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%

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Topic: Reinforcement Learning · 466 papers · Reset filters

Reinforcement Learning Under Latent Dynamics: Toward Statistical and Algorithmic Modularity

Philip Amortila, Dylan J Foster, Nan Jiang, Akshay Krishnamurthy, Zakaria Mhammedi

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Real-world applications of reinforcement learning often involve environments where agents operate on complex, high-dimensional observations, but the underlying (``latent'') dynamics are comparatively simple. However, beyond restrictive settings such as tabular latent dynamics, the fundamental statistical requirements and algorithmic principles for *reinforcement learning under latent dynamics* are poorly understood. This paper addresses the question of reinforcement learning under *general latent dynamics* from a statistical and algorithmic perspective. On the statistical side, our main negative result shows that *most* well-studied settings for reinforcement learning with function approximation become intractable when composed with rich observations; we complement this with a positive result, identifying *latent pushforward coverability* as a general condition that enables statistical tractability. Algorithmically, we develop provably efficient *observable-to-latent* reductions ---that is, reductions that transform an arbitrary algorithm for the latent MDP into an algorithm that can operate on rich observations--- in two settings: one where the agent has access to hindsight observations of the latent dynamics (Lee et al., 2023) and one where the agent can estimate *self-predictive* latent models (Schwarzer et al., 2020). Together, our results serve as a first step toward a unified statistical and algorithmic theory for reinforcement learning under latent dynamics.

Oral
FlexPlanner: Flexible 3D Floorplanning via Deep Reinforcement Learning in Hybrid Action Space with Multi-Modality Representation

Ruizhe Zhong, Xingbo Du, Shixiong Kai, Zhentao Tang, Siyuan Xu, Jianye Hao, Mingxuan Yuan, Junchi Yan

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In the Integrated Circuit (IC) design flow, floorplanning (FP) determines the position and shape of each block. Serving as a prototype for downstream tasks, it is critical and establishes the upper bound of the final PPA (Power, Performance, Area). However, with the emergence of 3D IC with stacked layers, existing methods are not flexible enough to handle the versatile constraints. Besides, they typically face difficulties in aligning the cross-die modules in 3D ICs due to their heuristic representations, which could potentially result in severe data transfer failures. To address these issues, we propose FlexPlanner, a flexible learning-based method in hybrid action space with multi-modality representation to simultaneously handle position, aspect ratio, and alignment of blocks. To our best knowledge, FlexPlanner is the first learning-based approach to discard heuristic-based search in the 3D FP task. Thus, the solution space is not limited by the heuristic floorplanning representation, allowing for significant improvements in both wirelength and alignment scores. Specifically, FlexPlanner models 3D FP based on multi-modalities, including vision, graph, and sequence. To address the non-trivial heuristic-dependent issue, we design a sophisticated policy network with hybrid action space and asynchronous layer decision mechanism that allow for determining the versatile properties of each block. Experiments on public benchmarks MCNC and GSRC show the effectiveness. We significantly improve the alignment score from 0.474 to 0.940 and achieve an average reduction of 16% in wirelength. Moreover, our method also demonstrates zero-shot transferability on unseen circuits.

Poster
A Simulation Benchmark for Autonomous Racing with Large-Scale Human Data

Adrian Remonda, Nicklas Hansen, Ayoub Raji, Nicola Musiu, Marko Bertogna, Eduardo E. Veas, Xiaolong Wang

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Despite the availability of international prize-money competitions, scaled vehicles, and simulation environments, research on autonomous racing and the control of sports cars operating close to the limit of handling has been limited by the high costs of vehicle acquisition and management, as well as the limited physics accuracy of open-source simulators. In this paper, we propose a racing simulation platform based on the simulator Assetto Corsa to test, validate, and benchmark autonomous driving algorithms, including reinforcement learning (RL) and classical Model Predictive Control (MPC), in realistic and challenging scenarios. Our contributions include the development of this simulation platform, several state-of-the-art algorithms tailored to the racing environment, and a comprehensive dataset collected from human drivers. Additionally, we evaluate algorithms in the offline RL setting. All the necessary code (including environment and benchmarks), working examples, and datasets are publicly released and can be found at: https://github.com/dasGringuen/assetto_corsa_gym.

