NeurIPS 2024 Papers

Conference on Neural Information Processing Systems

Decision breakdown

4,562papers

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

  • Oral
    721.6%
  • Spotlight
    3828.4%
  • Poster
    4,06489.1%
  • Other / unlabeled
    441.0%

Browse all papers

Topic: Reinforcement Learning · 466 papers · Reset filters

Imitating Language via Scalable Inverse Reinforcement Learning

Markus Wulfmeier, Michael Bloesch, Nino Vieillard, Arun Ahuja, Jorg Bornschein, Sandy Huang, Artem Sokolov, Matt Barnes, Guillaume Desjardins, Alex Bewley, Sarah Maria Elisabeth Bechtle, Jost Tobias Springenberg, Nikola Momchev, Olivier Bachem, Matthieu Geist, Martin Riedmiller

Expand abstract

The majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training.

Poster
e-COP : Episodic Constrained Optimization of Policies

Akhil Agnihotri, Rahul Jain, Deepak Ramachandran, Sahil Singla

Expand abstract

In this paper, we present the e-COP algorithm, the first policy optimization algorithm for constrained Reinforcement Learning (RL) in episodic (finite horizon) settings. Such formulations are applicable when there are separate sets of optimization criteria and constraints on a system's behavior. We approach this problem by first establishing a policy difference lemma for the episodic setting, which provides the theoretical foundation for the algorithm. Then, we propose to combine a set of established and novel solution ideas to yield the e-COP algorithm that is easy to implement and numerically stable, and provide a theoretical guarantee on optimality under certain scaling assumptions. Through extensive empirical analysis using benchmarks in the Safety Gym suite, we show that our algorithm has similar or better performance than SoTA (non-episodic) algorithms adapted for the episodic setting. The scalability of the algorithm opens the door to its application in safety-constrained Reinforcement Learning from Human Feedback for Large Language or Diffusion Models.

Poster
MeMo: Meaningful, Modular Controllers via Noise Injection

Megan Tjandrasuwita, Jie Xu, Armando Solar-Lezama, Wojciech Matusik

Expand abstract

Robots are often built from standardized assemblies, (e.g. arms, legs, or fingers), but each robot must be trained from scratch to control all the actuators of all the parts together. In this paper we demonstrate a new approach that takes a single robot and its controller as input and produces a set of modular controllers for each of these assemblies such that when a new robot is built from the same parts, its control can be quickly learned by reusing the modular controllers. We achieve this with a framework called MeMo which learns (Me)aningful, (Mo)dular controllers. Specifically, we propose a novel modularity objective to learn an appropriate division of labor among the modules. We demonstrate that this objective can be optimized simultaneously with standard behavior cloning loss via noise injection. We benchmark our framework in locomotion and grasping environments on simple to complex robot morphology transfer. We also show that the modules help in task transfer. On both structure and task transfer, MeMo achieves improved training efficiency to graph neural network and Transformer baselines.

Poster
Relating Hopfield Networks to Episodic Control

Hugo Chateau-Laurent, Frederic Alexandre

Expand abstract

Neural Episodic Control is a powerful reinforcement learning framework that employs a differentiable dictionary to store non-parametric memories. It was inspired by episodic memory on the functional level, but lacks a direct theoretical connection to the associative memory models generally used to implement such a memory. We first show that the dictionary is an instance of the recently proposed Universal Hopfield Network framework. We then introduce a continuous approximation of the dictionary readout operation in order to derive two energy functions that are Lyapunov functions of the dynamics. Finally, we empirically show that the dictionary outperforms the Max separation function, which had previously been argued to be optimal, and that performance can further be improved by replacing the Euclidean distance kernel by a Manhattan distance kernel. These results are enabled by the generalization capabilities of the dictionary, so a novel criterion is introduced to disentangle memorization from generalization when evaluating associative memory models.

Poster
Regularized Q-Learning

Han-Dong Lim, Donghwan Lee

Expand abstract

Q-learning is widely used algorithm in reinforcement learning (RL) community. Under the lookup table setting, its convergence is well established. However, its behavior is known to be unstable with the linear function approximation case. This paper develops a new Q-learning algorithm, called RegQ, that converges when linear function approximation is used. We prove that simply adding an appropriate regularization term ensures convergence of the algorithm. Its stability is established using a recent analysis tool based on switching system models. Moreover, we experimentally show that RegQ converges in environments where Q-learning with linear function approximation has known to diverge. An error bound on the solution where the algorithm converges is also given.

