ICLR 2024 Papers

International Conference on Learning Representations

Decision breakdown

2,260papers

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

  • Oral
    863.8%
  • Spotlight
    36716.2%
  • Poster
    1,80780.0%

Browse all papers

Topic: Reinforcement Learning · 304 papers · Reset filters

The Wasserstein Believer: Learning Belief Updates for Partially Observable Environments through Reliable Latent Space Models

Raphaël Avalos, Florent Delgrange, Ann Nowe, Guillermo Perez, Diederik M Roijers

Expand abstract

Partially Observable Markov Decision Processes (POMDPs) are used to model environments where the state cannot be perceived, necessitating reasoning based on past observations and actions. However, remembering the full history is generally intractable due to the exponential growth in the history space. Maintaining a probability distribution that models the belief over the current state can be used as a sufficient statistic of the history, but its computation requires access to the model of the environment and is often intractable. While SOTA algorithms use Recurrent Neural Networks to compress the observation-action history aiming to learn a sufficient statistic, they lack guarantees of success and can lead to sub-optimal policies. To overcome this, we propose the Wasserstein Belief Updater, an RL algorithm that learns a latent model of the POMDP and an approximation of the belief update under the assumption that the state is observable during training. Our approach comes with theoretical guarantees on the quality of our approximation ensuring that our latent beliefs allow for learning the optimal value function.

Poster
Cascading Reinforcement Learning

Yihan Du, R. Srikant, Wei Chen

Expand abstract

Cascading bandits have gained popularity in recent years due to their applicability to recommendation systems and online advertising. In the cascading bandit model, at each timestep, an agent recommends an ordered subset of items (called an item list) from a pool of items, each associated with an unknown attraction probability. Then, the user examines the list, and clicks the first attractive item (if any), and after that, the agent receives a reward. The goal of the agent is to maximize the expected cumulative reward. However, the prior literature on cascading bandits ignores the influences of user states (e.g., historical behaviors) on recommendations and the change of states as the session proceeds. Motivated by this fact, we propose a generalized cascading RL framework, which considers the impact of user states and state transition into decisions. In cascading RL, we need to select items not only with large attraction probabilities but also leading to good successor states. This imposes a huge computational challenge due to the combinatorial action space. To tackle this challenge, we delve into the properties of value functions, and design an oracle BestPerm to efficiently find the optimal item list. Equipped with BestPerm, we develop two algorithms CascadingVI and CascadingBPI, which are both computationally-efficient and sample-efficient, and provide near-optimal regret and sample complexity guarantees. Furthermore, we present experiments to show the improved computational and sample efficiencies of our algorithms compared to straightforward adaptations of existing RL algorithms in practice.

Spotlight
CORN: Contact-based Object Representation for Nonprehensile Manipulation of General Unseen Objects

Yoonyoung Cho, Junhyek Han, Yoontae Cho, Beomjoon Kim

Expand abstract

Nonprehensile manipulation is essential for manipulating objects that are too thin, large, or otherwise ungraspable in the wild. To sidestep the difficulty of contact modeling in conventional modeling-based approaches, reinforcement learning (RL) has recently emerged as a promising alternative. However, previous RL approaches either lack the ability to generalize over diverse object shapes, or use simple action primitives that limit the diversity of robot motions. Furthermore, using RL over diverse object geometry is challenging due to the high cost of training a policy that takes in high-dimensional sensory inputs. We propose a novel contact-based object representation and pretraining pipeline to tackle this. To enable massively parallel training, we leverage a lightweight patch-based transformer architecture for our encoder that processes point clouds, thus scaling our training across thousands of environments. Compared to learning from scratch, or other shape representation baselines, our representation facilitates both time- and data-efficient learning. We validate the efficacy of our overall system by zero-shot transferring the trained policy to novel real-world objects. We highly recommend the video attached in the supplementary material. Code and videos are available at \url{https://sites.google.com/view/contact-non-prehensile}.