Poster
N-agent Ad Hoc Teamwork

Caroline Wang, Arrasy Rahman, Ishan Durugkar, Elad Liebman, Peter Stone

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Current approaches to learning cooperative multi-agent behaviors assume relatively restrictive settings. In standard fully cooperative multi-agent reinforcement learning, the learning algorithm controls *all* agents in the scenario, while in ad hoc teamwork, the learning algorithm usually assumes control over only a *single* agent in the scenario. However, many cooperative settings in the real world are much less restrictive. For example, in an autonomous driving scenario, a company might train its cars with the same learning algorithm, yet once on the road, these cars must cooperate with cars from another company. Towards expanding the class of scenarios that cooperative learning methods may optimally address, we introduce $N$*-agent ad hoc teamwork* (NAHT), where a set of autonomous agents must interact and cooperate with dynamically varying numbers and types of teammates. This paper formalizes the problem, and proposes the *Policy Optimization with Agent Modelling* (POAM) algorithm. POAM is a policy gradient, multi-agent reinforcement learning approach to the NAHT problem, that enables adaptation to diverse teammate behaviors by learning representations of teammate behaviors. Empirical evaluation on tasks from the multi-agent particle environment and StarCraft II shows that POAM improves cooperative task returns compared to baseline approaches, and enables out-of-distribution generalization to unseen teammates.

Poster
Self-Play Fine-tuning of Diffusion Models for Text-to-image Generation

Huizhuo Yuan, Zixiang Chen, Kaixuan Ji, Quanquan Gu

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Fine-tuning Diffusion Models remains an underexplored frontier in generative artificial intelligence (GenAI), especially when compared with the remarkable progress made in fine-tuning Large Language Models (LLMs). While cutting-edge diffusion models such as Stable Diffusion (SD) and SDXL rely on supervised fine-tuning, their performance inevitably plateaus after seeing a certain volume of data. Recently, reinforcement learning (RL) has been employed to fine-tune diffusion models with human preference data, but it requires at least two images (``winner'' and ``loser'' images) for each text prompt. In this paper, we introduce an innovative technique called self-play fine-tuning for diffusion models (SPIN-Diffusion), where the diffusion model engages in competition with its earlier versions, facilitating an iterative self-improvement process. Our approach offers an alternative to conventional supervised fine-tuning and RL strategies, significantly improving both model performance and alignment. Our experiments on the Pick-a-Pic dataset reveal that SPIN-Diffusion outperforms the existing supervised fine-tuning method in aspects of human preference alignment and visual appeal right from its first iteration. By the second iteration, it exceeds the performance of RLHF-based methods across all metrics, achieving these results with less data. Codes are available at \url{https://github.com/uclaml/SPIN-Diffusion/}.

Poster
Achieving $\tilde{O}(1/\epsilon)$ Sample Complexity for Constrained Markov Decision Process

Jiashuo Jiang, Yinyu Ye

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We consider the reinforcement learning problem for the constrained Markov decision process (CMDP), which plays a central role in satisfying safety or resource constraints in sequential learning and decision-making. In this problem, we are given finite resources and a MDP with unknown transition probabilities. At each stage, we take an action, collecting a reward and consuming some resources, all assumed to be unknown and need to be learned over time. In this work, we take the first step towards deriving optimal problem-dependent guarantees for the CMDP problems. We derive a logarithmic regret bound, which translates into a $O(\frac{1}{\Delta\cdot\epsilon}\cdot\log^2(1/\epsilon))$ sample complexity bound, with $\Delta$ being a problem-dependent parameter, yet independent of $\epsilon$. Our sample complexity bound improves upon the state-of-art $O(1/\epsilon^2)$ sample complexity for CMDP problems established in the previous literature, in terms of the dependency on $\epsilon$. To achieve this advance, we develop a new framework for analyzing CMDP problems. To be specific, our algorithm operates in the primal space and we resolve the primal LP for the CMDP problem at each period in an online manner, with \textit{adaptive} remaining resource capacities. The key elements of our algorithm are: i) a characterization of the instance hardness via LP basis, ii) an eliminating procedure that identifies one optimal basis of the primal LP, and; iii) a resolving procedure that is adaptive to the remaining resources and sticks to the characterized optimal basis.