Poster
Seek Commonality but Preserve Differences: Dissected Dynamics Modeling for Multi-modal Visual RL

Yangru Huang, Peixi Peng, Yifan Zhao, Guangyao Chen, Yonghong Tian

Expand abstract

Accurate environment dynamics modeling is crucial for obtaining effective state representations in visual reinforcement learning (RL) applications. However, when facing multiple input modalities, existing dynamics modeling methods (e.g., DeepMDP) usually stumble in addressing the complex and volatile relationship between different modalities. In this paper, we study the problem of efficient dynamics modeling for multi-modal visual RL. We find that under the existence of modality heterogeneity, modality-correlated and distinct features are equally important but play different roles in reflecting the evolution of environmental dynamics. Motivated by this fact, we propose Dissected Dynamics Modeling (DDM), a novel multi-modal dynamics modeling method for visual RL. Unlike existing methods, DDM explicitly distinguishes consistent and inconsistent information across modalities and treats them separately with a divide-and-conquer strategy. This is done by dispatching the features carrying different information into distinct dynamics modeling pathways, which naturally form a series of implicit regularizations along the learning trajectories. In addition, a reward predictive function is further introduced to filter task-irrelevant information in both modality-consistent and inconsistent features, ensuring information integrity while avoiding potential distractions. Extensive experiments show that DDM consistently achieves competitive performance in challenging multi-modal visual environments.

Poster
Goal Conditioned Reinforcement Learning for Photo Finishing Tuning

Jiarui Wu, Yujin Wang, Lingen Li, Zhang Fan, Tianfan Xue

Expand abstract

Photo finishing tuning aims to automate the manual tuning process of the photo finishing pipeline, like Adobe Lightroom or Darktable. Previous works either use zeroth-order optimization, which is slow when the set of parameters increases, or rely on a differentiable proxy of the target finishing pipeline, which is hard to train. To overcome these challenges, we propose a novel goal-conditioned reinforcement learning framework for efficiently tuning parameters using a goal image as a condition. Unlike previous approaches, our tuning framework does not rely on any proxy and treats the photo finishing pipeline as a black box. Utilizing a trained reinforcement learning policy, it can efficiently find the desired set of parameters within just 10 queries, while optimization based approaches normally take 200 queries. Furthermore, our architecture utilizes a goal image to guide the iterative tuning of pipeline parameters, allowing for flexible conditioning on pixel-aligned target images, style images, or any other visually representable goals. We conduct detailed experiments on photo finishing tuning and photo stylization tuning tasks, demonstrating the advantages of our method.

Poster
BECAUSE: Bilinear Causal Representation for Generalizable Offline Model-based Reinforcement Learning

Haohong Lin, Wenhao Ding, Jian Chen, Laixi Shi, Jiacheng Zhu, Bo Li, Ding Zhao

Expand abstract

Offline model-based reinforcement learning (MBRL) enhances data efficiency by utilizing pre-collected datasets to learn models and policies, especially in scenarios where exploration is costly or infeasible. Nevertheless, its performance often suffers from the objective mismatch between model and policy learning, resulting in inferior performance despite accurate model predictions. This paper first identifies the primary source of this mismatch comes from the underlying confounders present in offline data for MBRL. Subsequently, we introduce **B**ilin**E**ar **CAUS**al r**E**presentation (BECAUSE), an algorithm to capture causal representation for both states and actions to reduce the influence of the distribution shift, thus mitigating the objective mismatch problem. Comprehensive evaluations on 18 tasks that vary in data quality and environment context demonstrate the superior performance of BECAUSE over existing offline RL algorithms. We show the generalizability and robustness of BECAUSE under fewer samples or larger numbers of confounders. Additionally, we offer theoretical analysis of BECAUSE to prove its error bound and sample efficiency when integrating causal representation into offline MBRL. See more details in our project page: [https://sites.google.com/view/be-cause](https://sites.google.com/view/be-cause).

