Training sample re-weighting is an effective approach for tackling data biases such as imbalanced and corrupted labels. Recent methods develop learning-based algorithms to learn sample re-weighting strategies jointly with model training based on the frameworks of reinforcement learning and meta learning. However, depending on additional unbiased reward data is limiting their general applicability. Furthermore, existing learning-based sample re-weighting methods require nested optimizations of models and weighting parameters, which requires expensive second-order computation. This paper addresses these two problems and presents a novel learning-based fast sample re-weighting (FSR) method that does not require additional reward data. The method is based on two key ideas: learning from history to build proxy reward data and feature sharing to reduce the optimization cost. Our experiments show the proposed method achieves competitive results compared to state of the arts on label noise robustness and long-tailed recognition, and does so while achieving significantly improved training efficiency. The source code is publicly available at https://github.com/google-research/google-research/tree/master/ieg.
Manipulating data, such as weighting data examples or augmenting with new instances, has been increasingly used to improve model training. Previous work has studied various rule- or learning-based approaches designed for specific types of data manipulation. In this work, we propose a new method that supports learning different manipulation schemes with the same gradient-based algorithm. Our approach builds upon a recent connection of supervised learning and reinforcement learning (RL), and adapts an off-the-shelf reward learning algorithm from RL for joint data manipulation learning and model …
Tsinghua Shenzhen International Graduate School, Tsinghua University(清华大学深圳国际研究生院);China Nuclear Power Engineering Company Ltd(中国核电工程有限公司);IEG, Tencent(腾讯互动娱乐事业群);School of Computer Science, Peking University(北京大学计算机学院)
We present state advantage weighting for offline reinforcement learning (RL). In contrast to action advantage $A(s,a)$ that we commonly adopt in QSA learning, we leverage state advantage $A(s,s^\prime)$ and QSS learning for offline RL, hence decoupling the action from values. We expect the agent can get to the high-reward state and the action is determined by how the agent can get to that corresponding state. Experiments on D4RL datasets show that our proposed method can achieve remarkable performance against the common baselines. Furthermore, our method shows good generalization capability wh…
In this paper we consider reinforcement learning tasks with progressive rewards; that is, tasks where the rewards tend to increase in magnitude over time. We hypothesise that this property may be problematic for value-based deep reinforcement learning agents, particularly if the agent must first succeed in relatively unrewarding regions of the task in order to reach more rewarding regions. To address this issue, we propose Spectral DQN, which decomposes the reward into frequencies such that the high frequencies only activate when large rewards are found. This allows the training loss to be bal…
Abstractive text summarization is the task of compressing and rewriting a long document into a short summary while maintaining saliency, directed logical entailment, and non-redundancy. In this work, we address these three important aspects of a good summary via a reinforcement learning approach with two novel reward functions: ROUGESal and Entail, on top of a coverage-based baseline. The ROUGESal reward modifies the ROUGE metric by up-weighting the salient phrases/words detected via a keyphrase classifier. The Entail reward gives high (length-normalized) scores to logically-entailed summaries…
To convey desired behavior to a Reinforcement Learning (RL) agent, a designer must choose a reward function for the environment, arguably the most important knob designers have in interacting with RL agents. Although many reward functions induce the same optimal behavior (Ng et al., 1999), in practice, some of them result in faster learning than others. In this paper, we look at how reward-design choices impact learning speed and seek to identify principles of good reward design that quickly induce target behavior. This reward-identification problem is framed as an optimization problem: Firstl…
What Fundamental Structure in Reward Functions Enables Efficient Sparse-Reward Learning?
Department of Computer Science Iowa State University(计算机科学系爱荷华州立大学);Department of Civil, Construction and Environmental Engineering Iowa State University(土木、建设与环境工程系爱荷华州立大学)
The goal of continuous control is to synthesize desired behaviors. In reinforcement learning (RL)-driven approaches, this is often accomplished through careful task reward engineering for efficient exploration and running an off-the-shelf RL algorithm. While reward maximization is at the core of RL, reward engineering is not the only -- sometimes nor the easiest -- way for specifying complex behaviors. In this paper, we introduce \braxlines, a toolkit for fast and interactive RL-driven behavior generation beyond simple reward maximization that includes Composer, a programmatic API for generati…
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…
U.S. Army Research Laboratory(美国陆军研究实验室);University of Maryland(马里兰大学);JP Morgan Chase AI Research(摩根大通人工智能研究院)
Many existing reinforcement learning (RL) methods employ stochastic gradient iteration on the back end, whose stability hinges upon a hypothesis that the data-generating process mixes exponentially fast with a rate parameter that appears in the step-size selection. Unfortunately, this assumption is violated for large state spaces or settings with sparse rewards, and the mixing time is unknown, making the step size inoperable. In this work, we propose an RL methodology attuned to the mixing time by employing a multi-level Monte Carlo estimator for the critic, the actor, and the average reward e…
Markov Decision Processes (MDPs) are a mathematical framework for modeling sequential decision making under uncertainty. The classical approaches for solving MDPs are well known and have been widely studied, some of which rely on approximation techniques to solve MDPs with large state space and/or action space. However, most of these classical solution approaches and their approximation techniques still take much computation time to converge and usually must be re-computed if the reward function is changed. This paper introduces a novel alternative approach for exactly and efficiently solving …
SCOPE: Signal-Calibrated On-Policy Distillation Enhancement with Dual-Path Adaptive Weighting
University of Science and Technology of China(中国科学技术大学);Meituan LongCat Interaction Team(美团 LongCat 交互团队);Nanjing University(南京大学);Fudan University(复旦大学);Huazhong University of Science and Technology(华中科技大学)