Poster
HumanVLA: Towards Vision-Language Directed Object Rearrangement by Physical Humanoid

Xinyu Xu, Yizheng Zhang, Yong-Lu Li, Lei Han, Cewu Lu

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Physical Human-Scene Interaction (HSI) plays a crucial role in numerous applications. However, existing HSI techniques are limited to specific object dynamics and privileged information, which prevents the development of more comprehensive applications. To address this limitation, we introduce HumanVLA for general object rearrangement directed by practical vision and language. A teacher-student framework is utilized to develop HumanVLA. A state-based teacher policy is trained first using goal-conditioned reinforcement learning and adversarial motion prior. Then, it is distilled into a vision-language-action model via behavior cloning. We propose several key insights to facilitate the large-scale learning process. To support general object rearrangement by physical humanoid, we introduce a novel Human-in-the-Room dataset encompassing various rearrangement tasks. Through extensive experiments and analysis, we demonstrate the effectiveness of our approach.

Poster
AdaptiveISP: Learning an Adaptive Image Signal Processor for Object Detection

Yujin Wang, Xu Tian yi, Zhang Fan, Tianfan Xue, Jinwei Gu

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Image Signal Processors (ISPs) convert raw sensor signals into digital images, which significantly influence the image quality and the performance of downstream computer vision tasks. Designing ISP pipeline and tuning ISP parameters are two key steps for building an imaging and vision system. To find optimal ISP configurations, recent works use deep neural networks as a proxy to search for ISP parameters or ISP pipelines. However, these methods are primarily designed to maximize the image quality, which are sub-optimal in the performance of high-level computer vision tasks such as detection, recognition, and tracking. Moreover, after training, the learned ISP pipelines are mostly fixed at the inference time, whose performance degrades in dynamic scenes. To jointly optimize ISP structures and parameters, we propose AdaptiveISP, a task-driven and scene-adaptive ISP. One key observation is that for the majority of input images, only a few processing modules are needed to improve the performance of downstream recognition tasks, and only a few inputs require more processing. Based on this, AdaptiveISP utilizes deep reinforcement learning to automatically generate an optimal ISP pipeline and the associated ISP parameters to maximize the detection performance. Experimental results show that AdaptiveISP not only surpasses the prior state-of-the-art methods for object detection but also dynamically manages the trade-off between detection performance and computational cost, especially suitable for scenes with large dynamic range variations. Project website: https://openimaginglab.github.io/AdaptiveISP/.

Poster
Scaling Laws for Reward Model Overoptimization in Direct Alignment Algorithms

Rafael Rafailov, Yaswanth Chittepu, Ryan Park, Harshit Sikchi, Joey Hejna, W. Bradley Knox, Chelsea Finn, Scott Niekum

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Reinforcement Learning from Human Feedback (RLHF)has been crucial to the recent success of Large Language Models (LLMs), however it is often a complex and brittle process. In the classical RLHF framework, a reward model is first trained to represent human preferences, which is in turn used by an online reinforcement learning (RL) algorithm to optimized the LLM. A prominent issue with such methods is reward over-optimization or reward hacking, where the performance as measured by the learned proxy reward model increases, but the true model quality plateaus or even deteriorates. Direct Alignment Algorithms (DDAs), such as Direct Preference Optimization (DPO) have emerged as alternatives to the classical RLHF pipeline. However, despite not training a separate proxy reward model or using RL, they still commonly deteriorate from over-optimization. While the so-called reward hacking phenomenon is not well-defined for DAAs, we still uncover similar trends: at higher KL-budgets, DAA algorithms exhibit similar degradation patters to their classic RLHF counterparts. In particular, we find that DAA methods deteriorate not only across a wide range of KL-budgets, but also often before even a single epoch of the dataset is completed. Through extensive empirical experimentation this work formulates the reward over-optimization or hacking problem for DAAs and explores its consequences across objectives, training regimes, and model scales.

