Misra, Dipendra
Aligning LLM Agents by Learning Latent Preference from User Edits
Gao, Ge, Taymanov, Alexey, Salinas, Eduardo, Mineiro, Paul, Misra, Dipendra
We study interactive learning of LLM-based language agents based on user edits made to the agent's output. In a typical setting such as writing assistants, the user interacts with a language agent to generate a response given a context, and may optionally edit the agent response to personalize it based on their latent preference, in addition to improving the correctness. The edit feedback is naturally generated, making it a suitable candidate for improving the agent's alignment with the user's preference, and for reducing the cost of user edits over time. We propose a learning framework, PRELUDE that infers a description of the user's latent preference based on historic edit data. The inferred user preference descriptions are used to define prompts for generating responses in the future. This avoids fine-tuning the agent, which is costly, challenging to scale with the number of users, and may even degrade its performance on other tasks. Furthermore, learning descriptive preference improves interpretability, allowing the user to view and modify the learned preference. However, user preference can be complex, subtle, and vary based on context, making it challenging to learn. To address this, we propose a simple yet effective algorithm named CIPHER that leverages the LLM to infer the user preference for a given context based on user edits. In the future, CIPHER retrieves inferred preferences from the k-closest contexts in the history, and forms an aggregate preference for response generation. We introduce two interactive environments -- summarization and email writing, and use a GPT-4 simulated user for evaluation. On both tasks, CIPHER outperforms several baselines by achieving the lowest edit distance cost while only having a small overhead in LLM query cost. Our analysis reports that user preferences learned by CIPHER show significant similarity to the ground truth latent preferences.
Dataset Reset Policy Optimization for RLHF
Chang, Jonathan D., Zhan, Wenhao, Oertell, Owen, Brantley, Kiantรฉ, Misra, Dipendra, Lee, Jason D., Sun, Wen
Reinforcement Learning (RL) from Human Preference-based feedback is a popular paradigm for fine-tuning generative models, which has produced impressive models such as GPT-4 and Claude3 Opus. This framework often consists of two steps: learning a reward model from an offline preference dataset followed by running online RL to optimize the learned reward model. In this work, leveraging the idea of reset, we propose a new RLHF algorithm with provable guarantees. Motivated by the fact that offline preference dataset provides informative states (i.e., data that is preferred by the labelers), our new algorithm, Dataset Reset Policy Optimization (DR-PO), integrates the existing offline preference dataset into the online policy training procedure via dataset reset: it directly resets the policy optimizer to the states in the offline dataset, instead of always starting from the initial state distribution. In theory, we show that DR-PO learns to perform at least as good as any policy that is covered by the offline dataset under general function approximation with finite sample complexity. In experiments, we demonstrate that on both the TL;DR summarization and the Anthropic Helpful Harmful (HH) dataset, the generation from DR-PO is better than that from Proximal Policy Optimization (PPO) and Direction Preference Optimization (DPO), under the metric of GPT4 win-rate. Code for this work can be found at https://github.com/Cornell-RL/drpo.
Provable Interactive Learning with Hindsight Instruction Feedback
Misra, Dipendra, Pacchiano, Aldo, Schapire, Robert E.
We study interactive learning in a setting where the agent has to generate a response (e.g., an action or trajectory) given a context and an instruction. In contrast, to typical approaches that train the system using reward or expert supervision on response, we study learning with hindsight instruction where a teacher provides an instruction that is most suitable for the agent's generated response. This hindsight labeling of instruction is often easier to provide than providing expert supervision of the optimal response which may require expert knowledge or can be impractical to elicit. We initiate the theoretical analysis of interactive learning with hindsight labeling. We first provide a lower bound showing that in general, the regret of any algorithm must scale with the size of the agent's response space. We then study a specialized setting where the underlying instruction-response distribution can be decomposed as a low-rank matrix. We introduce an algorithm called LORIL for this setting and show that its regret scales as $\sqrt{T}$ where $T$ is the number of rounds and depends on the intrinsic rank but does not depend on the size of the agent's response space. We provide experiments in two domains showing that LORIL outperforms baselines even when the low-rank assumption is violated.
