ICLR 2023 Papers

International Conference on Learning Representations

Decision breakdown

1,575papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    1,20476.4%
  • Other / unlabeled
    37123.6%

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TEMPERA: Test-Time Prompt Editing via Reinforcement Learning

Tianjun Zhang, Xuezhi Wang, Denny Zhou, Dale Schuurmans, Joseph E. Gonzalez

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Careful prompt design is critical to the use of large language models in zero-shot or few-shot learning. As a consequence, there is a growing interest in automated methods to design optimal prompts. In this work, we propose Test-time Prompt Editing using Reinforcement learning (TEMPERA). In contrast to prior prompt generation methods, TEMPERA can efficiently leverage prior knowledge, is adaptive to different queries and provides an interpretable prompt for every query. To achieve this, we design a novel action space that allows flexible editing of the initial prompts covering a wide set of commonly-used components like instructions, few-shot exemplars, and verbalizers. The proposed method achieves significant gains compared with recent SoTA approaches like prompt tuning, AutoPrompt, and RLPrompt, across a variety of tasks including sentiment analysis, topic classification, natural language inference, and reading comprehension. Our method achieves 5.33x on average improvement in sample efficiency when compared to the traditional fine-tuning methods.

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A General Framework for Sample-Efficient Function Approximation in Reinforcement Learning

Zixiang Chen, Chris Junchi Li, Huizhuo Yuan, Quanquan Gu, Michael Jordan

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With the increasing need for handling large state and action spaces, general function approximation has become a key technique in reinforcement learning (RL). In this paper, we propose a general framework that unifies model-based and model-free RL, and an Admissible Bellman Characterization (ABC) class that subsumes nearly all Markov decision process (MDP) models in the literature for tractable RL. We propose a novel estimation function with decomposable structural properties for optimization-based exploration and the functional Eluder dimension as a complexity measure of the ABC class. Under our framework, a new sample-efficient algorithm namely OPtimization-based ExploRation with Approximation (OPERA) is proposed, achieving regret bounds that match or improve over the best-known results for a variety of MDP models. In particular, for MDPs with low Witness rank, under a slightly stronger assumption, OPERA improves the state-of-the-art sample complexity results by a factor of $dH$. Our framework provides a generic interface to design and analyze new RL models and algorithms.

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In-sample Actor Critic for Offline Reinforcement Learning

Hongchang Zhang, Yixiu Mao, Boyuan Wang, Shuncheng He, Yi Xu, Xiangyang Ji

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Offline reinforcement learning suffers from out-of-distribution issue and extrapolation error. Most methods penalize the out-of-distribution state-action pairs or regularize the trained policy towards the behavior policy but cannot guarantee to get rid of extrapolation error. We propose In-sample Actor Critic (IAC) which utilizes sampling-importance resampling to execute in-sample policy evaluation. IAC only uses the target Q-values of the actions in the dataset to evaluate the trained policy, thus avoiding extrapolation error. The proposed method performs unbiased policy evaluation and has a lower variance than importance sampling in many cases. Empirical results show that IAC obtains competitive performance compared to the state-of-the-art methods on Gym-MuJoCo locomotion domains and much more challenging AntMaze domains.

Poster
POPGym: Benchmarking Partially Observable Reinforcement Learning

Steven Morad, Ryan Kortvelesy, Matteo Bettini, Stephan Liwicki, Amanda Prorok

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Real world applications of Reinforcement Learning (RL) are often partially observable, thus requiring memory. Despite this, partial observability is still largely ignored by contemporary RL benchmarks and libraries. We introduce Partially Observable Process Gym (POPGym), a two-part library containing (1) a diverse collection of 15 partially observable environments, each with multiple difficulties and (2) implementations of 13 memory model baselines -- the most in a single RL library. Existing partially observable benchmarks tend to fixate on 3D visual navigation, which is computationally expensive and only one type of POMDP. In contrast, POPGym environments are diverse, produce smaller observations, use less memory, and often converge within two hours of training on a consumer-grade GPU. We implement our high-level memory API and memory baselines on top of the popular RLlib framework, providing plug-and-play compatibility with various training algorithms, exploration strategies, and distributed training paradigms. Using POPGym, we execute the largest comparison across RL memory models to date. POPGym is available at https://github.com/proroklab/popgym.

