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%

Browse all papers

Learning Better with Less: Effective Augmentation for Sample-Efficient Visual Reinforcement Learning

Guozheng Ma, Linrui Zhang, Haoyu Wang, Lu Li, Zilin Wang, Zhen Wang, Li Shen, Xueqian Wang, Dacheng Tao

Expand abstract

Data augmentation (DA) is a crucial technique for enhancing the sample efficiency of visual reinforcement learning (RL) algorithms. Notably, employing simple observation transformations alone can yield outstanding performance without extra auxiliary representation tasks or pre-trained encoders. However, it remains unclear which attributes of DA account for its effectiveness in achieving sample-efficient visual RL. To investigate this issue and further explore the potential of DA, this work conducts comprehensive experiments to assess the impact of DA's attributes on its efficacy and provides the following insights and improvements: (1) For individual DA operations, we reveal that both ample spatial diversity and slight hardness are indispensable. Building on this finding, we introduce Random PadResize (Rand PR), a new DA operation that offers abundant spatial diversity with minimal hardness. (2) For multi-type DA fusion schemes, the increased DA hardness and unstable data distribution result in the current fusion schemes being unable to achieve higher sample efficiency than their corresponding individual operations. Taking the non-stationary nature of RL into account, we propose a RL-tailored multi-type DA fusion scheme called Cycling Augmentation (CycAug), which performs periodic cycles of different DA operations to increase type diversity while maintaining data distribution consistency. Extensive evaluations on the DeepMind Control suite and CARLA driving simulator demonstrate that our methods achieve superior sample efficiency compared with the prior state-of-the-art methods.

Poster
Learning to Influence Human Behavior with Offline Reinforcement Learning

Joey Hong, Sergey Levine, Anca Dragan

Expand abstract

When interacting with people, AI agents do not just influence the state of the world -- they also influence the actions people take in response to the agent, and even their underlying intentions and strategies. Accounting for and leveraging this influence has mostly been studied in settings where it is sufficient to assume that human behavior is near-optimal: competitive games, or general-sum settings like autonomous driving alongside human drivers. Instead, we focus on influence in settings where there is a need to capture human suboptimality. For instance, imagine a collaborative task in which, due either to cognitive biases or lack of information, people do not perform very well -- how could an agent influence them towards more optimal behavior? Assuming near-optimal human behavior will not work here, and so the agent needs to learn from real human data. But experimenting online with humans is potentially unsafe, and creating a high-fidelity simulator of the environment is often impractical. Hence, we focus on learning from an offline dataset of human-human interactions. Our observation is that offline reinforcement learning (RL) can learn to effectively influence suboptimal humans by extending and combining elements of observed human-human behavior. We demonstrate that offline RL can solve two challenges with effective influence. First, we show that by learning from a dataset of suboptimal human-human interaction on a variety of tasks -- none of which contains examples of successful influence -- an agent can learn influence strategies to steer humans towards better performance even on new tasks. Second, we show that by also modeling and conditioning on human behavior, offline RL can learn to affect not just the human's actions but also their underlying strategy, and adapt to changes in their strategy.

Poster
Taylor TD-learning

Michele Garibbo, Maxime Robeyns, Laurence Aitchison

Expand abstract

Many reinforcement learning approaches rely on temporal-difference (TD) learning to learn a critic. However, TD-learning updates can be high variance. Here, we introduce a model-based RL framework, Taylor TD, which reduces this variance in continuous state-action settings. Taylor TD uses a first-order Taylor series expansion of TD updates. This expansion allows Taylor TD to analytically integrate over stochasticity in the action-choice, and some stochasticity in the state distribution for the initial state and action of each TD update. We include theoretical and empirical evidence that Taylor TD updates are indeed lower variance than standard TD updates. Additionally, we show Taylor TD has the same stable learning guarantees as standard TD-learning with linear function approximation under a reasonable assumption. Next, we combine Taylor TD with the TD3 algorithm, forming TaTD3. We show TaTD3 performs as well, if not better, than several state-of-the art model-free and model-based baseline algorithms on a set of standard benchmark tasks.

