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Reinforcement Learning

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Fewer May Be Better: Enhancing Offline Reinforcement Learning with Reduced Dataset

Yiqin Yang, Quanwei Wang, Chenghao Li, Hao Hu, Chengjie Wu, Yuhua Jiang, Dianyu Zhong, Ziyou Zhang, Qianchuan Zhao, Chongjie Zhang, bo xu

Research in offline reinforcement learning (RL) marks a paradigm shift in RL. However, a critical yet under-investigated aspect of offline RL is determining the subset of the offline dataset, which is used to improve algorithm performance while accelerating algorithm training. Moreover, the size of reduced datasets can uncover the requisite offline data volume essential for addressing analogous challenges. Based on the above considerations, we propose identifying Reduced Datasets for Offline RL (ReDOR) by formulating it as a gradient approximation optimization problem. We prove that the common actor-critic framework in reinforcement learning can be transformed into a submodular objective. This insight enables us to construct a subset by adopting the orthogonal matching pursuit (OMP). Specifically, we have made several critical modifications to OMP to enable successful adaptation with Offline RL algorithms. The experimental results indicate that the data subsets constructed by the ReDOR can significantly improve algorithm performance with low computational complexity.

Semantic Temporal Abstraction via Vision-Language Model Guidance for Efficient Reinforcement Learning

Tian-Shuo Liu, Xu-Hui Liu, Ruifeng Chen, Lixuan Jin, Pengyuan Wang, Zhilong Zhang, Yang Yu

Extracting temporally extended skills can significantly improve the efficiency of reinforcement learning (RL) by breaking down complex decision-making problems with sparse rewards into simpler subtasks and enabling more effective credit assignment. However, existing abstraction methods either discover skills in an unsupervised manner, which often lacks semantic information and leads to erroneous or scattered skill extraction results, or require substantial human intervention. In this work, we propose to leverage the extensive knowledge in pretrained Vision-Language Models (VLMs) to progressively guide the latent space after vector quantization to be more semantically meaningful through relabeling each skill. This approach, termed **V**ision-l**an**guage model guided **T**emporal **A**bstraction (**VanTA**), facilitates the discovery of more interpretable and task-relevant temporal segmentations from offline data without the need for extensive manual intervention or heuristics. By leveraging the rich information in VLMs, our method can significantly outperform existing offline RL approaches that depend only on limited training data. From a theory perspective, we demonstrate that stronger internal sequential correlations within each sub-task, induced by VanTA, effectively reduces suboptimality in policy learning. We validate the effectiveness of our approach through extensive experiments on diverse environments, including Franka Kitchen, Minigrid, and Crafter. These experiments show that our method surpasses existing approaches in long-horizon offline reinforcement learning scenarios with both proprioceptive and visual observations.

Kinetix: Investigating the Training of General Agents through Open-Ended Physics-Based Control Tasks

Michael Matthews, Michael Beukman, Chris Lu, Jakob Nicolaus Foerster

While large models trained with self-supervised learning on offline datasets have shown remarkable capabilities in text and image domains, achieving the same generalisation for agents that act in sequential decision problems remains an open challenge. In this work, we take a step towards this goal by procedurally generating tens of millions of 2D physics-based tasks and using these to train a general reinforcement learning (RL) agent for physical control. To this end, we introduce Kinetix: an open-ended space of physics-based RL environments that can represent tasks ranging from robotic locomotion and grasping to video games and classic RL environments, all within a unified framework. Kinetix makes use of our novel hardware-accelerated physics engine Jax2D that allows us to cheaply simulate billions of environment steps during training. Our trained agent exhibits strong physical reasoning capabilities in 2D space, being able to zero-shot solve unseen human-designed environments. Furthermore, fine-tuning this general agent on tasks of interest shows significantly stronger performance than training an RL agent *tabula rasa*. This includes solving some environments that standard RL training completely fails at. We believe this demonstrates the feasibility of large scale, mixed-quality pre-training for online RL and we hope that Kinetix will serve as a useful framework to investigate this further.