Poster
Decentralized Optimistic Hyperpolicy Mirror Descent: Provably No-Regret Learning in Markov Games

Wenhao Zhan, Jason D. Lee, Zhuoran Yang

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We study decentralized policy learning in Markov games where we control a single agent to play with nonstationary and possibly adversarial opponents. Our goal is to develop a no-regret online learning algorithm that (i) takes actions based on the local information observed by the agent and (ii) is able to find the best policy in hindsight. For such a problem, the nonstationary state transitions due to the varying opponent pose a significant challenge. In light of a recent hardness result (Liu et al., 2022), we focus on the setting where the opponent's previous policies are revealed to the agent for decision making. With such an information structure, we propose a new algorithm, Decentralized Optimistic hypeRpolicy mIrror deScent (DORIS), which achieves $\sqrt{K}$-regret in the context of general function approximation, where $K$ is the number of episodes. Moreover, when all the agents adopt DORIS, we prove that their mixture policy constitutes an approximate coarse correlated equilibrium. In particular, DORIS maintains a hyperpolicy which is a distribution over the policy space. The hyperpolicy is updated via mirror descent, where the update direction is obtained by an optimistic variant of least-squares policy evaluation. Furthermore, to illustrate the power of our method, we apply DORIS to constrained and vector-valued MDPs, which can be formulated as zero-sum Markov games with a fictitious opponent.

Poster
Quality-Similar Diversity via Population Based Reinforcement Learning

Shuang Wu, Jian Yao, Haobo Fu, Ye Tian, Chao Qian, Yaodong Yang, Qiang Fu, Yang Wei

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Diversity is a growing research topic in Reinforcement Learning (RL). Previous research on diversity has mainly focused on promoting diversity to encourage exploration and thereby improve quality (the cumulative reward), maximizing diversity subject to quality constraints, or jointly maximizing quality and diversity, known as the quality-diversity problem. In this work, we present the quality-similar diversity problem that features diversity among policies of similar qualities. In contrast to task-agnostic diversity, we focus on task-specific diversity defined by a set of user-specified Behavior Descriptors (BDs). A BD is a scalar function of a trajectory (e.g., the fire action rate for an Atari game), which delivers the type of diversity the user prefers. To derive the gradient of the user-specified diversity with respect to a policy, which is not trivially available, we introduce a set of BD estimators and connect it with the classical policy gradient theorem. Based on the diversity gradient, we develop a population-based RL algorithm to adaptively and efficiently optimize the population diversity at multiple quality levels throughout training. Extensive results on MuJoCo and Atari demonstrate that our algorithm significantly outperforms previous methods in terms of generating user-specified diverse policies across different quality levels.

Poster
User-Interactive Offline Reinforcement Learning

Phillip Swazinna, Steffen Udluft, Thomas Runkler

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Offline reinforcement learning algorithms still lack trust in practice due to the risk that the learned policy performs worse than the original policy that generated the dataset or behaves in an unexpected way that is unfamiliar to the user. At the same time, offline RL algorithms are not able to tune their most important hyperparameter - the proximity of the learned policy to the original policy. We propose an algorithm that allows the user to tune this hyperparameter at runtime, thereby addressing both of the above mentioned issues simultaneously. This allows users to start with the original behavior and grant successively greater deviation, as well as stopping at any time when the policy deteriorates or the behavior is too far from the familiar one.