Poster
Creating Multi-Level Skill Hierarchies in Reinforcement Learning

Joshua Benjamin Evans, Özgür Şimşek

Expand abstract

What is a useful skill hierarchy for an autonomous agent? We propose an answer based on a graphical representation of how the interaction between an agent and its environment may unfold. Our approach uses modularity maximisation as a central organising principle to expose the structure of the interaction graph at multiple levels of abstraction. The result is a collection of skills that operate at varying time scales, organised into a hierarchy, where skills that operate over longer time scales are composed of skills that operate over shorter time scales. The entire skill hierarchy is generated automatically, with no human input, including the skills themselves (their behaviour, when they can be called, and when they terminate) as well as the dependency structure between them. In a wide range of environments, this approach generates skill hierarchies that are intuitively appealing and that considerably improve the learning performance of the agent.

Poster
Inverse Preference Learning: Preference-based RL without a Reward Function

Joey Hejna, Dorsa Sadigh

Expand abstract

Reward functions are difficult to design and often hard to align with human intent. Preference-based Reinforcement Learning (RL) algorithms address these problems by learning reward functions from human feedback. However, the majority of preference-based RL methods na\"ively combine supervised reward models with off-the-shelf RL algorithms. Contemporary approaches have sought to improve performance and query complexity by using larger and more complex reward architectures such as transformers. Instead of using highly complex architectures, we develop a new and parameter-efficient algorithm, Inverse Preference Learning (IPL), specifically designed for learning from offline preference data. Our key insight is that for a fixed policy, the $Q$-function encodes all information about the reward function, effectively making them interchangeable. Using this insight, we completely eliminate the need for a learned reward function. Our resulting algorithm is simpler and more parameter-efficient. Across a suite of continuous control and robotics benchmarks, IPL attains competitive performance compared to more complex approaches that leverage transformer-based and non-Markovian reward functions while having fewer algorithmic hyperparameters and learned network parameters. Our code is publicly released.

Poster
Prioritizing Samples in Reinforcement Learning with Reducible Loss

Shiva Kanth Sujit, Somjit Nath, Pedro Braga, Samira Ebrahimi Kahou

Expand abstract

Most reinforcement learning algorithms take advantage of an experience replay buffer to repeatedly train on samples the agent has observed in the past. Not all samples carry the same amount of significance and simply assigning equal importance to each of the samples is a naïve strategy. In this paper, we propose a method to prioritize samples based on how much we can learn from a sample. We define the learn-ability of a sample as the steady decrease of the training loss associated with this sample over time. We develop an algorithm to prioritize samples with high learn-ability, while assigning lower priority to those that are hard-to-learn, typically caused by noise or stochasticity. We empirically show that across multiple domains our method is more robust than random sampling and also better than just prioritizing with respect to the training loss, i.e. the temporal difference loss, which is used in prioritized experience replay.

Poster
MIMEx: Intrinsic Rewards from Masked Input Modeling

Toru Lin, Allan Jabri

Expand abstract

Exploring in environments with high-dimensional observations is hard. One promising approach for exploration is to use intrinsic rewards, which often boils down to estimating "novelty" of states, transitions, or trajectories with deep networks. Prior works have shown that conditional prediction objectives such as masked autoencoding can be seen as stochastic estimation of pseudo-likelihood. We show how this perspective naturally leads to a unified view on existing intrinsic reward approaches: they are special cases of conditional prediction, where the estimation of novelty can be seen as pseudo-likelihood estimation with different mask distributions. From this view, we propose a general framework for deriving intrinsic rewards -- Masked Input Modeling for Exploration (MIMEx) -- where the mask distribution can be flexibly tuned to control the difficulty of the underlying conditional prediction task. We demonstrate that MIMEx can achieve superior results when compared against competitive baselines on a suite of challenging sparse-reward visuomotor tasks.