Towards Principled Representation Learning from Videos for Reinforcement Learning
Misra, Dipendra, Saran, Akanksha, Xie, Tengyang, Lamb, Alex, Langford, John
We study pre-training representations for decision-making using video data, which is abundantly available for tasks such as game agents and software testing. Even though significant empirical advances have been made on this problem, a theoretical understanding remains absent. We initiate the theoretical investigation into principled approaches for representation learning and focus on learning the latent state representations of the underlying MDP using video data. We study two types of settings: one where there is iid noise in the observation, and a more challenging setting where there is also the presence of exogenous noise, which is non-iid noise that is temporally correlated, such as the motion of people or cars in the background. We study three commonly used approaches: autoencoding, temporal contrastive learning, and forward modeling. We prove upper bounds for temporal contrastive learning and forward modeling in the presence of only iid noise. We show that these approaches can learn the latent state and use it to do efficient downstream RL with polynomial sample complexity. When exogenous noise is also present, we establish a lower bound result showing that the sample complexity of learning from video data can be exponentially worse than learning from action-labeled trajectory data. This partially explains why reinforcement learning with video pre-training is hard. We evaluate these representational learning methods in two visual domains, yielding results that are consistent with our theoretical findings.
Policy Improvement using Language Feedback Models
Zhong, Victor, Misra, Dipendra, Yuan, Xingdi, Cรดtรฉ, Marc-Alexandre
We introduce Language Feedback Models (LFMs) that identify desirable behaviour - actions that help achieve tasks specified in the instruction - for imitation learning in instruction following. To train LFMs, we obtain feedback from Large Language Models (LLMs) on visual trajectories verbalized to language descriptions. First, by using LFMs to identify desirable behaviour to imitate, we improve in task-completion rate over strong behavioural cloning baselines on three distinct language grounding environments (Touchdown, ScienceWorld, and ALFWorld). Second, LFMs outperform using LLMs as experts to directly predict actions, when controlling for the number of LLM output tokens. Third, LFMs generalize to unseen environments, improving task-completion rate by 3.5-12.0% through one round of adaptation. Finally, LFM can be modified to provide human-interpretable feedback without performance loss, allowing human verification of desirable behaviour for imitation learning.
The Truth is in There: Improving Reasoning in Language Models with Layer-Selective Rank Reduction
Sharma, Pratyusha, Ash, Jordan T., Misra, Dipendra
Since their original release, Transformer-based LLMs have been shown to be remarkably proficient on a wide array of important machine learning tasks. Their underlying Transformer architecture has become state-of-the-art for modeling and reasoning about natural language, and has shown promise in domains such as computer vision [Dosovitskiy et al., 2020] and reinforcement learning [Chen et al., 2021] as well. Contemporary instantiations of Transformer architectures are infamously large, typically requiring tremendous compute resources for both training and inference. This is by design, as Transformers trained with more parameters or data are demonstrably more capable than their slimmer predecessors--often by a significant margin [Brown et al., 2020, Touvron et al., 2023]. Still, a growing body of work suggests that Transformerbased models, and neural networks more generally, do not require all fitted parameters to retain their learned hypotheses.
LLF-Bench: Benchmark for Interactive Learning from Language Feedback
Cheng, Ching-An, Kolobov, Andrey, Misra, Dipendra, Nie, Allen, Swaminathan, Adith
We introduce a new benchmark, LLF-Bench (Learning from Language Feedback Benchmark; pronounced as "elf-bench"), to evaluate the ability of AI agents to interactively learn from natural language feedback and instructions. Learning from language feedback (LLF) is essential for people, largely because the rich information this feedback provides can help a learner avoid much of trial and error and thereby speed up the learning process. Large Language Models (LLMs) have recently enabled AI agents to comprehend natural language -- and hence AI agents can potentially benefit from language feedback during learning like humans do. But existing interactive benchmarks do not assess this crucial capability: they either use numeric reward feedback or require no learning at all (only planning or information retrieval). LLF-Bench is designed to fill this omission. LLF-Bench is a diverse collection of sequential decision-making tasks that includes user recommendation, poem writing, navigation, and robot control. The objective of an agent is to interactively solve these tasks based on their natural-language instructions and the feedback received after taking actions. Crucially, to ensure that the agent actually "learns" from the feedback, LLF-Bench implements several randomization techniques (such as paraphrasing and environment randomization) to ensure that the task isn't familiar to the agent and that the agent is robust to various verbalizations. In addition, LLF-Bench provides a unified OpenAI Gym interface for all its tasks and allows the users to easily configure the information the feedback conveys (among suggestion, explanation, and instantaneous performance) to study how agents respond to different types of feedback. Together, these features make LLF-Bench a unique research platform for developing and testing LLF agents.
