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%

Browse all papers

Guiding Safe Exploration with Weakest Preconditions

Greg Anderson, Swarat Chaudhuri, Isil Dillig

Expand abstract

In reinforcement learning for safety-critical settings, it is often desirable for the agent to obey safety constraints at all points in time, including during training. We present a novel neurosymbolic approach called SPICE to solve this safe exploration problem. SPICE uses an online shielding layer based on symbolic weakest preconditions to achieve a more precise safety analysis than existing tools without unduly impacting the training process. We evaluate the approach on a suite of continuous control benchmarks and show that it can achieve comparable performance to existing safe learning techniques while incurring fewer safety violations. Additionally, we present theoretical results showing that SPICE converges to the optimal safe policy under reasonable assumptions.

Poster
Which Layer is Learning Faster? A Systematic Exploration of Layer-wise Convergence Rate for Deep Neural Networks

Yixiong Chen, Alan Yuille, Zongwei Zhou

Expand abstract

The deeply hierarchical structures enable deep neural networks (DNNs) to fit extremely complex target functions. However, the complex interaction between layers also makes the learning process of a particular layer poorly understood. This work demonstrates that the shallower layers of DNNs tend to converge faster than the deeper layers. We call this phenomenon Layer Convergence Bias. We also uncover the fundamental reason behind this phenomenon: Flatter local minima of shallower layers make their gradients more stable and predictive, allowing for faster training. Another surprising result is that the shallower layers tend to learn the low-frequency components of the target function, while the deeper layers usually learn the high-frequency components. It is consistent with the recent discovery that DNNs learn lower frequency objects faster.

Poster
Safe Exploration Incurs Nearly No Additional Sample Complexity for Reward-Free RL

Ruiquan Huang, Jing Yang, Yingbin Liang

Expand abstract

Reward-free reinforcement learning (RF-RL), a recently introduced RL paradigm, relies on random action-taking to explore the unknown environment without any reward feedback information. While the primary goal of the exploration phase in RF-RL is to reduce the uncertainty in the estimated model with minimum number of trajectories, in practice, the agent often needs to abide by certain safety constraint at the same time. It remains unclear how such safe exploration requirement would affect the corresponding sample complexity in order to achieve the desired optimality of the obtained policy in planning. In this work, we make a first attempt to answer this question. In particular, we consider the scenario where a safe baseline policy is known beforehand, and propose a unified Safe reWard-frEe ExploraTion (SWEET) framework. We then particularize the SWEET framework to the tabular and the low-rank MDP settings, and develop algorithms coined Tabular-SWEET and Low-rank-SWEET, respectively. Both algorithms leverage the concavity and continuity of the newly introduced truncated value functions, and are guaranteed to achieve zero constraint violation during exploration with high probability. Furthermore, both algorithms can provably find a near-optimal policy subject to any constraint in the planning phase. Remarkably, the sample complexities under both algorithms match or even outperform the state of the art in their constraint-free counterparts up to some constant factors, proving that safety constraint hardly increases the sample complexity for RF-RL.

Poster
Combinatorial Pure Exploration of Causal Bandits

Nuoya Xiong, Wei Chen

Expand abstract

The combinatorial pure exploration of causal bandits is the following online learning task: given a causal graph with unknown causal inference distributions, in each round we choose a subset of variables to intervene or do no intervention, and observe the random outcomes of all random variables, with the goal that using as few rounds as possible, we can output an intervention that gives the best (or almost best) expected outcome on the reward variable $Y$ with probability at least $1-\delta$, where $\delta$ is a given confidence level. We provide the first gap-dependent and fully adaptive pure exploration algorithms on two types of causal models --- the binary generalized linear model (BGLM) and general graphs. For BGLM, our algorithm is the first to be designed specifically for this setting and achieves polynomial sample complexity, while all existing algorithms for general graphs have either sample complexity exponential to the graph size or some unreasonable assumptions. For general graphs, our algorithm provides a significant improvement on sample complexity, and it nearly matches the lower bound we prove. Our algorithms achieve such improvement by a novel integration of prior causal bandit algorithms and prior adaptive pure exploration algorithms, the former of which utilize the rich observational feedback in causal bandits but are not adaptive to reward gaps, while the latter of which have the issue in reverse.