Poster
Retroformer: Retrospective Large Language Agents with Policy Gradient Optimization

Weiran Yao, Shelby Heinecke, Juan Carlos Niebles, Zhiwei Liu, Yihao Feng, Le Xue, Rithesh R N, Zeyuan Chen, Jianguo Zhang, Devansh Arpit, Ran Xu, Phil L Mui, Huan Wang, Caiming Xiong, Silvio Savarese

Expand abstract

Recent months have seen the emergence of a powerful new trend in which large language models (LLMs) are augmented to become autonomous language agents capable of performing objective oriented multi-step tasks on their own, rather than merely responding to queries from human users. Most existing language agents, however, are not optimized using environment-specific rewards. Although some agents enable iterative refinement through verbal feedback, they do not reason and plan in ways that are compatible with gradient-based learning from rewards. This paper introduces a principled framework for reinforcing large language agents by learning a retrospective model, which automatically tunes the language agent prompts from environment feedback through policy gradient. Specifically, our proposed agent architecture learns from rewards across multiple environments and tasks, for fine-tuning a pre-trained language model which refines the language agent prompt by summarizing the root cause of prior failed attempts and proposing action plans. Experimental results on various tasks demonstrate that the language agents improve over time and that our approach considerably outperforms baselines that do not properly leverage gradients from the environment.

Spotlight
Efficient Inverse Multiagent Learning

Denizalp Goktas, Amy Greenwald, Sadie Zhao, Alec Koppel, Sumitra Ganesh

Expand abstract

In this paper, we study inverse game theory (resp. inverse multiagent learning) in which the goal is to find parameters of a game’s payoff functions for which the expected (resp. sampled) behavior is an equilibrium. We formulate these problems as generative-adversarial (i.e., min-max) optimization problems, which we develop polynomial-time algorithms to solve, the former of which relies on an exact first- order oracle, and the latter, a stochastic one. We extend our approach to solve inverse multiagent simulacral learning in polynomial time and number of samples. In these problems, we seek a simulacrum, meaning parameters and an associated equilibrium that replicate the given observations in expectation. We find that our approach outperforms the widely-used ARIMA method in predicting prices in Spanish electricity markets based on time-series data.

Spotlight
On the Role of General Function Approximation in Offline Reinforcement Learning

Chenjie Mao, Qiaosheng Zhang, Zhen Wang, Xuelong Li

Expand abstract

We study offline reinforcement learning (RL) with general function approximation. General function approximation is a powerful tool for algorithm design and analysis, but its adaptation to offline RL encounters several challenges due to varying approximation targets and assumptions that blur the real meanings of function assumptions. In this paper, we try to formulate and clarify the treatment of general function approximation in offline RL in two aspects: (1) analyzing different types of assumptions and their practical usage, and (2) understanding its role as a restriction on underlying MDPs from information-theoretic perspectives. Additionally, we introduce a new insight for lower bound establishing: one can exploit model-realizability to establish general-purpose lower bounds that can be generalized into other functions. Building upon this insight, we propose two generic lower bounds that contribute to a better understanding of offline RL with general function approximation.

Spotlight
Sample-Efficient Quality-Diversity by Cooperative Coevolution

Ke Xue, Ren-Jian Wang, Pengyi Li, Dong Li, Jianye Hao, Chao Qian

Expand abstract

Quality-Diversity (QD) algorithms, as a subset of evolutionary algorithms, have emerged as a powerful optimization paradigm with the aim of generating a set of high-quality and diverse solutions. Although QD has demonstrated competitive performance in reinforcement learning, its low sample efficiency remains a significant impediment for real-world applications. Recent research has primarily focused on augmenting sample efficiency by refining selection and variation operators of QD. However, one of the less considered yet crucial factors is the inherently large-scale issue of the QD optimization problem. In this paper, we propose a novel Cooperative Coevolution QD (CCQD) framework, which decomposes a policy network naturally into two types of layers, corresponding to representation and decision respectively, and thus simplifies the problem significantly. The resulting two (representation and decision) subpopulations are coevolved cooperatively. CCQD can be implemented with different selection and variation operators. Experiments on several popular tasks within the QDAX suite demonstrate that an instantiation of CCQD achieves approximately a 200% improvement in sample efficiency.

