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.

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Topic: Reinforcement Learning · 233 papers · Reset filters

Faster Last-iterate Convergence of Policy Optimization in Zero-Sum Markov Games

Shicong Cen, Yuejie Chi, Simon Shaolei Du, Lin Xiao

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Multi-Agent Reinforcement Learning (MARL)---where multiple agents learn to interact in a shared dynamic environment---permeates across a wide range of critical applications. While there has been substantial progress on understanding the global convergence of policy optimization methods in single-agent RL, designing and analysis of efficient policy optimization algorithms in the MARL setting present significant challenges and new desiderata, which unfortunately, remain highly inadequately addressed by existing theory. In this paper, we focus on the most basic setting of competitive multi-agent RL, namely two-player zero-sum Markov games, and study equilibrium finding algorithms in both the infinite-horizon discounted setting and the finite-horizon episodic setting. We propose a single-loop policy optimization method with symmetric updates from both agents, where the policy is updated via the entropy-regularized optimistic multiplicative weights update (OMWU) method and the value is updated on a slower timescale. We show that, in the full-information tabular setting, the proposed method achieves a finite-time last-iterate linear convergence to the quantal response equilibrium of the regularized problem, which translates to a sublinear convergence to the Nash equilibrium by controlling the amount of regularization. Our convergence results improve upon the best known iteration complexities, and lead to a better understanding of policy optimization in competitive Markov games.

Poster
The Power of Regularization in Solving Extensive-Form Games

Mingyang Liu, Asuman E. Ozdaglar, Tiancheng Yu, Kaiqing Zhang

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In this paper, we investigate the power of {\it regularization}, a common technique in reinforcement learning and optimization, in solving extensive-form games (EFGs). We propose a series of new algorithms based on regularizing the payoff functions of the game, and establish a set of convergence results that strictly improve over the existing ones, with either weaker assumptions or stronger convergence guarantees. In particular, we first show that dilated optimistic mirror descent (DOMD), an efficient variant of OMD for solving EFGs, with adaptive regularization can achieve a fast $\tilde O(1/T)$ last-iterate convergence in terms of duality gap and distance to the set of Nash equilibrium (NE) without uniqueness assumption of the NE. Second, we show that regularized counterfactual regret minimization (\texttt{Reg-CFR}), with a variant of optimistic mirror descent algorithm as regret-minimizer, can achieve $O(1/T^{1/4})$ best-iterate, and $O(1/T^{3/4})$ average-iterate convergence rate for finding NE in EFGs. Finally, we show that \texttt{Reg-CFR} can achieve asymptotic last-iterate convergence, and optimal $O(1/T)$ average-iterate convergence rate, for finding the NE of perturbed EFGs, which is useful for finding approximate extensive-form perfect equilibria (EFPE). To the best of our knowledge, they constitute the first last-iterate convergence results for CFR-type algorithms, while matching the state-of-the-art average-iterate convergence rate in finding NE for non-perturbed EFGs. We also provide numerical results to corroborate the advantages of our algorithms.

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
Safe Reinforcement Learning From Pixels Using a Stochastic Latent Representation

Yannick Hogewind, Thiago D. Simão, Tal Kachman, Nils Jansen

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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 safety violations, and we use the safety critic to train safe policies. Using well-known benchmark environments, we demonstrate competitive performance over existing approaches regarding computational requirements, final reward return, and satisfying the safety constraints.

Poster
Latent State Marginalization as a Low-cost Approach for Improving Exploration

Dinghuai Zhang, Aaron Courville, Yoshua Bengio, Qinqing Zheng, Amy Zhang, Ricky T. Q. Chen

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While the maximum entropy (MaxEnt) reinforcement learning (RL) framework -- often touted for its exploration and robustness capabilities -- is usually motivated from a probabilistic perspective, the use of deep probabilistic models have not gained much traction in practice due to their inherent complexity. In this work, we propose the adoption of latent variable policies within the MaxEnt framework, which we can provably approximate any policy distribution, and additionally, naturally emerges under the use of world models with a latent belief state. We discuss why latent variable policies are difficult to train, how naive approaches can fail, and subsequently introduce a series of improvements centered around low-cost marginalization of the latent state, allowing us to make full use of the latent state at minimal additional cost. We instantiate our method under the actor-critic framework, marginalizing both the actor and critic. The resulting algorithm, referred to as Stochastic Marginal Actor-Critic (SMAC), is simple yet effective. We experimentally validate our method on continuous control tasks, showing that effective marginalization can lead to better exploration and more robust training. Our implementation is open sourced at https://github.com/zdhNarsil/Stochastic-Marginal-Actor-Critic.

