Reinforcement Learning
Policy Teaching via Data Poisoning in Learning from Human Preferences
Nika, Andi, Nöther, Jonathan, Mandal, Debmalya, Kamalaruban, Parameswaran, Singla, Adish, Radanović, Goran
We study data poisoning attacks in learning from human preferences. More specifically, we consider the problem of teaching/enforcing a target policy $\pi^\dagger$ by synthesizing preference data. We seek to understand the susceptibility of different preference-based learning paradigms to poisoned preference data by analyzing the number of samples required by the attacker to enforce $\pi^\dagger$. We first propose a general data poisoning formulation in learning from human preferences and then study it for two popular paradigms, namely: (a) reinforcement learning from human feedback (RLHF) that operates by learning a reward model using preferences; (b) direct preference optimization (DPO) that directly optimizes policy using preferences. We conduct a theoretical analysis of the effectiveness of data poisoning in a setting where the attacker is allowed to augment a pre-existing dataset and also study its special case where the attacker can synthesize the entire preference dataset from scratch. As our main results, we provide lower/upper bounds on the number of samples required to enforce $\pi^\dagger$. Finally, we discuss the implications of our results in terms of the susceptibility of these learning paradigms under such data poisoning attacks.
Training Directional Locomotion for Quadrupedal Low-Cost Robotic Systems via Deep Reinforcement Learning
Böhm, Peter, Chapman, Archie C., Pounds, Pauline
In this work we present Deep Reinforcement Learning (DRL) training of directional locomotion for low-cost quadrupedal robots in the real world. In particular, we exploit randomization of heading that the robot must follow to foster exploration of action-state transitions most useful for learning both forward locomotion as well as course adjustments. Changing the heading in episode resets to current yaw plus a random value drawn from a normal distribution yields policies able to follow complex trajectories involving frequent turns in both directions as well as long straight-line stretches. By repeatedly changing the heading, this method keeps the robot moving within the training platform and thus reduces human involvement and need for manual resets during the training. Real world experiments on a custom-built, low-cost quadruped demonstrate the efficacy of our method with the robot successfully navigating all validation tests. When trained with other approaches, the robot only succeeds in forward locomotion test and fails when turning is required.
Residual Policy Gradient: A Reward View of KL-regularized Objective
Wang, Pengcheng, Zhu, Xinghao, Chen, Yuxin, Xu, Chenfeng, Tomizuka, Masayoshi, Li, Chenran
Reinforcement Learning and Imitation Learning have achieved widespread success in many domains but remain constrained during real-world deployment. One of the main issues is the additional requirements that were not considered during training. To address this challenge, policy customization has been introduced, aiming to adapt a prior policy while preserving its inherent properties and meeting new task-specific requirements. A principled approach to policy customization is Residual Q-Learning (RQL), which formulates the problem as a Markov Decision Process (MDP) and derives a family of value-based learning algorithms. However, RQL has not yet been applied to policy gradient methods, which restricts its applicability, especially in tasks where policy gradient has already proven more effective. In this work, we first derive a concise form of Soft Policy Gradient as a preliminary. Building on this, we introduce Residual Policy Gradient (RPG), which extends RQL to policy gradient methods, allowing policy customization in gradient-based RL settings. With the view of RPG, we rethink the KL-regularized objective widely used in RL fine-tuning. We show that under certain assumptions, KL-regularized objective leads to a maximum-entropy policy that balances the inherent properties and task-specific requirements on a reward-level. Our experiments in MuJoCo demonstrate the effectiveness of Soft Policy Gradient and Residual Policy Gradient.
Safe Continual Domain Adaptation after Sim2Real Transfer of Reinforcement Learning Policies in Robotics
Josifovski, Josip, Gu, Shangding, Malmir, Mohammadhossein, Huang, Haoliang, Auddy, Sayantan, Navarro-Guerrero, Nicolás, Spanos, Costas, Knoll, Alois
Domain randomization has emerged as a fundamental technique in reinforcement learning (RL) to facilitate the transfer of policies from simulation to real-world robotic applications. Many existing domain randomization approaches have been proposed to improve robustness and sim2real transfer. These approaches rely on wide randomization ranges to compensate for the unknown actual system parameters, leading to robust but inefficient real-world policies. In addition, the policies pretrained in the domain-randomized simulation are fixed after deployment due to the inherent instability of the optimization processes based on RL and the necessity of sampling exploitative but potentially unsafe actions on the real system. This limits the adaptability of the deployed policy to the inevitably changing system parameters or environment dynamics over time. We leverage safe RL and continual learning under domain-randomized simulation to address these limitations and enable safe deployment-time policy adaptation in real-world robot control. The experiments show that our method enables the policy to adapt and fit to the current domain distribution and environment dynamics of the real system while minimizing safety risks and avoiding issues like catastrophic forgetting of the general policy found in randomized simulation during the pretraining phase. Videos and supplementary material are available at https://safe-cda.github.io/.