Poster
DigiRL: Training In-The-Wild Device-Control Agents with Autonomous Reinforcement Learning

Hao Bai, Yifei Zhou, Jiayi Pan, Mert Cemri, Alane Suhr, Sergey Levine, Aviral Kumar

Expand abstract

Pre-trained vision language models (VLMs), though powerful, typically lack training on decision-centric data, rendering them sub-optimal for decision-making tasks such as in-the-wild device control through Graphical User Interfaces (GUIs) when used off-the-shelf. While training with static demonstrations has shown some promise, we show that such methods fall short when controlling real GUIs due to their failure to deal with real world stochasticity and dynamism not captured in static observational data. This paper introduces a novel autonomous RL approach, called DigiRL, for training in-the-wild device control agents through fine-tuning a pre-trained VLM in two stages: offline and offline-to-online RL. We first build a scalable and parallelizable Android learning environment equipped with a VLM-based general-purpose evaluator and then identify the key design choices for simple and effective RL in this domain. We demonstrate the effectiveness of DigiRL using the Android-in-the-Wild (AitW) dataset, where our 1.5B VLM trained with RL achieves a 49.5\% absolute improvement -- from 17.7 to 67.2\% success rate -- over supervised fine-tuning with static human demonstration data. It is worth noting that such improvement is achieved without any additional supervision or demonstration data. These results significantly surpass not only the prior best agents, including AppAgent with GPT-4V (8.3\% success rate) and the 17B CogAgent trained with AitW data (14.4\%), but also our implementation of prior best autonomous RL approach based on filtered behavior cloning (57.8\%), thereby establishing a new state-of-the-art for digital agents for in-the-wild device control.

Poster
Real-Time Recurrent Learning using Trace Units in Reinforcement Learning

Esraa Elelimy, Adam White, Michael Bowling, Martha White

Expand abstract

Recurrent Neural Networks (RNNs) are used to learn representations in partially observable environments. For agents that learn online and continually interact with the environment, it is desirable to train RNNs with real-time recurrent learning (RTRL); unfortunately, RTRL is prohibitively expensive for standard RNNs. A promising direction is to use linear recurrent architectures (LRUs), where dense recurrent weights are replaced with a complex-valued diagonal, making RTRL efficient. In this work, we build on these insights to provide a lightweight but effective approach for training RNNs in online RL. We introduce Recurrent Trace Units (RTUs), a small modification on LRUs that we nonetheless find to have significant performance benefits over LRUs when trained with RTRL. We find RTUs significantly outperform GRUs and Transformers across several partially observable environments while using significantly less computation.

Poster
iVideoGPT: Interactive VideoGPTs are Scalable World Models

Jialong Wu, Shaofeng Yin, Ningya Feng, Xu He, Dong Li, Jianye Hao, Mingsheng Long

Expand abstract

World models empower model-based agents to interactively explore, reason, and plan within imagined environments for real-world decision-making. However, the high demand for interactivity poses challenges in harnessing recent advancements in video generative models for developing world models at scale. This work introduces Interactive VideoGPT (iVideoGPT), a scalable autoregressive transformer framework that integrates multimodal signals—visual observations, actions, and rewards—into a sequence of tokens, facilitating an interactive experience of agents via next-token prediction. iVideoGPT features a novel compressive tokenization technique that efficiently discretizes high-dimensional visual observations. Leveraging its scalable architecture, we are able to pre-train iVideoGPT on millions of human and robotic manipulation trajectories, establishing a versatile foundation that is adaptable to serve as interactive world models for a wide range of downstream tasks. These include action-conditioned video prediction, visual planning, and model-based reinforcement learning, where iVideoGPT achieves competitive performance compared with state-of-the-art methods. Our work advances the development of interactive general world models, bridging the gap between generative video models and practical model-based reinforcement learning applications. Code and pre-trained models are available at https://thuml.github.io/iVideoGPT.

Poster
On the Complexity of Teaching a Family of Linear Behavior Cloning Learners

Shubham Kumar Bharti, Stephen Wright, Adish Singla, Jerry Zhu

Expand abstract

We study optimal teaching for a family of Behavior Cloning learners that learn using a linear hypothesis class. In this setup, a knowledgeable teacher can demonstrate a dataset of state and action tuples and is required to teach an optimal policy to an entire family of BC learners using the smallest possible dataset. We analyze the linear family and design a novel teaching algorithm called `TIE' that achieves the instance optimal Teaching Dimension for the entire family. However, we show that this problem is NP-hard for action spaces with $|\mathcal{A}| > 2$ and provide an efficient approximation algorithm with a $\log(|\mathcal{A}| - 1)$ guarantee on the optimal teaching size. We present empirical results to demonstrate the effectiveness of our algorithm and compare it to various baselines in different teaching environments.

