In reinforcement learning, the discount factor $γ$ controls the agent's effective planning horizon. Traditionally, this parameter was considered part of the MDP; however, as deep reinforcement learning algorithms tend to become unstable when the effective planning horizon is long, recent works refer to $γ$ as a hyper-parameter -- thus changing the underlying MDP and potentially leading the agent towards sub-optimal behavior on the original task. In this work, we introduce \emph{reward tweaking}. Reward tweaking learns a surrogate reward function $\tilde r$ for the discounted setting that induces optimal behavior on the original finite-horizon total reward task. Theoretically, we show that there exists a surrogate reward that leads to optimality in the original task and discuss the robustness of our approach. Additionally, we perform experiments in high-dimensional continuous control tasks and show that reward tweaking guides the agent towards better long-horizon returns although it plans for short horizons.
Designing optimal reward functions has been desired but extremely difficult in reinforcement learning (RL). When it comes to modern complex tasks, sophisticated reward functions are widely used to simplify policy learning yet even a tiny adjustment on them is expensive to evaluate due to the drastically increasing cost of training. To this end, we propose a hindsight reward tweaking approach by designing a novel paradigm for deep reinforcement learning to model the influences of reward functions within a near-optimal space. We simply extend the input observation with a condition vector linearl…
Institute for Interdisciplinary Information Sciences (IIIS), Tsinghua University(清华大学交叉信息研究院)
Exploration is essential for reinforcement learning (RL). To face the challenges of exploration, we consider a reward-free RL framework that completely separates exploration from exploitation and brings new challenges for exploration algorithms. In the exploration phase, the agent learns an exploratory policy by interacting with a reward-free environment and collects a dataset of transitions by executing the policy. In the planning phase, the agent computes a good policy for any reward function based on the dataset without further interacting with the environment. This framework is suitable fo…
Pure exploration in multi-armed bandits has emerged as an important framework for modeling decision-making and search under uncertainty. In modern applications, however, one is often faced with a tremendously large number of options. Even obtaining one observation per option may be too costly rendering traditional pure exploration algorithms ineffective. Fortunately, one often has access to similar relationships amongst the options that can be leveraged. In this paper, we consider the pure exploration problem in stochastic multi-armed bandits where the similarities between the arms are capture…
University of Alberta(阿尔伯塔大学);University of Oxford(牛津大学);Technical University Delft(代尔夫特理工大学)
Information gathering in a partially observable environment can be formulated as a reinforcement learning (RL), problem where the reward depends on the agent's uncertainty. For example, the reward can be the negative entropy of the agent's belief over an unknown (or hidden) variable. Typically, the rewards of an RL agent are defined as a function of the state-action pairs and not as a function of the belief of the agent; this hinders the direct application of deep RL methods for such tasks. This paper tackles the challenge of using belief-based rewards for a deep RL agent, by offering a simple…
UC Berkeley(加州大学伯克利分校);Facebook AI Research(脸书人工智能研究院)
In online reinforcement learning (RL), efficient exploration remains particularly challenging in high-dimensional environments with sparse rewards. In low-dimensional environments, where tabular parameterization is possible, count-based upper confidence bound (UCB) exploration methods achieve minimax near-optimal rates. However, it remains unclear how to efficiently implement UCB in realistic RL tasks that involve non-linear function approximation. To address this, we propose a new exploration approach via \textit{maximizing} the deviation of the occupancy of the next policy from the explored …
Indian Institute of Science(印度科学学院);Arithmic Labs(Arithmic实验室);Indian Institute of Technology, Hyderabad(印度理工学院海得拉巴分校)
We study the Improving Multi-Armed Bandit (IMAB) problem, where the reward obtained from an arm increases with the number of pulls it receives. This model provides an elegant abstraction for many real-world problems in domains such as education and employment, where decisions about the distribution of opportunities can affect the future capabilities of communities and the disparity between them. A decision-maker in such settings must consider the impact of her decisions on future rewards in addition to the standard objective of maximizing her cumulative reward at any time. In many of these app…
