NeurIPS 2023 Papers

Conference on Neural Information Processing Systems

Decision breakdown

3,584papers

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

  • Oral
    772.1%
  • Spotlight
    40011.2%
  • Poster
    3,10786.7%

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Topic: Reinforcement Learning · 484 papers · Reset filters

Train Once, Get a Family: State-Adaptive Balances for Offline-to-Online Reinforcement Learning

Shenzhi Wang, Qisen Yang, Jiawei Gao, Matthieu Gaetan Lin, Hao Chen, Liwei Wu, Ning Jia, Shiji Song, Gao Huang

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Offline-to-online reinforcement learning (RL) is a training paradigm that combines pre-training on a pre-collected dataset with fine-tuning in an online environment. However, the incorporation of online fine-tuning can intensify the well-known distributional shift problem. Existing solutions tackle this problem by imposing a policy constraint on the policy improvement objective in both offline and online learning. They typically advocate a single balance between policy improvement and constraints across diverse data collections. This one-size-fits-all manner may not optimally leverage each collected sample due to the significant variation in data quality across different states. To this end, we introduce Family Offline-to-Online RL (FamO2O), a simple yet effective framework that empowers existing algorithms to determine state-adaptive improvement-constraint balances. FamO2O utilizes a universal model to train a family of policies with different improvement/constraint intensities, and a balance model to select a suitable policy for each state. Theoretically, we prove that state-adaptive balances are necessary for achieving a higher policy performance upper bound. Empirically, extensive experiments show that FamO2O offers a statistically significant improvement over various existing methods, achieving state-of-the-art performance on the D4RL benchmark. Codes are available at https://github.com/LeapLabTHU/FamO2O.

Spotlight
The Geometry of Neural Nets' Parameter Spaces Under Reparametrization

Agustinus Kristiadi, Felix Dangel, Philipp Hennig

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Model reparametrization, which follows the change-of-variable rule of calculus, is a popular way to improve the training of neural nets. But it can also be problematic since it can induce inconsistencies in, e.g., Hessian-based flatness measures, optimization trajectories, and modes of probability densities. This complicates downstream analyses: e.g. one cannot definitively relate flatness with generalization since arbitrary reparametrization changes their relationship. In this work, we study the invariance of neural nets under reparametrization from the perspective of Riemannian geometry. From this point of view, invariance is an inherent property of any neural net if one explicitly represents the metric and uses the correct associated transformation rules. This is important since although the metric is always present, it is often implicitly assumed as identity, and thus dropped from the notation, then lost under reparametrization. We discuss implications for measuring the flatness of minima, optimization, and for probability-density maximization. Finally, we explore some interesting directions where invariance is useful.

Spotlight
Revisiting the Minimalist Approach to Offline Reinforcement Learning

Denis Tarasov, Vladislav Kurenkov, Alexander Nikulin, Sergey Kolesnikov

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Recent years have witnessed significant advancements in offline reinforcement learning (RL), resulting in the development of numerous algorithms with varying degrees of complexity. While these algorithms have led to noteworthy improvements, many incorporate seemingly minor design choices that impact their effectiveness beyond core algorithmic advances. However, the effect of these design choices on established baselines remains understudied. In this work, we aim to bridge this gap by conducting a retrospective analysis of recent works in offline RL and propose ReBRAC, a minimalistic algorithm that integrates such design elements built on top of the TD3+BC method. We evaluate ReBRAC on 51 datasets with both proprioceptive and visual state spaces using D4RL and V-D4RL benchmarks, demonstrating its state-of-the-art performance among ensemble-free methods in both offline and offline-to-online settings. To further illustrate the efficacy of these design choices, we perform a large-scale ablation study and hyperparameter sensitivity analysis on the scale of thousands of experiments.

