Reinforcement learning (RL), particularly in sparse reward settings, often requires prohibitively large numbers of interactions with the environment, thereby limiting its applicability to complex problems. To address this, several prior approaches have used natural language to guide the agent's exploration. However, these approaches typically operate on structured representations of the environment, and/or assume some structure in the natural language commands. In this work, we propose a model that directly maps pixels to rewards, given a free-form natural language description of the task, which can then be used for policy learning. Our experiments on the Meta-World robot manipulation domain show that language-based rewards significantly improves the sample efficiency of policy learning, both in sparse and dense reward settings.
We address the problem of safe reinforcement learning from pixel observations. Inherent challenges in such settings are (1) a trade-off between reward optimization and adhering to safety constraints, (2) partial observability, and (3) high-dimensional observations. We formalize the problem in a constrained, partially observable Markov decision process framework, where an agent obtains distinct reward and safety signals. To address the curse of dimensionality, we employ a novel safety critic using the stochastic latent actor-critic (SLAC) approach. The latent variable model predicts rewards and…
Behavioral skills or policies for autonomous agents are conventionally learned from reward functions, via reinforcement learning, or from demonstrations, via imitation learning. However, both modes of task specification have their disadvantages: reward functions require manual engineering, while demonstrations require a human expert to be able to actually perform the task in order to generate the demonstration. Instruction following from natural language instructions provides an appealing alternative: in the same way that we can specify goals to other humans simply by speaking or writing, we w…
Reward function is essential in reinforcement learning (RL), serving as the guiding signal to incentivize agents to solve given tasks, however, is also notoriously difficult to design. In many cases, only imperfect rewards are available, which inflicts substantial performance loss for RL agents. In this study, we propose a unified offline policy optimization approach, \textit{RGM (Reward Gap Minimization)}, which can smartly handle diverse types of imperfect rewards. RGM is formulated as a bi-level optimization problem: the upper layer optimizes a reward correction term that performs visitatio…
Department of Computer Science(计算机科学系);Vrije Universiteit Amsterdam(阿姆斯特丹自由大学);Leiden University(莱顿大学);The Leiden Institute of Advanced Computer Science(莱顿先进计算机科学研究所);University of Pennsylvania(宾夕法尼亚大学);GRASP Lab(GRASP实验室)
University of Texas at Austin(德克萨斯大学奥斯汀分校);Tufts University(塔夫茨大学)
Human gaze is known to be an intention-revealing signal in human demonstrations of tasks. In this work, we use gaze cues from human demonstrators to enhance the performance of agents trained via three popular imitation learning methods -- behavioral cloning (BC), behavioral cloning from observation (BCO), and Trajectory-ranked Reward EXtrapolation (T-REX). Based on similarities between the attention of reinforcement learning agents and human gaze, we propose a novel approach for utilizing gaze data in a computationally efficient manner, as part of an auxiliary loss function, which guides a net…
Learning from Less: Guiding Deep Reinforcement Learning with Differentiable Symbolic Planning
Computer Science Department, TU Darmstadt(图林大学达姆施塔特分校计算机科学系);Hessian Center for Artificial Intelligence (hessian.AI)(黑森人工智能中心);Centre for Cognitive Science, TU Darmstadt(图林大学达姆施塔特分校认知科学中心);German Research Center for Artificial Intelligence (DFKI)(德国人工智能研究中心)
Texas A&M University(德克萨斯A&M大学);The University of Texas at Austin(德克萨斯大学奥斯汀分校);Sony AI(索尼AI)