H2-MARL: Multi-Agent Reinforcement Learning for Pareto Optimality in Hospital Capacity Strain and Human Mobility during Epidemic
Luo, Xueting, Deng, Hao, Yang, Jihong, Shen, Yao, Guo, Huanhuan, Sun, Zhiyuan, Liu, Mingqing, Wei, Jiming, Zhao, Shengjie
The necessity of achieving an effective balance between minimizing the losses associated with restricting human mobility and ensuring hospital capacity has gained significant attention in the aftermath of COVID-19. Reinforcement learning (RL)-based strategies for human mobility management have recently advanced in addressing the dynamic evolution of cities and epidemics; however, they still face challenges in achieving coordinated control at the township level and adapting to cities of varying scales. To address the above issues, we propose a multi-agent RL approach that achieves Pareto optimality in managing hospital capacity and human mobility (H2-MARL), applicable across cities of different scales. We first develop a township-level infection model with online-updatable parameters to simulate disease transmission and construct a city-wide dynamic spatiotemporal epidemic simulator. On this basis, H2-MARL is designed to treat each division as an agent, with a trade-off dual-objective reward function formulated and an experience replay buffer enriched with expert knowledge built. To evaluate the effectiveness of the model, we construct a township-level human mobility dataset containing over one billion records from four representative cities of varying scales. Extensive experiments demonstrate that H2-MARL has the optimal dual-objective trade-off capability, which can minimize hospital capacity strain while minimizing human mobility restriction loss. Meanwhile, the applicability of the proposed model to epidemic control in cities of varying scales is verified, which showcases its feasibility and versatility in practical applications.
Rotated Bitboards in FUSc# and Reinforcement Learning in Computer Chess and Beyond
There exist several techniques for representing the chess board inside the computer. In the first part of this paper, the concepts of the bitboard-representation and the advantages of (rotated) bitboards in move generation are explained. In order to illustrate those ideas practice, the concrete implementation of the move-generator in FUSc# is discussed and we explain a technique how to verify the move-generator with the "perft"-command. We show that the move-generator of FUSc# works 100% correct. The second part of this paper deals with reinforcement learning in computer chess (and beyond). We exemplify the progress that has been made in this field in the last 15-20 years by comparing the "state of the art" from 2002-2008, when FUSc# was developed, with recent innovations connected to "AlphaZero". We discuss how a "FUSc#-Zero" could be implemented and what would be necessary to reduce the number of training games necessary to achieve a good performance. This can be seen as a test case to the general prblem of improving "sample effciency" in reinforcement learning. In the final part, we move beyond computer chess, as the importance of sample effciency extends far beyond board games into a wide range of applications where data is costly, diffcult to obtain, or time consuming to generate. We review some application of the ideas developed in AlphaZero in other domains, i.e. the "other Alphas" like AlphaFold, AlphaTensor, AlphaGeometry and AlphaProof. We also discuss future research and the potential for such methods for ecological economic planning.