Integral Performance Approximation for Continuous-Time Reinforcement Learning Control

Brent A. Wallace, Jennie Si

We introduce integral performance approximation (IPA), a new continuous-time reinforcement learning (CT-RL) control method. It leverages an affine nonlinear dynamic model, which partially captures the dynamics of the physical environment, alongside state-action trajectory data to enable optimal control with great data efficiency and robust control performance. Utilizing Kleinman algorithm structures allows IPA to provide theoretical guarantees of learning convergence, solution optimality, and closed-loop stability. Furthermore, we demonstrate the effectiveness of IPA on three CT-RL environments including hypersonic vehicle (HSV) control, which has additional challenges caused by unstable and nonminimum phase dynamics. As a result, we demonstrate that the IPA method leads to new, SOTA control design and performance in CT-RL.

HERO: Human-Feedback Efficient Reinforcement Learning for Online Diffusion Model Finetuning

Ayano Hiranaka, Shang-Fu Chen, Chieh-Hsin Lai, Dongjun Kim, Naoki Murata, Takashi Shibuya, Wei-Hsiang Liao, Shao-Hua Sun, Yuki Mitsufuji

Controllable generation through Stable Diffusion (SD) fine-tuning aims to improve fidelity, safety, and alignment with human guidance. Existing reinforcement learning from human feedback methods usually rely on predefined heuristic reward functions or pretrained reward models built on large-scale datasets, limiting their applicability to scenarios where collecting such data is costly or difficult. To effectively and efficiently utilize human feedback, we develop a framework, HERO, which leverages online human feedback collected on the fly during model learning. Specifically, HERO features two key mechanisms: (1) Feedback-Aligned Representation Learning, an online training method that captures human feedback and provides informative learning signals for fine-tuning, and (2) Feedback-Guided Image Generation, which involves generating images from SD's refined initialization samples, enabling faster convergence towards the evaluator's intent. We demonstrate that HERO is 4x more efficient in online feedback for body part anomaly correction compared to the best existing method. Additionally, experiments show that HERO can effectively handle tasks like reasoning, counting, personalization, and reducing NSFW content with only 0.5K online feedback. The code and project page are available at [https://hero-dm.github.io/](https://hero-dm.github.io/).

Simple, Good, Fast: Self-Supervised World Models Free of Baggage

Jan Robine, Marc Höftmann, Stefan Harmeling

What are the essential components of world models? How far do we get with world models that are not employing RNNs, transformers, discrete representations, and image reconstructions? This paper introduces SGF, a Simple, Good, and Fast world model that uses self-supervised representation learning, captures short-time dependencies through frame and action stacking, and enhances robustness against model errors through data augmentation. We extensively discuss SGF’s connections to established world models, evaluate the building blocks in ablation studies, and demonstrate good performance through quantitative comparisons on the Atari 100k benchmark. The code is available at https://github.com/jrobine/sgf.

UniCO: On Unified Combinatorial Optimization via Problem Reduction to Matrix-Encoded General TSP

Wenzheng Pan, Hao Xiong, Jiale Ma, Wentao Zhao, Yang Li, Junchi Yan

Various neural solvers have been devised for combinatorial optimization (CO), which are often tailored for specific problem types, e.g., TSP, CVRP and SAT, etc. Yet, it remains an open question how to achieve universality regarding problem representing and learning with a general framework. This paper first proposes **UniCO**, to unify a set of CO problems by reducing them into the *general* TSP form featured by distance matrices. The applicability of this strategy depends on the efficiency of the problem reduction and solution transition procedures, which we show that at least ATSP, HCP, and SAT are readily feasible. The hope is to allow for the effective and even simultaneous use of as many types of CO instances as possible to train a neural TSP solver, and optionally finetune it for specific problem types. In particular, unlike the prevalent TSP benchmarks based on Euclidean instances with 2-D coordinates, our studied domain of TSP could involve non-metric, asymmetric or discrete distances without explicit node coordinates, which is much less explored in TSP literature while poses new intellectual challenges. Along this direction, we devise two neural TSP solvers with and without supervision to conquer such matrix-formulated input, respectively: 1) **MatPOENet** and 2) **MatDIFFNet**. The former is a reinforcement learning-based sequential model with pseudo one-hot embedding (POE) scheme; and the latter is a Diffusion-based generative model with the mix-noised reference mapping scheme. Experiments on ATSP, 2DTSP, HCP- and SAT-distributed general TSPs show the strong ability towards arbitrary matrix-encoded TSP with structure and size variation.