Poster
Optimal Conservative Offline RL with General Function Approximation via Augmented Lagrangian

Paria Rashidinejad, Hanlin Zhu, Kunhe Yang, Stuart Russell, Jiantao Jiao

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Offline reinforcement learning (RL), which aims at learning good policies from historical data, has received significant attention over the past years. Much effort has focused on improving offline RL practicality by addressing the prevalent issue of partial data coverage through various forms of conservative policy learning. While the majority of algorithms do not have finite- sample guarantees, several provable conservative offline RL algorithms are designed and analyzed within the single-policy concentrability framework that handles partial coverage. Yet, in the nonlinear function approximation setting where confidence intervals are difficult to obtain, existing provable algorithms suffer from computational intractability, prohibitively strong assumptions, and suboptimal statistical rates. In this paper, we leverage the marginalized importance sampling (MIS) formulation of RL and present the first set of offline RL algorithms that are statistically optimal and practical under general function approximation and single-policy concentrability, bypassing the need for uncertainty quantification. We identify that the key to successfully solving the sample-based approximation of the MIS problem is ensuring that certain occupancy validity constraints are nearly satisfied. We enforce these constraints by a novel application of the augmented Lagrangian method and prove the following result: with the MIS formulation, augmented Lagrangian is enough for statistically optimal offline RL. In stark contrast to prior algorithms that induce additional conservatism through methods such as behavior regularization, our approach provably eliminates this need and reinterprets regularizers as "enforcers of occupancy validity" than "promoters of conservatism."

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Learning Cut Selection for Mixed-Integer Linear Programming via Hierarchical Sequence Model

Zhihai Wang, Xijun Li, Jie Wang, Yufei Kuang, Mingxuan Yuan, Jia Zeng, Yongdong Zhang, Feng Wu

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Cutting planes (cuts) are important for solving mixed-integer linear programs (MILPs), which formulate a wide range of important real-world applications. Cut selection---which aims to select a proper subset of the candidate cuts to improve the efficiency of solving MILPs---heavily depends on (P1) which cuts should be preferred, and (P2) how many cuts should be selected. Although many modern MILP solvers tackle (P1)-(P2) by manually designed heuristics, machine learning offers a promising approach to learn more effective heuristics from MILPs collected from specific applications. However, many existing learning-based methods focus on learning which cuts should be preferred, neglecting the importance of learning the number of cuts that should be selected. Moreover, we observe from extensive empirical results that (P3) what order of selected cuts should be preferred has a significant impact on the efficiency of solving MILPs as well. To address this challenge, we propose a novel hierarchical sequence model (HEM) to learn cut selection policies via reinforcement learning. Specifically, HEM consists of a two-level model: (1) a higher-level model to learn the number of cuts that should be selected, (2) and a lower-level model---that formulates the cut selection task as a sequence to sequence learning problem---to learn policies selecting an ordered subset with the size determined by the higher-level model. To the best of our knowledge, HEM is the first method that can tackle (P1)-(P3) in cut selection simultaneously from a data-driven perspective. Experiments show that HEM significantly improves the efficiency of solving MILPs compared to human-designed and learning-based baselines on both synthetic and large-scale real-world MILPs, including MIPLIB 2017. Moreover, experiments demonstrate that HEM well generalizes to MILPs that are significantly larger than those seen during training.

Poster
Confidence-Conditioned Value Functions for Offline Reinforcement Learning

Joey Hong, Aviral Kumar, Sergey Levine

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Offline reinforcement learning (RL) promises the ability to learn effective policies solely using existing, static datasets, without any costly online interaction. To do so, offline RL methods must handle distributional shift between the dataset and the learned policy. The most common approach is to learn conservative, or lower-bound, value functions, which underestimate the return of OOD actions. However, such methods exhibit one notable drawback: policies optimized on such value functions can only behave according to a fixed, possibly suboptimal, degree of conservatism. However, this can be alleviated if we instead are able to learn policies for varying degrees of conservatism at training time and devise a method to dynamically choose one of them during evaluation. To do so, in this work, we propose learning value functions that additionally condition on the degree of conservatism, which we dub confidence-conditioned value functions. We derive a new form of a Bellman backup that simultaneously learns Q-values for any degree of confidence with high probability. By conditioning on confidence, our value functions enable adaptive strategies during online evaluation by controlling for confidence level using the history of observations thus far. This approach can be implemented in practice by conditioning the Q-function from existing conservative algorithms on the confidence. We theoretically show that our learned value functions produce conservative estimates of the true value at any desired confidence. Finally, we empirically show that our algorithm outperforms existing conservative offline RL algorithms on multiple discrete control domains.

