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%

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Topic: Reinforcement Learning · 304 papers · Reset filters

Delphic Offline Reinforcement Learning under Nonidentifiable Hidden Confounding

Alizée Pace, Hugo Yèche, Bernhard Schölkopf, Gunnar Ratsch, Guy Tennenholtz

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A prominent challenge of offline reinforcement learning (RL) is the issue of hidden confounding: unobserved variables may influence both the actions taken by the agent and the observed outcomes. Hidden confounding can compromise the validity of any causal conclusion drawn from data and presents a major obstacle to effective offline RL. In the present paper, we tackle the problem of hidden confounding in the nonidentifiable setting. We propose a definition of uncertainty due to hidden confounding bias, termed delphic uncertainty, which uses variation over world models compatible with the observations, and differentiate it from the well-known epistemic and aleatoric uncertainties. We derive a practical method for estimating the three types of uncertainties, and construct a pessimistic offline RL algorithm to account for them. Our method does not assume identifiability of the unobserved confounders, and attempts to reduce the amount of confounding bias. We demonstrate through extensive experiments and ablations the efficacy of our approach on a sepsis management benchmark, as well as on electronic health records. Our results suggest that nonidentifiable hidden confounding bias can be mitigated to improve offline RL solutions in practice.

Poster
Improved Efficiency Based on Learned Saccade and Continuous Scene Reconstruction From Foveated Visual Sampling

Jiayang Liu, Yiming Bu, Daniel Tso, Qinru Qiu

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High accuracy, low latency and high energy efficiency represent a set of contradictory goals when searching for system solutions for image classification and detection. While high-quality images naturally result in more precise detection and classification, they also result in a heavier computational workload for imaging and processing, reduce camera refresh rates, and increase the volume of data communication between the camera and processor. Taking inspiration from the foveal-peripheral sampling mechanism, saccade mechanism observed in the human visual system and the filling-in phenomena of brain, we have developed an active scene reconstruction architecture based on multiple foveal views. This model stitches together information from foveal and peripheral vision, which are sampled from multiple glances. Assisted by a reinforcement learning-based saccade mechanism, our model reduces the required input pixels by over 90\% per frame while maintaining the same level of performance in image recognition as with the original images. We evaluated the effectiveness of our model using the GTSRB dataset and the ImageNet dataset. Using an equal number of input pixels, our study demonstrates a 5\% higher image recognition accuracy compared to state-of-the-art foveal-peripheral vision systems. Furthermore, we demonstrate that our foveal sampling/saccadic scene reconstruction model exhibits significantly lower complexity and higher data efficiency during the training phase compared to existing approaches.

Spotlight
Demonstration-Regularized RL

Daniil Tiapkin, Denis Belomestny, Daniele Calandriello, Eric Moulines, Alexey Naumov, Pierre Perrault, Michal Valko, Pierre Menard

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Incorporating expert demonstrations has empirically helped to improve the sample efficiency of reinforcement learning (RL). This paper quantifies theoretically to what extent this extra information reduces RL's sample complexity. In particular, we study the demonstration-regularized reinforcement learning framework that leverages the expert demonstrations by $\mathrm{KL}$-regularization for a policy learned by behavior cloning. Our findings reveal that using $N^{\mathrm{E}}$ expert demonstrations enables the identification of an optimal policy at a sample complexity of order $\widetilde{\mathcal{O}}(\mathrm{Poly}(S,A,H)/(\varepsilon^2 N^{\mathrm{E}}))$ in finite and $\widetilde{\mathcal{O}}(\mathrm{Poly}(d,H)/(\varepsilon^2 N^{\mathrm{E}}))$ in linear Markov decision processes, where $\varepsilon$is the target precision, $H$ the horizon, $A$ the number of action, $S$ the number of states in the finite case and $d$ the dimension of the feature space in the linear case. As a by-product, we provide tight convergence guarantees for the behavior cloning procedure under general assumptions on the policy classes. Additionally, we establish that demonstration-regularized methods are provably efficient for reinforcement learning from human feedback (RLHF). In this respect, we provide theoretical evidence showing the benefits of KL-regularization for RLHF in tabular and linear MDPs. Interestingly, we avoid pessimism injection by employing computationally feasible regularization to handle reward estimation uncertainty, thus setting our approach apart from the prior works.