Poster
E-Motion: Future Motion Simulation via Event Sequence Diffusion

Song Wu, Zhiyu Zhu, Junhui Hou, Guangming Shi, Jinjian Wu

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Forecasting a typical object's future motion is a critical task for interpreting and interacting with dynamic environments in computer vision. Event-based sensors, which could capture changes in the scene with exceptional temporal granularity, may potentially offer a unique opportunity to predict future motion with a level of detail and precision previously unachievable. Inspired by that, we propose to integrate the strong learning capacity of the video diffusion model with the rich motion information of an event camera as a motion simulation framework. Specifically, we initially employ pre-trained stable video diffusion models to adapt the event sequence dataset. This process facilitates the transfer of extensive knowledge from RGB videos to an event-centric domain. Moreover, we introduce an alignment mechanism that utilizes reinforcement learning techniques to enhance the reverse generation trajectory of the diffusion model, ensuring improved performance and accuracy. Through extensive testing and validation, we demonstrate the effectiveness of our method in various complex scenarios, showcasing its potential to revolutionize motion flow prediction in computer vision applications such as autonomous vehicle guidance, robotic navigation, and interactive media. Our findings suggest a promising direction for future research in enhancing the interpretative power and predictive accuracy of computer vision systems. The source code is publicly available at https://github.com/p4r4mount/E-Motion.

Poster
UltraMedical: Building Specialized Generalists in Biomedicine

Kaiyan Zhang, Sihang Zeng, Ermo Hua, Ning Ding, Zhang-Ren Chen, Zhiyuan Ma, Haoxin Li, Ganqu Cui, Biqing Qi, Xuekai Zhu, Xingtai Lv, Hu Jinfang, Zhiyuan Liu, Bowen Zhou

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Large Language Models (LLMs) have demonstrated remarkable capabilities across various domains and are moving towards more specialized areas. Recent advanced proprietary models such as GPT-4 and Gemini have achieved significant advancements in biomedicine, which have also raised privacy and security challenges. The construction of specialized generalists hinges largely on high-quality datasets, enhanced by techniques like supervised fine-tuning and reinforcement learning from human or AI feedback, and direct preference optimization. However, these leading technologies (e.g., preference learning) are still significantly limited in the open source community due to the scarcity of specialized data. In this paper, we present the UltraMedical collections, which consist of high-quality manual and synthetic datasets in the biomedicine domain, featuring preference annotations across multiple advanced LLMs. By utilizing these datasets, we fine-tune a suite of specialized medical models based on Llama-3 series, demonstrating breathtaking capabilities across various medical benchmarks. Moreover, we develop powerful reward models skilled in biomedical and general reward benchmark, enhancing further online preference learning within the biomedical LLM community.

Spotlight
Transformers as Game Players: Provable In-context Game-playing Capabilities of Pre-trained Models

Chengshuai Shi, Kun Yang, Jing Yang, Cong Shen

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The in-context learning (ICL) capability of pre-trained models based on the transformer architecture has received growing interest in recent years. While theoretical understanding has been obtained for ICL in reinforcement learning (RL), the previous results are largely confined to the single-agent setting. This work proposes to further explore the in-context learning capabilities of pre-trained transformer models in competitive multi-agent games, i.e., in-context game-playing (ICGP). Focusing on the classical two-player zero-sum games, theoretical guarantees are provided to demonstrate that pre-trained transformers can provably learn to approximate Nash equilibrium in an in-context manner for both decentralized and centralized learning settings. As a key part of the proof, constructional results are established to demonstrate that the transformer architecture is sufficiently rich to realize celebrated multi-agent game-playing algorithms, in particular, decentralized V-learning and centralized VI-ULCB.