Grammar Reinforcement Learning: path and cycle counting in graphs with a Context-Free Grammar and Transformer approach

Jason Piquenot, Maxime Berar, Romain Raveaux, Pierre Héroux, Jean-Yves RAMEL, Sébastien Adam

This paper presents Grammar Reinforcement Learning (GRL), a reinforcement learning algorithm that uses Monte Carlo Tree Search (MCTS) and a transformer architecture that models a Pushdown Automaton (PDA) within a context-free grammar (CFG) framework. Taking as use case the problem of efficiently counting paths and cycles in graphs, a key challenge in network analysis, computer science, biology, and social sciences, GRL discovers new matrix-based formulas for path/cycle counting that improve computational efficiency by factors of two to six w.r.t state-of-the-art approaches. Our contributions include: (i) a framework for generating transformers that operate within a CFG, (ii) the development of GRL for optimizing formulas within grammatical structures, and (iii) the discovery of novel formulas for graph substructure counting, leading to significant computational improvements.

DSPO: Direct Score Preference Optimization for Diffusion Model Alignment

Huaisheng Zhu, Teng Xiao, Vasant G Honavar

Diffusion-based Text-to-Image (T2I) models have achieved impressive success in generating high-quality images from textual prompts. While large language models (LLMs) effectively leverage Direct Preference Optimization (DPO) for fine-tuning on human preference data without the need for reward models, diffusion models have not been extensively explored in this area. Current preference learning methods applied to T2I diffusion models immediately adapt existing techniques from LLMs. However, this direct adaptation introduces an estimated loss specific to T2I diffusion models. This estimation can potentially lead to suboptimal performance through our empirical results. In this work, we propose Direct Score Preference Optimization (DSPO), a novel algorithm that aligns the pretraining and fine-tuning objectives of diffusion models by leveraging score matching, the same objective used during pretraining. It introduces a new perspective on preference learning for diffusion models. Specifically, DSPO distills the score function of human-preferred image distributions into pretrained diffusion models, fine-tuning the model to generate outputs that align with human preferences. We theoretically show that DSPO shares the same optimization direction as reinforcement learning algorithms in diffusion models under certain conditions. Our experimental results demonstrate that DSPO outperforms preference learning baselines for T2I diffusion models in human preference evaluation tasks and enhances both visual appeal and prompt alignment of generated images.

Can a MISL Fly? Analysis and Ingredients for Mutual Information Skill Learning

Chongyi Zheng, Jens Tuyls, Joanne Peng, Benjamin Eysenbach

Self-supervised learning has the potential of lifting several of the key challenges in reinforcement learning today, such as exploration, representation learning, and reward design. Recent work (METRA) has effectively argued that moving away from mutual information and instead optimizing a certain Wasserstein distance is important for good performance. In this paper, we argue that the benefits seen in that paper can largely be explained within the existing framework of mutual information skill learning (MISL). Our analysis suggests a new MISL method (contrastive successor features) that retains the excellent performance of METRA with fewer moving parts, and highlights connections between skill learning, contrastive representation learning, and successor features. Finally, through careful ablation studies, we provide further insight into some of the key ingredients for both our method and METRA.