Poster
Simple Hierarchical Planning with Diffusion

Chang Chen, Fei Deng, Kenji Kawaguchi, Caglar Gulcehre, Sungjin Ahn

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Diffusion-based generative methods have proven effective in modeling trajectories with offline datasets. However, they often face computational challenges and can falter in generalization, especially in capturing temporal abstractions for long-horizon tasks. To overcome this, we introduce the Hierarchical Diffuser, a simple, fast, yet effective planning method combining the advantages of hierarchical and diffusion-based planning. Our model adopts a “jumpy” planning strategy at the high level, which allows it to have a larger receptive field but at a lower computational cost—a crucial factor for diffusion-based planning methods, as we have empirically verified. Additionally, the jumpy sub-goals guide our low-level planner, facilitating a fine-tuning stage and further improving our approach’s effectiveness. We conducted empirical evaluations on standard offline reinforcement learning benchmarks, demonstrating our method’s superior performance and efficiency in terms of training and planning speed compared to the non-hierarchical Diffuser as well as other hierarchical planning methods. Moreover, we explore our model’s generalization capability, particularly on how our method improves generalization capabilities on compositional out-of-distribution tasks.

Poster
Maximum Entropy Model Correction in Reinforcement Learning

Amin Rakhsha, Mete Kemertas, Mohammad Ghavamzadeh, Amir-massoud Farahmand

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We propose and theoretically analyze an approach for planning with an approximate model in reinforcement learning that can reduce the adverse impact of model error. If the model is accurate enough, it accelerates the convergence to the true value function too. One of its key components is the MaxEnt Model Correction (MoCo) procedure that corrects the model’s next-state distributions based on a Maximum Entropy density estimation formulation. Based on MoCo, we introduce the Model Correcting Value Iteration (MoCoVI) algorithm, and its sampled-based variant MoCoDyna. We show that MoCoVI and MoCoDyna’s convergence can be much faster than the conventional model-free algorithms. Unlike traditional model-based algorithms, MoCoVI and MoCoDyna effectively utilize an approximate model and still converge to the correct value function.

Poster
Test-Time Adaptation with CLIP Reward for Zero-Shot Generalization in Vision-Language Models

Shuai Zhao, Xiaohan Wang, Linchao Zhu, Yi Yang

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One fascinating aspect of pre-trained vision-language models (VLMs) learning under language supervision is their impressive zero-shot generalization capability. However, this ability is hindered by distribution shifts between the training and testing data. Previous test time adaptation (TTA) methods for VLMs in zero-shot classification rely on minimizing the entropy of model outputs, tending to be stuck in incorrect model predictions. In this work, we propose TTA with feedback to rectify the model output and prevent the model from becoming blindly confident. Specifically, a CLIP model is adopted as the reward model during TTA and provides feedback for the VLM. Given a single test sample, the VLM is forced to maximize the CLIP reward between the input and sampled results from the VLM output distribution. The proposed \textit{reinforcement learning with CLIP feedback~(RLCF)} framework is highly flexible and universal. Beyond the classification task, with task-specific sampling strategies and a proper reward baseline choice, RLCF can be easily extended to not only discrimination tasks like retrieval but also generalization tasks like image captioning, improving the zero-shot generalization capacity of VLMs. According to the characteristics of these VL tasks, we build different fully TTA pipelines with RLCF to improve the zero-shot generalization ability of various VLMs. Extensive experiments along with promising empirical results demonstrate the effectiveness of RLCF. The code is available at https://github.com/mzhaoshuai/RLCF.

Poster
Selective Visual Representations Improve Convergence and Generalization for Embodied AI

Ainaz Eftekhar, Kuo-Hao Zeng, Jiafei Duan, Ali Farhadi, Aniruddha Kembhavi, Ranjay Krishna

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Embodied AI models often employ off the shelf vision backbones like CLIP to encode their visual observations. Although such general purpose representations encode rich syntactic and semantic information about the scene, much of this information is often irrelevant to the specific task at hand. This introduces noise within the learning process and distracts the agent's focus from task-relevant visual cues. Inspired by selective attention in humans—the process through which people filter their perception based on their experiences, knowledge, and the task at hand—we introduce a parameter-efficient approach to filter visual stimuli for embodied AI. Our approach induces a task-conditioned bottleneck using a small learnable codebook module. This codebook is trained jointly to optimize task reward and acts as a task-conditioned selective filter over the visual observation. Our experiments showcase state-of-the-art performance for object goal navigation and object displacement across $5$ benchmarks, ProcTHOR, ArchitecTHOR, RoboTHOR, AI2-iTHOR, and ManipulaTHOR. The filtered representations produced by the codebook are also able generalize better and converge faster when adapted to other simulation environments such as Habitat. Our qualitative analyses show that agents explore their environments more effectively and their representations retain task-relevant information like target object recognition while ignoring superfluous information about other objects.

