Kong, Dingwen
RLHF from Heterogeneous Feedback via Personalization and Preference Aggregation
Park, Chanwoo, Liu, Mingyang, Kong, Dingwen, Zhang, Kaiqing, Ozdaglar, Asuman
Reinforcement learning from human feedback (RLHF) has been an effective technique for aligning AI systems with human values, with remarkable successes in fine-tuning large-language models recently. Most existing RLHF paradigms make the underlying assumption that human preferences are relatively homogeneous, and can be encoded by a single reward model. In this paper, we focus on addressing the issues due to the inherent heterogeneity in human preferences, as well as their potential strategic behavior in providing feedback. Specifically, we propose two frameworks to address heterogeneous human feedback in principled ways: personalization-based one and aggregation-based one. For the former, we propose two approaches based on representation learning and clustering, respectively, for learning multiple reward models that trades off the bias (due to preference heterogeneity) and variance (due to the use of fewer data for learning each model by personalization). We then establish sample complexity guarantees for both approaches. For the latter, we aim to adhere to the single-model framework, as already deployed in the current RLHF paradigm, by carefully aggregating diverse and truthful preferences from humans. We propose two approaches based on reward and preference aggregation, respectively: the former utilizes both utilitarianism and Leximin approaches to aggregate individual reward models, with sample complexity guarantees; the latter directly aggregates the human feedback in the form of probabilistic opinions. Under the probabilistic-opinion-feedback model, we also develop an approach to handle strategic human labelers who may bias and manipulate the aggregated preferences with untruthful feedback. Based on the ideas in mechanism design, our approach ensures truthful preference reporting, with the induced aggregation rule maximizing social welfare functions.
Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning
Kong, Dingwen, Yang, Lin F.
An appropriate reward function is of paramount importance in specifying a task in reinforcement learning (RL). Yet, it is known to be extremely challenging in practice to design a correct reward function for even simple tasks. Human-in-the-loop (HiL) RL allows humans to communicate complex goals to the RL agent by providing various types of feedback. However, despite achieving great empirical successes, HiL RL usually requires too much feedback from a human teacher and also suffers from insufficient theoretical understanding. In this paper, we focus on addressing this issue from a theoretical perspective, aiming to provide provably feedback-efficient algorithmic frameworks that take human-in-the-loop to specify rewards of given tasks. We provide an active-learning-based RL algorithm that first explores the environment without specifying a reward function and then asks a human teacher for only a few queries about the rewards of a task at some state-action pairs. After that, the algorithm guarantees to provide a nearly optimal policy for the task with high probability. We show that, even with the presence of random noise in the feedback, the algorithm only takes $\widetilde{O}(H{{\dim_{R}^2}})$ queries on the reward function to provide an $\epsilon$-optimal policy for any $\epsilon > 0$. Here $H$ is the horizon of the RL environment, and $\dim_{R}$ specifies the complexity of the function class representing the reward function. In contrast, standard RL algorithms require to query the reward function for at least $\Omega(\operatorname{poly}(d, 1/\epsilon))$ state-action pairs where $d$ depends on the complexity of the environmental transition.
Online Sub-Sampling for Reinforcement Learning with General Function Approximation
Kong, Dingwen, Salakhutdinov, Ruslan, Wang, Ruosong, Yang, Lin F.
Designing provably efficient algorithms with general function approximation is an important open problem in reinforcement learning. Recently, Wang et al.~[2020c] establish a value-based algorithm with general function approximation that enjoys $\widetilde{O}(\mathrm{poly}(dH)\sqrt{K})$\footnote{Throughout the paper, we use $\widetilde{O}(\cdot)$ to suppress logarithm factors. } regret bound, where $d$ depends on the complexity of the function class, $H$ is the planning horizon, and $K$ is the total number of episodes. However, their algorithm requires $\Omega(K)$ computation time per round, rendering the algorithm inefficient for practical use. In this paper, by applying online sub-sampling techniques, we develop an algorithm that takes $\widetilde{O}(\mathrm{poly}(dH))$ computation time per round on average, and enjoys nearly the same regret bound. Furthermore, the algorithm achieves low switching cost, i.e., it changes the policy only $\widetilde{O}(\mathrm{poly}(dH))$ times during its execution, making it appealing to be implemented in real-life scenarios. Moreover, by using an upper-confidence based exploration-driven reward function, the algorithm provably explores the environment in the reward-free setting. In particular, after $\widetilde{O}(\mathrm{poly}(dH))/\epsilon^2$ rounds of exploration, the algorithm outputs an $\epsilon$-optimal policy for any given reward function.