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Generalized Proximal Policy Optimization with Sample Reuse

Neural Information Processing Systems

In real-world decision making tasks, it is critical for data-driven reinforcement learning methods to be both stable and sample efficient. On-policy methods typically generate reliable policy improvement throughout training, while off-policy methods make more efficient use of data through sample reuse. In this work, we combine the theoretically supported stability benefits of on-policy algorithms with the sample efficiency of off-policy algorithms. We develop policy improvement guarantees that are suitable for the off-policy setting, and connect these bounds to the clipping mechanism used in Proximal Policy Optimization. This motivates an off-policy version of the popular algorithm that we call Generalized Proximal Policy Optimization with Sample Reuse. We demonstrate both theoretically and empirically that our algorithm delivers improved performance by effectively balancing the competing goals of stability and sample efficiency.


Reparameterization Proximal Policy Optimization

arXiv.org Artificial Intelligence

Reparameterization policy gradient (RPG) is promising for improving sample efficiency by leveraging differentiable dynamics. However, a critical barrier is its training instability, where high-variance gradients can destabilize the learning process. To address this, we draw inspiration from Proximal Policy Optimization (PPO), which uses a surrogate objective to enable stable sample reuse in the model-free setting. We first establish a connection between this surrogate objective and RPG, which has been largely unexplored and is non-trivial. Then, we bridge this gap by demonstrating that the reparameterization gradient of a PPO-like surrogate objective can be computed efficiently using backpropagation through time. Based on this key insight, we propose Reparameterization Proximal Policy Optimization (RPO), a stable and sample-efficient RPG-based method. RPO enables stable sample reuse over multiple epochs by employing a policy gradient clipping mechanism tailored for RPG. It is further stabilized by Kullback-Leibler (KL) divergence regularization and remains fully compatible with existing variance reduction methods. We evaluate RPO on a suite of challenging locomotion and manipulation tasks, where experiments demonstrate that our method achieves superior sample efficiency and strong performance.


Concentration Inequalities for the Stochastic Optimization of Unbounded Objectives with Application to Denoising Score Matching

arXiv.org Machine Learning

We derive novel concentration inequalities that bound the statistical error for a large class of stochastic optimization problems, focusing on the case of unbounded objective functions. Our derivations utilize the following tools: 1) A new form of McDiarmid's inequality that is based on sample dependent one component difference bounds and which leads to a novel uniform law of large numbers result for unbounded functions. 2) A Rademacher complexity bound for families of functions that satisfy an appropriate local Lipschitz property. As an application of these results, we derive statistical error bounds for denoising score matching (DSM), an application that inherently requires one to consider unbounded objective functions, even when the data distribution has bounded support. In addition, our results establish the benefit of sample reuse in algorithms that employ easily sampled auxiliary random variables in addition to the training data, e.g., as in DSM, which uses auxiliary Gaussian random variables.


Novelty-based Sample Reuse for Continuous Robotics Control

arXiv.org Artificial Intelligence

In reinforcement learning, agents collect state information and rewards through environmental interactions, essential for policy refinement. This process is notably time-consuming, especially in complex robotic simulations and real-world applications. Traditional algorithms usually re-engage with the environment after processing a single batch of samples, thereby failing to fully capitalize on historical data. However, frequently observed states, with reliable value estimates, require minimal updates; in contrast, rare observed states necessitate more intensive updates for achieving accurate value estimations. To address uneven sample utilization, we propose Novelty-guided Sample Reuse (NSR). NSR provides extra updates for infrequent, novel states and skips additional updates for frequent states, maximizing sample use before interacting with the environment again. Our experiments show that NSR improves the convergence rate and success rate of algorithms without significantly increasing time consumption. Our code is publicly available at https://github.com/ppksigs/NSR-DDPG-HER.


Generalized Proximal Policy Optimization with Sample Reuse

Neural Information Processing Systems

In real-world decision making tasks, it is critical for data-driven reinforcement learning methods to be both stable and sample efficient. On-policy methods typically generate reliable policy improvement throughout training, while off-policy methods make more efficient use of data through sample reuse. In this work, we combine the theoretically supported stability benefits of on-policy algorithms with the sample efficiency of off-policy algorithms. We develop policy improvement guarantees that are suitable for the off-policy setting, and connect these bounds to the clipping mechanism used in Proximal Policy Optimization. This motivates an off-policy version of the popular algorithm that we call Generalized Proximal Policy Optimization with Sample Reuse.