Poster
Offline RL for Natural Language Generation with Implicit Language Q Learning

Charlie Victor Snell, Ilya Kostrikov, Yi Su, Sherry Yang, Sergey Levine

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Large language models distill broad knowledge from text corpora. However, they can be inconsistent when it comes to completing user specified tasks. This issue can be addressed by finetuning such models via supervised learning on curated datasets, or via reinforcement learning. In this work, we propose a novel offline RL method, implicit language Q-learning (ILQL), designed for use on language models, that combines both the flexible utility maximization framework of RL algorithms with the ability of supervised learning to leverage previously collected data, as well as its simplicity and stability. Our method employs a combination of value conservatism alongside an implicit dataset support constraint in learning value functions, which are then used to guide language model generations towards maximizing user-specified utility functions. In addition to empirically validating ILQL, we present a detailed empirical analysis of situations where offline RL can be useful in natural language generation settings, demonstrating how it can be a more effective utility optimizer than prior approaches for end-to-end dialogue, and how it can effectively optimize high variance reward functions based on subjective judgement, such as whether to label a comment as toxic or not.

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
Timing is Everything: Learning to Act Selectively with Costly Actions and Budgetary Constraints

David Henry Mguni, Aivar Sootla, Juliusz Krzysztof Ziomek, Oliver Slumbers, Zipeng Dai, Kun Shao, Jun Wang

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Many real-world settings involve costs for performing actions; transaction costs in financial systems and fuel costs being common examples. In these settings, performing actions at each time step quickly accumulates costs leading to vastly suboptimal outcomes. Additionally, repeatedly acting produces wear and tear and ultimately, damage. Determining when to act is crucial for achieving successful outcomes and yet, the challenge of efficiently learning to behave optimally when actions incur minimally bounded costs remains unresolved. In this paper, we intro- duce a reinforcement learning (RL) framework named Learnable Impulse Control Reinforcement Algorithm (LICRA), for learning to optimally select both when to act and which actions to take when actions incur costs. At the core of LICRA is a nested structure that combines RL and a form of policy known as impulse control which learns to maximise objectives when actions incur costs. We prove that LICRA, which seamlessly adopts any RL method, converges to policies that optimally select when to perform actions and their optimal magnitudes. We then augment LICRA to handle problems in which the agent can perform at most k < ∞ actions and more generally, faces a budget constraint. We show LICRA learns the optimal value function and ensures budget constraints are satisfied almost surely. We demonstrate empirically LICRA’s superior performance against benchmark RL methods in OpenAI gym’s Lunar Lander and in Highway environments and a variant of the Merton portfolio problem within finance.

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."

Top-25%
Scaling Laws for a Multi-Agent Reinforcement Learning Model

Oren Neumann, Claudius Gros

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The recent observation of neural power-law scaling relations has made a significant impact in the field of deep learning. A substantial amount of attention has been dedicated as a consequence to the description of scaling laws, although mostly for supervised learning and only to a reduced extent for reinforcement learning frameworks. In this paper we present an extensive study of performance scaling for a cornerstone reinforcement learning algorithm, AlphaZero. On the basis of a relationship between Elo rating, playing strength and power-law scaling, we train AlphaZero agents on the games Connect Four and Pentago and analyze their performance. We find that player strength scales as a power law in neural network parameter count when not bottlenecked by available compute, and as a power of compute when training optimally sized agents. We observe nearly identical scaling exponents for both games. Combining the two observed scaling laws we obtain a power law relating optimal size to compute similar to the ones observed for language models. We find that the predicted scaling of optimal neural network size fits our data for both games. This scaling law implies that previously published state-of-the-art game-playing models are significantly smaller than their optimal size, given the respective compute budgets. We also show that large AlphaZero models are more sample efficient, performing better than smaller models with the same amount of training data.

Poster
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.