Contextual multi-armed bandit (MAB) algorithms have been shown promising for maximizing cumulative rewards in sequential decision tasks such as news article recommendation systems, web page ad placement algorithms, and mobile health. However, most of the proposed contextual MAB algorithms assume linear relationships between the reward and the context of the action. This paper proposes a new contextual MAB algorithm for a relaxed, semiparametric reward model that supports nonstationarity. The proposed method is less restrictive, easier to implement and faster than two alternative algorithms tha…
Reinforcement learning offers the promise of automating the acquisition of complex behavioral skills. However, compared to commonly used and well-understood supervised learning methods, reinforcement learning algorithms can be brittle, difficult to use and tune, and sensitive to seemingly innocuous implementation decisions. In contrast, imitation learning utilizes standard and well-understood supervised learning methods, but requires near-optimal expert data. Can we learn effective policies via supervised learning without demonstrations? The main idea that we explore in this work is that non-e…
Kyushu Institute of Technology(九州工业大学);RIKEN Center for Advanced Intelligence Project(理化学研究所先进智能项目中心);The University of Tokyo(东京大学)
Reinforcement learning algorithms are typically limited to learning a single solution for a specified task, even though diverse solutions often exist. Recent studies showed that learning a set of diverse solutions is beneficial because diversity enables robust few-shot adaptation. Although existing methods learn diverse solutions by using the mutual information as unsupervised rewards, such an approach often suffers from the bias of the gradient estimator induced by value function approximation. In this study, we propose a novel method that can learn diverse solutions without suffering the bia…
The design of a reward function often poses a major practical challenge to real-world applications of reinforcement learning. Approaches such as inverse reinforcement learning attempt to overcome this challenge, but require expert demonstrations, which can be difficult or expensive to obtain in practice. We propose variational inverse control with events (VICE), which generalizes inverse reinforcement learning methods to cases where full demonstrations are not needed, such as when only samples of desired goal states are available. Our method is grounded in an alternative perspective on control…
Reward design is a critical part of the application of reinforcement learning, the performance of which strongly depends on how well the reward signal frames the goal of the designer and how well the signal assesses progress in reaching that goal. In many cases, the extrinsic rewards provided by the environment (e.g., win or loss of a game) are very sparse and make it difficult to train agents directly. Researchers usually assist the learning of agents by adding some auxiliary rewards in practice. However, designing auxiliary rewards is often turned to a trial-and-error search for reward setti…
UC Berkeley, Department of Electrical Engineering and Computer Sciences(加州大学伯克利分校电气工程与计算机科学系);Ghent University - imec, Department of Information Technology(根特大学-imec,信息技术系);OpenAI
Scalable and effective exploration remains a key challenge in reinforcement learning (RL). While there are methods with optimality guarantees in the setting of discrete state and action spaces, these methods cannot be applied in high-dimensional deep RL scenarios. As such, most contemporary RL relies on simple heuristics such as epsilon-greedy exploration or adding Gaussian noise to the controls. This paper introduces Variational Information Maximizing Exploration (VIME), an exploration strategy based on maximization of information gain about the agent's belief of environment dynamics. We prop…
Arizona State University(亚利桑那州立大学);Western Sydney University(西悉尼大学)
All reinforcement learning algorithms must handle the trade-off between exploration and exploitation. Many state-of-the-art deep reinforcement learning methods use noise in the action selection, such as Gaussian noise in policy gradient methods or $ε$-greedy in Q-learning. While these methods are appealing due to their simplicity, they do not explore the state space in a methodical manner. We present an approach that uses a model to derive reward bonuses as a means of intrinsic motivation to improve model-free reinforcement learning. A key insight of our approach is that this dynamics model ca…
