policy
Synthesized Policies for Transfer and Adaptation across Tasks and Environments
The ability to transfer in reinforcement learning is key towards building an agent of general artificial intelligence. In this paper, we consider the problem of learning to simultaneously transfer across both environments and tasks, probably more importantly, by learning from only sparse (environment, task) pairs out of all the possible combinations. We propose a novel compositional neural network architecture which depicts a meta rule for composing policies from environment and task embeddings. Notably, one of the main challenges is to learn the embeddings jointly with the meta rule. We further propose new training methods to disentangle the embeddings, making them both distinctive signatures of the environments and tasks and effective building blocks for composing the policies. Experiments on GridWorld and THOR, of which the agent takes as input an egocentric view, show that our approach gives rise to high success rates on all the (environment, task) pairs after learning from only 40% of them.
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PaCo: Parameter-Compositional Multi-task Reinforcement Learning
The purpose of multi-task reinforcement learning (MTRL) is to train a single policy that can be applied to a set of different tasks. Sharing parameters allows us to take advantage of the similarities among tasks. However, the gaps between contents and difficulties of different tasks bring us challenges on both which tasks should share the parameters and what parameters should be shared, as well as the optimization challenges due to parameter sharing. In this work, we introduce a parameter-compositional approach (PaCo) as an attempt to address these challenges. In this framework, a policy subspace represented by a set of parameters is learned. Policies for all the single tasks lie in this subspace and can be composed by interpolating with the learned set. It allows not only flexible parameter sharing, but also a natural way to improve training.We demonstrate the state-of-the-art performance on Meta-World benchmarks, verifying the effectiveness of the proposed approach.
Understanding the Evolution of Linear Regions in Deep Reinforcement Learning
Policies produced by deep reinforcement learning are typically characterised by their learning curves, but they remain poorly understood in many other respects. ReLU-based policies result in a partitioning of the input space into piecewise linear regions. We seek to understand how observed region counts and their densities evolve during deep reinforcement learning using empirical results that span a range of continuous control tasks and policy network dimensions. Intuitively, we may expect that during training, the region density increases in the areas that are frequently visited by the policy, thereby affording fine-grained control. We use recent theoretical and empirical results for the linear regions induced by neural networks in supervised learning settings for grounding and comparison of our results. Empirically, we find that the region density increases only moderately throughout training, as measured along fixed trajectories coming from the final policy. However, the trajectories themselves also increase in length during training, and thus the region densities decrease as seen from the perspective of the current trajectory. Our findings suggest that the complexity of deep reinforcement learning policies does not principally emerge from a significant growth in the complexity of functions observed on-and-around trajectories of the policy.
Adaptive Probing Policies for Shortest Path Routing
Inspired by traffic routing applications, we consider the problem of finding the shortest path from a source $s$ to a destination $t$ in a graph, when the lengths of the edges are unknown. Instead, we are given {\em hints} or predictions of the edge lengths from a collection of ML models, trained possibly on historical data and other contexts in the network. Additionally, we assume that the true length of any candidate path can be obtained by {\em probing} an up-to-date snapshot of the network. However, each probe introduces a latency, and thus the goal is to minimize the number of probes while finding a near-optimal path with high probability. We formalize this problem and show assumptions under which it admits to efficient approximation algorithms. We verify these assumptions and validate the performance of our algorithms on real data.
Characterizing Optimal Mixed Policies: Where to Intervene and What to Observe
Intelligent agents are continuously faced with the challenge of optimizing a policy based on what they can observe (see) and which actions they can take (do) in the environment where they are deployed. Most policy can be parametrized in terms of these two dimensions, i.e., as a function of what can be seen and done given a certain situation, which we call a \textit{mixed policy}. In this paper, we investigate several properties of the class of mixed policies and provide an efficient and effective characterization, including optimality and non-redundancy. Specifically, we introduce a graphical criterion to identify unnecessary contexts for a set of actions, leading to a natural characterization of non-redundancy of mixed policies. We then derive sufficient conditions under which one strategy can dominate the other with respect to their maximum achievable expected rewards (optimality). This characterization leads to a fundamental understanding of the space of mixed policies and a possible refinement of the agent's strategy so that it converges to the optimum faster and more robustly. One surprising result of the causal characterization is that the agent following a more standard approach --- intervening on all intervenable variables and observing all available contexts --- may be hurting itself, and will never achieve an optimal performance.
