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 MBRL algorithms, focusing specifically on methods that use a predictive model for planning. We find that a range of design decisions that are often considered crucial, such as the use of latent spaces, have little effect on task performance. A big exception to this finding is that predicting future observations (i.e., images) leads to significant task performance improvement compared to only predicting rewards. We also empirically find that image prediction accuracy, somewhat surprisingly, correlates more strongly with downstream task performance than reward prediction accuracy. We show how this phenomenon is related to exploration and how some of the lower-scoring models on standard benchmarks (that require exploration) will perform the same as the best-performing models when trained on the same training data. Simultaneously, in the absence of exploration, models that fit the data better usually perform better on the downstream task as well, but surprisingly, these are often not the same models that perform the best when learning and exploring from scratch. These findings suggest that performance and exploration place important and potentially contradictory requirements on the model.
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, whi…
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…
Indian Institute of Technology Kharagpur(印度理工学院卡拉格普尔分校);Adobe Inc.(Adobe公司)
This paper investigates the dynamics of competition among organizations with unequal expertise. Multi-agent reinforcement learning has been used to simulate and understand the impact of various incentive schemes designed to offset such inequality. We design Touch-Mark, a game based on well-known multi-agent-particle-environment, where two teams (weak, strong) with unequal but changing skill levels compete against each other. For training such a game, we propose a novel controller assisted multi-agent reinforcement learning algorithm \our\, which empowers each agent with an ensemble of policies…
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.
National Yang Ming Chiao Tung University(国立阳明交通大学)
Reward-biased maximum likelihood estimation (RBMLE) is a classic principle in the adaptive control literature for tackling explore-exploit trade-offs. This paper studies the stochastic contextual bandit problem with general bounded reward functions and proposes NeuralRBMLE, which adapts the RBMLE principle by adding a bias term to the log-likelihood to enforce exploration. NeuralRBMLE leverages the representation power of neural networks and directly encodes exploratory behavior in the parameter space, without constructing confidence intervals of the estimated rewards. We propose two variants …
Reward-free Pretraining for Reinforcement Learning via Occupancy Coverage Maximization
Computational Statistics and Machine Learning - Istituto Italiano di Tecnologia(计算统计与机器学习 - 意大利技术研究院);AI Centre, Computer Science Department, University College London(人工智能中心,计算机科学系,伦敦大学学院)
Google Research(谷歌研究院);DeepMind(深度思考);University of Alberta(阿尔伯塔大学);Facebook AI Research(脸书人工智能研究院)
We propose an online algorithm for cumulative regret minimization in a stochastic multi-armed bandit. The algorithm adds $O(t)$ i.i.d. pseudo-rewards to its history in round $t$ and then pulls the arm with the highest average reward in its perturbed history. Therefore, we call it perturbed-history exploration (PHE). The pseudo-rewards are carefully designed to offset potentially underestimated mean rewards of arms with a high probability. We derive near-optimal gap-dependent and gap-free bounds on the $n$-round regret of PHE. The key step in our analysis is a novel argument that shows that ran…
University of Alberta(阿尔伯塔大学);Alberta Machine Intelligence Institute (Amii)(阿尔伯塔机器智能研究所(Amii));DeepMind(深度思维)
We introduce learning and planning algorithms for average-reward MDPs, including 1) the first general proven-convergent off-policy model-free control algorithm without reference states, 2) the first proven-convergent off-policy model-free prediction algorithm, and 3) the first off-policy learning algorithm that converges to the actual value function rather than to the value function plus an offset. All of our algorithms are based on using the temporal-difference error rather than the conventional error when updating the estimate of the average reward. Our proof techniques are a slight generali…
Stochastic Decision Horizons for Survival-Based Constrained Reinforcement Learning
Max Planck Institute for Human Cognitive and Brain Sciences(马克斯·普朗克人类认知与脑科学研究所);Center for Scalable Data Analytics and Artificial Intelligence (ScaDS.AI)(可扩展数据分析与人工智能中心 (ScaDS.AI));Hertie Institute for Clinical Brain Research & Center for Integrative Neuroscience(赫尔特临床脑研究所在线及整合神经科学中心);University of Tübingen(图宾根大学);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所)
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…
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…
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…
Mila, University of Montreal(蒙特利尔大学Mila研究所);Facebook Artificial Intelligence Research(Facebook人工智能研究部门)
We introduce the forward-backward (FB) representation of the dynamics of a reward-free Markov decision process. It provides explicit near-optimal policies for any reward specified a posteriori. During an unsupervised phase, we use reward-free interactions with the environment to learn two representations via off-the-shelf deep learning methods and temporal difference (TD) learning. In the test phase, a reward representation is estimated either from observations or an explicit reward description (e.g., a target state). The optimal policy for that reward is directly obtained from these represent…
King’s College London(伦敦国王学院);University of Oxford(牛津大学)