Poster
Combinatorial Optimization with Policy Adaptation using Latent Space Search

Felix Chalumeau, Shikha Surana, Clément Bonnet, Nathan Grinsztajn, Arnu Pretorius, Alexandre Laterre, Thomas D Barrett

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Combinatorial Optimization underpins many real-world applications and yet, designing performant algorithms to solve these complex, typically NP-hard, problems remains a significant research challenge. Reinforcement Learning (RL) provides a versatile framework for designing heuristics across a broad spectrum of problem domains. However, despite notable progress, RL has not yet supplanted industrial solvers as the go-to solution. Current approaches emphasize pre-training heuristics that construct solutions, but often rely on search procedures with limited variance, such as stochastically sampling numerous solutions from a single policy, or employing computationally expensive fine-tuning of the policy on individual problem instances. Building on the intuition that performant search at inference time should be anticipated during pre-training, we propose COMPASS, a novel RL approach that parameterizes a distribution of diverse and specialized policies conditioned on a continuous latent space. We evaluate COMPASS across three canonical problems - Travelling Salesman, Capacitated Vehicle Routing, and Job-Shop Scheduling - and demonstrate that our search strategy (i) outperforms state-of-the-art approaches in 9 out of 11 standard benchmarking tasks and (ii) generalizes better, surpassing all other approaches on a set of 18 procedurally transformed instance distributions.

Poster
SustainGym: Reinforcement Learning Environments for Sustainable Energy Systems

Christopher Yeh, Victor Li, Rajeev Datta, Julio Arroyo, Nicolas Christianson, Chi Zhang, Yize Chen, Mohammad Mehdi Hosseini, Azarang Golmohammadi, Yuanyuan Shi, Yisong Yue, Adam Wierman

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The lack of standardized benchmarks for reinforcement learning (RL) in sustainability applications has made it difficult to both track progress on specific domains and identify bottlenecks for researchers to focus their efforts. In this paper, we present SustainGym, a suite of five environments designed to test the performance of RL algorithms on realistic sustainable energy system tasks, ranging from electric vehicle charging to carbon-aware data center job scheduling. The environments test RL algorithms under realistic distribution shifts as well as in multi-agent settings. We show that standard off-the-shelf RL algorithms leave significant room for improving performance and highlight the challenges ahead for introducing RL to real-world sustainability tasks.

Poster
Imitation Learning from Imperfection: Theoretical Justifications and Algorithms

Ziniu Li, Tian Xu, Zeyu Qin, Yang Yu, Zhi-Quan Luo

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Imitation learning (IL) algorithms excel in acquiring high-quality policies from expert data for sequential decision-making tasks. But, their effectiveness is hampered when faced with limited expert data. To tackle this challenge, a novel framework called (offline) IL with supplementary data has been proposed, which enhances learning by incorporating an additional yet imperfect dataset obtained inexpensively from sub-optimal policies. Nonetheless, learning becomes challenging due to the potential inclusion of out-of-expert-distribution samples. In this work, we propose a mathematical formalization of this framework, uncovering its limitations. Our theoretical analysis reveals that a naive approach—applying the behavioral cloning (BC) algorithm concept to the combined set of expert and supplementary data—may fall short of vanilla BC, which solely relies on expert data. This deficiency arises due to the distribution shift between the two data sources. To address this issue, we propose a new importance-sampling-based technique for selecting data within the expert distribution. We prove that the proposed method eliminates the gap of the naive approach, highlighting its efficacy when handling imperfect data. Empirical studies demonstrate that our method outperforms previous state-of-the-art methods in tasks including robotic locomotion control, Atari video games, and image classification. Overall, our work underscores the potential of improving IL by leveraging diverse data sources through effective data selection.

Spotlight
Suggesting Variable Order for Cylindrical Algebraic Decomposition via Reinforcement Learning

Fuqi Jia, Yuhang Dong, minghao liu, Pei Huang, Feifei Ma, Jian Zhang

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Cylindrical Algebraic Decomposition (CAD) is one of the pillar algorithms of symbolic computation, and its worst-case complexity is double exponential to the number of variables. Researchers found that variable order dramatically affects efficiency and proposed various heuristics. The existing learning-based methods are all supervised learning methods that cannot cope with diverse polynomial sets. This paper proposes two Reinforcement Learning (RL) approaches combined with Graph Neural Networks (GNN) for Suggesting Variable Order (SVO). One is GRL-SVO(UP), a branching heuristic integrated with CAD. The other is GRL-SVO(NUP), a fast heuristic providing a total order directly. We generate a random dataset and collect a real-world dataset from SMT-LIB. The experiments show that our approaches outperform state-of-the-art learning-based heuristics and are competitive with the best expert-based heuristics. Interestingly, our models show a strong generalization ability, working well on various datasets even if they are only trained on a 3-var random dataset. The source code and data are available at https://github.com/dongyuhang22/GRL-SVO.