Adaptable Agent Populations via a Generative Model of Policies
In the natural world, life has found innumerable ways to survive and often thrive. Between and even within species, each individual is in some manner unique, and this diversity lends adaptability and robustness to life. In this work, we aim to learn a space of diverse and high-reward policies in a given environment. To this end, we introduce a generative model of policies for reinforcement learning, which maps a low-dimensional latent space to an agent policy space. Our method enables learning an entire population of agent policies, without requiring the use of separate policy parameters. Just as real world populations can adapt and evolve via natural selection, our method is able to adapt to changes in our environment solely by selecting for policies in latent space. We test our generative model's capabilities in a variety of environments, including an open-ended grid-world and a two-player soccer environment. Code, visualizations, and additional experiments can be found at https://kennyderek.github.io/adap/.
e-COP : Episodic Constrained Optimization of Policies
In this paper, we present the e-COP algorithm, the first policy optimization algorithm for constrained Reinforcement Learning (RL) in episodic (finite horizon) settings. Such formulations are applicable when there are separate sets of optimization criteria and constraints on a system's behavior. We approach this problem by first establishing a policy difference lemma for the episodic setting, which provides the theoretical foundation for the algorithm. Then, we propose to combine a set of established and novel solution ideas to yield the e-COP algorithm that is easy to implement and numerically stable, and provide a theoretical guarantee on optimality under certain scaling assumptions. Through extensive empirical analysis using benchmarks in the Safety Gym suite, we show that our algorithm has similar or better performance than SoTA (non-episodic) algorithms adapted for the episodic setting.
Uncertainty in Action: Confidence Elicitation in Embodied Agents
Yu, Tianjiao, Shah, Vedant, Wahed, Muntasir, Nguyen, Kiet A., Juvekar, Adheesh, August, Tal, Lourentzou, Ismini
Expressing confidence is challenging for embodied agents navigating dynamic multimodal environments, where uncertainty arises from both perception and decision-making processes. We present the first work investigating embodied confidence elicitation in open-ended multimodal environments. We introduce Elicitation Policies, which structure confidence assessment across inductive, deductive, and abductive reasoning, along with Execution Policies, which enhance confidence calibration through scenario reinterpretation, action sampling, and hypothetical reasoning. Evaluating agents in calibration and failure prediction tasks within the Minecraft environment, we show that structured reasoning approaches, such as Chain-of-Thoughts, improve confidence calibration. However, our findings also reveal persistent challenges in distinguishing uncertainty, particularly under abductive settings, underscoring the need for more sophisticated embodied confidence elicitation methods.
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Multi-Stage Manipulation with Demonstration-Augmented Reward, Policy, and World Model Learning
Escoriza, Adrià López, Hansen, Nicklas, Tao, Stone, Mu, Tongzhou, Su, Hao
Long-horizon tasks in robotic manipulation present significant challenges in reinforcement learning (RL) due to the difficulty of designing dense reward functions and effectively exploring the expansive state-action space. However, despite a lack of dense rewards, these tasks often have a multi-stage structure, which can be leveraged to decompose the overall objective into manageable subgoals. In this work, we propose DEMO3, a framework that exploits this structure for efficient learning from visual inputs. Specifically, our approach incorporates multi-stage dense reward learning, a bi-phasic training scheme, and world model learning into a carefully designed demonstration-augmented RL framework that strongly mitigates the challenge of exploration in long-horizon tasks. Our evaluations demonstrate that our method improves data-efficiency by an average of 40% and by 70% on particularly difficult tasks compared to state-of-the-art approaches. We validate this across 16 sparse-reward tasks spanning four domains, including challenging humanoid visual control tasks using as few as five demonstrations.
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