Spotlight
Deep Reinforcement Learning Guided Improvement Heuristic for Job Shop Scheduling

Cong Zhang, Zhiguang Cao, Wen Song, Yaoxin Wu, Jie Zhang

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Recent studies in using deep reinforcement learning (DRL) to solve Job-shop scheduling problems (JSSP) focus on construction heuristics. However, their performance is still far from optimality, mainly because the underlying graph representation scheme is unsuitable for modelling partial solutions at each construction step. This paper proposes a novel DRL-guided improvement heuristic for solving JSSP, where graph representation is employed to encode complete solutions. We design a Graph-Neural-Network-based representation scheme, consisting of two modules to effectively capture the information of dynamic topology and different types of nodes in graphs encountered during the improvement process. To speed up solution evaluation during improvement, we present a novel message-passing mechanism that can evaluate multiple solutions simultaneously. We prove that the computational complexity of our method scales linearly with problem size. Experiments on classic benchmarks show that the improvement policy learned by our method outperforms state-of-the-art DRL-based methods by a large margin.

Poster
MINT: Evaluating LLMs in Multi-turn Interaction with Tools and Language Feedback

Xingyao Wang, Zihan Wang, Jiateng Liu, Yangyi Chen, Lifan Yuan, Hao Peng, Heng Ji

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To solve complex tasks, large language models (LLMs) often require multiple rounds of interactions with the user, sometimes assisted by external tools. However, current evaluation protocols often emphasize benchmark performance with single-turn exchanges, neglecting the nuanced interactions among the user, LLMs, and external tools, while also underestimating the importance of natural language feedback from users. These oversights contribute to discrepancies between research benchmark evaluations and real-world use cases. We introduce MINT, a benchmark that evaluates LLMs' ability to solve tasks with multi-turn interactions by (1) using tools and (2) leveraging natural language feedback. To ensure reproducibility, we provide an evaluation framework where LLMs can access tools by executing Python code and receive users' natural language feedback simulated by GPT-4. We repurpose a diverse set of established evaluation datasets focusing on reasoning, coding, and decision-making and carefully curate them into a compact subset for efficient evaluation. Our analysis of 20 open- and closed-source LLMs offers intriguing findings. (a) LLMs generally benefit from tools and language feedback, with performance gains (absolute, same below) of 1--8% for each turn of tool use and 2--17% with natural language feedback. (b) Better single-turn performance does not guarantee better multi-turn performance. (c) Surprisingly, on the LLMs evaluated, supervised instruction-finetuning (SIFT) and reinforcement learning from human feedback (RLHF) generally hurt multi-turn capabilities. We expect MINT can help measure progress and incentivize research in improving LLMs' capabilities in multi-turn interactions, especially for open-source communities where multi-turn human evaluation can be less accessible compared to commercial LLMs with a larger user base.

Poster
COPlanner: Plan to Roll Out Conservatively but to Explore Optimistically for Model-Based RL

Xiyao Wang, Ruijie Zheng, Yanchao Sun, Ruonan Jia, Wichayaporn Wongkamjan, Huazhe Xu, Furong Huang

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Dyna-style model-based reinforcement learning contains two phases: model rollouts to generate sample for policy learning and real environment exploration using current policy for dynamics model learning. However, due to the complex real-world environment, it is inevitable to learn an imperfect dynamics model with model prediction error, which can further mislead policy learning and result in sub-optimal solutions. In this paper, we propose $\texttt{COPlanner}$, a planning-driven framework for model-based methods to address the inaccurately learned dynamics model problem with conservative model rollouts and optimistic environment exploration. $\texttt{COPlanner}$ leverages an uncertainty-aware policy-guided model predictive control (UP-MPC) component to plan for multi-step uncertainty estimation. This estimated uncertainty then serves as a penalty during model rollouts and as a bonus during real environment exploration respectively, to choose actions. Consequently, $\texttt{COPlanner}$ can avoid model uncertain regions through conservative model rollouts, thereby alleviating the influence of model error. Simultaneously, it explores high-reward model uncertain regions to reduce model error actively through optimistic real environment exploration. $\texttt{COPlanner}$ is a plug-and-play framework that can be applied to any dyna-style model-based methods. Experimental results on a series of proprioceptive and visual continuous control tasks demonstrate that both sample efficiency and asymptotic performance of strong model-based methods are significantly improved combined with $\texttt{COPlanner}$.