Learning to Generate Better Than Your LLM
Chang, Jonathan D., Brantley, Kiante, Ramamurthy, Rajkumar, Misra, Dipendra, Sun, Wen
Reinforcement learning (RL) has emerged as a powerful paradigm for fine-tuning Large Language Models (LLMs) for text generation. In particular, recent LLMs such as ChatGPT and GPT-4 can engage in fluent conversations with users after finetuning with RL. Capitalizing on key properties of text generation, we seek to investigate RL algorithms beyond general purpose algorithms like Proximal Policy Optimization (PPO). In particular, we extend RL algorithms to allow them to interact with a dynamic black-box guide LLM and propose RL with guided feedback (RLGF), a suite of RL algorithms for LLM fine-tuning. We provide two ways for the guide LLM to interact with the LLM to be optimized for maximizing rewards. The guide LLM can generate text which serves as additional starting states for the RL optimization procedure. The guide LLM can also be used to complete the partial sentences generated by the LLM that is being optimized, treating the guide LLM as an expert to imitate and surpass eventually. We experiment on the IMDB positive sentiment, CommonGen, and TL;DR summarization tasks. We show that our RL algorithms achieve higher performance than supervised learning (SL) and the RL baseline PPO, demonstrating the benefit of interaction with the guide LLM. On both CommonGen and TL;DR, we not only outperform our SL baselines but also improve upon PPO across a variety of metrics beyond the one we optimized for. Our code can be found at https://github.com/Cornell-RL/tril.
Survival Instinct in Offline Reinforcement Learning
Li, Anqi, Misra, Dipendra, Kolobov, Andrey, Cheng, Ching-An
We present a novel observation about the behavior of offline reinforcement learning (RL) algorithms: on many benchmark datasets, offline RL can produce well-performing and safe policies even when trained with "wrong" reward labels, such as those that are zero everywhere or are negatives of the true rewards. This phenomenon cannot be easily explained by offline RL's return maximization objective. Moreover, it gives offline RL a degree of robustness that is uncharacteristic of its online RL counterparts, which are known to be sensitive to reward design. We demonstrate that this surprising robustness property is attributable to an interplay between the notion of pessimism in offline RL algorithms and certain implicit biases in common data collection practices. As we prove in this work, pessimism endows the agent with a "survival instinct", i.e., an incentive to stay within the data support in the long term, while the limited and biased data coverage further constrains the set of survival policies. Formally, given a reward class -- which may not even contain the true reward -- we identify conditions on the training data distribution that enable offline RL to learn a near-optimal and safe policy from any reward within the class. We argue that the survival instinct should be taken into account when interpreting results from existing offline RL benchmarks and when creating future ones. Our empirical and theoretical results suggest a new paradigm for RL, whereby an agent is nudged to learn a desirable behavior with imperfect reward but purposely biased data coverage.
Agent-Controller Representations: Principled Offline RL with Rich Exogenous Information
Islam, Riashat, Tomar, Manan, Lamb, Alex, Efroni, Yonathan, Zang, Hongyu, Didolkar, Aniket, Misra, Dipendra, Li, Xin, van Seijen, Harm, Combes, Remi Tachet des, Langford, John
Learning to control an agent from data collected offline in a rich pixel-based visual observation space is vital for real-world applications of reinforcement learning (RL). A major challenge in this setting is the presence of input information that is hard to model and irrelevant to controlling the agent. This problem has been approached by the theoretical RL community through the lens of exogenous information, i.e, any control-irrelevant information contained in observations. For example, a robot navigating in busy streets needs to ignore irrelevant information, such as other people walking in the background, textures of objects, or birds in the sky. In this paper, we focus on the setting with visually detailed exogenous information, and introduce new offline RL benchmarks offering the ability to study this problem. We find that contemporary representation learning techniques can fail on datasets where the noise is a complex and time dependent process, which is prevalent in practical applications. To address these, we propose to use multi-step inverse models, which have seen a great deal of interest in the RL theory community, to learn Agent-Controller Representations for Offline-RL (ACRO). Despite being simple and requiring no reward, we show theoretically and empirically that the representation created by this objective greatly outperforms baselines.