Top-5%
Dynamic Update-to-Data Ratio: Minimizing World Model Overfitting

Nicolai Dorka, Tim Welschehold, Wolfram Burgard

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Early stopping based on the validation set performance is a popular approach to find the right balance between under- and overfitting in the context of supervised learning. However, in reinforcement learning, even for supervised sub-problems such as world model learning, early stopping is not applicable as the dataset is continually evolving. As a solution, we propose a new general method that dynamically adjusts the update to data (UTD) ratio during training based on under- and overfitting detection on a small subset of the continuously collected experience not used for training. We apply our method to DreamerV2, a state-of-the-art model-based reinforcement learning algorithm, and evaluate it on the DeepMind Control Suite and the Atari 100k benchmark. The results demonstrate that one can better balance under- and overestimation by adjusting the UTD ratio with our approach compared to the default setting in DreamerV2 and that it is competitive with an extensive hyperparameter search which is not feasible for many applications. Our method eliminates the need to set the UTD hyperparameter by hand and even leads to a higher robustness with regard to other learning-related hyperparameters further reducing the amount of necessary tuning.

Poster
Multi-skill Mobile Manipulation for Object Rearrangement

Jiayuan Gu, Devendra Singh Chaplot, Hao Su, Jitendra Malik

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We study a modular approach to tackle long-horizon mobile manipulation tasks for object rearrangement, which decomposes a full task into a sequence of subtasks. To tackle the entire task, prior work chains multiple stationary manipulation skills with a point-goal navigation skill, which are learned individually on subtasks. Although more effective than monolithic end-to-end RL policies, this framework suffers from compounding errors in skill chaining, e.g., navigating to a bad location where a stationary manipulation skill can not reach its target to manipulate. To this end, we propose that the manipulation skills should include mobility to have flexibility in interacting with the target object from multiple locations and at the same time the navigation skill could have multiple end points which lead to successful manipulation. We operationalize these ideas by implementing mobile manipulation skills rather than stationary ones and training a navigation skill trained with region goal instead of point goal. We evaluate our multi-skill mobile manipulation method M3 on 3 challenging long-horizon mobile manipulation tasks in the Home Assistant Benchmark (HAB), and show superior performance as compared to the baselines.

Top-25%
Efficient Offline Policy Optimization with a Learned Model

Zichen Liu, Siyi Li, Wee Sun Lee, Shuicheng YAN, Zhongwen Xu

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MuZero Unplugged presents a promising approach for offline policy learning from logged data. It conducts Monte-Carlo Tree Search (MCTS) with a learned model and leverages Reanalyze algorithm to learn purely from offline data. For good performance, MCTS requires accurate learned models and a large number of simulations, thus costing huge computing time. This paper investigates a few hypotheses where MuZero Unplugged may not work well under the offline RL settings, including 1) learning with limited data coverage; 2) learning from offline data of stochastic environments; 3) improperly parameterized models given the offline data; 4) with a low compute budget. We propose to use a regularized one-step look-ahead approach to tackle the above issues. Instead of planning with the expensive MCTS, we use the learned model to construct an advantage estimation based on a one-step rollout. Policy improvements are towards the direction that maximizes the estimated advantage with regularization of the dataset. We conduct extensive empirical studies with BSuite environments to verify the hypotheses and then run our algorithm on the RL Unplugged Atari benchmark. Experimental results show that our proposed approach achieves stable performance even with an inaccurate learned model. On the large-scale Atari benchmark, the proposed method outperforms MuZero Unplugged by 43%. Most significantly, it uses only 5.6% wall-clock time (i.e., 1 hour) compared to MuZero Unplugged (i.e., 17.8 hours) to achieve a 150% IQM normalized score with the same hardware and software stacks. Our implementation is open-sourced at https://github.com/sail-sg/rosmo.

