reward prediction
Probing Preference Representations: A Multi-Dimensional Evaluation and Analysis Method for Reward Models
Wang, Chenglong, Huo, Yifu, Gan, Yang, Mu, Yongyu, He, Qiaozhi, Yang, Murun, Li, Bei, Zhang, Chunliang, Liu, Tongran, Ma, Anxiang, Yu, Zhengtao, Zhu, Jingbo, Xiao, Tong
Previous methods evaluate reward models by testing them on a fixed pairwise ranking test set, but they typically do not provide performance information on each preference dimension. In this work, we address the evaluation challenge of reward models by probing preference representations. To confirm the effectiveness of this evaluation method, we construct a Multi-dimensional Reward Model Benchmark (MRMBench), a collection of six probing tasks for different preference dimensions. We design it to favor and encourage reward models that better capture preferences across different dimensions. Furthermore, we introduce an analysis method, inference-time probing, which identifies the dimensions used during the reward prediction and enhances its interpretability. Through extensive experiments, we find that MRMBench strongly correlates with the alignment performance of large language models (LLMs), making it a reliable reference for developing advanced reward models. Our analysis of MRMBench evaluation results reveals that reward models often struggle to capture preferences across multiple dimensions, highlighting the potential of multi-objective optimization in reward modeling. Additionally, our findings show that the proposed inference-time probing method offers a reliable metric for assessing the confidence of reward predictions, which ultimately improves the alignment of LLMs.
Predictive Auxiliary Learning for Belief-based Multi-Agent Systems
Huang, Qinwei, Wang, Stefan, Khan, Simon, Katz, Garrett, Qiu, Qinru
The performance of multi-agent reinforcement learning (MARL) in partially observable environments depends on effectively aggregating information from observations, communications, and reward signals. While most existing multi-agent systems primarily rely on rewards as the only feedback for policy training, our research shows that introducing auxiliary predictive tasks can significantly enhance learning efficiency and stability. We propose Belief-based Predictive Auxiliary Learning (BEPAL), a framework that incorporates auxiliary training objectives to support policy optimization. BEPAL follows the centralized training with decentralized execution paradigm. Each agent learns a belief model that predicts unobservable state information, such as other agents' rewards or motion directions, alongside its policy model. By enriching hidden state representations with information that does not directly contribute to immediate reward maximization, this auxiliary learning process stabilizes MARL training and improves overall performance. We evaluate BEPAL in the predator-prey environment and Google Research Football, where it achieves an average improvement of about 16 percent in performance metrics and demonstrates more stable convergence compared to baseline methods.
Large Language Model-Enhanced Multi-Armed Bandits
Sun, Jiahang, Wang, Zhiyong, Yang, Runhan, Xiao, Chenjun, Lui, John C. S., Dai, Zhongxiang
Large language models (LLMs) have been adopted to solve sequential decision-making tasks such as multi-armed bandits (MAB), in which an LLM is directly instructed to select the arms to pull in every iteration. However, this paradigm of direct arm selection using LLMs has been shown to be suboptimal in many MAB tasks. Therefore, we propose an alternative approach which combines the strengths of classical MAB and LLMs. Specifically, we adopt a classical MAB algorithm as the high-level framework and leverage the strong in-context learning capability of LLMs to perform the sub-task of reward prediction. Firstly, we incorporate the LLM-based reward predictor into the classical Thompson sampling (TS) algorithm and adopt a decaying schedule for the LLM temperature to ensure a transition from exploration to exploitation. Next, we incorporate the LLM-based reward predictor (with a temperature of 0) into a regression oracle-based MAB algorithm equipped with an explicit exploration mechanism. We also extend our TS-based algorithm to dueling bandits where only the preference feedback between pairs of arms is available, which requires non-trivial algorithmic modifications. We conduct empirical evaluations using both synthetic MAB tasks and experiments designed using real-world text datasets, in which the results show that our algorithms consistently outperform previous baseline methods based on direct arm selection. Interestingly, we also demonstrate that in challenging tasks where the arms lack semantic meanings that can be exploited by the LLM, our approach achieves considerably better performance than LLM-based direct arm selection.