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Backstepping Temporal Difference Learning

Han-Dong Lim, Donghwan Lee

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Off-policy learning ability is an important feature of reinforcement learning (RL) for practical applications. However, even one of the most elementary RL algorithms, temporal-difference (TD) learning, is known to suffer form divergence issue when the off-policy scheme is used together with linear function approximation. To overcome the divergent behavior, several off-policy TD learning algorithms have been developed until now. In this work, we provide a unified view of such algorithms from a purely control-theoretic perspective. Our method relies on the backstepping technique, which is widely used in nonlinear control theory.

Poster
VIPeR: Provably Efficient Algorithm for Offline RL with Neural Function Approximation

Thanh Nguyen-Tang, Raman Arora

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We propose a novel algorithm for offline reinforcement learning called Value Iteration with Perturbed Rewards (VIPeR), which amalgamates the pessimism principle with random perturbations of the value function. Most current offline RL algorithms explicitly construct statistical confidence regions to obtain pessimism via lower confidence bounds (LCB), which cannot easily scale to complex problems where a neural network is used to estimate the value functions. Instead, VIPeR implicitly obtains pessimism by simply perturbing the offline data multiple times with carefully-designed i.i.d. Gaussian noises to learn an ensemble of estimated state-action {value functions} and acting greedily with respect to the minimum of the ensemble. The estimated state-action values are obtained by fitting a parametric model (e.g., neural networks) to the perturbed datasets using gradient descent. As a result, VIPeR only needs $\mathcal{O}(1)$ time complexity for action selection, while LCB-based algorithms require at least $\Omega(K^2)$, where $K$ is the total number of trajectories in the offline data. We also propose a novel data-splitting technique that helps remove a factor involving the log of the covering number in our bound. We prove that VIPeR yields a provable uncertainty quantifier with overparameterized neural networks and enjoys a bound on sub-optimality of $\tilde{\mathcal{O}}( { \kappa H^{5/2} \tilde{d} }/{\sqrt{K}})$, where $\tilde{d}$ is the effective dimension, $H$ is the horizon length and $\kappa$ measures the distributional shift. We corroborate the statistical and computational efficiency of VIPeR with an empirical evaluation on a wide set of synthetic and real-world datasets. To the best of our knowledge, VIPeR is the first algorithm for offline RL that is provably efficient for general Markov decision processes (MDPs) with neural network function approximation.

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HiT-MDP: Learning the SMDP option framework on MDPs with Hidden Temporal Embeddings

Chang Li, Dongjin Song, Dacheng Tao

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The standard option framework is developed on the Semi-Markov Decision Process (SMDP) which is unstable to optimize and sample inefficient. To this end, we propose the Hidden Temporal MDP (HiT-MDP) and prove that the option-induced HiT-MDP is homomorphic equivalent to the option-induced SMDP. A novel transformer-based framework is introduced to learn options' embedding vectors (rather than conventional option tuples) on HiT-MDPs. We then derive a stable and sample efficient option discovering method under the maximum-entropy policy gradient framework. Extensive experiments on challenging Mujoco environments demonstrate HiT-MDP's efficiency and effectiveness: under widely used configurations, HiT-MDP achieves competitive, if not better, performance compared to the state-of-the-art baselines on all finite horizon and transfer learning environments. Moreover, HiT-MDP significantly outperforms all baselines on infinite horizon environments while exhibiting smaller variance, faster convergence, and better interpretability. Our work potentially sheds light on the theoretical ground of extending the option framework into a large-scale foundation model.