Poster
Supported Value Regularization for Offline Reinforcement Learning

Yixiu Mao, Hongchang Zhang, Chen Chen, Yi Xu, Xiangyang Ji

Expand abstract

Offline reinforcement learning suffers from the extrapolation error and value overestimation caused by out-of-distribution (OOD) actions. To mitigate this issue, value regularization approaches aim to penalize the learned value functions to assign lower values to OOD actions. However, existing value regularization methods lack a proper distinction between the regularization effects on in-distribution (ID) and OOD actions, and fail to guarantee optimal convergence results of the policy. To this end, we propose Supported Value Regularization (SVR), which penalizes the Q-values for all OOD actions while maintaining standard Bellman updates for ID ones. Specifically, we utilize the bias of importance sampling to compute the summation of Q-values over the entire OOD region, which serves as the penalty for policy evaluation. This design automatically separates the regularization for ID and OOD actions without manually distinguishing between them. In tabular MDP, we show that the policy evaluation operator of SVR is a contraction, whose fixed point outputs unbiased Q-values for ID actions and underestimated Q-values for OOD actions. Furthermore, the policy iteration with SVR guarantees strict policy improvement until convergence to the optimal support-constrained policy in the dataset. Empirically, we validate the theoretical properties of SVR in a tabular maze environment and demonstrate its state-of-the-art performance on a range of continuous control tasks in the D4RL benchmark.

Poster
Learning Score-based Grasping Primitive for Human-assisting Dexterous Grasping

Tianhao Wu, Mingdong Wu, Jiyao Zhang, Yunchong Gan, Hao Dong

Expand abstract

The use of anthropomorphic robotic hands for assisting individuals in situations where human hands may be unavailable or unsuitable has gained significant importance. In this paper, we propose a novel task called human-assisting dexterous grasping that aims to train a policy for controlling a robotic hand's fingers to assist users in grasping objects. Unlike conventional dexterous grasping, this task presents a more complex challenge as the policy needs to adapt to diverse user intentions, in addition to the object's geometry. We address this challenge by proposing an approach consisting of two sub-modules: a hand-object-conditional grasping primitive called Grasping Gradient Field (GraspGF), and a history-conditional residual policy. GraspGF learns 'how' to grasp by estimating the gradient of a synthesised success grasping example set, while the residual policy determines 'when' and at what speed the grasping action should be executed based on the trajectory history. Experimental results demonstrate the superiority of our proposed method compared to baselines, highlighting the user-awareness and practicality in real-world applications. The codes and demonstrations can be viewed at https://sites.google.com/view/graspgf.

Poster
Tackling Heavy-Tailed Rewards in Reinforcement Learning with Function Approximation: Minimax Optimal and Instance-Dependent Regret Bounds

Jiayi Huang, Han Zhong, Liwei Wang, Lin Yang

Expand abstract

While numerous works have focused on devising efficient algorithms for reinforcement learning (RL) with uniformly bounded rewards, it remains an open question whether sample or time-efficient algorithms for RL with large state-action space exist when the rewards are \emph{heavy-tailed}, i.e., with only finite $(1+\epsilon)$-th moments for some $\epsilon\in(0,1]$. In this work, we address the challenge of such rewards in RL with linear function approximation. We first design an algorithm, \textsc{Heavy-OFUL}, for heavy-tailed linear bandits, achieving an \emph{instance-dependent} $T$-round regret of $\tilde{O}\big(d T^{\frac{1-\epsilon}{2(1+\epsilon)}} \sqrt{\sum_{t=1}^T \nu_t^2} + d T^{\frac{1-\epsilon}{2(1+\epsilon)}}\big)$, the \emph{first} of this kind. Here, $d$ is the feature dimension, and $\nu_t^{1+\epsilon}$ is the $(1+\epsilon)$-th central moment of the reward at the $t$-th round. We further show the above bound is minimax optimal when applied to the worst-case instances in stochastic and deterministic linear bandits. We then extend this algorithm to the RL settings with linear function approximation. Our algorithm, termed as \textsc{Heavy-LSVI-UCB}, achieves the \emph{first} computationally efficient \emph{instance-dependent} $K$-episode regret of $\tilde{O}(d \sqrt{H \mathcal{U}^*} K^\frac{1}{1+\epsilon} + d \sqrt{H \mathcal{V}^* K})$. Here, $H$ is length of the episode, and $\mathcal{U}^*, \mathcal{V}^*$ are instance-dependent quantities scaling with the central moment of reward and value functions, respectively. We also provide a matching minimax lower bound $\Omega(d H K^{\frac{1}{1+\epsilon}} + d \sqrt{H^3 K})$ to demonstrate the optimality of our algorithm in the worst case. Our result is achieved via a novel robust self-normalized concentration inequality that may be of independent interest in handling heavy-tailed noise in general online regression problems.