Poster
Revisiting Intrinsic Reward for Exploration in Procedurally Generated Environments

Kaixin Wang, Kuangqi Zhou, Bingyi Kang, Jiashi FENG, Shuicheng YAN

Expand abstract

Exploration under sparse rewards remains a key challenge in deep reinforcement learning. Recently, studying exploration in procedurally-generated environments has drawn increasing attention. Existing works generally combine lifelong intrinsic rewards and episodic intrinsic rewards to encourage exploration. Though various lifelong and episodic intrinsic rewards have been proposed, the individual contributions of the two kinds of intrinsic rewards to improving exploration are barely investigated. To bridge this gap, we disentangle these two parts and conduct ablative experiments. We consider lifelong and episodic intrinsic rewards used in prior works, and compare the performance of all lifelong-episodic combinations on the commonly used MiniGrid benchmark. Experimental results show that only using episodic intrinsic rewards can match or surpass prior state-of-the-art methods. On the other hand, only using lifelong intrinsic rewards hardly makes progress in exploration. This demonstrates that episodic intrinsic reward is more crucial than lifelong one in boosting exploration. Moreover, we find through experimental analysis that the lifelong intrinsic reward does not accurately reflect the novelty of states, which explains why it does not help much in improving exploration.

Poster
Pink Noise Is All You Need: Colored Noise Exploration in Deep Reinforcement Learning

Onno Eberhard, Jakob Hollenstein, Cristina Pinneri, Georg Martius

Expand abstract

In off-policy deep reinforcement learning with continuous action spaces, exploration is often implemented by injecting action noise into the action selection process. Popular algorithms based on stochastic policies, such as SAC or MPO, inject white noise by sampling actions from uncorrelated Gaussian distributions. In many tasks, however, white noise does not provide sufficient exploration, and temporally correlated noise is used instead. A common choice is Ornstein-Uhlenbeck (OU) noise, which is closely related to Brownian motion (red noise). Both red noise and white noise belong to the broad family of colored noise. In this work, we perform a comprehensive experimental evaluation on MPO and SAC to explore the effectiveness of other colors of noise as action noise. We find that pink noise, which is halfway between white and red noise, significantly outperforms white noise, OU noise, and other alternatives on a wide range of environments. Thus, we recommend it as the default choice for action noise in continuous control.

Top-25%
Replicable Bandits

Hossein Esfandiari, Alkis Kalavasis, amin karbasi, Andreas Krause, Vahab Mirrokni, Grigoris Velegkas

Expand abstract

In this paper, we introduce the notion of replicable policies in the context of stochastic bandits, one of the canonical problems in interactive learning. A policy in the bandit environment is called replicable if it pulls, with high probability, the exact same sequence of arms in two different and independent executions (i.e., under independent reward realizations). We show that not only do replicable policies exist, but also they achieve almost the same optimal (non-replicable) regret bounds in terms of the time horizon. More specifically, in the stochastic multi-armed bandits setting, we develop a policy with an optimal problem-dependent regret bound whose dependence on the replicability parameter is also optimal. Similarly, for stochastic linear bandits (with finitely and infinitely many arms) we develop replicable policies that achieve the best-known problem-independent regret bounds with an optimal dependency on the replicability parameter. Our results show that even though randomization is crucial for the exploration-exploitation trade-off, an optimal balance can still be achieved while pulling the exact same arms in two different rounds of executions.

Poster
Learning Achievement Structure for Structured Exploration in Domains with Sparse Reward

Zihan Zhou, Animesh Garg

Expand abstract

We propose Structured Exploration with Achievements (SEA), a multi-stage reinforcement learning algorithm designed for achievement-based environments, a particular type of environment with an internal achievement set. SEA first uses offline data to learn a representation of the known achievements with a determinant loss function, then recovers the dependency graph of the learned achievements with a heuristic algorithm, and finally interacts with the environment online to learn policies that master known achievements and explore new ones with a controller built with the recovered dependency graph. We empirically demonstrate that SEA can recover the achievement structure accurately and improve exploration in hard domains such as Crafter that are procedurally generated with high-dimensional observations like images.

Poster
Optimistic Exploration with Learned Features Provably Solves Markov Decision Processes with Neural Dynamics

Sirui Zheng, Lingxiao Wang, Shuang Qiu, Zuyue Fu, Zhuoran Yang, Csaba Szepesvari, Zhaoran Wang

Expand abstract

Incorporated with the recent advances in deep learning, deep reinforcement learning (DRL) has achieved tremendous success in empirical study. However, analyzing DRL is still challenging due to the complexity of the neural network class. In this paper, we address such a challenge by analyzing the Markov decision process (MDP) with neural dynamics, which covers several existing models as special cases, including the kernelized nonlinear regulator (KNR) model and the linear MDP. We propose a novel algorithm that designs exploration incentives via learnable representations of the dynamics model by embedding the neural dynamics into a kernel space induced by the system noise. We further establish an upper bound on the sample complexity of the algorithm, which demonstrates the sample efficiency of the algorithm. We highlight that, unlike previous analyses of RL algorithms with function approximation, our bound on the sample complexity does not depend on the Eluder dimension of the neural network class, which is known to be exponentially large (Dong et al., 2021).

Poster