A Single Goal is All You Need: Skills and Exploration Emerge from Contrastive RL without Rewards, Demonstrations, or Subgoals

Grace Liu, Michael Tang, Benjamin Eysenbach

In this paper, we present empirical evidence of skills and directed exploration emerging from a simple RL algorithm long before any successful trials are observed. For example, in a manipulation task, the agent is given a single observation of the goal state (see Fig. 1) and learns skills, first for moving its end-effector, then for pushing the block, and finally for picking up and placing the block. These skills emerge before the agent has ever successfully placed the block at the goal location and without the aid of any reward functions, demonstrations, or manually-specified distance metrics. Once the agent has learned to reach the goal state reliably, exploration is reduced. Implementing our method involves a simple modification of prior work and does not require density estimates, ensembles, or any additional hyperparameters. Intuitively, the proposed method seems like it should be terrible at exploration, and we lack a clear theoretical understanding of why it works so effectively, though our experiments provide some hints.

Learning to Communicate Through Implicit Communication Channels

Han Wang, Binbin Chen, Tieying Zhang, Baoxiang Wang

Effective communication is an essential component in collaborative multi-agent systems. Situations where explicit messaging is not feasible have been common in human society throughout history, which motivate the study of implicit communication. Previous works on learning implicit communication mostly rely on theory of mind (ToM), where agents infer the mental states and intentions of others by interpreting their actions. However, ToM-based methods become less effective in making accurate inferences in complex tasks. In this work, we propose the Implicit Channel Protocol (ICP) framework, which allows agents to communicate through implicit communication channels similar to the explicit ones. ICP leverages a subset of actions, denoted as the scouting actions, and a mapping between information and these scouting actions that encodes and decodes the messages. We propose training algorithms for agents to message and act, including learning with a randomly initialized information map and with a delayed information map. The efficacy of ICP has been tested on the tasks of Guessing Numbers, Revealing Goals, and Hanabi, where ICP significantly outperforms baseline methods through more efficient information transmission.

Aligning Visual Contrastive learning models via Preference Optimization

Amirabbas Afzali, Borna khodabandeh, Ali Rasekh, Mahyar JafariNodeh, Sepehr Kazemi Ranjbar, Simon Gottschalk

Contrastive learning models have demonstrated impressive abilities to capture semantic similarities by aligning representations in the embedding space. However, their performance can be limited by the quality of the training data and its inherent biases. While Preference Optimization (PO) methods such as Reinforcement Learning from Human Feedback (RLHF) and Direct Preference Optimization (DPO) have been applied to align generative models with human preferences, their use in contrastive learning has yet to be explored. This paper introduces a novel method for training contrastive learning models using different PO methods to break down complex concepts. Our method systematically aligns model behavior with desired preferences, enhancing performance on the targeted task. In particular, we focus on enhancing model robustness against typographic attacks and inductive biases, commonly seen in contrastive vision-language models like CLIP. Our experiments demonstrate that models trained using PO outperform standard contrastive learning techniques while retaining their ability to handle adversarial challenges and maintain accuracy on other downstream tasks. This makes our method well-suited for tasks requiring fairness, robustness, and alignment with specific preferences. We evaluate our method for tackling typographic attacks on images and explore its ability to disentangle gender concepts and mitigate gender bias, showcasing the versatility of our approach.

Process Reward Model with Q-value Rankings

Wendi Li, Yixuan Li

Process Reward Modeling (PRM) is critical for complex reasoning and decision-making tasks where the accuracy of intermediate steps significantly influences the overall outcome. Existing PRM approaches, primarily framed as classification problems, employ cross-entropy loss to independently evaluate each step's correctness. This method can lead to suboptimal reward distribution and does not adequately address the interdependencies among steps. To address these limitations, we introduce the Process Q-value Model (PQM), a novel framework that redefines PRM in the context of a Markov Decision Process. PQM optimizes Q-value rankings based on a novel comparative loss function, enhancing the model's ability to capture the intricate dynamics among sequential decisions. This approach provides a more granular and theoretically grounded methodology for process rewards. Our extensive empirical evaluations across various sampling policies, language model backbones, and multi-step reasoning benchmarks show that PQM outperforms classification-based PRMs. The effectiveness of the comparative loss function is highlighted in our comprehensive ablation studies, confirming PQM’s practical efficacy and theoretical advantage.

