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 Reinforcement Learning


Measuring Goal-Directedness

Neural Information Processing Systems

We define maximum entropy goal-directedness (MEG), a formal measure of goal-directedness in causal models and Markov decision processes, and give algorithmsfor computing it. Measuring goal-directedness is important, as it is a criticalelement of many concerns about harm from AI. It is also of philosophical interest,as goal-directedness is a key aspect of agency. MEG is based on an adaptation ofthe maximum causal entropy framework used in inverse reinforcement learning. Itcan measure goal-directedness with respect to a known utility function, a hypothesisclass of utility functions, or a set of random variables.


Robust Reinforcement Learning with General Utility

Neural Information Processing Systems

Reinforcement Learning (RL) problem with general utility is a powerful decision making framework that covers standard RL with cumulative cost, exploration problems, and demonstration learning. Existing works on RL with general utility do not consider the robustness under environmental perturbation, which is important to adapt RL system in the real-world environment that differs from the training environment. To train a robust policy, we propose a robust RL framework with general utility, which subsumes many existing RL frameworks including RL, robust RL, RL with general utility, constrained RL, robust constrained RL, pure exploration, robust entropy regularized RL, etc. Then we focus on popular convex utility functions, with which our proposed learning framework is a challenging nonconvex-nonconcave minimax optimization problem, and design a two-phase stochastic policy gradient type algorithm and obtain its sample complexity result for gradient convergence. Furthermore, for convex utility on a widely used polyhedral ambiguity set, we design an algorithm and obtain its convergence rate to a global optimal solution.


Graph Diffusion Policy Optimization

Neural Information Processing Systems

Recent research has made significant progress in optimizing diffusion models for downstream objectives, which is an important pursuit in fields such as graph generation for drug design. However, directly applying these models to graph presents challenges, resulting in suboptimal performance. This paper introduces graph diffusion policy optimization (GDPO), a novel approach to optimize graph diffusion models for arbitrary (e.g., non-differentiable) objectives using reinforcement learning. GDPO is based on an eager policy gradient tailored for graph diffusion models, developed through meticulous analysis and promising improved performance. Experimental results show that GDPO achieves state-of-the-art performance in various graph generation tasks with complex and diverse objectives. Code is available at https://github.com/sail-sg/GDPO.


A Unified Principle of Pessimism for Offline Reinforcement Learning under Model Mismatch

Neural Information Processing Systems

In this paper, we address the challenges of offline reinforcement learning (RL) under model mismatch, where the agent aims to optimize its performance through an offline dataset that may not accurately represent the deployment environment. We identify two primary challenges under the setting: inaccurate model estimation due to limited data and performance degradation caused by the model mismatch between the dataset-collecting environment and the target deployment one. To tackle these issues, we propose a unified principle of pessimism using distributionally robust Markov decision processes. We carefully construct a robust MDP with a single uncertainty set to tackle both data sparsity and model mismatch, and demonstrate that the optimal robust policy enjoys a near-optimal sub-optimality gap under the target environment across three widely used uncertainty models: total variation, \chi 2 divergence, and KL divergence. Our results improve upon or match the state-of-the-art performance under the total variation and KL divergence models, and provide the first result for the \chi 2 divergence model.


Rethinking Model-based, Policy-based, and Value-based Reinforcement Learning via the Lens of Representation Complexity

Neural Information Processing Systems

Reinforcement Learning (RL) encompasses diverse paradigms, including model-based RL, policy-based RL, and value-based RL, each tailored to approximate the model, optimal policy, and optimal value function, respectively. This work investigates the potential hierarchy of representation complexity among these RL paradigms. By utilizing computational complexity measures, including time complexity and circuit complexity, we theoretically unveil a potential representation complexity hierarchy within RL. We find that representing the model emerges as the easiest task, followed by the optimal policy, while representing the optimal value function presents the most intricate challenge. Additionally, we reaffirm this hierarchy from the perspective of the expressiveness of Multi-Layer Perceptrons (MLPs), which align more closely with practical deep RL and contribute to a completely new perspective in theoretical studying representation complexity in RL.