Preference Fine-Tuning of LLMs Should Leverage Suboptimal, On-Policy Data

arXiv.org Artificial Intelligence

Learning from preference labels plays a crucial role in fine-tuning large language models. There are several distinct approaches for preference fine-tuning, including supervised learning, on-policy reinforcement learning (RL), and contrastive learning. Different methods come with different implementation tradeoffs and performance differences, and existing empirical findings present different conclusions, for instance, some results show that online RL is quite important to attain good fine-tuning results, while others find (offline) contrastive or even purely supervised methods sufficient. This raises a natural question: what kind of approaches are important for fine-tuning with preference data and why? In this paper, we answer this question by performing a rigorous analysis of a number of fine-tuning techniques on didactic and full-scale LLM problems. Our main finding is that, in general, approaches that use on-policy sampling or attempt to push down the likelihood on certain responses (i.e., employ a "negative gradient") outperform offline and maximum likelihood objectives. We conceptualize our insights and unify methods that use on-policy sampling or negative gradient under a notion of mode-seeking objectives for categorical distributions. Mode-seeking objectives are able to alter probability mass on specific bins of a categorical distribution at a fast rate compared to maximum likelihood, allowing them to relocate masses across bins more effectively. Our analysis prescribes actionable insights for preference fine-tuning of LLMs and informs how data should be collected for maximal improvement.


Generalized Policy Improvement Algorithms with Theoretically Supported Sample Reuse

arXiv.org Artificial Intelligence

Data-driven, learning-based control methods offer the potential to improve operations in complex systems, and model-free deep reinforcement learning represents a popular approach to data-driven control. However, existing classes of algorithms present a trade-off between two important deployment requirements for real-world control: (i) practical performance guarantees and (ii) data efficiency. Off-policy algorithms make efficient use of data through sample reuse but lack theoretical guarantees, while on-policy algorithms guarantee approximate policy improvement throughout training but suffer from high sample complexity. In order to balance these competing goals, we develop a class of Generalized Policy Improvement algorithms that combines the policy improvement guarantees of on-policy methods with the efficiency of sample reuse. We demonstrate the benefits of this new class of algorithms through extensive experimental analysis on a variety of continuous control tasks from the DeepMind Control Suite.


A Note on "Towards Efficient Data Valuation Based on the Shapley Value''

arXiv.org Artificial Intelligence

Data valuation, i.e., measuring the contribution of a data source to the ML training process, is an important problem in the field of machine learning (ML). For example, assessing the value of data helps to identify and remove low-quality data [Ghorbani and Zou, 2019, Kwon and Zou, 2021], and also provides insights into a model's test-time behavior [Koh and Liang, 2017]. Additionally, data valuation plays a critical role in incentivizing data sharing and shaping policies for data market [Zhu et al., 2019, Tian et al., 2022]. Cooperative game theory and economic principles have inspired the use of the Shapley value (SV) as a principled approach for data valuation [Ghorbani and Zou, 2019, Jia et al., 2019]. The SV is the unique notion that satisfies natural fairness requirements in the ML context.


Phasic Policy Gradient

arXiv.org Machine Learning

We introduce Phasic Policy Gradient (PPG), a reinforcement learning framework which modifies traditional on-policy actor-critic methods by separating policy and value function training into distinct phases. In prior methods, one must choose between using a shared network or separate networks to represent the policy and value function. Using separate networks avoids interference between objectives, while using a shared network allows useful features to be shared. PPG is able to achieve the best of both worlds by splitting optimization into two phases, one that advances training and one that distills features. PPG also enables the value function to be more aggressively optimized with a higher level of sample reuse. Compared to PPO, we find that PPG significantly improves sample efficiency on the challenging Procgen Benchmark.


Dota 2 with Large Scale Deep Reinforcement Learning

arXiv.org Machine Learning

On April 13th, 2019, OpenAI Five became the first AI system to defeat the world champions at an esports game. The game of Dota 2 presents novel challenges for AI systems such as long time horizons, imperfect information, and complex, continuous state-action spaces, all challenges which will become increasingly central to more capable AI systems. OpenAI Five leveraged existing reinforcement learning techniques, scaled to learn from batches of approximately 2 million frames every 2 seconds. We developed a distributed training system and tools for continual training which allowed us to train OpenAI Five for 10 months. By defeating the Dota 2 world champion (Team OG), OpenAI Five demonstrates that self-play reinforcement learning can achieve superhuman performance on a difficult task.