Poster
Generalized Weighted Path Consistency for Mastering Atari Games

Dengwei Zhao, Shikui Tu, Lei Xu

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Reinforcement learning with the help of neural-guided search consumes huge computational resources to achieve remarkable performance. Path consistency (PC), i.e., $f$ values on one optimal path should be identical, was previously imposed on MCTS by PCZero to improve the learning efficiency of AlphaZero. Not only PCZero still lacks a theoretical support but also considers merely board games. In this paper, PCZero is generalized into GW-PCZero for real applications with non-zero immediate reward. A weighting mechanism is introduced to reduce the variance caused by scouting's uncertainty on the $f$ value estimation. For the first time, it is theoretically proved that neural-guided MCTS is guaranteed to find the optimal solution under the constraint of PC. Experiments are conducted on the Atari $100$k benchmark with $26$ games and GW-PCZero achieves $198\%$ mean human performance, higher than the state-of-the-art EfficientZero's $194\\%$, while consuming only $25\\%$ of the computational resources consumed by EfficientZero.

Poster
Reflexion: language agents with verbal reinforcement learning

Noah Shinn, Federico Cassano, Ashwin Gopinath, Karthik R Narasimhan, Shunyu Yao

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Large language models (LLMs) have been increasingly used to interact with external environments (e.g., games, compilers, APIs) as goal-driven agents. However, it remains challenging for these language agents to quickly and efficiently learn from trial-and-error as traditional reinforcement learning methods require extensive training samples and expensive model fine-tuning. We propose \emph{Reflexion}, a novel framework to reinforce language agents not by updating weights, but instead through linguistic feedback. Concretely, Reflexion agents verbally reflect on task feedback signals, then maintain their own reflective text in an episodic memory buffer to induce better decision-making in subsequent trials. Reflexion is flexible enough to incorporate various types (scalar values or free-form language) and sources (external or internally simulated) of feedback signals, and obtains significant improvements over a baseline agent across diverse tasks (sequential decision-making, coding, language reasoning). For example, Reflexion achieves a 91\% pass@1 accuracy on the HumanEval coding benchmark, surpassing the previous state-of-the-art GPT-4 that achieves 80\%. We also conduct ablation and analysis studies using different feedback signals, feedback incorporation methods, and agent types, and provide insights into how they affect performance. We release all code, demos, and datasets at \url{https://github.com/noahshinn024/reflexion}.

Poster
Pitfall of Optimism: Distributional Reinforcement Learning by Randomizing Risk Criterion

Taehyun Cho, Seungyub Han, Heesoo Lee, Kyungjae Lee, Jungwoo Lee

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Distributional reinforcement learning algorithms have attempted to utilize estimated uncertainty for exploration, such as optimism in the face of uncertainty. However, using the estimated variance for optimistic exploration may cause biased data collection and hinder convergence or performance. In this paper, we present a novel distributional reinforcement learning that selects actions by randomizing risk criterion without losing the risk-neutral objective. We provide a perturbed distributional Bellman optimality operator by distorting the risk measure. Also,we prove the convergence and optimality of the proposed method with the weaker contraction property. Our theoretical results support that the proposed method does not fall into biased exploration and is guaranteed to converge to an optimal return. Finally, we empirically show that our method outperforms other existing distribution-based algorithms in various environments including Atari 55 games.