Poster
Policy Finetuning in Reinforcement Learning via Design of Experiments using Offline Data

Ruiqi Zhang, Andrea Zanette

Expand abstract

In some applications of reinforcement learning, a dataset of pre-collected experience is already available but it is also possible to acquire some additional online data to help improve the quality of the policy. However, it may be preferable to gather additional data with a single, non-reactive exploration policy and avoid the engineering costs associated with switching policies. In this paper we propose an algorithm with provable guarantees that can leverage an offline dataset to design a single non-reactive policy for exploration. We theoretically analyze the algorithm and measure the quality of the final policy as a function of the local coverage of the original dataset and the amount of additional data collected.

Poster
Reduced Policy Optimization for Continuous Control with Hard Constraints

Shutong Ding, Jingya Wang, Yali Du, Ye Shi

Expand abstract

Recent advances in constrained reinforcement learning (RL) have endowed reinforcement learning with certain safety guarantees. However, deploying existing constrained RL algorithms in continuous control tasks with general hard constraints remains challenging, particularly in those situations with non-convex hard constraints. Inspired by the generalized reduced gradient (GRG) algorithm, a classical constrained optimization technique, we propose a reduced policy optimization (RPO) algorithm that combines RL with GRG to address general hard constraints. RPO partitions actions into basic actions and nonbasic actions following the GRG method and outputs the basic actions via a policy network. Subsequently, RPO calculates the nonbasic actions by solving equations based on equality constraints using the obtained basic actions. The policy network is then updated by implicitly differentiating nonbasic actions with respect to basic actions. Additionally, we introduce an action projection procedure based on the reduced gradient and apply a modified Lagrangian relaxation technique to ensure inequality constraints are satisfied. To the best of our knowledge, RPO is the first attempt that introduces GRG to RL as a way of efficiently handling both equality and inequality hard constraints. It is worth noting that there is currently a lack of RL environments with complex hard constraints, which motivates us to develop three new benchmarks: two robotics manipulation tasks and a smart grid operation control task. With these benchmarks, RPO achieves better performance than previous constrained RL algorithms in terms of both cumulative reward and constraint violation. We believe RPO, along with the new benchmarks, will open up new opportunities for applying RL to real-world problems with complex constraints.

Poster
Iterative Reachability Estimation for Safe Reinforcement Learning

Milan Ganai, Zheng Gong, Chenning Yu, Sylvia Lee Herbert, Sicun Gao

Expand abstract

Ensuring safety is important for the practical deployment of reinforcement learning (RL). Various challenges must be addressed, such as handling stochasticity in the environments, providing rigorous guarantees of persistent state-wise safety satisfaction, and avoiding overly conservative behaviors that sacrifice performance. We propose a new framework, Reachability Estimation for Safe Policy Optimization (RESPO), for safety-constrained RL in general stochastic settings. In the feasible set where there exist violation-free policies, we optimize for rewards while maintaining persistent safety. Outside this feasible set, our optimization produces the safest behavior by guaranteeing entrance into the feasible set whenever possible with the least cumulative discounted violations. We introduce a class of algorithms using our novel reachability estimation function to optimize in our proposed framework and in similar frameworks such as those concurrently handling multiple hard and soft constraints. We theoretically establish that our algorithms almost surely converge to locally optimal policies of our safe optimization framework. We evaluate the proposed methods on a diverse suite of safe RL environments from Safety Gym, PyBullet, and MuJoCo, and show the benefits in improving both reward performance and safety compared with state-of-the-art baselines.

