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 Reinforcement Learning


Replicable Reinforcement Learning

Neural Information Processing Systems

The replicability crisis in the social, behavioral, and data sciences has led to the formulation of algorithm frameworks for replicability --- i.e., a requirement that an algorithm produce identical outputs (with high probability) when run on two different samples from the same underlying distribution. While still in its infancy, provably replicable algorithms have been developed for many fundamental tasks in machine learning and statistics, including statistical query learning, the heavy hitters problem, and distribution testing. In this work we initiate the study of replicable reinforcement learning, providing a provably replicable algorithm for parallel value iteration, and a provably replicable version of R-Max in the episodic setting. These are the first formal replicability results for control problems, which present different challenges for replication than batch learning settings.


When Is Generalizable Reinforcement Learning Tractable?

Neural Information Processing Systems

Agents trained by reinforcement learning (RL) often fail to generalize beyond the environment they were trained in, even when presented with new scenarios that seem similar to the training environment. We study the query complexity required to train RL agents that generalize to multiple environments. Intuitively, tractable generalization is only possible when the environments are similar or close in some sense. To capture this, we introduce Weak Proximity, a natural structural condition that requires the environments to have highly similar transition and reward functions and share a policy providing optimal value. Despite such shared structure, we prove that tractable generalization is impossible in the worst case.


On the Expressivity of Markov Reward

Neural Information Processing Systems

Reward is the driving force for reinforcement-learning agents. This paper is dedicated to understanding the expressivity of reward as a way to capture tasks that we would want an agent to perform. We frame this study around three new abstract notions of "task" that might be desirable: (1) a set of acceptable behaviors, (2) a partial ordering over behaviors, or (3) a partial ordering over trajectories. Our main results prove that while reward can express many of these tasks, there exist instances of each task type that no Markov reward function can capture. We then provide a set of polynomial-time algorithms that construct a Markov reward function that allows an agent to optimize tasks of each of these three types, and correctly determine when no such reward function exists.


RGMDT: Return-Gap-Minimizing Decision Tree Extraction in Non-Euclidean Metric Space

Neural Information Processing Systems

Deep Reinforcement Learning (DRL) algorithms have achieved great success in solving many challenging tasks while their black-box nature hinders interpretability and real-world applicability, making it difficult for human experts to interpret and understand DRL policies. Existing works on interpretable reinforcement learning have shown promise in extracting decision tree (DT) based policies from DRL policies with most focus on the single-agent settings while prior attempts to introduce DT policies in multi-agent scenarios mainly focus on heuristic designs which do not provide any quantitative guarantees on the expected return.In this paper, we establish an upper bound on the return gap between the oracle expert policy and an optimal decision tree policy. This enables us to recast the DT extraction problem into a novel non-euclidean clustering problem over the local observation and action values space of each agent, with action values as cluster labels and the upper bound on the return gap as clustering loss.Both the algorithm and the upper bound are extended to multi-agent decentralized DT extractions by an iteratively-grow-DT procedure guided by an action-value function conditioned on the current DTs of other agents. Further, we propose the Return-Gap-Minimization Decision Tree (RGMDT) algorithm, which is a surprisingly simple design and is integrated with reinforcement learning through the utilization of a novel Regularized Information Maximization loss. Evaluations on tasks like D4RL show that RGMDT significantly outperforms heuristic DT-based baselines and can achieve nearly optimal returns under given DT complexity constraints (e.g., maximum number of DT nodes).


Efficient Reinforcement Learning by Discovering Neural Pathways

Neural Information Processing Systems

Reinforcement learning (RL) algorithms have been very successful at tackling complex control problems, such as AlphaGo or fusion control. However, current research mainly emphasizes solution quality, often achieved by using large models trained on large amounts of data, and does not account for the financial, environmental, and societal costs associated with developing and deploying such models. Modern neural networks are often overparameterized and a significant number of parameters can be pruned without meaningful loss in performance, resulting in more efficient use of the model's capacity lottery ticket. We present a methodology for identifying sub-networks within a larger network in reinforcement learning (RL). We call such sub-networks, neural pathways.