Off-policy reinforcement learning (RL) from pixel observations is notoriously unstable. As a result, many successful algorithms must combine different domain-specific practices and auxiliary losses to learn meaningful behaviors in complex environments. In this work, we provide novel analysis demonstrating that these instabilities arise from performing temporal-difference learning with a convolutional encoder and low-magnitude rewards. We show that this new visual deadly triad causes unstable training and premature convergence to degenerate solutions, a phenomenon we name catastrophic self-over…
Applying end-to-end learning to solve complex, interactive, pixel-driven control tasks on a robot is an unsolved problem. Deep Reinforcement Learning algorithms are too slow to achieve performance on a real robot, but their potential has been demonstrated in simulated environments. We propose using progressive networks to bridge the reality gap and transfer learned policies from simulation to the real world. The progressive net approach is a general framework that enables reuse of everything from low-level visual features to high-level policies for transfer to new tasks, enabling a composition…
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 …
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…
Tokyo University of Science(东京理科大学);The University of Tokyo(东京大学)
This paper tackles a new problem setting: reinforcement learning with pixel-wise rewards (pixelRL) for image processing. After the introduction of the deep Q-network, deep RL has been achieving great success. However, the applications of deep reinforcement learning (RL) for image processing are still limited. Therefore, we extend deep RL to pixelRL for various image processing applications. In pixelRL, each pixel has an agent, and the agent changes the pixel value by taking an action. We also propose an effective learning method for pixelRL that significantly improves the performance by consid…
Tel Aviv University(特拉维夫大学);Technion, Israel Institute of Technology(以色列理工学院);Nvidia Research(英伟达研究院);Columbia University(哥伦比亚大学)
The stochastic multi-armed bandit (MAB) problem is a common model for sequential decision problems. In the standard setup, a decision maker has to choose at every instant between several competing arms, each of them provides a scalar random variable, referred to as a "reward." Nearly all research on this topic considers the total cumulative reward as the criterion of interest. This work focuses on other natural objectives that cannot be cast as a sum over rewards, but rather more involved functions of the reward stream. Unlike the case of cumulative criteria, in the problems we study here the …
Meta AI Research(Meta人工智能研究院);University College London(伦敦大学学院)
In recent years, a number of reinforcement learning (RL) methods have been proposed to explore complex environments which differ across episodes. In this work, we show that the effectiveness of these methods critically relies on a count-based episodic term in their exploration bonus. As a result, despite their success in relatively simple, noise-free settings, these methods fall short in more realistic scenarios where the state space is vast and prone to noise. To address this limitation, we introduce Exploration via Elliptical Episodic Bonuses (E3B), a new method which extends count-based epi…
Bayesian inverse reinforcement learning (IRL) methods are ideal for safe imitation learning, as they allow a learning agent to reason about reward uncertainty and the safety of a learned policy. However, Bayesian IRL is computationally intractable for high-dimensional problems because each sample from the posterior requires solving an entire Markov Decision Process (MDP). While there exist non-Bayesian deep IRL methods, these methods typically infer point estimates of reward functions, precluding rigorous safety and uncertainty analysis. We propose Bayesian Reward Extrapolation (B-REX), a high…
Tulane University(杜兰大学);European University Institute(欧洲大学学院);University of West Florida(西佛罗里达大学);IBM Research(IBM研究院);Institute for Human and Machine Cognition(人类与机器认知研究所)
Many real-life scenarios require humans to make difficult trade-offs: do we always follow all the traffic rules or do we violate the speed limit in an emergency? These scenarios force us to evaluate the trade-off between collective norms and our own personal objectives. To create effective AI-human teams, we must equip AI agents with a model of how humans make trade-offs in complex, constrained environments. These agents will be able to mirror human behavior or to draw human attention to situations where decision making could be improved. To this end, we propose a novel inverse reinforcement l…
MAESTRO: Meta-learning Adaptive Estimation of Scalarization Trade-offs for Reward Optimization
Research Center for Social Computing and Interactive Robotics, Harbin Institute of Technology(哈尔滨工业大学社会计算与交互机器人研究中心);Beijing Academy of Artificial Intelligence(北京人工智能研究院)
Euphonium: Steering Video Flow Matching via Process Reward Gradient Guided Stochastic Dynamics
Huazhong University of Science and Technology(华中科技大学);Shanghai Jiao Tong University(上海交通大学);Tencent Hunyuan(腾讯混元);University of Chinese Academy of Sciences(中国科学院大学)
We present a new approach for efficient exploration which leverages a low-dimensional encoding of the environment learned with a combination of model-based and model-free objectives. Our approach uses intrinsic rewards that are based on the distance of nearest neighbors in the low dimensional representational space to gauge novelty. We then leverage these intrinsic rewards for sample-efficient exploration with planning routines in representational space for hard exploration tasks with sparse rewards. One key element of our approach is the use of information theoretic principles to shape our re…