Poster
A Method for Evaluating Hyperparameter Sensitivity in Reinforcement Learning

Jacob Adkins, Michael Bowling, Adam White

Expand abstract

The performance of modern reinforcement learning algorithms critically relies on tuning ever increasing numbers of hyperparameters. Often, small changes in a hyperparameter can lead to drastic changes in performance, and different environments require very different hyperparameter settings to achieve state-of-the-art performance reported in the literature. We currently lack a scalable and widely accepted approach to characterizing these complex interactions. This work proposes a new empirical methodology for studying, comparing, and quantifying the sensitivity of an algorithm’s performance to hyperparameter tuning for a given set of environments. We then demonstrate the utility of this methodology by assessing the hyperparameter sensitivity of several commonly used normalization variants of PPO. The results suggest that several algorithmic performance improvements may, in fact, be a result of an increased reliance on hyperparameter tuning.

Poster
The Dormant Neuron Phenomenon in Multi-Agent Reinforcement Learning Value Factorization

Haoyuan Qin, Chennan Ma, Mian Deng, Zhengzhu Liu, Songzhu Mei, Xinwang Liu, Cheng Wang, Siqi Shen

Expand abstract

In this work, we study the dormant neuron phenomenon in multi-agent reinforcement learning value factorization, where the mixing network suffers from reduced network expressivity caused by an increasing number of inactive neurons. We demonstrate the presence of the dormant neuron phenomenon across multiple environments and algorithms, and show that this phenomenon negatively affects the learning process. We show that dormant neurons correlates with the existence of over-active neurons, which have large activation scores. To address the dormant neuron issue, we propose ReBorn, a simple but effective method that transfers the weights from over-active neurons to dormant neurons. We theoretically show that this method can ensure the learned action preferences are not forgotten after the weight-transferring procedure, which increases learning effectiveness. Our extensive experiments reveal that ReBorn achieves promising results across various environments and improves the performance of multiple popular value factorization approaches. The source code of ReBorn is available in \url{https://github.com/xmu-rl-3dv/ReBorn}.

Poster
The Ladder in Chaos: Improving Policy Learning by Harnessing the Parameter Evolving Path in A Low-dimensional Space

Hongyao Tang, Min Zhang, Chen Chen, Jianye Hao

Expand abstract

Knowing the learning dynamics of policy is significant to unveiling the mysteries of Reinforcement Learning (RL). It is especially crucial yet challenging to Deep RL, from which the remedies to notorious issues like sample inefficiency and learning instability could be obtained. In this paper, we study how the policy networks of typical DRL agents evolve during the learning process by empirically investigating several kinds of temporal change for each policy parameter. In popular MuJoCo and DeepMind Control Suite (DMC) environments, we find common phenomena for TD3 and RAD agents: (1) the activity of policy network parameters is highly asymmetric and policy networks advance monotonically along a very limited number of major parameter directions; (2) severe detours occur in parameter update and harmonic-like changes are observed for all minor parameter directions. By performing a novel temporal SVD along the policy learning path, the major and minor parameter directions are identified as the columns of the right unitary matrix associated with dominant and insignificant singular values respectively. Driven by the discoveries above, we propose a simple and effective method, called Policy Path Trimming and Boosting (PPTB), as a general plug-in improvement to DRL algorithms. The key idea of PPTB is to trim the policy learning path by canceling the policy updates in minor parameter directions, and boost the learning path by encouraging the advance in major directions. In experiments, we demonstrate that our method improves the learning performance of TD3, RAD, and DoubleDQN regarding scores and efficiency in MuJoCo, DMC, and MinAtar tasks respectively.

Poster
OASIS: Conditional Distribution Shaping for Offline Safe Reinforcement Learning

Yihang Yao, Zhepeng Cen, Wenhao Ding, Haohong Lin, Shiqi Liu, Tingnan Zhang, Wenhao Yu, Ding Zhao

Expand abstract

Offline safe reinforcement learning (RL) aims to train a policy that satisfies con- straints using a pre-collected dataset. Most current methods struggle with the mismatch between imperfect demonstrations and the desired safe and rewarding performance. In this paper, we mitigate this issue from a data-centric perspective and introduce OASIS (cOnditionAl diStributIon Shaping), a new paradigm in offline safe RL designed to overcome these critical limitations. OASIS utilizes a conditional diffusion model to synthesize offline datasets, thus shaping the data dis- tribution toward a beneficial target domain. Our approach makes compliance with safety constraints through effective data utilization and regularization techniques to benefit offline safe RL training. Comprehensive evaluations on public benchmarks and varying datasets showcase OASIS’s superiority in benefiting offline safe RL agents to achieve high-reward behavior while satisfying the safety constraints, out- performing established baselines. Furthermore, OASIS exhibits high data efficiency and robustness, making it suitable for real-world applications, particularly in tasks where safety is imperative and high-quality demonstrations are scarce. More details are available at the website https://sites.google.com/view/saferl-oasis/home.