The University of Texas at Austin(德克萨斯大学奥斯汀分校);DeepMind
This paper deals with the problem of learning a skill-conditioned policy that acts meaningfully in the absence of a reward signal. Mutual information based objectives have shown some success in learning skills that reach a diverse set of states in this setting. These objectives include a KL-divergence term, which is maximized by visiting distinct states even if those states are not far apart in the MDP. This paper presents an approach that rewards the agent for learning skills that maximize the Wasserstein distance of their state visitation from the start state of the skill. It shows that such…
Princeton University(普林斯顿大学);Samsung AI Center NYC(三星人工智能中心(纽约));Stanford University(斯坦福大学)
A major challenge in reinforcement learning is exploration, when local dithering methods such as epsilon-greedy sampling are insufficient to solve a given task. Many recent methods have proposed to intrinsically motivate an agent to seek novel states, driving the agent to discover improved reward. However, while state-novelty exploration methods are suitable for tasks where novel observations correlate well with improved reward, they may not explore more efficiently than epsilon-greedy approaches in environments where the two are not well-correlated. In this paper, we distinguish between explo…
We study an important variant of the stochastic multi-armed bandit (MAB) problem, which takes penalization into consideration. Instead of directly maximizing cumulative expected reward, we need to balance between the total reward and fairness level. In this paper, we present some new insights in MAB and formulate the problem in the penalization framework, where rigorous penalized regret can be well defined and more sophisticated regret analysis is possible. Under such a framework, we propose a hard-threshold UCB-like algorithm, which enjoys many merits including asymptotic fairness, nearly opt…
This paper explores a simple regularizer for reinforcement learning by proposing Generative Adversarial Self-Imitation Learning (GASIL), which encourages the agent to imitate past good trajectories via generative adversarial imitation learning framework. Instead of directly maximizing rewards, GASIL focuses on reproducing past good trajectories, which can potentially make long-term credit assignment easier when rewards are sparse and delayed. GASIL can be easily combined with any policy gradient objective by using GASIL as a learned shaped reward function. Our experimental results show that GA…
Does LLM Alignment Really Need Diversity? An Empirical Study of Adapting RLVR Methods for Moral Reasoning
Institute for Artificial Intelligence, Peking University(北京大学人工智能研究院);Microsoft Research(微软研究院);University of Michigan(密歇根大学);Shanghai Jiao Tong University(上海交通大学);CUHKSZ(香港中文大学(深圳));THU(清华大学)
Zalando Research(Zalando研究);OLX Berlin Hub(OLX柏林中心)
Deep Reinforcement Learning has been shown to be very successful in complex games, e.g. Atari or Go. These games have clearly defined rules, and hence allow simulation. In many practical applications, however, interactions with the environment are costly and a good simulator of the environment is not available. Further, as environments differ by application, the optimal inductive bias (architecture, hyperparameters, etc.) of a reinforcement agent depends on the application. In this work, we propose a multi-arm bandit framework that selects from a set of different reinforcement learning agents …
Institut des Systèmes Intelligents et de Robotique Sorbonne Université, CNRS UMR 7222(索邦大学智能系统与机器人研究所(法国国家科学研究中心UMR 7222));FLOWERS Team INRIA Bordeaux Sud Ouest(法国国家信息与自动化研究所波尔多西南 Flowers 团队)
In this paper we study a new reinforcement learning setting where the environment is non-rewarding, contains several possibly related objects of various controllability, and where an apt agent Bob acts independently, with non-observable intentions. We argue that this setting defines a realistic scenario and we present a generic discrete-state discrete-action model of such environments. To learn in this environment, we propose an unsupervised reinforcement learning agent called CLIC for Curriculum Learning and Imitation for Control. CLIC learns to control individual objects in its environment, …
University of Oxford(牛津大学);University of California San Diego(加利福尼亚大学圣迭戈分校);University of Chicago(芝加哥大学);University of Warwick(华威大学)