Spotlight
Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games

Stephen Marcus McAleer, JB Lanier, Kevin A. Wang, Pierre Baldi, Tuomas Sandholm, Roy Fox

Expand abstract

In competitive two-agent environments, deep reinforcement learning (RL) methods like Policy Space Response Oracles (PSRO) often increase exploitability between iterations, which is problematic when training in large games. To address this issue, we introduce anytime double oracle (ADO), an algorithm that ensures exploitability does not increase between iterations, and its approximate extensive-form version, anytime PSRO (APSRO). ADO converges to a Nash equilibrium while iteratively reducing exploitability. However, convergence in these algorithms may require adding all of a game's deterministic policies. To improve this, we propose Self-Play PSRO (SP-PSRO), which incorporates an approximately optimal stochastic policy into the population in each iteration. APSRO and SP-PSRO demonstrate lower exploitability and near-monotonic exploitability reduction in games like Leduc poker and Liar's Dice. Empirically, SP-PSRO often converges much faster than APSRO and PSRO, requiring only a few iterations in many games.

Poster
Vanishing Gradients in Reinforcement Finetuning of Language Models

Noam Razin, Hattie Zhou, Omid Saremi, Vimal Thilak, Arwen Bradley, Preetum Nakkiran, Joshua M. Susskind, Etai Littwin

Expand abstract

Pretrained language models are commonly aligned with human preferences and downstream tasks via reinforcement finetuning (RFT), which refers to maximizing a (possibly learned) reward function using policy gradient algorithms. This work identifies a fundamental optimization obstacle in RFT: we prove that the expected gradient for an input vanishes when its reward standard deviation under the model is small, even if the expected reward is far from optimal. Through experiments on an RFT benchmark and controlled environments, as well as a theoretical analysis, we then demonstrate that vanishing gradients due to small reward standard deviation are prevalent and detrimental, leading to extremely slow reward maximization. Lastly, we explore ways to overcome vanishing gradients in RFT. We find the common practice of an initial supervised finetuning (SFT) phase to be the most promising candidate, which sheds light on its importance in an RFT pipeline. Moreover, we show that a relatively small number of SFT optimization steps on as few as 1% of the input samples can suffice, indicating that the initial SFT phase need not be expensive in terms of compute and data labeling efforts. Overall, our results emphasize that being mindful for inputs whose expected gradient vanishes, as measured by the reward standard deviation, is crucial for successful execution of RFT.

Poster
Uncertainty-aware Constraint Inference in Inverse Constrained Reinforcement Learning

Sheng Xu, Guiliang Liu

Expand abstract

Aiming for safe control, Inverse Constrained Reinforcement Learning (ICRL) considers inferring the constraints respected by expert agents from their demonstrations and learning imitation policies that adhere to these constraints. While previous ICRL works often neglected underlying uncertainties during training, we contend that modeling these uncertainties is crucial for facilitating robust constraint inference. This insight leads to the development of an Uncertainty-aware Inverse Constrained Reinforcement Learning (UAICRL) algorithm. Specifically, 1) aleatoric uncertainty arises from the inherent stochasticity of environment dynamics, leading to constraint-violating behaviors in imitation policies. To address this, UAICRL constructs risk-sensitive constraints by incorporating distributional Bellman updates into the cumulative costs model. 2) Epistemic uncertainty, resulting from the model's limited knowledge of Out-of-Distribution (OoD) samples, affects the accuracy of step-wise cost predictions. To tackle this issue, UAICRL develops an information-theoretic quantification of the epistemic uncertainty and mitigates its impact through flow-based generative data augmentation. Empirical results demonstrate that UAICRL consistently outperforms other baselines in continuous and discrete environments with stochastic dynamics. The code is available at https://github.com/Jasonxu1225/UAICRL.

