agent's goal is to efficiently identify a policy that maximizes long-term reward. However, this perspective is based on a restricted view of learning as finding a solution, rather than treating learning as endless adaptation. In contrast, continual reinforcement learning refers to the setting in which the best agents never stop learning. Despite the importance of continual reinforcement learning, the community lacks a simple definition of the problem that highlights its commitments and makes its primary concepts precise and clear. To this end, this paper is dedicated to carefully defining the continual reinforcement learning problem.


Sample-Efficient Constrained Reinforcement Learning with General Parameterization

Neural Information Processing Systems

We consider a constrained Markov Decision Problem (CMDP) where the goal of an agent is to maximize the expected discounted sum of rewards over an infinite horizon while ensuring that the expected discounted sum of costs exceeds a certain threshold. Building on the idea of momentum-based acceleration, we develop the Primal-Dual Accelerated Natural Policy Gradient (PD-ANPG) algorithm that ensures an \epsilon global optimality gap and \epsilon constraint violation with \tilde{\mathcal{O}}((1-\gamma) {-7}\epsilon {-2}) sample complexity for general parameterized policies where \gamma denotes the discount factor. This improves the state-of-the-art sample complexity in general parameterized CMDPs by a factor of \mathcal{O}((1-\gamma) {-1}\epsilon {-2}) and achieves the theoretical lower bound in \epsilon {-1} .


On Pathologies in KL-Regularized Reinforcement Learning from Expert Demonstrations

Neural Information Processing Systems

KL-regularized reinforcement learning from expert demonstrations has proved successful in improving the sample efficiency of deep reinforcement learning algorithms, allowing them to be applied to challenging physical real-world tasks. However, we show that KL-regularized reinforcement learning with behavioral reference policies derived from expert demonstrations can suffer from pathological training dynamics that can lead to slow, unstable, and suboptimal online learning. We show empirically that the pathology occurs for commonly chosen behavioral policy classes and demonstrate its impact on sample efficiency and online policy performance. Finally, we show that the pathology can be remedied by non-parametric behavioral reference policies and that this allows KL-regularized reinforcement learning to significantly outperform state-of-the-art approaches on a variety of challenging locomotion and dexterous hand manipulation tasks.


GSGAN: Adversarial Learning for Hierarchical Generation of 3D Gaussian Splats

Neural Information Processing Systems

Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce GSGAN, a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians.


Subwords as Skills: Tokenization for Sparse-Reward Reinforcement Learning

Neural Information Processing Systems

Exploration in sparse-reward reinforcement learning (RL) is difficult due to the need for long, coordinated sequences of actions in order to achieve any reward. Skill learning, from demonstrations or interaction, is a promising approach to address this, but skill extraction and inference are expensive for current methods. We present a novel method to extract skills from demonstrations for use in sparse-reward RL, inspired by the popular Byte-Pair Encoding (BPE) algorithm in natural language processing. With these skills, we show strong performance in a variety of tasks, 1000 \times acceleration for skill-extraction and 100 \times acceleration for policy inference. Given the simplicity of our method, skills extracted from 1\% of the demonstrations in one task can be transferred to a new loosely related task.


On Gap-dependent Bounds for Offline Reinforcement Learning

Neural Information Processing Systems

This paper presents a systematic study on gap-dependent sample complexity in offline reinforcement learning. Prior works showed when the density ratio between an optimal policy and the behavior policy is upper bounded (single policy coverage), then the agent can achieve an O\left(\frac{1}{\epsilon 2}\right) rate, which is also minimax optimal. We show under the same single policy coverage assumption, the rate can be improved to O\left(\frac{1}{\epsilon}\right) when there is a gap in the optimal Q -function. Furthermore, we show under a stronger uniform single policy coverage assumption, the sample complexity can be further improved to O(1) . Lastly, we also present nearly-matching lower bounds to complement our gap-dependent upper bounds.


Provable Defense against Backdoor Policies in Reinforcement Learning

Neural Information Processing Systems

We propose a provable defense mechanism against backdoor policies in reinforcement learning under subspace trigger assumption. A backdoor policy is a security threat where an adversary publishes a seemingly well-behaved policy which in fact allows hidden triggers. During deployment, the adversary can modify observed states in a particular way to trigger unexpected actions and harm the agent. We assume the agent does not have the resources to re-train a good policy. Instead, our defense mechanism sanitizes the backdoor policy by projecting observed states to a safe subspace', estimated from a small number of interactions with a clean (non-triggered) environment.