Poster
Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization

Nathan Grinsztajn, Daniel Furelos-Blanco, Shikha Surana, Clément Bonnet, Thomas D Barrett

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Applying reinforcement learning (RL) to combinatorial optimization problems is attractive as it removes the need for expert knowledge or pre-solved instances. However, it is unrealistic to expect an agent to solve these (often NP-)hard problems in a single shot at inference due to their inherent complexity. Thus, leading approaches often implement additional search strategies, from stochastic sampling and beam-search to explicit fine-tuning. In this paper, we argue for the benefits of learning a population of complementary policies, which can be simultaneously rolled out at inference. To this end, we introduce Poppy, a simple training procedure for populations. Instead of relying on a predefined or hand-crafted notion of diversity, Poppy induces an unsupervised specialization targeted solely at maximizing the performance of the population. We show that Poppy produces a set of complementary policies, and obtains state-of-the-art RL results on three popular NP-hard problems: traveling salesman, capacitated vehicle routing, and job-shop scheduling.

Poster
Self-Supervised Reinforcement Learning that Transfers using Random Features

Boyuan Chen, Chuning Zhu, Pulkit Agrawal, Kaiqing Zhang, Abhishek Gupta

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Model-free reinforcement learning algorithms have exhibited great potential in solving single-task sequential decision-making problems with high-dimensional observations and long horizons, but are known to be hard to generalize across tasks. Model-based RL, on the other hand, learns task-agnostic models of the world that naturally enables transfer across different reward functions, but struggles to scale to complex environments due to the compounding error. To get the best of both worlds, we propose a self-supervised reinforcement learning method that enables the transfer of behaviors across tasks with different rewards, while circumventing the challenges of model-based RL. In particular, we show self-supervised pre-training of model-free reinforcement learning with a number of random features as rewards allows implicit modeling of long-horizon environment dynamics. Then, planning techniques like model-predictive control using these implicit models enable fast adaptation to problems with new reward functions. Our method is self-supervised in that it can be trained on offline datasets without reward labels, but can then be quickly deployed on new tasks. We validate that our proposed method enables transfer across tasks on a variety of manipulation and locomotion domains in simulation, opening the door to generalist decision-making agents.

Poster
Breadcrumbs to the Goal: Goal-Conditioned Exploration from Human-in-the-Loop Feedback

Marcel Torne Villasevil, Max Balsells I Pamies, Zihan Wang, Samedh Desai, Tao Chen, Pulkit Agrawal, Abhishek Gupta

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Exploration and reward specification are fundamental and intertwined challenges for reinforcement learning. Solving sequential decision making tasks with a non-trivial element of exploration requires either specifying carefully designed reward functions or relying on indiscriminate, novelty seeking exploration bonuses. Human supervisors can provide effective guidance in the loop to direct the exploration process, but prior methods to leverage this guidance require constant synchronous high-quality human feedback, which is expensive and impractical to obtain. In this work, we propose a technique - Human Guided Exploration (HUGE), that is able to leverage low-quality feedback from non-expert users, which is infrequent, asynchronous and noisy, to guide exploration for reinforcement learning, without requiring careful reward specification. The key idea is to separate the challenges of directed exploration and policy learning - human feedback is used to direct exploration, while self-supervised policy learning is used to independently learn unbiased behaviors from the collected data. We show that this procedure can leverage noisy, asynchronous human feedback to learn tasks with no hand-crafted reward design or exploration bonuses. We show that HUGE is able to learn a variety of challenging multi-stage robotic navigation and manipulation tasks in simulation using crowdsourced feedback from non-expert users. Moreover, this paradigm can be scaled to learning directly on real-world robots.

Poster
ScenarioNet: Open-Source Platform for Large-Scale Traffic Scenario Simulation and Modeling

Quanyi Li, Zhenghao Peng, Lan Feng, Zhizheng Liu, Chenda Duan, Wenjie Mo, Bolei Zhou