Motivated by cognitive radios, stochastic Multi-Player Multi-Armed Bandits has been extensively studied in recent years. In this setting, each player pulls an arm, and receives a reward corresponding to the arm if there is no collision, namely the arm was selected by one single player. Otherwise, the player receives no reward if collision occurs. In this paper, we consider the presence of malicious players (or attackers) who obstruct the cooperative players (or defenders) from maximizing their rewards, by deliberately colliding with them. We provide the first decentralized and robust algorithm…
Bauman Moscow State Technical University(鲍曼莫斯科国立技术大学)
This paper describes an improvement in Deep Q-learning called Reverse Experience Replay (also RER) that solves the problem of sparse rewards and helps to deal with reward maximizing tasks by sampling transitions successively in reverse order. On tasks with enough experience for training and enough Experience Replay memory capacity, Deep Q-learning Network with Reverse Experience Replay shows competitive results against both Double DQN, with a standard Experience Replay, and vanilla DQN. Also, RER achieves significantly increased results in tasks with a lack of experience and Replay memory capa…
Reinforcement learning is concerned with identifying reward-maximizing behaviour policies in environments that are initially unknown. State-of-the-art reinforcement learning approaches, such as deep Q-networks, are model-free and learn to act effectively across a wide range of environments such as Atari games, but require huge amounts of data. Model-based techniques are more data-efficient, but need to acquire explicit knowledge about the environment. In this paper, we take a step towards using model-based techniques in environments with a high-dimensional visual state space by demonstrating t…
Growing advancements in reinforcement learning has led to advancements in control theory. Reinforcement learning has effectively solved the inverted pendulum problem and more recently the double inverted pendulum problem. In reinforcement learning, our agents learn by interacting with the control system with the goal of maximizing rewards. In this paper, we explore three such reward functions in the cart position problem. This paper concludes that a discontinuous reward function that gives non-zero rewards to agents only if they are within a given distance from the desired position gives the b…
University of Pennsylvania(宾夕法尼亚大学);Michigan State University(密歇根州立大学);Princeton University(普林斯顿大学)
Satisficing is a relaxation of maximizing and allows for less risky decision making in the face of uncertainty. We propose two sets of satisficing objectives for the multi-armed bandit problem, where the objective is to achieve reward-based decision-making performance above a given threshold. We show that these new problems are equivalent to various standard multi-armed bandit problems with maximizing objectives and use the equivalence to find bounds on performance. The different objectives can result in qualitatively different behavior; for example, agents explore their options continually in…
University of California, Berkeley(加州大学伯克利分校);DeepMind(深度思维公司)
We seek to align agent behavior with a user's objectives in a reinforcement learning setting with unknown dynamics, an unknown reward function, and unknown unsafe states. The user knows the rewards and unsafe states, but querying the user is expensive. To address this challenge, we propose an algorithm that safely and interactively learns a model of the user's reward function. We start with a generative model of initial states and a forward dynamics model trained on off-policy data. Our method uses these models to synthesize hypothetical behaviors, asks the user to label the behaviors with rew…
Polytechnique Montréal(蒙特利尔综合理工学院);University of Basel(巴塞尔大学);Johannes Kepler University Linz(林茨约翰·开普勒大学)
Evolutionary strategies have recently been shown to achieve competing levels of performance for complex optimization problems in reinforcement learning. In such problems, one often needs to optimize an objective function subject to a set of constraints, including for instance constraints on the entropy of a policy or to restrict the possible set of actions or states accessible to an agent. Convergence guarantees for evolutionary strategies to optimize stochastic constrained problems are however lacking in the literature. In this work, we address this problem by designing a novel optimization a…
FlowRL: Matching Reward Distributions for LLM Reasoning
Shanghai Jiao Tong University(上海交通大学);Shanghai AI Laboratory(上海人工智能实验室);Microsoft Research(微软研究院);Tsinghua University(清华大学);Peking University(北京大学);Renmin University of China(中国人民大学);Stanford University(斯坦福大学);Toyota Technological Institute at Chicago(芝加哥丰田技术研究所)
Politecnico di Milano(米兰理工大学);Institute for Scientific Interchange Foundation(科学交流基金会);Banca IMI(意大利投资银行)