Poster
Provably Efficient Risk-Sensitive Reinforcement Learning: Iterated CVaR and Worst Path

Yihan Du, Siwei Wang, Longbo Huang

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In this paper, we study a novel episodic risk-sensitive Reinforcement Learning (RL) problem, named Iterated CVaR RL, which aims to maximize the tail of the reward-to-go at each step, and focuses on tightly controlling the risk of getting into catastrophic situations at each stage. This formulation is applicable to real-world tasks that demand strong risk avoidance throughout the decision process, such as autonomous driving, clinical treatment planning and robotics. We investigate two performance metrics under Iterated CVaR RL, i.e., Regret Minimization and Best Policy Identification. For both metrics, we design efficient algorithms ICVaR-RM and ICVaR-BPI, respectively, and provide nearly matching upper and lower bounds with respect to the number of episodes $K$. We also investigate an interesting limiting case of Iterated CVaR RL, called Worst Path RL, where the objective becomes to maximize the minimum possible cumulative reward. For Worst Path RL, we propose an efficient algorithm with constant upper and lower bounds. Finally, the techniques we develop for bounding the change of CVaR due to the value function shift and decomposing the regret via a distorted visitation distribution are novel, and can find applications in other risk-sensitive online learning problems.

Poster
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
VIP: Towards Universal Visual Reward and Representation via Value-Implicit Pre-Training

Yecheng Jason Ma, Shagun Sodhani, Dinesh Jayaraman, Osbert Bastani, Vikash Kumar, Amy Zhang

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Reward and representation learning are two long-standing challenges for learning an expanding set of robot manipulation skills from sensory observations. Given the inherent cost and scarcity of in-domain, task-specific robot data, learning from large, diverse, offline human videos has emerged as a promising path towards acquiring a generally useful visual representation for control; however, how these human videos can be used for general-purpose reward learning remains an open question. We introduce $\textbf{V}$alue-$\textbf{I}$mplicit $\textbf{P}$re-training (VIP), a self-supervised pre-trained visual representation capable of generating dense and smooth reward functions for unseen robotic tasks. VIP casts representation learning from human videos as an offline goal-conditioned reinforcement learning problem and derives a self-supervised dual goal-conditioned value-function objective that does not depend on actions, enabling pre-training on unlabeled human videos. Theoretically, VIP can be understood as a novel implicit time contrastive objective that generates a temporally smooth embedding, enabling the value function to be implicitly defined via the embedding distance, which can then be used to construct the reward for any goal-image specified downstream task. Trained on large-scale Ego4D human videos and without any fine-tuning on in-domain, task-specific data, VIP can provide dense visual reward for an extensive set of simulated and $\textbf{real-robot}$ tasks, enabling diverse reward-based visual control methods and significantly outperforming all prior pre-trained representations. Notably, VIP can enable simple, few-shot offline RL on a suite of real-world robot tasks with as few as 20 trajectories.

Top-25%
Understanding and Adopting Rational Behavior by Bellman Score Estimation

Kuno Kim, Stefano Ermon

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We are interested in solving a class of problems that seek to understand and adopt rational behavior from demonstrations. We may broadly classify these problems into four categories of reward identification, counterfactual analysis, behavior imitation, and behavior transfer. In this work, we make a key observation that knowing how changes in the underlying rewards affect the optimal behavior allows one to solve a variety of aforementioned problems. To a local approximation, this quantity is precisely captured by what we term the Bellman score, i.e gradient of log probabilities of the optimal policy with respect to the reward. We introduce the Bellman score operator which provably converges to the gradient of the infinite-horizon optimal Q-values with respect to the reward which can then be used to directly estimate the score. Guided by our theory, we derive a practical score-learning algorithm which can be used for score estimation in high-dimensional state-actions spaces. We show that score-learning can be used to reliably identify rewards, perform counterfactual predictions, achieve state-of-the-art behavior imitation, and transfer policies across environments.

Top-25%
Mind the Gap: Offline Policy Optimization for Imperfect Rewards

Jianxiong Li, Xiao Hu, Haoran Xu, Jingjing Liu, Xianyuan Zhan, Qing-Shan Jia, Ya-Qin Zhang

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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 visitation distribution matching w.r.t. some expert data; the lower layer solves a pessimistic RL problem with the corrected rewards. By exploiting the duality of the lower layer, we derive a tractable algorithm that enables sampled-based learning without any online interactions. Comprehensive experiments demonstrate that RGM achieves superior performance to existing methods under diverse settings of imperfect rewards. Further, RGM can effectively correct wrong or inconsistent rewards against expert preference and retrieve useful information from biased rewards. Code is available at https://github.com/Facebear-ljx/RGM.

Poster