Reinforcement Learning
Worst-Case Offline Reinforcement Learning with Arbitrary Data Support
We propose a method of offline reinforcement learning (RL) featuring the performance guarantee without any assumptions on the data support. Under such conditions, estimating or optimizing the conventional performance metric is generally infeasible due to the distributional discrepancy between data and target policy distributions. To address this issue, we employ a worst-case policy value as a new metric and constructively show that the sample complexity bound of O(\epsilon { 2}) is attainable without any data-support conditions, where \epsilon 0 is the policy suboptimality in the new metric. Moreover, as the new metric generalizes the conventional one, the algorithm can address standard offline RL tasks without modification. In this context, our sample complexity bound can be seen as a strict improvement on the previous bounds under the single-policy concentrability and the single-policy realizability.
Exploring the Edges of Latent State Clusters for Goal-Conditioned Reinforcement Learning
Exploring unknown environments efficiently is a fundamental challenge in unsupervised goal-conditioned reinforcement learning. While selecting exploratory goals at the frontier of previously explored states is an effective strategy, the policy during training may still have limited capability of reaching rare goals on the frontier, resulting in reduced exploratory behavior. We propose "Cluster Edge Exploration" (CE 2), a new goal-directed exploration algorithm that when choosing goals in sparsely explored areas of the state space gives priority to goal states that remain accessible to the agent. The key idea is clustering to group states that are easily reachable from one another by the current policy under training in a latent space, and traversing to states holding significant exploration potential on the boundary of these clusters before doing exploratory behavior. In challenging robotics environments including navigating a maze with a multi-legged ant robot, manipulating objects with a robot arm on a cluttered tabletop, and rotating objects in the palm of an anthropomorphic robotic hand, CE 2 demonstrates superior efficiency in exploration compared to baseline methods and ablations.
RA-PbRL: Provably Efficient Risk-Aware Preference-Based Reinforcement Learning
Reinforcement Learning from Human Feedback (RLHF) has recently surged in popularity, particularly for aligning large language models and other AI systems with human intentions. At its core, RLHF can be viewed as a specialized instance of Preference-based Reinforcement Learning (PbRL), where the preferences specifically originate from human judgments rather than arbitrary evaluators. Despite this connection, most existing approaches in both RLHF and PbRL primarily focus on optimizing a mean reward objective, neglecting scenarios that necessitate risk-awareness, such as AI safety, healthcare, and autonomous driving. These scenarios often operate under a one-episode-reward setting, which makes conventional risk-sensitive objectives inapplicable. To address this, we explore and prove the applicability of two risk-aware objectives to PbRL: nested and static quantile risk objectives.
Machine versus Human Attention in Deep Reinforcement Learning Tasks
Deep reinforcement learning (RL) algorithms are powerful tools for solving visuomotor decision tasks. However, the trained models are often difficult to interpret, because they are represented as end-to-end deep neural networks. In this paper, we shed light on the inner workings of such trained models by analyzing the pixels that they attend to during task execution, and comparing them with the pixels attended to by humans executing the same tasks. To this end, we investigate the following two questions that, to the best of our knowledge, have not been previously studied. Specifically, we compare the saliency maps of RL agents against visual attention models of human experts when learning to play Atari games.
NovelD: A Simple yet Effective Exploration Criterion
Efficient exploration under sparse rewards remains a key challenge in deep reinforcement learning. Previous exploration methods (e.g., RND) have achieved strong results in multiple hard tasks. However, if there are multiple novel areas to explore, these methods often focus quickly on one without sufficiently trying others (like a depth-wise first search manner). In some scenarios (e.g., four corridor environment in Sec 4.2), we observe they explore in one corridor for long and fail to cover all the states. On the other hand, in theoretical RL, with optimistic initialization and the inverse square root of visitation count as a bonus, it won't suffer from this and explores different novel regions alternatively (like a breadth-first search manner). In this paper, inspired by this, we propose a simple but effective criterion called NovelD by weighting every novel area approximately equally.
Learning to Cooperate with Humans using Generative Agents
Training agents that can coordinate zero-shot with humans is a key mission in multi-agent reinforcement learning (MARL). Current algorithms focus on training simulated human partner policies which are then used to train a Cooperator agent. The simulated human is produced either through behavior cloning over a dataset of human cooperation behavior, or by using MARL to create a population of simulated agents. However, these approaches often struggle to produce a Cooperator that can coordinate well with real humans, since the simulated humans fail to cover the diverse strategies and styles employed by people in the real world. We show \emph{learning a generative model of human partners} can effectively address this issue.
Artificial Generational Intelligence: Cultural Accumulation in Reinforcement Learning
Cultural accumulation drives the open-ended and diverse progress in capabilities spanning human history. It builds an expanding body of knowledge and skills by combining individual exploration with inter-generational information transmission. Despite its widespread success among humans, the capacity for artificial learning agents to accumulate culture remains under-explored. In particular, approaches to reinforcement learning typically strive for improvements over only a single lifetime. Generational algorithms that do exist fail to capture the open-ended, emergent nature of cultural accumulation, which allows individuals to trade-off innovation and imitation.
Reciprocal Reward Influence Encourages Cooperation From Self-Interested Agents
Cooperation between self-interested individuals is a widespread phenomenon in the natural world, but remains elusive in interactions between artificially intelligent agents. An emerging literature on opponent shaping has demonstrated the ability to reach prosocial outcomes by influencing the learning of other agents. However, such methods differentiate through the learning step of other agents or optimize for meta-game dynamics, which rely on privileged access to opponents' learning algorithms or exponential sample complexity, respectively. To provide a learning rule-agnostic and sample-efficient alternative, we introduce Reciprocators, reinforcement learning agents which are intrinsically motivated to reciprocate the influence of opponents' actions on their returns. This approach seeks to modify other agents' Q -values by increasing their return following beneficial actions (with respect to the Reciprocator) and decreasing it after detrimental actions, guiding them towards mutually beneficial actions without directly differentiating through a model of their policy.
Diffusion for World Modeling: Visual Details Matter in Atari
World models constitute a promising approach for training reinforcement learning agents in a safe and sample-efficient manner. Recent world models predominantly operate on sequences of discrete latent variables to model environment dynamics. However, this compression into a compact discrete representation may ignore visual details that are important for reinforcement learning. Concurrently, diffusion models have become a dominant approach for image generation, challenging well-established methods modeling discrete latents. Motivated by this paradigm shift, we introduce DIAMOND (DIffusion As a Model Of eNvironment Dreams), a reinforcement learning agent trained in a diffusion world model.
Rethinking Exploration in Reinforcement Learning with Effective Metric-Based Exploration Bonus
Enhancing exploration in reinforcement learning (RL) through the incorporation of intrinsic rewards, specifically by leveraging *state discrepancy* measures within various metric spaces as exploration bonuses, has emerged as a prevalent strategy to encourage agents to visit novel states. The critical factor lies in how to quantify the difference between adjacent states as *novelty* for promoting effective exploration.Nonetheless, existing methods that evaluate state discrepancy in the latent space under L_1 or L_2 norm often depend on count-based episodic terms as scaling factors for exploration bonuses, significantly limiting their scalability. Additionally, methods that utilize the bisimulation metric for evaluating state discrepancies face a theory-practice gap due to improper approximations in metric learning, particularly struggling with *hard exploration* tasks. To overcome these challenges, we introduce the **E**ffective **M**etric-based **E**xploration-bonus (EME). EME critically examines and addresses the inherent limitations and approximation inaccuracies of current metric-based state discrepancy methods for exploration, proposing a robust metric for state discrepancy evaluation backed by comprehensive theoretical analysis.