Applying reinforcement learning (RL) to sparse reward domains is notoriously challenging due to insufficient guiding signals. Common RL techniques for addressing such domains include (1) learning from demonstrations and (2) curriculum learning. While these two approaches have been studied in detail, they have rarely been considered together. This paper aims to do so by introducing a principled task phasing approach that uses demonstrations to automatically generate a curriculum sequence. Using inverse RL from (suboptimal) demonstrations we define a simple initial task. Our task phasing approac…
SINTEF Digital(挪威科技工业研究院数字分院);Norwegian University of Science and Technology(挪威科技大学)
Reinforcement Learning in domains with sparse rewards is a difficult problem, and a large part of the training process is often spent searching the state space in a more or less random fashion for any learning signals. For control problems, we often have some controller readily available which might be suboptimal but nevertheless solves the problem to some degree. This controller can be used to guide the initial exploration phase of the learning controller towards reward yielding states, reducing the time before refinement of a viable policy can be initiated. In our work, the agent is guided t…
Vision-Based Generic Potential Function for Policy Alignment in Multi-Agent Reinforcement Learning
School of Artificial Intelligence, University of Chinese Academy of Sciences(中国科学院大学人工智能学院);Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所)
本文提出分层视觉奖励塑造方法,以VLM作为通用势函数、vLLM自适应选择技能,并证明其保持最优策略,在Google Research Football中提升胜率与常识对齐。
Model-based reinforcement learning (MBRL) methods have shown strong sample efficiency and performance across a variety of tasks, including when faced with high-dimensional visual observations. These methods learn to predict the environment dynamics and expected reward from interaction and use this predictive model to plan and perform the task. However, MBRL methods vary in their fundamental design choices, and there is no strong consensus in the literature on how these design decisions affect performance. In this paper, we study a number of design decisions for the predictive model in visual M…
UC Berkeley(加州大学伯克利分校);Google Research(谷歌研究院);University of Toronto(多伦多大学);Covariant(协变机器人公司)
Intelligent agents need to select long sequences of actions to solve complex tasks. While humans easily break down tasks into subgoals and reach them through millions of muscle commands, current artificial intelligence is limited to tasks with horizons of a few hundred decisions, despite large compute budgets. Research on hierarchical reinforcement learning aims to overcome this limitation but has proven to be challenging, current methods rely on manually specified goal spaces or subtasks, and no general solution exists. We introduce Director, a practical method for learning hierarchical behav…
MENTOR: Guiding Hierarchical Reinforcement Learning with Human Feedback and Dynamic Distance Constraint
School of Computer Science and Engineering, Southeast University(东南大学计算机科学与工程学院);Southeast University-Monash University Joint Graduate School, Southeast University(东南大学-莫纳什大学联合研究生院);College of Intelligence and Computing, Tianjin University(天津大学智能与计算学院)
University of Toronto(多伦多大学);Vector Institute(向量研究所)
Learning task-agnostic dynamics models in high-dimensional observation spaces can be challenging for model-based RL agents. We propose a novel way to learn latent world models by learning to predict sequences of future actions conditioned on task completion. These task-conditioned models adaptively focus modeling capacity on task-relevant dynamics, while simultaneously serving as an effective heuristic for planning with sparse rewards. We evaluate our method on challenging visual goal completion tasks and show a substantial increase in performance compared to prior model-free approaches.
