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A Compositional Framework for On-the-Fly LTLf Synthesis

Li, Yongkang, Xiao, Shengping, Zhu, Shufang, Li, Jianwen, Pu, Geguang

arXiv.org Artificial Intelligence

Reactive synthesis from Linear Temporal Logic over finite traces (LTLf) can be reduced to a two-player game over a Deterministic Finite Automaton (DFA) of the LTLf specification. The primary challenge here is DFA construction, which is 2EXPTIME-complete in the worst case. Existing techniques either construct the DFA compositionally before solving the game, leveraging automata minimization to mitigate state-space explosion, or build the DFA incrementally during game solving to avoid full DFA construction. However, neither is dominant. In this paper, we introduce a compositional on-the-fly synthesis framework that integrates the strengths of both approaches, focusing on large conjunctions of smaller LTLf formulas common in practice. This framework applies composition during game solving instead of automata (game arena) construction. While composing all intermediate results may be necessary in the worst case, pruning these results simplifies subsequent compositions and enables early detection of unrealizability. Specifically, the framework allows two composition variants: pruning before composition to take full advantage of minimization or pruning during composition to guide on-the-fly synthesis. Compared to state-of-the-art synthesis solvers, our framework is able to solve a notable number of instances that other solvers cannot handle. A detailed analysis shows that both composition variants have unique merits.




Is Value Learning Really the Main Bottleneck in Offline RL?

Park, Seohong, Frans, Kevin, Levine, Sergey, Kumar, Aviral

arXiv.org Artificial Intelligence

While imitation learning requires access to high-quality data, offline reinforcement learning (RL) should, in principle, perform similarly or better with substantially lower data quality by using a value function. However, current results indicate that offline RL often performs worse than imitation learning, and it is often unclear what holds back the performance of offline RL. Motivated by this observation, we aim to understand the bottlenecks in current offline RL algorithms. While poor performance of offline RL is typically attributed to an imperfect value function, we ask: is the main bottleneck of offline RL indeed in learning the value function, or something else? To answer this question, we perform a systematic empirical study of (1) value learning, (2) policy extraction, and (3) policy generalization in offline RL problems, analyzing how these components affect performance. We make two surprising observations. First, we find that the choice of a policy extraction algorithm significantly affects the performance and scalability of offline RL, often more so than the value learning objective. For instance, we show that common value-weighted behavioral cloning objectives (e.g., AWR) do not fully leverage the learned value function, and switching to behavior-constrained policy gradient objectives (e.g., DDPG+BC) often leads to substantial improvements in performance and scalability. Second, we find that a big barrier to improving offline RL performance is often imperfect policy generalization on test-time states out of the support of the training data, rather than policy learning on in-distribution states. We then show that the use of suboptimal but high-coverage data or test-time policy training techniques can address this generalization issue in practice. Specifically, we propose two simple test-time policy improvement methods and show that these methods lead to better performance.


Identifying Co-Adaptation of Algorithmic and Implementational Innovations in Deep Reinforcement Learning: A Taxonomy and Case Study of Inference-based Algorithms

Furuta, Hiroki, Kozuno, Tadashi, Matsushima, Tatsuya, Matsuo, Yutaka, Gu, Shixiang Shane

arXiv.org Artificial Intelligence

Recently many algorithms were devised for reinforcement learning (RL) with function approximation. While they have clear algorithmic distinctions, they also have many implementation differences that are algorithm-agnostic and sometimes subtle. Such mixing of algorithmic novelty and implementation craftsmanship makes rigorous analyses of the sources of performance improvements difficult. In this work, we focus on a series of inference-based actor-critic algorithms -- MPO, AWR, and SAC -- to decouple their algorithmic innovations and implementation decisions. We present unified derivations through a single control-as-inference objective, where we can categorize each algorithm as based on either Expectation-Maximization (EM) or direct Kullback-Leibler (KL) divergence minimization and treat the rest of specifications as implementation details. We performed extensive ablation studies, and identified substantial performance drops whenever implementation details are mismatched for algorithmic choices. These results show which implementation details are co-adapted and co-evolved with algorithms, and which are transferable across algorithms: as examples, we identified that tanh policy and network sizes are highly adapted to algorithmic types, while layer normalization and ELU are critical for MPO's performances but also transfer to noticeable gains in SAC. We hope our work can inspire future work to further demystify sources of performance improvements across multiple algorithms and allow researchers to build on one another's both algorithmic and implementational innovations.


Offline Meta-Reinforcement Learning with Advantage Weighting

Mitchell, Eric, Rafailov, Rafael, Peng, Xue Bin, Levine, Sergey, Finn, Chelsea

arXiv.org Artificial Intelligence

This paper introduces the offline meta-reinforcement learning (offline meta-RL) problem setting and proposes an algorithm that performs well in this setting. Offline meta-RL is analogous to the widely successful supervised learning strategy of pretraining a model on a large batch of fixed, pre-collected data (possibly from various tasks) and fine-tuning the model to a new task with relatively little data. That is, in offline meta-RL, we meta-train on fixed, pre-collected data from several tasks and adapt to a new task with a very small amount (less than 5 trajectories) of data from the new task. By nature of being offline, algorithms for offline meta-RL can utilize the largest possible pool of training data available and eliminate potentially unsafe or costly data collection during meta-training. This setting inherits the challenges of offline RL, but it differs significantly because offline RL does not generally consider a) transfer to new tasks or b) limited data from the test task, both of which we face in offline meta-RL. Targeting the offline meta-RL setting, we propose Meta-Actor Critic with Advantage Weighting (MACAW). MACAW is an optimization-based meta-learning algorithm that uses simple, supervised regression objectives for both the inner and outer loop of meta-training. On offline variants of common meta-RL benchmarks, we empirically find that this approach enables fully offline meta-reinforcement learning and achieves notable gains over prior methods. Meta-reinforcement learning (meta-RL) has emerged as a promising strategy for tackling the high sample complexity of reinforcement learning algorithms, when the goal is to ultimately learn many tasks. Meta-RL algorithms exploit shared structure among tasks during meta-training, amortizing the cost of learning across tasks and enabling rapid adaptation to new tasks during meta-testing from only a small amount of experience. Yet unlike in supervised learning, where large amounts of pre-collected data can be pooled from many sources to train a single model, existing meta-RL algorithms assume the ability to collect millions of environment interactions online during meta-training.