Poster
Towards Minimax Optimal Reward-free Reinforcement Learning in Linear MDPs

Pihe Hu, Yu Chen, Longbo Huang

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We study reward-free reinforcement learning with linear function approximation for episodic Markov decision processes (MDPs). In this setting, an agent first interacts with the environment without accessing the reward function in the exploration phase. In the subsequent planning phase, it is given a reward function and asked to output an $\epsilon$-optimal policy. We propose a novel algorithm LSVI-RFE under the linear MDP setting, where the transition probability and reward functions are linear in a feature mapping. We prove an $\widetilde{O}(H^{4} d^{2}/\epsilon^2)$ sample complexity upper bound for LSVI-RFE, where $H$ is the episode length and $d$ is the feature dimension. We also establish a sample complexity lower bound of $\Omega(H^{3} d^{2}/\epsilon^2)$. To the best of our knowledge, LSVI-RFE is the first computationally efficient algorithm that achieves the minimax optimal sample complexity in linear MDP settings up to an $H$ and logarithmic factors. Our LSVI-RFE algorithm is based on a novel variance-aware exploration mechanism to avoid overly-conservative exploration in prior works. Our sharp bound relies on the decoupling of UCB bonuses during two phases, and a Bernstein-type self-normalized bound, which remove the extra dependency of sample complexity on $H$ and $d$, respectively.

Poster
Hyperbolic Deep Reinforcement Learning

Edoardo Cetin, Benjamin Paul Chamberlain, Michael M. Bronstein, Jonathan J Hunt

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In deep reinforcement learning (RL), useful information about the state is inherently tied to its possible future successors. Consequently, encoding features that capture the hierarchical relationships between states into the model's latent representations is often conducive to recovering effective policies. In this work, we study a new class of deep RL algorithms that promote encoding such relationships by using hyperbolic space to model latent representations. However, we find that a naive application of existing methodology from the hyperbolic deep learning literature leads to fatal instabilities due to the non-stationarity and variance characterizing common gradient estimators in RL. Hence, we design a new general method that directly addresses such optimization challenges and enables stable end-to-end learning with deep hyperbolic representations. We empirically validate our framework by applying it to popular on-policy and off-policy RL algorithms on the Procgen and Atari 100K benchmarks, attaining near universal performance and generalization benefits. Given its natural fit, we hope this work will inspire future RL research to consider hyperbolic representations as a standard tool.

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Transformer-based World Models Are Happy With 100k Interactions

Jan Robine, Marc Höftmann, Tobias Uelwer, Stefan Harmeling

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Deep neural networks have been successful in many reinforcement learning settings. However, compared to human learners they are overly data hungry. To build a sample-efficient world model, we apply a transformer to real-world episodes in an autoregressive manner: not only the compact latent states and the taken actions but also the experienced or predicted rewards are fed into the transformer, so that it can attend flexibly to all three modalities at different time steps. The transformer allows our world model to access previous states directly, instead of viewing them through a compressed recurrent state. By utilizing the Transformer-XL architecture, it is able to learn long-term dependencies while staying computationally efficient. Our transformer-based world model (TWM) generates meaningful, new experience, which is used to train a policy that outperforms previous model-free and model-based reinforcement learning algorithms on the Atari 100k benchmark. Our code is available at https://github.com/jrobine/twm.

Poster
Become a Proficient Player with Limited Data through Watching Pure Videos

Weirui Ye, Yunsheng Zhang, Pieter Abbeel, Yang Gao

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Recently, RL has shown its strong ability for visually complex tasks. However, it suffers from the low sample efficiency and poor generalization ability, which prevent RL from being useful in real-world scenarios. Inspired by the huge success of unsupervised pre-training methods on language and vision domains, we propose to improve the sample efficiency via a novel pre-training method for model-based RL. Instead of using pre-recorded agent trajectories that come with their own actions, we consider the setting where the pre-training data are action-free videos, which are more common and available in the real world. We introduce a two-phase training pipeline as follows: for the pre-training phase, we implicitly extract the hidden action embedding from videos and pre-train the visual representation and the environment dynamics network through a novel \Changes{forward-inverse} cycle consistency \Changes{(FICC)} objective based on vector quantization; for down-stream tasks, we finetune with small amount of task data based on the learned models. Our framework can significantly improve the sample efficiency on Atari Games with data of only one hour of game playing. We achieve 118.4\% mean human performance and 36.0\% median performance with only 50k environment steps, which is 85.6\% and 65.1\% better than the scratch EfficientZero model. We believe such pre-training approach can provide an option for solving real-world RL problems. The code is available at \url{https://github.com/YeWR/FICC.git}.