Neural-Network-Driven Reward Prediction as a Heuristic: Advancing Q-Learning for Mobile Robot Path Planning
Ji, Yiming, Yun, Kaijie, Liu, Yang, Xie, Zongwu, Liu, Hong
Q-learning is a widely used reinforcement learning technique for solving path planning problems. It primarily involves the interaction between an agent and its environment, enabling the agent to learn an optimal strategy that maximizes cumulative rewards. Although many studies have reported the effectiveness of Q-learning, it still faces slow convergence issues in practical applications. To address this issue, we propose the NDR-QL method, which utilizes neural network outputs as heuristic information to accelerate the convergence process of Q-learning. Specifically, we improved the dual-output neural network model by introducing a start-end channel separation mechanism and enhancing the feature fusion process. After training, the proposed NDR model can output a narrowly focused optimal probability distribution, referred to as the guideline, and a broadly distributed suboptimal distribution, referred to as the region. Subsequently, based on the guideline prediction, we calculate the continuous reward function for the Q-learning method, and based on the region prediction, we initialize the Q-table with a bias. We conducted training, validation, and path planning simulation experiments on public datasets. The results indicate that the NDR model outperforms previous methods by up to 5\% in prediction accuracy. Furthermore, the proposed NDR-QL method improves the convergence speed of the baseline Q-learning method by 90\% and also surpasses the previously improved Q-learning methods in path quality metrics.
PROGRESSOR: A Perceptually Guided Reward Estimator with Self-Supervised Online Refinement
Ayalew, Tewodros, Zhang, Xiao, Wu, Kevin Yuanbo, Jiang, Tianchong, Maire, Michael, Walter, Matthew R.
We present PROGRESSOR, a novel framework that learns a task-agnostic reward function from videos, enabling policy training through goal-conditioned reinforcement learning (RL) without manual supervision. Underlying this reward is an estimate of the distribution over task progress as a function of the current, initial, and goal observations that is learned in a self-supervised fashion. Crucially, PROGRESSOR refines rewards adversarially during online RL training by pushing back predictions for out-of-distribution observations, to mitigate distribution shift inherent in non-expert observations. Utilizing this progress prediction as a dense reward together with an adversarial push-back, we show that PROGRESSOR enables robots to learn complex behaviors without any external supervision. Pretrained on large-scale egocentric human video from EPIC-KITCHENS, PROGRESSOR requires no fine-tuning on in-domain task-specific data for generalization to real-robot offline RL under noisy demonstrations, outperforming contemporary methods that provide dense visual reward for robotic learning. Our findings highlight the potential of PROGRESSOR for scalable robotic applications where direct action labels and task-specific rewards are not readily available.
Adapting Image-based RL Policies via Predicted Rewards
Wang, Weiyao, Fang, Xinyuan, Hager, Gregory D.
Image-based reinforcement learning (RL) faces significant challenges in generalization when the visual environment undergoes substantial changes between training and deployment. Under such circumstances, learned policies may not perform well leading to degraded results. Previous approaches to this problem have largely focused on broadening the training observation distribution, employing techniques like data augmentation and domain randomization. However, given the sequential nature of the RL decision-making problem, it is often the case that residual errors are propagated by the learned policy model and accumulate throughout the trajectory, resulting in highly degraded performance. In this paper, we leverage the observation that predicted rewards under domain shift, even though imperfect, can still be a useful signal to guide fine-tuning. We exploit this property to fine-tune a policy using reward prediction in the target domain. We have found that, even under significant domain shift, the predicted reward can still provide meaningful signal and fine-tuning substantially improves the original policy. Our approach, termed Predicted Reward Fine-tuning (PRFT), improves performance across diverse tasks in both simulated benchmarks and real-world experiments. More information is available at project web page: https://sites.google.com/view/prft.
Restless Bandit Problem with Rewards Generated by a Linear Gaussian Dynamical System
Gornet, Jonathan, Sinopoli, Bruno
Decision-making under uncertainty is a fundamental problem encountered frequently and can be formulated as a stochastic multi-armed bandit problem. In the problem, the learner interacts with an environment by choosing an action at each round, where a round is an instance of an interaction. In response, the environment reveals a reward, which is sampled from a stochastic process, to the learner. The goal of the learner is to maximize cumulative reward. In this work, we assume that the rewards are the inner product of an action vector and a state vector generated by a linear Gaussian dynamical system. To predict the reward for each action, we propose a method that takes a linear combination of previously observed rewards for predicting each action's next reward. We show that, regardless of the sequence of previous actions chosen, the reward sampled for any previously chosen action can be used for predicting another action's future reward, i.e. the reward sampled for action 1 at round $t-1$ can be used for predicting the reward for action $2$ at round $t$. This is accomplished by designing a modified Kalman filter with a matrix representation that can be learned for reward prediction. Numerical evaluations are carried out on a set of linear Gaussian dynamical systems and are compared with 2 other well-known stochastic multi-armed bandit algorithms.