Poster
A theoretical case-study of Scalable Oversight in Hierarchical Reinforcement Learning

Tom Yan, Zachary Chase Lipton

Expand abstract

A key source of complexity in next-generation AI models is the size of model outputs, making it time-consuming to parse and provide reliable feedback on. To ensure such models are aligned, we will need to bolster our understanding of scalable oversight and how to scale up human feedback. To this end, we study the challenges of scalable oversight in the context of goal-conditioned hierarchical reinforcement learning. Hierarchical structure is a promising entrypoint into studying how to scale up human feedback, which in this work we assume can only be provided for model outputs below a threshold size. In the cardinal feedback setting, we develop an apt sub-MDP reward and algorithm that allows us to acquire and scale up low-level feedback for learning with sublinear regret. In the ordinal feedback setting, we show the necessity of both high- and low-level feedback, and develop a hierarchical experimental design algorithm that efficiently acquires both types of feedback for learning. Altogether, our work aims to consolidate the foundations of scalable oversight, formalizing and studying the various challenges thereof.

Poster
Efficient Multi-task Reinforcement Learning with Cross-Task Policy Guidance

Jinmin He, Kai Li, Yifan Zang, Haobo Fu, Qiang Fu, Junliang Xing, Jian Cheng

Expand abstract

Multi-task reinforcement learning endeavors to efficiently leverage shared information across various tasks, facilitating the simultaneous learning of multiple tasks. Existing approaches primarily focus on parameter sharing with carefully designed network structures or tailored optimization procedures. However, they overlook a direct and complementary way to exploit cross-task similarities: the control policies of tasks already proficient in some skills can provide explicit guidance for unmastered tasks to accelerate skills acquisition. To this end, we present a novel framework called Cross-Task Policy Guidance (CTPG), which trains a guide policy for each task to select the behavior policy interacting with the environment from all tasks' control policies, generating better training trajectories. In addition, we propose two gating mechanisms to improve the learning efficiency of CTPG: one gate filters out control policies that are not beneficial for guidance, while the other gate blocks tasks that do not necessitate guidance. CTPG is a general framework adaptable to existing parameter sharing approaches. Empirical evaluations demonstrate that incorporating CTPG with these approaches significantly enhances performance in manipulation and locomotion benchmarks.

Poster
Learning General Parameterized Policies for Infinite Horizon Average Reward Constrained MDPs via Primal-Dual Policy Gradient Algorithm

Qinbo Bai, Washim Uddin Mondal, Vaneet Aggarwal

Expand abstract

This paper explores the realm of infinite horizon average reward Constrained Markov Decision Processes (CMDPs). To the best of our knowledge, this work is the first to delve into the regret and constraint violation analysis of average reward CMDPs with a general policy parametrization. To address this challenge, we propose a primal dual-based policy gradient algorithm that adeptly manages the constraints while ensuring a low regret guarantee toward achieving a global optimal policy. In particular, our proposed algorithm achieves $\tilde{\mathcal{O}}({T}^{4/5})$ objective regret and $\tilde{\mathcal{O}}({T}^{4/5})$ constraint violation bounds.

Poster
Multi-Agent Coordination via Multi-Level Communication

Ziluo Ding, Zeyuan Liu, Zhirui Fang, Kefan Su, Liwen Zhu, Zongqing Lu

Expand abstract

The partial observability and stochasticity in multi-agent settings can be mitigated by accessing more information about others via communication. However, the coordination problem still exists since agents cannot communicate actual actions with each other at the same time due to the circular dependencies. In this paper, we propose a novel multi-level communication scheme, Sequential Communication (SeqComm). SeqComm treats agents asynchronously (the upper-level agents make decisions before the lower-level ones) and has two communication phases. In the negotiation phase, agents determine the priority of decision-making by communicating hidden states of observations and comparing the value of intention, which is obtained by modeling the environment dynamics. In the launching phase, the upper-level agents take the lead in making decisions and then communicate their actions with the lower-level agents. Theoretically, we prove the policies learned by SeqComm are guaranteed to improve monotonically and converge. Empirically, we show that SeqComm outperforms existing methods in a variety of cooperative multi-agent tasks.

Poster