Poster
Optimal Sample Complexity for Average Reward Markov Decision Processes

Shengbo Wang, Jose Blanchet, Peter Glynn

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We resolve the open question regarding the sample complexity of policy learning for maximizing the long-run average reward associated with a uniformly ergodic Markov decision process (MDP), assuming a generative model. In this context, the existing literature provides a sample complexity upper bound of $\widetilde O(|S||A|t_{\text{mix}}^2 \epsilon^{-2})$ and a lower bound of $\Omega(|S||A|t_{\text{mix}} \epsilon^{-2})$. In these expressions, $|S|$ and $|A|$ denote the cardinalities of the state and action spaces respectively, $t_{\text{mix}}$ serves as a uniform upper limit for the total variation mixing times, and $\epsilon$ signifies the error tolerance. Therefore, a notable gap of $t_{\text{mix}}$ still remains to be bridged. Our primary contribution is the development of an estimator for the optimal policy of average reward MDPs with a sample complexity of $\widetilde O(|S||A|t_{\text{mix}}\epsilon^{-2})$. This marks the first algorithm and analysis to reach the literature's lower bound. Our new algorithm draws inspiration from ideas in Li et al. (2020), Jin \& Sidford (2021), and Wang et al. (2023). Additionally, we conduct numerical experiments to validate our theoretical findings.

Poster
ASID: Active Exploration for System Identification in Robotic Manipulation

Marius Memmel, Andrew Wagenmaker, Chuning Zhu, Dieter Fox, Abhishek Gupta

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Model-free control strategies such as reinforcement learning have shown the ability to learn control strategies without requiring an accurate model or simulator of the world. While this is appealing due to the lack of modeling requirements, such methods can be sample inefficient, making them impractical in many real-world domains. On the other hand, model-based control techniques leveraging accurate simulators can circumvent these challenges and use a large amount of cheap simulation data to learn controllers that can effectively transfer to the real world. The challenge with such model-based techniques is the requirement for an extremely accurate simulation, requiring both the specification of appropriate simulation assets and physical parameters. This requires considerable human effort to design for every environment being considered. In this work, we propose a learning system that can leverage a small amount of real-world data to autonomously refine a simulation model and then plan an accurate control strategy that can be deployed in the real world. Our approach critically relies on utilizing an initial (possibly inaccurate) simulator to design effective exploration policies that, when deployed in the real world, collect high-quality data. We demonstrate the efficacy of this paradigm in identifying articulation, mass, and other physical parameters in several challenging robotic manipulation tasks, and illustrate that only a small amount of real-world data can allow for effective sim-to-real transfer.

Oral
Task Planning for Visual Room Rearrangement under Partial Observability

Karan Mirakhor, Sourav Ghosh, Dipanjan Das, Brojeshwar Bhowmick

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This paper presents a novel hierarchical task planner under partial observability that empowers an embodied agent to use visual input to efficiently plan a sequence of actions for simultaneous object search and rearrangement in an untidy room, to achieve a desired tidy state. The paper introduces (i) a novel Search Network that utilizes commonsense knowledge from large language models to find unseen objects, (ii) a Deep RL network trained with proxy reward, along with (iii) a novel graph-based state representation to produce a scalable and effective planner that interleaves object search and rearrangement to minimize the number of steps taken and overall traversal of the agent, as well as to resolve blocked goal and swap cases, and (iv) a sample-efficient cluster-biased sampling for simultaneous training of the proxy reward network along with the Deep RL network. Furthermore, the paper presents new metrics and a benchmark dataset - RoPOR, to measure the effectiveness of rearrangement planning. Experimental results show that our method significantly outperforms the state-of-the-art rearrangement methods Weihs et al. (2021a); Gadre et al. (2022); Sarch et al. (2022); Ghosh et al. (2022).