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Large-scale driving datasets such as Waymo Open Dataset and nuScenes substantially accelerate autonomous driving research, especially for perception tasks such as 3D detection and trajectory forecasting. Since the driving logs in these datasets contain HD maps and detailed object annotations which accurately reflect the real-world complexity of traffic behaviors, we can harvest a massive number of complex traffic scenarios and recreate their digital twins in simulation. Compared to the hand-crafted scenarios often used in existing simulators, data-driven scenarios collected from the real world can facilitate many research opportunities in machine learning and autonomous driving. In this work, we present ScenarioNet, an open-source platform for large-scale traffic scenario modeling and simulation. ScenarioNet defines a unified scenario description format and collects a large-scale repository of real-world traffic scenarios from the heterogeneous data in various driving datasets including Waymo, nuScenes, Lyft L5, and nuPlan datasets. These scenarios can be further replayed and interacted with in multiple views from Bird-Eye-View layout to realistic 3D rendering in MetaDrive simulator. This provides a benchmark for evaluating the safety of autonomous driving stacks in simulation before their real-world deployment. We further demonstrate the strengths of ScenarioNet on large-scale scenario generation, imitation learning, and reinforcement learning in both single-agent and multi-agent settings. Code, demo videos, and website are available at https://github.com/metadriverse/scenarionet

Poster
ReDS: Offline RL With Heteroskedastic Datasets via Support Constraints

Anikait Singh, Aviral Kumar, Quan Vuong, Yevgen Chebotar, Sergey Levine

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Offline reinforcement learning (RL) learns policies entirely from static datasets. Practical applications of offline RL will inevitably require learning from datasets where the variability of demonstrated behaviors changes non-uniformly across the state space. For example, at a red light, nearly all human drivers behave similarly by stopping, but when merging onto a highway, some drivers merge quickly, efficiently, and safely, while many hesitate or merge dangerously. Both theoretically and empirically, we show that typical offline RL methods, which are based on distribution constraints fail to learn from data with such non-uniform variability, due to the requirement to stay close to the behavior policy **to the same extent** across the state space. Ideally, the learned policy should be free to choose **per state** how closely to follow the behavior policy to maximize long-term return, as long as the learned policy stays within the support of the behavior policy. To instantiate this principle, we reweight the data distribution in conservative Q-learning (CQL) to obtain an approximate support constraint formulation. The reweighted distribution is a mixture of the current policy and an additional policy trained to mine poor actions that are likely under the behavior policy. Our method, CQL (ReDS), is theoretically motivated, and improves performance across a wide range of offline RL problems in games, navigation, and pixel-based manipulation.

Poster
NetHack is Hard to Hack

Ulyana Piterbarg, Lerrel Pinto, Rob Fergus

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Neural policy learning methods have achieved remarkable results in various control problems, ranging from Atari games to simulated locomotion. However, these methods struggle in long-horizon tasks, especially in open-ended environments with multi-modal observations, such as the popular dungeon-crawler game, NetHack. Intriguingly, the NeurIPS 2021 NetHack Challenge revealed that symbolic agents outperformed neural approaches by over four times in median game score. In this paper, we delve into the reasons behind this performance gap and present an extensive study on neural policy learning for NetHack. To conduct this study, we analyze the winning symbolic agent, extending its codebase to track internal strategy selection in order to generate one of the largest available demonstration datasets. Utilizing this dataset, we examine (i) the advantages of an action hierarchy; (ii) enhancements in neural architecture; and (iii) the integration of reinforcement learning with imitation learning. Our investigations produce a state-of-the-art neural agent that surpasses previous fully neural policies by 127% in offline settings and 25% in online settings on median game score. However, we also demonstrate that mere scaling is insufficient to bridge the performance gap with the best symbolic models or even the top human players.

Poster
SafeDICE: Offline Safe Imitation Learning with Non-Preferred Demonstrations

Youngsoo Jang, Geon-Hyeong Kim, Jongmin Lee, Sungryull Sohn, Byoungjip Kim, Honglak Lee, Moontae Lee

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We consider offline safe imitation learning (IL), where the agent aims to learn the safe policy that mimics preferred behavior while avoiding non-preferred behavior from non-preferred demonstrations and unlabeled demonstrations. This problem setting corresponds to various real-world scenarios, where satisfying safety constraints is more important than maximizing the expected return. However, it is very challenging to learn the policy to avoid constraint-violating (i.e. non-preferred) behavior, as opposed to standard imitation learning which learns the policy to mimic given demonstrations. In this paper, we present a hyperparameter-free offline safe IL algorithm, SafeDICE, that learns safe policy by leveraging the non-preferred demonstrations in the space of stationary distributions. Our algorithm directly estimates the stationary distribution corrections of the policy that imitate the demonstrations excluding the non-preferred behavior. In the experiments, we demonstrate that our algorithm learns a more safe policy that satisfies the cost constraint without degrading the reward performance, compared to baseline algorithms.

