Liu, Xu-Hui
Energy-Guided Diffusion Sampling for Offline-to-Online Reinforcement Learning
Liu, Xu-Hui, Liu, Tian-Shuo, Jiang, Shengyi, Chen, Ruifeng, Zhang, Zhilong, Chen, Xinwei, Yu, Yang
Combining offline and online reinforcement learning (RL) techniques is indeed crucial for achieving efficient and safe learning where data acquisition is expensive. Existing methods replay offline data directly in the online phase, resulting in a significant challenge of data distribution shift and subsequently causing inefficiency in online fine-tuning. To address this issue, we introduce an innovative approach, \textbf{E}nergy-guided \textbf{DI}ffusion \textbf{S}ampling (EDIS), which utilizes a diffusion model to extract prior knowledge from the offline dataset and employs energy functions to distill this knowledge for enhanced data generation in the online phase. The theoretical analysis demonstrates that EDIS exhibits reduced suboptimality compared to solely utilizing online data or directly reusing offline data. EDIS is a plug-in approach and can be combined with existing methods in offline-to-online RL setting. By implementing EDIS to off-the-shelf methods Cal-QL and IQL, we observe a notable 20% average improvement in empirical performance on MuJoCo, AntMaze, and Adroit environments. Code is available at \url{https://github.com/liuxhym/EDIS}.
How To Guide Your Learner: Imitation Learning with Active Adaptive Expert Involvement
Liu, Xu-Hui, Xu, Feng, Zhang, Xinyu, Liu, Tianyuan, Jiang, Shengyi, Chen, Ruifeng, Zhang, Zongzhang, Yu, Yang
Imitation learning aims to mimic the behavior of experts without explicit reward signals. Passive imitation learning methods which use static expert datasets typically suffer from compounding error, low sample efficiency, and high hyper-parameter sensitivity. In contrast, active imitation learning methods solicit expert interventions to address the limitations. However, recent active imitation learning methods are designed based on human intuitions or empirical experience without theoretical guarantee. In this paper, we propose a novel active imitation learning framework based on a teacher-student interaction model, in which the teacher's goal is to identify the best teaching behavior and actively affect the student's learning process. By solving the optimization objective of this framework, we propose a practical implementation, naming it AdapMen. Theoretical analysis shows that AdapMen can improve the error bound and avoid compounding error under mild conditions. Experiments on the MetaDrive benchmark and Atari 2600 games validate our theoretical analysis and show that our method achieves near-expert performance with much less expert involvement and total sampling steps than previous methods. The code is available at https://github.com/liuxhym/AdapMen.
Regret Minimization Experience Replay
Xue, Zhenghai, Liu, Xu-Hui, Pang, Jing-Cheng, Jiang, Shengyi, Xu, Feng, Yu, Yang
In reinforcement learning, experience replay stores past samples for further reuse. Prioritized sampling is a promising technique to better utilize these samples. Previous criteria of prioritization include TD error, recentness and corrective feedback, which are mostly heuristically designed. In this work, we start from the regret minimization objective, and obtain an optimal prioritization strategy for Bellman update that can directly maximize the return of the policy. The theory suggests that data with higher hindsight TD error, better on-policiness and more accurate Q value should be assigned with higher weights during sampling. Thus most previous criteria only consider this strategy partially. We not only provide theoretical justifications for previous criteria, but also propose two new methods to compute the prioritization weight, namely ReMERN and ReMERT. ReMERN learns an error network, while ReMERT exploits the temporal ordering of states. Both methods outperform previous prioritized sampling algorithms in challenging RL benchmarks, including MuJoCo, Atari and Meta-World.