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Fisher-Guided Selective Forgetting: Mitigating The Primacy Bias in Deep Reinforcement Learning

Falzari, Massimiliano, Sabatelli, Matthia

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) systems often tend to overfit to early experiences, a phenomenon known as the primacy bias (PB). This bias can severely hinder learning efficiency and final performance, particularly in complex environments. This paper presents a comprehensive investigation of PB through the lens of the Fisher Information Matrix (FIM). We develop a framework characterizing PB through distinct patterns in the FIM trace, identifying critical memorization and reorganization phases during learning. Building on this understanding, we propose Fisher-Guided Selective Forgetting (FGSF), a novel method that leverages the geometric structure of the parameter space to selectively modify network weights, preventing early experiences from dominating the learning process. Empirical results across DeepMind Control Suite (DMC) environments show that FGSF consistently outperforms baselines, particularly in complex tasks. We analyze the different impacts of PB on actor and critic networks, the role of replay ratios in exacerbating the effect, and the effectiveness of even simple noise injection methods. Our findings provide a deeper understanding of PB and practical mitigation strategies, offering a FIM-based geometric perspective for advancing DRL.


RAT: Adversarial Attacks on Deep Reinforcement Agents for Targeted Behaviors

Bai, Fengshuo, Liu, Runze, Du, Yali, Wen, Ying, Yang, Yaodong

arXiv.org Artificial Intelligence

Evaluating deep reinforcement learning (DRL) agents against targeted behavior attacks is critical for assessing their robustness. These attacks aim to manipulate the victim into specific behaviors that align with the attacker's objectives, often bypassing traditional reward-based defenses. Prior methods have primarily focused on reducing cumulative rewards; however, rewards are typically too generic to capture complex safety requirements effectively. As a result, focusing solely on reward reduction can lead to suboptimal attack strategies, particularly in safety-critical scenarios where more precise behavior manipulation is needed. To address these challenges, we propose RAT, a method designed for universal, targeted behavior attacks. RAT trains an intention policy that is explicitly aligned with human preferences, serving as a precise behavioral target for the adversary. Concurrently, an adversary manipulates the victim's policy to follow this target behavior. To enhance the effectiveness of these attacks, RAT dynamically adjusts the state occupancy measure within the replay buffer, allowing for more controlled and effective behavior manipulation. Our empirical results on robotic simulation tasks demonstrate that RAT outperforms existing adversarial attack algorithms in inducing specific behaviors. Additionally, RAT shows promise in improving agent robustness, leading to more resilient policies. We further validate RAT by guiding Decision Transformer agents to adopt behaviors aligned with human preferences in various MuJoCo tasks, demonstrating its effectiveness across diverse tasks.


Simultaneous Training of First- and Second-Order Optimizers in Population-Based Reinforcement Learning

Pfeiffer, Felix, Eivazi, Shahram

arXiv.org Artificial Intelligence

The tuning of hyperparameters in reinforcement learning (RL) is critical, as these parameters significantly impact an agent's performance and learning efficiency. Dynamic adjustment of hyperparameters during the training process can significantly enhance both the performance and stability of learning. Population-based training (PBT) provides a method to achieve this by continuously tuning hyperparameters throughout the training. This ongoing adjustment enables models to adapt to different learning stages, resulting in faster convergence and overall improved performance. In this paper, we propose an enhancement to PBT by simultaneously utilizing both first- and second-order optimizers within a single population. We conducted a series of experiments using the TD3 algorithm across various MuJoCo environments. Our results, for the first time, empirically demonstrate the potential of incorporating second-order optimizers within PBT-based RL. Specifically, the combination of the K-FAC optimizer with Adam led to up to a 10% improvement in overall performance compared to PBT using only Adam. Additionally, in environments where Adam occasionally fails, such as the Swimmer environment, the mixed population with K-FAC exhibited more reliable learning outcomes, offering a significant advantage in training stability without a substantial increase in computational time.


Stabilizing Extreme Q-learning by Maclaurin Expansion

Omura, Motoki, Osa, Takayuki, Mukuta, Yusuke, Harada, Tatsuya

arXiv.org Artificial Intelligence

In Extreme Q-learning (XQL), Gumbel Regression is performed with an assumed Gumbel distribution for the error distribution. This allows learning of the value function without sampling out-of-distribution actions and has shown excellent performance mainly in Offline RL. However, issues remained, including the exponential term in the loss function causing instability and the potential for an error distribution diverging from the Gumbel distribution. Therefore, we propose Maclaurin Expanded Extreme Q-learning to enhance stability. In this method, applying Maclaurin expansion to the loss function in XQL enhances stability against large errors. It also allows adjusting the error distribution assumption from normal to Gumbel based on the expansion order. Our method significantly stabilizes learning in Online RL tasks from DM Control, where XQL was previously unstable. Additionally, it improves performance in several Offline RL tasks from D4RL, where XQL already showed excellent results.


Efficient Preference-based Reinforcement Learning via Aligned Experience Estimation

Bai, Fengshuo, Zhao, Rui, Zhang, Hongming, Cui, Sijia, Wen, Ying, Yang, Yaodong, Xu, Bo, Han, Lei

arXiv.org Artificial Intelligence

Preference-based reinforcement learning (PbRL) has shown impressive capabilities in training agents without reward engineering. However, a notable limitation of PbRL is its dependency on substantial human feedback. This dependency stems from the learning loop, which entails accurate reward learning compounded with value/policy learning, necessitating a considerable number of samples. To boost the learning loop, we propose SEER, an efficient PbRL method that integrates label smoothing and policy regularization techniques. Label smoothing reduces overfitting of the reward model by smoothing human preference labels. Additionally, we bootstrap a conservative estimate $\widehat{Q}$ using well-supported state-action pairs from the current replay memory to mitigate overestimation bias and utilize it for policy learning regularization. Our experimental results across a variety of complex tasks, both in online and offline settings, demonstrate that our approach improves feedback efficiency, outperforming state-of-the-art methods by a large margin. Ablation studies further reveal that SEER achieves a more accurate Q-function compared to prior work.