Poster
Constrained Policy Optimization with Explicit Behavior Density For Offline Reinforcement Learning

Jing Zhang, Chi Zhang, Wenjia Wang, Bingyi Jing

Expand abstract

Due to the inability to interact with the environment, offline reinforcement learning (RL) methods face the challenge of estimating the Out-of-Distribution (OOD) points. Existing methods for addressing this issue either control policy to exclude the OOD action or make the $Q$ function pessimistic. However, these methods can be overly conservative or fail to identify OOD areas accurately. To overcome this problem, we propose a Constrained Policy optimization with Explicit Behavior density (CPED) method that utilizes a flow-GAN model to explicitly estimate the density of behavior policy. By estimating the explicit density, CPED can accurately identify the safe region and enable exploration within the region, resulting in less conservative learning policies. We further provide theoretical results for both the flow-GAN estimator and performance guarantee for CPED by showing that CPED can find the optimal $Q$-function value. Empirically, CPED outperforms existing alternatives on various standard offline reinforcement learning tasks, yielding higher expected returns.

Poster
KuaiSim: A Comprehensive Simulator for Recommender Systems

Expand abstract

Reinforcement Learning (RL)-based recommender systems (RSs) have garnered considerable attention due to their ability to learn optimal recommendation policies and maximize long-term user rewards. However, deploying RL models directly in online environments and generating authentic data through A/B tests can pose challenges and require substantial resources. Simulators offer an alternative approach by providing training and evaluation environments for RS models, reducing reliance on real-world data. Existing simulators have shown promising results but also have limitations such as simplified user feedback, lacking consistency with real-world data, the challenge of simulator evaluation, and difficulties in migration and expansion across RSs. To address these challenges, we propose KuaiSim, a comprehensive user environment that provides user feedback with multi-behavior and cross-session responses. The resulting simulator can support three levels of recommendation problems: the request level list-wise recommendation task, the whole-session level sequential recommendation task, and the cross-session level retention optimization task. For each task, KuaiSim also provides evaluation protocols and baseline recommendation algorithms that further serve as benchmarks for future research. We also restructure existing competitive simulators on the Kuairand Dataset and compare them against KuaiSim to future assess their performance and behavioral differences. Furthermore, to showcase KuaiSim's flexibility in accommodating different datasets, we demonstrate its versatility and robustness when deploying it on the ML-1m dataset. The implementation code is available online to ease reproducibility \footnote{https://github.com/Applied-Machine-Learning-Lab/KuaiSim}.

Poster
Discovering Hierarchical Achievements in Reinforcement Learning via Contrastive Learning

Seungyong Moon, Junyoung Yeom, Bumsoo Park, Hyun Oh Song

Expand abstract

Discovering achievements with a hierarchical structure in procedurally generated environments presents a significant challenge. This requires an agent to possess a broad range of abilities, including generalization and long-term reasoning. Many prior methods have been built upon model-based or hierarchical approaches, with the belief that an explicit module for long-term planning would be advantageous for learning hierarchical dependencies. However, these methods demand an excessive number of environment interactions or large model sizes, limiting their practicality. In this work, we demonstrate that proximal policy optimization (PPO), a simple yet versatile model-free algorithm, outperforms previous methods when optimized with recent implementation practices. Moreover, we find that the PPO agent can predict the next achievement to be unlocked to some extent, albeit with limited confidence. Based on this observation, we introduce a novel contrastive learning method, called achievement distillation, which strengthens the agent's ability to predict the next achievement. Our method exhibits a strong capacity for discovering hierarchical achievements and shows state-of-the-art performance on the challenging Crafter environment in a sample-efficient manner while utilizing fewer model parameters.

Poster
The Curious Price of Distributional Robustness in Reinforcement Learning with a Generative Model

Laixi Shi, Gen Li, Yuting Wei, Yuxin Chen, Matthieu Geist, Yuejie Chi

Expand abstract

This paper investigates model robustness in reinforcement learning (RL) via the framework of distributionally robust Markov decision processes (RMDPs). Despite recent efforts, the sample complexity of RMDPs is much less understood regardless of the uncertainty set in use; in particular, there exist large gaps between existing upper and lower bounds, and it is unclear if distributional robustness bears any statistical implications when benchmarked against standard RL. In this paper, assuming access to a generative model, we derive the sample complexity of RMDPs---when the uncertainty set is measured via either total variation or $\chi^2$ divergence over the full range of uncertainty levels---using a model-based algorithm called distributionally robust value iteration, and develop minimax lower bounds to benchmark its tightness. Our results not only strengthen the prior art in both directions of upper and lower bounds, but also deliver surprising messages that learning RMDPs is not necessarily easier or more difficult than standard MDPs. In the case of total variation, we establish the minimax-optimal sample complexity of RMDPs which is always smaller than that of standard MDPs. In the case of $\chi^2$ divergence, we establish the sample complexity of RMDPs that is tight up to polynomial factors of the effective horizon, and grows linearly with respect to the uncertainty level when it approaches infinity.