Poster
Exponential Lower Bounds for Fictitious Play in Potential Games

Ioannis Panageas, Nikolas Patris, Stratis Skoulakis, Volkan Cevher

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Fictitious Play (FP) is a simple and natural dynamic for repeated play with many applications in game theory and multi-agent reinforcement learning. It was introduced by Brown and its convergence properties for two-player zero-sum games was established later by Robinson. Potential games [Monderer and Shapley 1996] is another class of games which exhibit the FP property [Monderer and Shapley 1996], i.e., FP dynamics converges to a Nash equilibrium if all agents follows it. Nevertheless, except for two-player zero-sum games and for specific instances of payoff matrices [Abernethy et. al. 2021] or for adversarial tie-breaking rules [Daskalakis and Pan, 2014], the \textit{convergence rate} of FP is unknown. In this work, we focus on the rate of convergence of FP when applied to potential games and more specifically identical payoff games. We prove that FP can take exponential time (in the number of strategies) to reach a Nash equilibrium, even if the game is restricted to \textit{two agents}. To prove this, we recursively construct a two-player coordination game with a unique Nash equilibrium. Moreover, every approximate Nash equilibrium in the constructed game must be close to the pure Nash equilibrium in $\ell_1$-distance.

Poster
CQM: Curriculum Reinforcement Learning with a Quantized World Model

Seungjae Lee, Daesol Cho, Jonghae Park, H. Jin Kim

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Recent curriculum Reinforcement Learning (RL) has shown notable progress in solving complex tasks by proposing sequences of surrogate tasks. However, the previous approaches often face challenges when they generate curriculum goals in a high-dimensional space. Thus, they usually rely on manually specified goal spaces. To alleviate this limitation and improve the scalability of the curriculum, we propose a novel curriculum method that automatically defines the semantic goal space which contains vital information for the curriculum process, and suggests curriculum goals over it. To define the semantic goal space, our method discretizes continuous observations via vector quantized-variational autoencoders (VQ-VAE) and restores the temporal relations between the discretized observations by a graph. Concurrently, ours suggests uncertainty and temporal distance-aware curriculum goals that converges to the final goals over the automatically composed goal space. We demonstrate that the proposed method allows efficient explorations in an uninformed environment with raw goal examples only. Also, ours outperforms the state-of-the-art curriculum RL methods on data efficiency and performance, in various goal-reaching tasks even with ego-centric visual inputs.

Poster
Optimistic Active Exploration of Dynamical Systems

Bhavya Sukhija, Lenart Treven, Cansu Sancaktar, Sebastian Blaes, Stelian Coros, Andreas Krause

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Reinforcement learning algorithms commonly seek to optimize policies for solving one particular task. How should we explore an unknown dynamical system such that the estimated model allows us to solve multiple downstream tasks in a zero-shot manner? In this paper, we address this challenge, by developing an algorithm -- OPAX -- for active exploration. OPAX uses well-calibrated probabilistic models to quantify the epistemic uncertainty about the unknown dynamics. It optimistically---w.r.t. to plausible dynamics---maximizes the information gain between the unknown dynamics and state observations. We show how the resulting optimization problem can be reduced to an optimal control problem that can be solved at each episode using standard approaches. We analyze our algorithm for general models, and, in the case of Gaussian process dynamics, we give a sample complexity bound and show that the epistemic uncertainty converges to zero. In our experiments, we compare OPAX with other heuristic active exploration approaches on several environments. Our experiments show that OPAX is not only theoretically sound but also performs well for zero-shot planning on novel downstream tasks.

Poster