Expected Return Symmetries

Darius Muglich, Johannes Forkel, Elise van der Pol, Jakob Nicolaus Foerster

Symmetry is an important inductive bias that can improve model robustness and generalization across many deep learning domains. In multi-agent settings, a priori known symmetries have been shown to address a fundamental coordination failure mode known as mutually incompatible symmetry breaking; e.g. in a game where two independent agents can choose to move "left" or "right", and where a reward of +1 or -1 is received when the agents choose the same action or different actions, respectively. However, the efficient and automatic discovery of environment symmetries, in particular for decentralized partially observable Markov decision processes, remains an open problem. Furthermore, environmental symmetry breaking constitutes only one type of coordination failure, which motivates the search for a more accessible and broader symmetry class. In this paper, we introduce such a broader group of previously unexplored symmetries, which we call expected return symmetries, which contains environment symmetries as a subgroup. We show that agents trained to be compatible under the group of expected return symmetries achieve better zero-shot coordination results than those using environment symmetries. As an additional benefit, our method makes minimal a priori assumptions about the structure of their environment and does not require access to ground truth symmetries.

Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control

Devdhar Patel, Hava T Siegelmann

Reinforcement learning (RL) is rapidly reaching and surpassing human-level control capabilities. However, state-of-the-art RL algorithms often require timesteps and reaction times significantly faster than human capabilities, which is impractical in real-world settings and typically necessitates specialized hardware. We introduce Sequence Reinforcement Learning (SRL), an RL algorithm designed to produce a sequence of actions for a given input state, enabling effective control at lower decision frequencies. SRL addresses the challenges of learning action sequences by employing both a model and an actor-critic architecture operating at different temporal scales. We propose a "temporal recall" mechanism, where the critic uses the model to estimate intermediate states between primitive actions, providing a learning signal for each individual action within the sequence. Once training is complete, the actor can generate action sequences independently of the model, achieving model-free control at a slower frequency. We evaluate SRL on a suite of continuous control tasks, demonstrating that it achieves performance comparable to state-of-the-art algorithms while significantly reducing actor sample complexity. To better assess performance across varying decision frequencies, we introduce the Frequency-Averaged Score (FAS) metric. Our results show that SRL significantly outperforms traditional RL algorithms in terms of FAS, making it particularly suitable for applications requiring variable decision frequencies. Furthermore, we compare SRL with model-based online planning, showing that SRL achieves comparable FAS while leveraging the same model during training that online planners use for planning.

Open-World Reinforcement Learning over Long Short-Term Imagination

Jiajian Li, Qi Wang, Yunbo Wang, Xin Jin, Yang Li, Wenjun Zeng, Xiaokang Yang

Training visual reinforcement learning agents in a high-dimensional open world presents significant challenges. While various model-based methods have improved sample efficiency by learning interactive world models, these agents tend to be “short-sighted”, as they are typically trained on short snippets of imagined experiences. We argue that the primary challenge in open-world decision-making is improving the exploration efficiency across a vast state space, especially for tasks that demand consideration of long-horizon payoffs. In this paper, we present LS-Imagine, which extends the imagination horizon within a limited number of state transition steps, enabling the agent to explore behaviors that potentially lead to promising long-term feedback. The foundation of our approach is to build a $\textit{long short-term world model}$. To achieve this, we simulate goal-conditioned jumpy state transitions and compute corresponding affordance maps by zooming in on specific areas within single images. This facilitates the integration of direct long-term values into behavior learning. Our method demonstrates significant improvements over state-of-the-art techniques in MineDojo.