Poster
HIQL: Offline Goal-Conditioned RL with Latent States as Actions

Seohong Park, Dibya Ghosh, Benjamin Eysenbach, Sergey Levine

Expand abstract

Unsupervised pre-training has recently become the bedrock for computer vision and natural language processing. In reinforcement learning (RL), goal-conditioned RL can potentially provide an analogous self-supervised approach for making use of large quantities of unlabeled (reward-free) data. However, building effective algorithms for goal-conditioned RL that can learn directly from diverse offline data is challenging, because it is hard to accurately estimate the exact value function for faraway goals. Nonetheless, goal-reaching problems exhibit structure, such that reaching distant goals entails first passing through closer subgoals. This structure can be very useful, as assessing the quality of actions for nearby goals is typically easier than for more distant goals. Based on this idea, we propose a hierarchical algorithm for goal-conditioned RL from offline data. Using one action-free value function, we learn two policies that allow us to exploit this structure: a high-level policy that treats states as actions and predicts (a latent representation of) a subgoal and a low-level policy that predicts the action for reaching this subgoal. Through analysis and didactic examples, we show how this hierarchical decomposition makes our method robust to noise in the estimated value function. We then apply our method to offline goal-reaching benchmarks, showing that our method can solve long-horizon tasks that stymie prior methods, can scale to high-dimensional image observations, and can readily make use of action-free data. Our code is available at https://seohong.me/projects/hiql/

Spotlight
Hybrid Search for Efficient Planning with Completeness Guarantees

Kalle Kujanpää, Joni Pajarinen, Alexander Ilin

Expand abstract

Solving complex planning problems has been a long-standing challenge in computer science. Learning-based subgoal search methods have shown promise in tackling these problems, but they often suffer from a lack of completeness guarantees, meaning that they may fail to find a solution even if one exists. In this paper, we propose an efficient approach to augment a subgoal search method to achieve completeness in discrete action spaces. Specifically, we augment the high-level search with low-level actions to execute a multi-level (hybrid) search, which we call complete subgoal search. This solution achieves the best of both worlds: the practical efficiency of high-level search and the completeness of low-level search. We apply the proposed search method to a recently proposed subgoal search algorithm and evaluate the algorithm trained on offline data on complex planning problems. We demonstrate that our complete subgoal search not only guarantees completeness but can even improve performance in terms of search expansions for instances that the high-level could solve without low-level augmentations. Our approach makes it possible to apply subgoal-level planning for systems where completeness is a critical requirement.

Poster
Seeing is not Believing: Robust Reinforcement Learning against Spurious Correlation

Wenhao Ding, Laixi Shi, Yuejie Chi, Ding Zhao

Expand abstract

Robustness has been extensively studied in reinforcement learning (RL) to handle various forms of uncertainty such as random perturbations, rare events, and malicious attacks. In this work, we consider one critical type of robustness against spurious correlation, where different portions of the state do not have correlations induced by unobserved confounders. These spurious correlations are ubiquitous in real-world tasks, for instance, a self-driving car usually observes heavy traffic in the daytime and light traffic at night due to unobservable human activity. A model that learns such useless or even harmful correlation could catastrophically fail when the confounder in the test case deviates from the training one. Although motivated, enabling robustness against spurious correlation poses significant challenges since the uncertainty set, shaped by the unobserved confounder and causal structure, is difficult to characterize and identify. Existing robust algorithms that assume simple and unstructured uncertainty sets are therefore inadequate to address this challenge. To solve this issue, we propose Robust State-Confounded Markov Decision Processes (RSC-MDPs) and theoretically demonstrate its superiority in avoiding learning spurious correlations compared with other robust RL counterparts. We also design an empirical algorithm to learn the robust optimal policy for RSC-MDPs, which outperforms all baselines in eight realistic self-driving and manipulation tasks.

Poster