HumanVLA: Towards Vision-Language Directed Object Rearrangement by Physical Humanoid

Neural Information Processing Systems

Physical Human-Scene Interaction (HSI) plays a crucial role in numerous applications. However, existing HSI techniques are limited to specific object dynamics and privileged information, which prevents the development of more comprehensive applications. To address this limitation, we introduce HumanVLA for general object rearrangement directed by practical vision and language. A teacher-student framework is utilized to develop HumanVLA. A state-based teacher policy is trained first using goal-conditioned reinforcement learning and adversarial motion prior.


Offline Minimax Soft-Q-learning Under Realizability and Partial Coverage

Neural Information Processing Systems

We consider offline reinforcement learning (RL) where we only have only access to offline data. In contrast to numerous offline RL algorithms that necessitate the uniform coverage of the offline data over state and action space, we propose value-based algorithms with PAC guarantees under partial coverage, specifically, coverage of offline data against a single policy, and realizability of soft Q-function (a.k.a., entropy-regularized Q-function) and another function, which is defined as a solution to a saddle point of certain minimax optimization problem). Furthermore, we show the analogous result for Q-functions instead of soft Q-functions. To attain these guarantees, we use novel algorithms with minimax loss functions to accurately estimate soft Q-functions and Q-functions with -convergence guarantees measured on the offline data. We introduce these loss functions by casting the estimation problems into nonlinear convex optimization problems and taking the Lagrange functions.


Discrete Compositional Representations as an Abstraction for Goal Conditioned Reinforcement Learning

Neural Information Processing Systems

Goal-conditioned reinforcement learning (RL) is a promising direction for training agents that are capable of solving multiple tasks and reach a diverse set of objectives. How to \textit{specify} and \textit{ground} these goals in such a way that we can both reliably reach goals during training as well as generalize to new goals during evaluation remains an open area of research. Defining goals in the space of noisy, high-dimensional sensory inputs is one possibility, yet this poses a challenge for training goal-conditioned agents, or even for generalization to novel goals. We propose to address this by learning compositional representations of goals and processing the resulting representation via a discretization bottleneck, for coarser specification of goals, through an approach we call DGRL. We show that discretizing outputs from goal encoders through a bottleneck can work well in goal-conditioned RL setups, by experimentally evaluating this method on tasks ranging from maze environments to complex robotic navigation and manipulation tasks.


Enhancing Efficiency of Safe Reinforcement Learning via Sample Manipulation

Neural Information Processing Systems

Safe reinforcement learning (RL) is crucial for deploying RL agents in real-world applications, as it aims to maximize long-term rewards while satisfying safety constraints. However, safe RL often suffers from sample inefficiency, requiring extensive interactions with the environment to learn a safe policy. We propose Efficient Safe Policy Optimization (ESPO), a novel approach that enhances the efficiency of safe RL through sample manipulation. ESPO employs an optimization framework with three modes: maximizing rewards, minimizing costs, and balancing the trade-off between the two. By dynamically adjusting the sampling process based on the observed conflict between reward and safety gradients, ESPO theoretically guarantees convergence, optimization stability, and improved sample complexity bounds.


Abstract Reward Processes: Leveraging State Abstraction for Consistent Off-Policy Evaluation

Neural Information Processing Systems

Evaluating policies using off-policy data is crucial for applying reinforcement learning to real-world problems such as healthcare and autonomous driving. Previous methods for off-policy evaluation (OPE) generally suffer from high variance or irreducible bias, leading to unacceptably high prediction errors. In this work, we introduce STAR, a framework for OPE that encompasses a broad range of estimators -- which include existing OPE methods as special cases -- that achieve lower mean squared prediction errors. STAR leverages state abstraction to distill complex, potentially continuous problems into compact, discrete models which we call abstract reward processes (ARPs). Predictions from ARPs estimated from off-policy data are provably consistent (asymptotically correct).