On the Modeling Capabilities of Large Language Models for Sequential Decision Making

Martin Klissarov, R Devon Hjelm, Alexander T Toshev, Bogdan Mazoure

Large pretrained models are showing increasingly better performance in reasoning and planning tasks across different modalities, opening the possibility to leverage them for complex sequential decision making problems. In this paper, we investigate the capabilities of Large Language Models (LLMs) for reinforcement learning (RL) across a diversity of interactive domains. We evaluate their ability to produce decision-making policies, either directly, by generating actions, or indirectly, by first generating reward models to train an agent with RL. Our results show that, even without task-specific fine-tuning, LLMs excel at reward modeling. In particular, crafting rewards through artificial intelligence (AI) feedback yields the most generally applicable approach and can enhance performance by improving credit assignment and exploration. Finally, in environments with unfamiliar dynamics, we explore how fine-tuning LLMs with synthetic data can significantly improve their reward modeling capabilities while mitigating catastrophic forgetting, further broadening their utility in sequential decision-making tasks.

Linear Multistep Solver Distillation for Fast Sampling of Diffusion Models

Yuchen Liang, Xiangzhong Fang, Hanting Chen, Yunhe Wang

Sampling from diffusion models can be seen as solving the corresponding probability flow ordinary differential equation (ODE). The solving process requires a significant number of function evaluations (NFE), making it time-consuming. Recently, several solver search frameworks have attempted to find better-performing model-specific solvers. However, predicting the impact of intermediate solving strategies on final sample quality remains challenging, rendering the search process inefficient. In this paper, we propose a novel method for designing solving strategies. We first introduce a unified prediction formula for linear multistep solvers. Subsequently, we present a solver distillation framework, which enables a student solver to mimic the sampling trajectory generated by a teacher solver with more steps. We utilize the mean Euclidean distance between the student and teacher sampling trajectories as a metric, facilitating rapid adjustment and optimization of intermediate solving strategies. The design space of our framework encompasses multiple aspects, including prediction coefficients, time step schedules, and time scaling factors. Our framework has the ability to complete a solver search for Stable-Diffusion in under 12 total GPU hours. Compared to previous reinforcement learning-based search frameworks, our approach achieves over a 10$\times$ increase in search efficiency. With just 5 NFE, we achieve FID scores of 3.23 on CIFAR10, 7.16 on ImageNet-64, 5.44 on LSUN-Bedroom, and 12.52 on MS-COCO, resulting in a 2$\times$ sampling acceleration ratio compared to handcrafted solvers.

Towards Empowerment Gain through Causal Structure Learning in Model-Based Reinforcement Learning

Hongye Cao, Fan Feng, Meng Fang, Shaokang Dong, Tianpei Yang, Jing Huo, Yang Gao

In Model-Based Reinforcement Learning (MBRL), incorporating causal structures into dynamics models provides agents with a structured understanding of the environments, enabling efficient decision. Empowerment as an intrinsic motivation enhances the ability of agents to actively control their environments by maximizing the mutual information between future states and actions. We posit that empowerment coupled with causal understanding can improve controllability, while enhanced empowerment gain can further facilitate causal reasoning in MBRL. To improve learning efficiency and controllability, we propose a novel framework, Empowerment through Causal Learning (ECL), where an agent with the awareness of causal dynamics models achieves empowerment-driven exploration and optimizes its causal structure for task learning. Specifically, ECL operates by first training a causal dynamics model of the environment based on collected data. We then maximize empowerment under the causal structure for exploration, simultaneously using data gathered through exploration to update causal dynamics model to be more controllable than dense dynamics model without causal structure. In downstream task learning, an intrinsic curiosity reward is included to balance the causality, mitigating overfitting. Importantly, ECL is method-agnostic and is capable of integrating various causal discovery methods. We evaluate ECL combined with $3$ causal discovery methods across $6$ environments including pixel-based tasks, demonstrating its superior performance compared to other causal MBRL methods, in terms of causal discovery, sample efficiency, and asymptotic performance.

Reinforcement Learning · ICLR 2025 | paperlist.ai