On the Theory of Reinforcement Learning with Once-per-Episode Feedback

Neural Information Processing Systems

We study a theory of reinforcement learning (RL) in which the learner receives binary feedback only once at the end of an episode. While this is an extreme test case for theory, it is also arguably more representative of real-world applications than the traditional requirement in RL practice that the learner receive feedback at every time step. Indeed, in many real-world applications of reinforcement learning, such as self-driving cars and robotics, it is easier to evaluate whether a learner's complete trajectory was either good'' orbad,'' but harder to provide a reward signal at each step. To show that learning is possible in this more challenging setting, we study the case where trajectory labels are generated by an unknown parametric model, and provide a statistically and computationally efficient algorithm that achieves sublinear regret.


Learning to search efficiently for causally near-optimal treatments

Neural Information Processing Systems

Finding an effective medical treatment often requires a search by trial and error. Making this search more efficient by minimizing the number of unnecessary trials could lower both costs and patient suffering. We give a model-based dynamic programming algorithm which learns from observational data while being robust to unmeasured confounding. To reduce time complexity, we suggest a greedy algorithm which bounds the near-optimality constraint. The methods are evaluated on synthetic and real-world healthcare data and compared to model-free reinforcement learning.


Beyond Uniform Sampling: Offline Reinforcement Learning with Imbalanced Datasets

Neural Information Processing Systems

Offline reinforcement learning (RL) enables learning a decision-making policy without interaction with the environment. This makes it particularly beneficial in situations where such interactions are costly. However, a known challenge for offline RL algorithms is the distributional mismatch between the state-action distributions of the learned policy and the dataset, which can significantly impact performance. State-of-the-art algorithms address it by constraining the policy to align with the state-action pairs in the dataset. However, this strategy struggles on datasets that predominantly consist of trajectories collected by low-performing policies and only a few trajectories from high-performing ones. Indeed, the constraint to align with the data leads the policy to imitate low-performing behaviors predominating the dataset.


On the Role of Information Structure in Reinforcement Learning for Partially-Observable Sequential Teams and Games

Neural Information Processing Systems

In sequential decision-making problems, the information structure describes the causal dependencies between system variables, encompassing the dynamics of the environment and the agents' actions. Classical models of reinforcement learning (e.g., MDPs, POMDPs) assume a restricted and highly regular information structure, while more general models like predictive state representations do not explicitly model the information structure. By contrast, real-world sequential decision-making problems typically involve a complex and time-varying interdependence of system variables, requiring a rich and flexible representation of information structure. In this paper, we formalize a novel reinforcement learning model which explicitly represents the information structure.We then use this model to carry out an information-structural analysis of the statistical complexity of general sequential decision-making problems, obtaining a characterization via a graph-theoretic quantity of the DAG representation of the information structure. We prove an upper bound on the sample complexity of learning a general sequential decision-making problem in terms of its information structure by exhibiting an algorithm achieving the upper bound.


DMC-VB: A Benchmark for Representation Learning for Control with Visual Distractors

Neural Information Processing Systems

Learning from previously collected data via behavioral cloning or offline reinforcement learning (RL) is a powerful recipe for scaling generalist agents by avoiding the need for expensive online learning. Despite strong generalization in some respects, agents are often remarkably brittle to minor visual variations in control-irrelevant factors such as the background or camera viewpoint. In this paper, we present theDeepMind Control Visual Benchmark (DMC-VB), a dataset collected in the DeepMind Control Suite to evaluate the robustness of offline RL agents for solving continuous control tasks from visual input in the presence of visual distractors. In contrast to prior works, our dataset (a) combines locomotion and navigation tasks of varying difficulties, (b) includes static and dynamic visual variations, (c) considers data generated by policies with different skill levels, (d) systematically returns pairs of state and pixel observation, (e) is an order of magnitude larger, and (f) includes tasks with hidden goals. Accompanying our dataset, we propose three benchmarks to evaluate representation learning methods for pretraining, and carry out experiments on several recently proposed methods.