Poster
Eureka: Human-Level Reward Design via Coding Large Language Models

Yecheng Jason Ma, William Liang, Guanzhi Wang, De-An Huang, Osbert Bastani, Dinesh Jayaraman, Yuke Zhu, Linxi Fan, Anima Anandkumar

Expand abstract

Large Language Models (LLMs) have excelled as high-level semantic planners for sequential decision-making tasks. However, harnessing them to learn complex low-level manipulation tasks, such as dexterous pen spinning, remains an open problem. We bridge this fundamental gap and present Eureka, a human-level reward design algorithm powered by LLMs. Eureka exploits the remarkable zero-shot generation, code-writing, and in-context improvement capabilities of state-of-the-art LLMs, such as GPT-4, to perform evolutionary optimization over reward code. The resulting rewards can then be used to acquire complex skills via reinforcement learning. Without any task-specific prompting or pre-defined reward templates, Eureka generates reward functions that outperform expert human-engineered rewards. In a diverse suite of 29 open-source RL environments that include 10 distinct robot morphologies, Eureka outperforms human experts on 83% of the tasks, leading to an average normalized improvement of 52%. The generality of Eureka also enables a new gradient-free in-context learning approach to reinforcement learning from human feedback (RLHF), readily incorporating human inputs to improve the quality and the safety of the generated rewards without model updating. Finally, using Eureka rewards in a curriculum learning setting, we demonstrate for the first time, a simulated Shadow Hand capable of performing pen spinning tricks, adeptly manipulating a pen in circles at rapid speed.

Poster
Compositional Conservatism: A Transductive Approach in Offline Reinforcement Learning

Yeda Song, Dongwook Lee, Gunhee Kim

Expand abstract

Offline reinforcement learning (RL) is a compelling framework for learning optimal policies from past experiences without additional interaction with the environment. Nevertheless, offline RL inevitably faces the problem of distributional shifts, where the states and actions encountered during policy execution may not be in the training dataset distribution. A common solution involves incorporating conservatism into the policy or the value function to safeguard against uncertainties and unknowns. In this work, we focus on achieving the same objectives of conservatism but from a different perspective. We propose COmpositional COnservatism with Anchor-seeking (COCOA) for offline RL, an approach that pursues conservatism in a _compositional_ manner on top of the transductive reparameterization (Netanyahu et al., 2023), which decomposes the input variable (the state in our case) into an anchor and its difference from the original input. Our COCOA seeks both in-distribution anchors and differences by utilizing the learned reverse dynamics model, encouraging conservatism in the compositional input space for the policy or value function. Such compositional conservatism is independent of and agnostic to the prevalent _behavioral_ conservatism in offline RL. We apply COCOA to four state-of-the-art offline RL algorithms and evaluate them on the D4RL benchmark, where COCOA generally improves the performance of each algorithm. The code is available at https://github.com/runamu/compositional-conservatism.

Poster
Universal Jailbreak Backdoors from Poisoned Human Feedback

Javier Rando, Florian Tramèr

Expand abstract

Reinforcement Learning from Human Feedback (RLHF) is used to align large language models to produce helpful and harmless responses. Yet, these models can be jailbroken by finding adversarial prompts that revert the model to its unaligned behavior. In this paper, we consider a new threat where an attacker poisons the RLHF data to embed a jailbreak trigger into the model as a backdoor. The trigger then acts like a universal sudo command, enabling arbitrary harmful responses without the need to search for an adversarial prompt. Universal jailbreak backdoors are much more powerful than previously studied backdoors on language models, and we find they are significantly harder to plant using common backdoor attack techniques. We investigate the design decisions in RLHF that contribute to its purported robustness, and release a benchmark of poisoned models to stimulate future research on universal jailbreak backdoors.

Poster
DreamSmooth: Improving Model-based Reinforcement Learning via Reward Smoothing

Vint Lee, Pieter Abbeel, Youngwoon Lee

Expand abstract

Model-based reinforcement learning (MBRL) has gained much attention for its ability to learn complex behaviors in a sample-efficient way: planning actions by generating imaginary trajectories with predicted rewards. Despite its success, we found that surprisingly, reward prediction is often a bottleneck of MBRL, especially for sparse rewards that are challenging (or even ambiguous) to predict. Motivated by the intuition that humans can learn from rough reward estimates, we propose a simple yet effective reward smoothing approach, DreamSmooth, which learns to predict a temporally-smoothed reward, instead of the exact reward at the given timestep. We empirically show that DreamSmooth achieves state-of-the-art performance on long-horizon sparse-reward tasks both in sample efficiency and final performance without losing performance on common benchmarks, such as Deepmind Control Suite and Atari benchmarks.