In real-world decision-making problems, for instance in the fields of finance, robotics or autonomous driving, keeping uncertainty under control is as important as maximizing expected returns. Risk aversion has been addressed in the reinforcement learning literature through risk measures related to the variance of returns. However, in many cases, the risk is measured not only on a long-term perspective, but also on the step-wise rewards (e.g., in trading, to ensure the stability of the investment bank, it is essential to monitor the risk of portfolio positions on a daily basis). In this paper,…
In this paper, we study reinforcement learning (RL) algorithms to solve real-world decision problems with the objective of maximizing the long-term reward as well as satisfying cumulative constraints. We propose a novel first-order policy optimization method, Interior-point Policy Optimization (IPO), which augments the objective with logarithmic barrier functions, inspired by the interior-point method. Our proposed method is easy to implement with performance guarantees and can handle general types of cumulative multiconstraint settings. We conduct extensive evaluations to compare our approach…
Maximum Reward Formulation In Reinforcement Learning
andBeyond(99andBeyond);International Institute of Information Technology, Hyderabad(海得拉巴国际信息技术学院);University of Alberta(阿尔伯塔大学);Mila - Quebec AI Institute(米拉 - 魁北克人工智能研究所);University of Waterloo(滑铁卢大学);Ecole Polytechnique Montréal(蒙特利尔综合理工学院);Alberta Machine Intelligence institute(阿尔伯塔机器智能研究所)
Jagiellonian University(雅盖隆大学);Element AI;Université de Montréal(蒙特利尔大学);MILA(蒙特利尔学习算法研究所);Rutgers University(罗格斯大学)
Imitation learning is an effective alternative approach to learn a policy when the reward function is sparse. In this paper, we consider a challenging setting where an agent and an expert use different actions from each other. We assume that the agent has access to a sparse reward function and state-only expert observations. We propose a method which gradually balances between the imitation learning cost and the reinforcement learning objective. In addition, this method adapts the agent's policy based on either mimicking expert behavior or maximizing sparse reward. We show, through navigation …
Mila(米拉人工智能研究所);Université de Montréal(蒙特利尔大学);Tsinghua University(清华大学)
The Generative Flow Network is a probabilistic framework where an agent learns a stochastic policy for object generation, such that the probability of generating an object is proportional to a given reward function. Its effectiveness has been shown in discovering high-quality and diverse solutions, compared to reward-maximizing reinforcement learning-based methods. Nonetheless, GFlowNets only learn from rewards of the terminal states, which can limit its applicability. Indeed, intermediate rewards play a critical role in learning, for example from intrinsic motivation to provide intermediate f…
Oriental ink painting, called Sumi-e, is one of the most appealing painting styles that has attracted artists around the world. Major challenges in computer-based Sumi-e simulation are to abstract complex scene information and draw smooth and natural brush strokes. To automatically find such strokes, we propose to model the brush as a reinforcement learning agent, and learn desired brush-trajectories by maximizing the sum of rewards in the policy search framework. We also provide elaborate design of actions, states, and rewards tailored for a Sumi-e agent. The effectiveness of our proposed app…
An agent learning through interactions should balance its action selection process between probing the environment to discover new rewards and using the information acquired in the past to adopt useful behaviour. This trade-off is usually obtained by perturbing either the agent's actions (e.g., e-greedy or Gibbs sampling) or the agent's parameters (e.g., NoisyNet), or by modifying the reward it receives (e.g., exploration bonus, intrinsic motivation, or hand-shaped rewards). Here, we adopt a disruptive but simple and generic perspective, where we explicitly disentangle exploration and exploita…
In this paper, we study the stochastic combinatorial multi-armed bandit problem under semi-bandit feedback. While much work has been done on algorithms that optimize the expected reward for linear as well as some general reward functions, we study a variant of the problem, where the objective is to be risk-aware. More specifically, we consider the problem of maximizing the Conditional Value-at-Risk (CVaR), a risk measure that takes into account only the worst-case rewards. We propose new algorithms that maximize the CVaR of the rewards obtained from the super arms of the combinatorial bandit f…