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 Reinforcement Learning


Zero-Shot Reinforcement Learning from Low Quality Data

Neural Information Processing Systems

Zero-shot reinforcement learning (RL) promises to provide agents that can perform any task in an environment after an offline, reward-free pre-training phase. Methods leveraging successor measures and successor features have shown strong performance in this setting, but require access to large heterogenous datasets for pre-training which cannot be expected for most real problems. Here, we explore how the performance of zero-shot RL methods degrades when trained on small homogeneous datasets, and propose fixes inspired by conservatism, a well-established feature of performant single-task offline RL algorithms. We evaluate our proposals across various datasets, domains and tasks, and show that conservative zero-shot RL algorithms outperform their non-conservative counterparts on low quality datasets, and perform no worse on high quality datasets. Somewhat surprisingly, our proposals also outperform baselines that get to see the task during training.


Reinforcement Learning with Non-Exponential Discounting

Neural Information Processing Systems

Commonly in reinforcement learning (RL), rewards are discounted over time using an exponential function to model time preference, thereby bounding the expected long-term reward. In contrast, in economics and psychology, it has been shown that humans often adopt a hyperbolic discounting scheme, which is optimal when a specific task termination time distribution is assumed. In this work, we propose a theory for continuous-time model-based reinforcement learning generalized to arbitrary discount functions. This formulation covers the case in which there is a non-exponential random termination time. We derive a Hamilton–Jacobi–Bellman (HJB) equation characterizing the optimal policy and describe how it can be solved using a collocation method, which uses deep learning for function approximation.


Melting Pot Contest: Charting the Future of Generalized Cooperative Intelligence

Neural Information Processing Systems

Multi-agent AI research promises a path to develop human-like and human-compatible intelligent technologies that complement the solipsistic view of other approaches, which mostly do not consider interactions between agents. Aiming to make progress in this direction, the Melting Pot contest 2023 focused on the problem of cooperation among interacting agents and challenged researchers to push the boundaries of multi-agent reinforcement learning (MARL) for mixed-motive games. The contest leveraged the Melting Pot environment suite to rigorously evaluate how well agents can adapt their cooperative skills to interact with novel partners in unforeseen situations. Unlike other reinforcement learning challenges, this challenge focused on social rather than environmental generalization. In particular, a population of agents performs well in Melting Pot when its component individuals are adept at finding ways to cooperate both with others in their population and with strangers.


Improving Deep Reinforcement Learning by Reducing the Chain Effect of Value and Policy Churn

Neural Information Processing Systems

Deep neural networks provide Reinforcement Learning (RL) powerful function approximators to address large-scale decision-making problems. However, these approximators introduce challenges due to the non-stationary nature of RL training. One source of the challenges in RL is that output predictions can churn, leading to uncontrolled changes after each batch update for states not included in the batch. Although such a churn phenomenon exists in each step of network training, it remains under-explored on how churn occurs and impacts RL. In this work, we start by characterizing churn in a view of Generalized Policy Iteration with function approximation, and we discover a chain effect of churn that leads to a cycle where the churns in value estimation and policy improvement compound and bias the learning dynamics throughout the iteration.


Conditioning Sparse Variational Gaussian Processes for Online Decision-making

Neural Information Processing Systems

With a principled representation of uncertainty and closed form posterior updates, Gaussian processes (GPs) are a natural choice for online decision making. However, Gaussian processes typically require at least \mathcal{O}(n 2) computations for n training points, limiting their general applicability. Stochastic variational Gaussian processes (SVGPs) can provide scalable inference for a dataset of fixed size, but are difficult to efficiently condition on new data. We propose online variational conditioning (OVC), a procedure for efficiently conditioning SVGPs in an online setting that does not require re-training through the evidence lower bound with the addition of new data. OVC enables the pairing of SVGPs with advanced look-ahead acquisition functions for black-box optimization, even with non-Gaussian likelihoods. We show OVC provides compelling performance in a range of applications including active learning of malaria incidence, and reinforcement learning on MuJoCo simulated robotic control tasks.


Catastrophic Goodhart: regularizing RLHF with KL divergence does not mitigate heavy-tailed reward misspecification

Neural Information Processing Systems

When applying reinforcement learning from human feedback (RLHF), the reward is learned from data and, therefore, always has some error. It is common to mitigate this by regularizing the policy with KL divergence from a base model, with the hope that balancing reward with regularization will achieve desirable outcomes despite this reward misspecification. We show that when the reward function has light-tailed error, optimal policies under less restrictive KL penalties achieve arbitrarily high utility. However, if error is heavy-tailed, some policies obtain arbitrarily high reward despite achieving no more utility than the base model--a phenomenon we call catastrophic Goodhart. We adapt a discrete optimization method to measure the tails of reward models, finding that they are consistent with light-tailed error. However, the pervasiveness of heavy-tailed distributions in many real-world applications indicates that future sources of RL reward could have heavy-tailed error, increasing the likelihood of reward hacking even with KL regularization.


Recurrent Reinforcement Learning with Memoroids

Neural Information Processing Systems

Memory models such as Recurrent Neural Networks (RNNs) and Transformers address Partially Observable Markov Decision Processes (POMDPs) by mapping trajectories to latent Markov states. Neither model scales particularly well to long sequences, especially compared to an emerging class of memory models called Linear Recurrent Models. We discover that the recurrent update of these models resembles a monoid, leading us to reformulate existing models using a novel monoid-based framework that we call memoroids. We revisit the traditional approach to batching in recurrent reinforcement learning, highlighting theoretical and empirical deficiencies. We leverage memoroids to propose a batching method that improves sample efficiency, increases the return, and simplifies the implementation of recurrent loss functions in reinforcement learning.


Functional Bilevel Optimization for Machine Learning

Neural Information Processing Systems

In this paper, we introduce a new functional point of view on bilevel optimization problems for machine learning, where the inner objective is minimized over a function space. These types of problems are most often solved by using methods developed in the parametric setting, where the inner objective is strongly convex with respect to the parameters of the prediction function. The functional point of view does not rely on this assumption and notably allows using over-parameterized neural networks as the inner prediction function. We propose scalable and efficient algorithms for the functional bilevel optimization problem and illustrate the benefits of our approach on instrumental regression and reinforcement learning tasks.


Weakly-Supervised Reinforcement Learning for Controllable Behavior

Neural Information Processing Systems

Reinforcement learning (RL) is a powerful framework for learning to take actions to solve tasks. However, in many settings, an agent must winnow down the inconceivably large space of all possible tasks to the single task that it is currently being asked to solve. Can we instead constrain the space of tasks to those that are semantically meaningful? In this work, we introduce a framework for using weak supervision to automatically disentangle this semantically meaningful subspace of tasks from the enormous space of nonsensical "chaff" tasks. We show that this learned subspace enables efficient exploration and provides a representation that captures distance between states. On a variety of challenging, vision-based continuous control problems, our approach leads to substantial performance gains, particularly as the complexity of the environment grows.


SCAFFLSA: Taming Heterogeneity in Federated Linear Stochastic Approximation and TD Learning

Neural Information Processing Systems

In this paper, we analyze the sample and communication complexity of the federated linear stochastic approximation (FedLSA) algorithm. We explicitly quantify the effects of local training with agent heterogeneity. We show that the communication complexity of FedLSA scales polynomially with the inverse of the desired accuracy ϵ. To overcome this, we propose SCAFFLSA a new variant of FedLSA that uses control variates to correct for client drift, and establish its sample and communication complexities. We show that for statistically heterogeneous agents, its communication complexity scales logarithmically with the desired accuracy, similar to Scaffnew.