Poster
Offline RL with Observation Histories: Analyzing and Improving Sample Complexity

Joey Hong, Anca Dragan, Sergey Levine

Expand abstract

Offline reinforcement learning (RL) can in principle synthesize more optimal behavior from a dataset consisting only of suboptimal trials. One way that this can happen is by "stitching" together the best parts of otherwise suboptimal trajectories that overlap on similar states, to create new behaviors where each individual state is in-distribution, but the overall returns are higher. However, in many interesting and complex applications, such as autonomous navigation and dialogue systems, the state is partially observed. Even worse, the state representation is unknown or not easy to define. In such cases, policies and value functions are often conditioned on observation histories instead of states. In these cases, it is not clear if the same kind of "stitching" is feasible at the level of observation histories, since two different trajectories would always have different histories, and thus "similar states" that might lead to effective stitching cannot be leveraged. Theoretically, we show that standard offline RL algorithms conditioned on observation histories suffer from poor sample complexity, in accordance with the above intuition. We then identify sufficient conditions under which offline RL can still be efficient -- intuitively, it needs to learn a compact representation of history comprising only features relevant for action selection. We introduce a bisimulation loss that captures the extent to which this happens, and propose that offline RL can explicitly optimize this loss to aid worst-case sample complexity. Empirically, we show that across a variety of tasks either our proposed loss improves performance, or the value of this loss is already minimized as a consequence of standard offline RL, indicating that it correlates well with good performance.

Poster
REValueD: Regularised Ensemble Value-Decomposition for Factorisable Markov Decision Processes

David Ireland, Giovanni Montana

Expand abstract

Discrete-action reinforcement learning algorithms often falter in tasks with high-dimensional discrete action spaces due to the vast number of possible actions. A recent advancement leverages value-decomposition, a concept from multi-agent reinforcement learning, to tackle this challenge. This study delves deep into the effects of this value-decomposition, revealing that whilst it curtails the over-estimation bias inherent to Q-learning algorithms, it amplifies target variance. To counteract this, we present an ensemble of critics to mitigate target variance. Moreover, we introduce a regularisation loss that helps to mitigate the effects that exploratory actions in one dimension can have on the value of optimal actions in other dimensions. Our novel algorithm, REValueD, tested on discretised versions of the DeepMind Control Suite tasks, showcases superior performance, especially in the challenging humanoid and dog tasks. We further dissect the factors influencing REValueD's performance, evaluating the significance of the regularisation loss and the scalability of REValueD with increasing sub-actions per dimension.

Poster
Robust Model Based Reinforcement Learning Using $\mathcal{L}_1$ Adaptive Control

Minjun Sung, Sambhu Harimanas Karumanchi, Aditya Gahlawat, Naira Hovakimyan

Expand abstract

We introduce $\mathcal{L}_1$-MBRL, a control-theoretic augmentation scheme for Model-Based Reinforcement Learning (MBRL) algorithms. Unlike model-free approaches, MBRL algorithms learn a model of the transition function using data and use it to design a control input. Our approach generates a series of approximate control-affine models of the learned transition function according to the proposed switching law. Using the approximate model, control input produced by the underlying MBRL is perturbed by the $\mathcal{L}_1$ adaptive control, which is designed to enhance the robustness of the system against uncertainties. Importantly, this approach is agnostic to the choice of MBRL algorithm, enabling the use of the scheme with various MBRL algorithms. MBRL algorithms with $\mathcal{L}_1$ augmentation exhibit enhanced performance and sample efficiency across multiple MuJoCo environments, outperforming the original MBRL algorithms, both with and without system noise.