NIL: No-data Imitation Learning by Leveraging Pre-trained Video Diffusion Models
Albaba, Mert, Li, Chenhao, Diomataris, Markos, Taheri, Omid, Krause, Andreas, Black, Michael
Acquiring physically plausible motor skills across diverse and unconventional morphologies-including humanoid robots, quadrupeds, and animals-is essential for advancing character simulation and robotics. Traditional methods, such as reinforcement learning (RL) are task- and body-specific, require extensive reward function engineering, and do not generalize well. Imitation learning offers an alternative but relies heavily on high-quality expert demonstrations, which are difficult to obtain for non-human morphologies. Video diffusion models, on the other hand, are capable of generating realistic videos of various morphologies, from humans to ants. Leveraging this capability, we propose a data-independent approach for skill acquisition that learns 3D motor skills from 2D-generated videos, with generalization capability to unconventional and non-human forms. Specifically, we guide the imitation learning process by leveraging vision transformers for video-based comparisons by calculating pair-wise distance between video embeddings. Along with video-encoding distance, we also use a computed similarity between segmented video frames as a guidance reward. We validate our method on locomotion tasks involving unique body configurations. In humanoid robot locomotion tasks, we demonstrate that 'No-data Imitation Learning' (NIL) outperforms baselines trained on 3D motion-capture data. Our results highlight the potential of leveraging generative video models for physically plausible skill learning with diverse morphologies, effectively replacing data collection with data generation for imitation learning.
Towards Safe Path Tracking Using the Simplex Architecture
Jäger, Georg, Friedrich, Nils-Jonathan, Petersen, Hauke, Noack, Benjamin
Robot navigation in complex environments necessitates controllers that are adaptive and safe. Traditional controllers like Regulated Pure Pursuit, Dynamic Window Approach, and Model-Predictive Path Integral, while reliable, struggle to adapt to dynamic conditions. Reinforcement Learning offers adaptability but lacks formal safety guarantees. To address this, we propose a path tracking controller leveraging the Simplex architecture. It combines a Reinforcement Learning controller for adaptiveness and performance with a high-assurance controller providing safety and stability. Our contribution is twofold. We firstly discuss general stability and safety considerations for designing controllers using the Simplex architecture. Secondly, we present a Simplex-based path tracking controller. Our simulation results, supported by preliminary in-field tests, demonstrate the controller's effectiveness in maintaining safety while achieving comparable performance to state-of-the-art methods.
SySLLM: Generating Synthesized Policy Summaries for Reinforcement Learning Agents Using Large Language Models
Admoni, Sahar, Ben-Porat, Omer, Amir, Ofra
Policies generated by Reinforcement Learning (RL) algorithms can be difficult to describe to users, as they result from the interplay between complex reward structures and neural network-based representations. This combination often leads to unpredictable behaviors, making policies challenging to analyze and posing significant obstacles to fostering human trust in real-world applications. Global policy summarization methods aim to describe agent behavior through a demonstration of actions in a subset of world-states. However, users can only watch a limited number of demonstrations, restricting their understanding of policies. Moreover, those methods overly rely on user interpretation, as they do not synthesize observations into coherent patterns. In this work, we present SySLLM (Synthesized Summary using LLMs), a novel method that employs synthesis summarization, utilizing large language models' (LLMs) extensive world knowledge and ability to capture patterns, to generate textual summaries of policies. Specifically, an expert evaluation demonstrates that the proposed approach generates summaries that capture the main insights generated by experts while not resulting in significant hallucinations. Additionally, a user study shows that SySLLM summaries are preferred over demonstration-based policy summaries and match or surpass their performance in objective agent identification tasks.
Learning Robotic Policy with Imagined Transition: Mitigating the Trade-off between Robustness and Optimality
Xiao, Wei, Lyu, Shangke, Gong, Zhefei, Wang, Renjie, Wang, Donglin
Existing quadrupedal locomotion learning paradigms usually rely on extensive domain randomization to alleviate the sim2real gap and enhance robustness. It trains policies with a wide range of environment parameters and sensor noises to perform reliably under uncertainty. However, since optimal performance under ideal conditions often conflicts with the need to handle worst-case scenarios, there is a trade-off between optimality and robustness. This trade-off forces the learned policy to prioritize stability in diverse and challenging conditions over efficiency and accuracy in ideal ones, leading to overly conservative behaviors that sacrifice peak performance. In this paper, we propose a two-stage framework that mitigates this trade-off by integrating policy learning with imagined transitions. This framework enhances the conventional reinforcement learning (RL) approach by incorporating imagined transitions as demonstrative inputs. These imagined transitions are derived from an optimal policy and a dynamics model operating within an idealized setting. Our findings indicate that this approach significantly mitigates the domain randomization-induced negative impact of existing RL algorithms. It leads to accelerated training, reduced tracking errors within the distribution, and enhanced robustness outside the distribution.