Predictable Reinforcement Learning Dynamics through Entropy Rate Minimization

Ornia, Daniel Jarne, Delimpaltadakis, Giannis, Kober, Jens, Alonso-Mora, Javier

arXiv.org Artificial Intelligence

In Reinforcement Learning (RL), agents have no incentive to exhibit predictable behaviors, and are often pushed (through e.g. policy entropy regularization) to randomize their actions in favor of exploration. From a human perspective, this makes RL agents hard to interpret and predict, and from a safety perspective, even harder to formally verify. We propose a novel method to induce predictable behavior in RL agents, referred to as Predictability-Aware RL (PA-RL), which employs the state sequence entropy rate as a predictability measure. We show how the entropy rate can be formulated as an average reward objective, and since its entropy reward function is policy-dependent, we introduce an action-dependent surrogate entropy enabling the use of PG methods. We prove that deterministic policies minimizing the average surrogate reward exist and also minimize the actual entropy rate, and show how, given a learned dynamical model, we are able to approximate the value function associated to the true entropy rate. Finally, we demonstrate the effectiveness of the approach in RL tasks inspired by human-robot use-cases, and show how it produces agents with more predictable behavior while achieving near-optimal rewards.


Identifying Policy Gradient Subspaces

Schneider, Jan, Schumacher, Pierre, Guist, Simon, Chen, Le, Häufle, Daniel, Schölkopf, Bernhard, Büchler, Dieter

arXiv.org Artificial Intelligence

Policy gradient methods hold great potential for solving complex continuous control tasks. Still, their training efficiency can be improved by exploiting structure within the optimization problem. Recent work indicates that supervised learning can be accelerated by leveraging the fact that gradients lie in a low-dimensional and slowly-changing subspace. In this paper, we conduct a thorough evaluation of this phenomenon for two popular deep policy gradient methods on various simulated benchmark tasks. Our results demonstrate the existence of such gradient subspaces despite the continuously changing data distribution inherent to reinforcement learning. These findings reveal promising directions for future work on more efficient reinforcement learning, e.g., through improving parameter-space exploration or enabling second-order optimization.


Colored Noise in PPO: Improved Exploration and Performance Through Correlated Action Sampling

Hollenstein, Jakob, Martius, Georg, Piater, Justus

arXiv.org Artificial Intelligence

Proximal Policy Optimization (PPO), a popular on-policy deep reinforcement learning method, employs a stochastic policy for exploration. In this paper, we propose a colored noise-based stochastic policy variant of PPO. Previous research highlighted the importance of temporal correlation in action noise for effective exploration in off-policy reinforcement learning. Building on this, we investigate whether correlated noise can also enhance exploration in on-policy methods like PPO. We discovered that correlated noise for action selection improves learning performance and outperforms the currently popular uncorrelated white noise approach in on-policy methods. Unlike off-policy learning, where pink noise was found to be highly effective, we found that a colored noise, intermediate between white and pink, performed best for on-policy learning in PPO. We examined the impact of varying the amount of data collected for each update by modifying the number of parallel simulation environments for data collection and observed that with a larger number of parallel environments, more strongly correlated noise is beneficial. Due to the significant impact and ease of implementation, we recommend switching to correlated noise as the default noise source in PPO.


Efficient Learning of High Level Plans from Play

Urpí, Núria Armengol, Bagatella, Marco, Hilliges, Otmar, Martius, Georg, Coros, Stelian

arXiv.org Artificial Intelligence

Real-world robotic manipulation tasks remain an elusive challenge, since they involve both fine-grained environment interaction, as well as the ability to plan for long-horizon goals. Although deep reinforcement learning (RL) methods have shown encouraging results when planning end-to-end in high-dimensional environments, they remain fundamentally limited by poor sample efficiency due to inefficient exploration, and by the complexity of credit assignment over long horizons. In this work, we present Efficient Learning of High-Level Plans from Play (ELF-P), a framework for robotic learning that bridges motion planning and deep RL to achieve long-horizon complex manipulation tasks. We leverage task-agnostic play data to learn a discrete behavioral prior over object-centric primitives, modeling their feasibility given the current context. We then design a high-level goal-conditioned policy which (1) uses primitives as building blocks to scaffold complex long-horizon tasks and (2) leverages the behavioral prior to accelerate learning. We demonstrate that ELF-P has significantly better sample efficiency than relevant baselines over multiple realistic manipulation tasks and learns policies that can be easily transferred to physical hardware.


Zero Experience Required: Plug & Play Modular Transfer Learning for Semantic Visual Navigation

Al-Halah, Ziad, Ramakrishnan, Santhosh K., Grauman, Kristen

arXiv.org Artificial Intelligence

In reinforcement learning for visual navigation, it is common to develop a model for each new task, and train that model from scratch with task-specific interactions in 3D environments. However, this process is expensive; massive amounts of interactions are needed for the model to generalize well. Moreover, this process is repeated whenever there is a change in the task type or the goal modality. We present a unified approach to visual navigation using a novel modular transfer learning model. Our model can effectively leverage its experience from one source task and apply it to multiple target tasks (e.g., ObjectNav, RoomNav, ViewNav) with various goal modalities (e.g., image, sketch, audio, label). Furthermore, our model enables zero-shot experience learning, whereby it can solve the target tasks without receiving any task-specific interactive training. Our experiments on multiple photorealistic datasets and challenging tasks show that our approach learns faster, generalizes better, and outperforms SoTA models by a significant margin.