Poster
Domain Randomization via Entropy Maximization

Gabriele Tiboni, Pascal Klink, Jan Peters, Tatiana Tommasi, Carlo D'Eramo, Georgia Chalvatzaki

Expand abstract

Varying dynamics parameters in simulation is a popular Domain Randomization (DR) approach for overcoming the reality gap in Reinforcement Learning (RL). Nevertheless, DR heavily hinges on the choice of the sampling distribution of the dynamics parameters, since high variability is crucial to regularize the agent's behavior but notoriously leads to overly conservative policies when randomizing excessively. In this paper, we propose a novel approach to address sim-to-real transfer, which automatically shapes dynamics distributions during training in simulation without requiring real-world data. We introduce DOmain RAndomization via Entropy MaximizatiON (DORAEMON), a constrained optimization problem that directly maximizes the entropy of the training distribution while retaining generalization capabilities. In achieving this, DORAEMON gradually increases the diversity of sampled dynamics parameters as long as the probability of success of the current policy is sufficiently high. We empirically validate the consistent benefits of DORAEMON in obtaining highly adaptive and generalizable policies, i.e. solving the task at hand across the widest range of dynamics parameters, as opposed to representative baselines from the DR literature. Notably, we also demonstrate the Sim2Real applicability of DORAEMON through its successful zero-shot transfer in a robotic manipulation setup under unknown real-world parameters.

Poster
Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance Accompaniment

Li Siyao, Tianpei Gu, Zhitao Yang, Zhengyu Lin, Ziwei Liu, Henghui Ding, Lei Yang, Chen Change Loy

Expand abstract

We introduce a novel task within the field of human motion generation, termed dance accompaniment, which necessitates the generation of responsive movements from a dance partner, the "follower", synchronized with the lead dancer’s movements and the underlying musical rhythm. Unlike existing solo or group dance generation tasks, a duet dance scenario entails a heightened degree of interaction between the two participants, requiring delicate coordination in both pose and position. To support this task, we first build a large-scale and diverse duet interactive dance dataset, DD100, by recording about 117 minutes of professional dancers’ performances. To address the challenges inherent in this task, we propose a GPT based model, Duolando, which autoregressively predicts the subsequent tokenized motion conditioned on the coordinated information of the music, the leader’s and the follower’s movements. To further enhance the GPT’s capabilities of generating stable results on unseen conditions (music and leader motions), we devise an off-policy reinforcement learning strategy that allows the model to explore viable trajectories from out-of-distribution samplings, guided by human-defined rewards. Based on the collected dataset and proposed method, we establish a benchmark with several carefully designed metrics.

Poster
Reward-Consistent Dynamics Models are Strongly Generalizable for Offline Reinforcement Learning

Fan-Ming Luo, Tian Xu, Xingchen Cao, Yang Yu

Expand abstract

Learning a precise dynamics model can be crucial for offline reinforcement learning, which, unfortunately, has been found to be quite challenging. Dynamics models that are learned by fitting historical transitions often struggle to generalize to unseen transitions. In this study, we identify a hidden but pivotal factor termed dynamics reward that remains consistent across transitions, offering a pathway to better generalization. Therefore, we propose the idea of reward-consistent dynamics models: any trajectory generated by the dynamics model should maximize the dynamics reward derived from the data. We implement this idea as the MOREC (Model-based Offline reinforcement learning with Reward Consistency) method, which can be seamlessly integrated into previous offline model-based reinforcement learning (MBRL) methods. MOREC learns a generalizable dynamics reward function from offline data, which is subsequently employed as a transition filter in any offline MBRL method: when generating transitions, the dynamics model generates a batch of transitions and selects the one with the highest dynamics reward value. On a synthetic task, we visualize that MOREC has a strong generalization ability and can surprisingly recover some distant unseen transitions. On 21 offline tasks in D4RL and NeoRL benchmarks, MOREC improves the previous state-of-the-art performance by a significant margin, i.e., 4.6\% on D4RL tasks and 25.9\% on NeoRL tasks. Notably, MOREC is the first method that can achieve above 95\% online RL performance in 6 out of 12 D4RL tasks and 3 out of 9 NeoRL tasks. Code is available at https://github.com/polixir/morec.

Spotlight