Poster
Near-Optimal Deployment Efficiency in Reward-Free Reinforcement Learning with Linear Function Approximation

Dan Qiao, Yu-Xiang Wang

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We study the problem of deployment efficient reinforcement learning (RL) with linear function approximation under the \emph{reward-free} exploration setting. This is a well-motivated problem because deploying new policies is costly in real-life RL applications. Under the linear MDP setting with feature dimension $d$ and planning horizon $H$, we propose a new algorithm that collects at most $\widetilde{O}(\frac{d^2H^5}{\epsilon^2})$ trajectories within $H$ deployments to identify $\epsilon$-optimal policy for any (possibly data-dependent) choice of reward functions. To the best of our knowledge, our approach is the first to achieve optimal deployment complexity and optimal $d$ dependence in sample complexity at the same time, even if the reward is known ahead of time. Our novel techniques include an exploration-preserving policy discretization and a generalized G-optimal experiment design, which could be of independent interest. Lastly, we analyze the related problem of regret minimization in low-adaptive RL and provide information-theoretic lower bounds for switching cost and batch complexity.

Poster
Extreme Q-Learning: MaxEnt RL without Entropy

Divyansh Garg, Joey Hejna, Matthieu Geist, Stefano Ermon

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Modern Deep Reinforcement Learning (RL) algorithms require estimates of the maximal Q-value, which are difficult to compute in continuous domains with an infinite number of possible actions. In this work, we introduce a new update rule for online and offline RL which directly models the maximal value using Extreme Value Theory (EVT), drawing inspiration from economics. By doing so, we avoid computing Q-values using out-of-distribution actions which is often a substantial source of error. Our key insight is to introduce an objective that directly estimates the optimal soft-value functions (LogSumExp) in the maximum entropy RL setting without needing to sample from a policy. Using EVT, we derive our \emph{Extreme Q-Learning} framework and consequently online and, for the first time, offline MaxEnt Q-learning algorithms, that do not explicitly require access to a policy or its entropy. Our method obtains consistently strong performance in the D4RL benchmark, outperforming prior works by \emph{10+ points} on the challenging Franka Kitchen tasks while offering moderate improvements over SAC and TD3 on online DM Control tasks. Visualizations and code can be found on our website.

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Revocable Deep Reinforcement Learning with Affinity Regularization for Outlier-Robust Graph Matching

Chang Liu, Zetian Jiang, Runzhong Wang, Lingxiao Huang, Pinyan Lu, Junchi Yan

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Graph matching (GM) has been a building block in various areas including computer vision and pattern recognition. Despite recent impressive progress, existing deep GM methods often have obvious difficulty in handling outliers, which are ubiquitous in practice. We propose a deep reinforcement learning based approach RGM, whose sequential node matching scheme naturally fits the strategy for selective inlier matching against outliers. A revocable action framework is devised to improve the agent's flexibility against the complex constrained GM. Moreover, we propose a quadratic approximation technique to regularize the affinity score, in the presence of outliers. As such, the agent can finish inlier matching timely when the affinity score stops growing, for which otherwise an additional parameter i.e. the number of inliers is needed to avoid matching outliers. In this paper, we focus on learning the back-end solver under the most general form of GM: the Lawler's QAP, whose input is the affinity matrix. Especially, our approach can also boost existing GM methods that use such input. Experiments on multiple real-world datasets demonstrate its performance regarding both accuracy and robustness.

Poster