Model-based reinforcement learning (RL) is appealing because (i) it enables planning and thus more strategic exploration, and (ii) by decoupling dynamics from rewards, it enables fast transfer to new reward functions. However, learning an accurate Markov Decision Process (MDP) over high-dimensional states (e.g., raw pixels) is extremely challenging because it requires function approximation, which leads to compounding errors. Instead, to avoid compounding errors, we propose learning an abstract MDP over abstract states: low-dimensional coarse representations of the state (e.g., capturing agent…
Arizona State University(亚利桑那州立大学);University of Texas at Austin(德克萨斯大学奥斯汀分校);Max Planck Institute for Software Systems(马克斯·普朗克软件系统研究所)
Despite the fact that deep reinforcement learning (RL) has surpassed human-level performances in various tasks, it still has several fundamental challenges. First, most RL methods require intensive data from the exploration of the environment to achieve satisfactory performance. Second, the use of neural networks in RL renders it hard to interpret the internals of the system in a way that humans can understand. To address these two challenges, we propose a framework that enables an RL agent to reason over its exploration process and distill high-level knowledge for effectively guiding its futu…
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent's exact environment setup and the demonstrator's action and reward trajectories. Here we propose a two-stage method that overcomes these limitations by relying on noisy, unaligned footage without access to such data. First, we learn to map una…
University of Chinese Academy of Sciences(中国科学院大学);Electronics Technology Group Corporation Information Science Academy of China(中国电子科技集团公司信息科学研究院)
Multiagent reinforcement learning (MARL) can solve complex cooperative tasks. However, the efficiency of existing MARL methods relies heavily on well-defined reward functions. Multiagent tasks with sparse reward feedback are especially challenging not only because of the credit distribution problem, but also due to the low probability of obtaining positive reward feedback. In this paper, we design a graph network called Cooperation Graph (CG). The Cooperation Graph is the combination of two simple bipartite graphs, namely, the Agent Clustering subgraph (ACG) and the Cluster Designating subgrap…
University of New South Wales(新南威尔士大学);University of Amsterdam(阿姆斯特丹大学)
We present Nonparametric Approximation of Inter-Trace returns (NAIT), a Reinforcement Learning algorithm for discrete action, pixel-based environments that is both highly sample and computation efficient. NAIT is a lazy-learning approach with an update that is equivalent to episodic Monte-Carlo on episode completion, but that allows the stable incorporation of rewards while an episode is ongoing. We make use of a fixed domain-agnostic representation, simple distance based exploration and a proximity graph-based lookup to facilitate extremely fast execution. We empirically evaluate NAIT on both…
Learning robust value functions given raw observations and rewards is now possible with model-free and model-based deep reinforcement learning algorithms. There is a third alternative, called Successor Representations (SR), which decomposes the value function into two components -- a reward predictor and a successor map. The successor map represents the expected future state occupancy from any given state and the reward predictor maps states to scalar rewards. The value function of a state can be computed as the inner product between the successor map and the reward weights. In this paper, we …
Georgia Institute of Technology(佐治亚理工学院);Waseda University(早稻田大学)
Reinforcement learning problems are often described through rewards that indicate if an agent has completed some task. This specification can yield desirable behavior, however many problems are difficult to specify in this manner, as one often needs to know the proper configuration for the agent. When humans are learning to solve tasks, we often learn from visual instructions composed of images or videos. Such representations motivate our development of Perceptual Reward Functions, which provide a mechanism for creating visual task descriptions. We show that this approach allows an agent to le…
Guiding Diffusion Models with Reinforcement Learning for Stable Molecule Generation
Fudan University(复旦大学);Shanghai Innovation Institute(上海创新研究院);Shanghai Academy of Artificial Intelligence for Science(上海人工智能科学研究院);INFTECH;Zhongshan Hospital(中山医院)
Inspired by the great success of unsupervised learning in Computer Vision and Natural Language Processing, the Reinforcement Learning community has recently started to focus more on unsupervised discovery of skills. Most current approaches, like DIAYN or DADS, optimize some form of mutual information objective. We propose a different approach that uses reward functions encoded by neural networks. These are trained iteratively to reward more complex behavior. In high-dimensional robotic environments our approach learns a wide range of interesting skills including front-flips for Half-Cheetah an…
Norwegian University of Science and Technology(挪威科技大学)
To increase autonomy in reinforcement learning, agents need to learn useful behaviours without reliance on manually designed reward functions. To that end, skill discovery methods have been used to learn the intrinsic options available to an agent using task-agnostic objectives. However, without the guidance of task-specific rewards, emergent behaviours are generally useless due to the under-constrained problem of skill discovery in complex and high-dimensional spaces. This paper proposes a framework for guiding the skill discovery towards the subset of expert-visited states using a learned st…