Poster
Provably Efficient UCB-type Algorithms For Learning Predictive State Representations

Ruiquan Huang, Yingbin Liang, Jing Yang

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The general sequential decision-making problem, which includes Markov decision processes (MDPs) and partially observable MDPs (POMDPs) as special cases, aims at maximizing a cumulative reward by making a sequence of decisions based on a history of observations and actions over time. Recent studies have shown that the sequential decision-making problem is statistically learnable if it admits a low-rank structure modeled by predictive state representations (PSRs). Despite these advancements, existing approaches typically involve oracles or steps that are computationally intractable. On the other hand, the upper confidence bound (UCB) based approaches, which have served successfully as computationally efficient methods in bandits and MDPs, have not been investigated for more general PSRs, due to the difficulty of optimistic bonus design in these more challenging settings. This paper proposes the first known UCB-type approach for PSRs, featuring a novel bonus term that upper bounds the total variation distance between the estimated and true models. We further characterize the sample complexity bounds for our designed UCB-type algorithms for both online and offline PSRs. In contrast to existing approaches for PSRs, our UCB-type algorithms enjoy computational tractability, last-iterate guaranteed near-optimal policy, and guaranteed model accuracy.

Poster
Safe Offline Reinforcement Learning with Feasibility-Guided Diffusion Model

Yinan Zheng, Jianxiong Li, Dongjie Yu, Yujie Yang, Shengbo Eben Li, Xianyuan Zhan, Jingjing Liu

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Safe offline reinforcement learning is a promising way to bypass risky online interactions towards safe policy learning. Most existing methods only enforce soft constraints, i.e., constraining safety violations in expectation below thresholds predetermined. This can lead to potentially unsafe outcomes, thus unacceptable in safety-critical scenarios. An alternative is to enforce the hard constraint of zero violation. However, this can be challenging in offline setting, as it needs to strike the right balance among three highly intricate and correlated aspects: safety constraint satisfaction, reward maximization, and behavior regularization imposed by offline datasets. Interestingly, we discover that via reachability analysis of safe-control theory, the hard safety constraint can be equivalently translated to identifying the largest feasible region given the offline dataset. This seamlessly converts the original trilogy problem to a feasibility-dependent objective, i.e., maximizing reward value within the feasible region while minimizing safety risks in the infeasible region. Inspired by these, we propose FISOR (FeasIbility-guided Safe Offline RL), which allows safety constraint adherence, reward maximization, and offline policy learning to be realized via three decoupled processes, while offering strong safety performance and stability. In FISOR, the optimal policy for the translated optimization problem can be derived in a special form of weighted behavior cloning, which can be effectively extracted with a guided diffusion model thanks to its expressiveness. We compare FISOR against baselines on DSRL benchmark for safe offline RL. Evaluation results show that FISOR is the only method that can guarantee safety satisfaction in all tasks, while achieving top returns in most tasks. Code: https://github.com/ZhengYinan-AIR/FISOR.

Poster
First-order ANIL provably learns representations despite overparametrisation

Oğuz Kaan Yüksel, Etienne Boursier, Nicolas Flammarion

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Due to its empirical success in few-shot classification and reinforcement learning, meta-learning has recently received significant interest. Meta-learning methods leverage data from previous tasks to learn a new task in a sample-efficient manner. In particular, model-agnostic methods look for initialization points from which gradient descent quickly adapts to any new task. Although it has been empirically suggested that such methods perform well by learning shared representations during pretraining, there is limited theoretical evidence of such behavior. More importantly, it has not been shown that these methods still learn a shared structure, despite architectural misspecifications. In this direction, this work shows, in the limit of an infinite number of tasks, that first-order ANIL with a linear two-layer network architecture successfully learns linear shared representations. This result even holds with _overparametrization_; having a width larger than the dimension of the shared representations results in an asymptotically low-rank solution. The learned solution then yields a good adaptation performance on any new task after a single gradient step. Overall, this illustrates how well model-agnostic methods such as first-order ANIL can learn shared representations.

Poster
Contrastive Preference Learning: Learning from Human Feedback without Reinforcement Learning

Joey Hejna, Rafael Rafailov, Harshit Sikchi, Chelsea Finn, Scott Niekum, W. Bradley Knox, Dorsa Sadigh

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Reinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second, align the model by optimizing the learned reward via reinforcement learning (RL). This paradigm assumes that human preferences are distributed according to reward, but recent work suggests that they instead follow the \emph{regret} under the user's optimal policy. Thus, learning a reward function from feedback is not only based on a flawed assumption of human preference, but also leads to unwieldy optimization challenges that stem from policy gradients or bootstrapping in the RL phase. Because of these optimization challenges, contemporary RLHF methods restrict themselves to contextual bandit settings (e.g., as in large language models) or limit observation dimensionality (e.g., state-based robotics). We overcome these limitations by introducing a new family of algorithms for optimizing behavior from human feedback using the \textit{regret}-based model of human preferences. Using the principle of maximum entropy, we derive \fullname (\abv), an algorithm for learning optimal policies from preferences without learning reward functions, circumventing the need for RL. \abv is fully off-policy, uses only a simple contrastive objective, and can be applied to arbitrary MDPs. This enables \abv to elegantly scale to high-dimensional and sequential RLHF problems while being simpler than prior methods.

Poster
Identifying Policy Gradient Subspaces

Jan Schneider, Pierre Schumacher, Simon Guist, Le Chen, Daniel Haeufle, Bernhard Schölkopf, Dieter Büchler

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Policy gradient methods hold great potential for solving complex continuous control tasks. Still, their training efficiency can be improved by exploiting structure within the optimization problem. Recent work indicates that supervised learning can be accelerated by leveraging the fact that gradients lie in a low-dimensional and slowly-changing subspace. In this paper, we conduct a thorough evaluation of this phenomenon for two popular deep policy gradient methods on various simulated benchmark tasks. Our results demonstrate the existence of such gradient subspaces despite the continuously changing data distribution inherent to reinforcement learning. These findings reveal promising directions for future work on more efficient reinforcement learning, e.g., through improving parameter-space exploration or enabling second-order optimization.

Poster
Negatively Correlated Ensemble Reinforcement Learning for Online Diverse Game Level Generation

Ziqi Wang, Chengpeng Hu, Jialin Liu, Xin Yao

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Deep reinforcement learning has recently been successfully applied to online procedural content generation in which a policy determines promising game-level segments. However, existing methods can hardly discover diverse level patterns, while the lack of diversity makes the gameplay boring. This paper proposes an ensemble reinforcement learning approach that uses multiple negatively correlated sub-policies to generate different alternative level segments, and stochastically selects one of them following a selector model. A novel policy regularisation technique is integrated into the approach to diversify the generated alternatives. In addition, we develop theorems to provide general methodologies for optimising policy regularisation in a Markov decision process. The proposed approach is compared with several state-of-the-art policy ensemble methods and classic methods on a well-known level generation benchmark, with two different reward functions expressing game-design goals from different perspectives. Results show that our approach boosts level diversity notably with competitive performance in terms of the reward. Furthermore, by varying the regularisation coefficient, the trained generators form a well-spread Pareto front, allowing explicit trade-offs between diversity and rewards of generated levels.

Poster
Locality Sensitive Sparse Encoding for Learning World Models Online

Zichen Liu, Chao Du, Wee Sun Lee, Min Lin

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Acquiring an accurate world model $\textit{online}$ for model-based reinforcement learning (MBRL) is challenging due to data nonstationarity, which typically causes catastrophic forgetting for neural networks (NNs). From the online learning perspective, a Follow-The-Leader (FTL) world model is desirable, which optimally fits all previous experiences at each round. Unfortunately, NN-based models need re-training on all accumulated data at every interaction step to achieve FTL, which is computationally expensive for lifelong agents. In this paper, we revisit models that can achieve FTL with incremental updates. Specifically, our world model is a linear regression model supported by nonlinear random features. The linear part ensures efficient FTL update while the nonlinear random feature empowers the fitting of complex environments. To best trade off model capacity and computation efficiency, we introduce a locality sensitive sparse encoding, which allows us to conduct efficient sparse updates even with very high dimensional nonlinear features. We validate the representation power of our encoding and verify that it allows efficient online learning under data covariate shift. We also show, in the Dyna MBRL setting, that our world models learned online using a $\textit{single pass}$ of trajectory data either surpass or match the performance of deep world models trained with replay and other continual learning methods.

Poster