Poster
MSAGPT: Neural Prompting Protein Structure Prediction via MSA Generative Pre-Training

Bo Chen, Zhilei Bei, Xingyi Cheng, Pan Li, Jie Tang, Le Song

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Multiple Sequence Alignment (MSA) plays a pivotal role in unveiling the evolutionary trajectories of protein families. The accuracy of protein structure predictions is often compromised for protein sequences that lack sufficient homologous information to construct high-quality MSA. Although various methods have been proposed to generate high-quality MSA under these conditions, they fall short in comprehensively capturing the intricate co-evolutionary patterns within MSA or require guidance from external oracle models. Here we introduce MSAGPT, a novel approach to prompt protein structure predictions via MSA generative pre-training in a low-MSA regime. MSAGPT employs a simple yet effective 2D evolutionary positional encoding scheme to model the complex evolutionary patterns. Endowed by this, the flexible 1D MSA decoding framework facilitates zero- or few-shot learning. Moreover, we demonstrate leveraging the feedback from AlphaFold2 (AF2) can further enhance the model’s capacity via Rejective Fine-tuning (RFT) and Reinforcement Learning from AF2 Feedback (RLAF). Extensive experiments confirm the efficacy of MSAGPT in generating faithful and informative MSA (up to +8.5% TM-Score on few-shot scenarios). The transfer learning also demonstrates its great potential for the wide range of tasks resorting to the quality of MSA.

Poster
Artificial Generational Intelligence: Cultural Accumulation in Reinforcement Learning

Jonathan Cook, Chris Lu, Edward Hughes, Joel Z Leibo, Jakob Nicolaus Foerster

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Cultural accumulation drives the open-ended and diverse progress in capabilities spanning human history. It builds an expanding body of knowledge and skills by combining individual exploration with inter-generational information transmission. Despite its widespread success among humans, the capacity for artificial learning agents to accumulate culture remains under-explored. In particular, approaches to reinforcement learning typically strive for improvements over only a single lifetime. Generational algorithms that do exist fail to capture the open-ended, emergent nature of cultural accumulation, which allows individuals to trade-off innovation and imitation. Building on the previously demonstrated ability for reinforcement learning agents to perform social learning, we find that training setups which balance this with independent learning give rise to cultural accumulation. These accumulating agents outperform those trained for a single lifetime with the same cumulative experience. We explore this accumulation by constructing two models under two distinct notions of a generation: episodic generations, in which accumulation occurs via in-context learning and train-time generations, in which accumulation occurs via in-weights learning. In-context and in-weights cultural accumulation can be interpreted as analogous to knowledge and skill accumulation, respectively. To the best of our knowledge, this work is the first to present general models that achieve emergent cultural accumulation in reinforcement learning, opening up new avenues towards more open-ended learning systems, as well as presenting new opportunities for modelling human culture.

Poster
The Limits of Transfer Reinforcement Learning with Latent Low-rank Structure

Tyler Sam, Yudong Chen, Christina Yu

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Many reinforcement learning (RL) algorithms are too costly to use in practice due to the large sizes $S,A$ of the problem's state and action space. To resolve this issue, we study transfer RL with latent low rank structure. We consider the problem of transferring a latent low rank representation when the source and target MDPs have transition kernels with Tucker rank $(S, d, A)$, $(S ,S , d), (d, S , A )$, or $(d , d , d )$. In each setting, we introduce the transfer-ability coefficient $\alpha$ that measures the difficulty of representational transfer. Our algorithm learns latent representations in each source MDP and then exploits the linear structure to remove the dependence on $S , A $, or $SA $ in the target MDP regret bound. We complement our positive results with information theoretic lower bounds that show our algorithms (excluding the ($d, d, d$) setting) are minimax-optimal with respect to $\alpha$.

Poster
Scalable Constrained Policy Optimization for Safe Multi-agent Reinforcement Learning

Lijun Zhang, Lin Li, Wei Wei, Huizhong Song, Yaodong Yang, Jiye Liang

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A challenging problem in seeking to bring multi-agent reinforcement learning (MARL) techniques into real-world applications, such as autonomous driving and drone swarms, is how to control multiple agents safely and cooperatively to accomplish tasks. Most existing safe MARL methods learn the centralized value function by introducing a global state to guide safety cooperation. However, the global coupling arising from agents’ safety constraints and the exponential growth of the state-action space size limit their applicability in instant communication or computing resource-constrained systems and larger multi-agent systems. In this paper, we develop a novel scalable and theoretically-justified multi-agent constrained policy optimization method. This method utilizes the rigorous bounds of the trust region method and the bounds of the truncated advantage function to provide a new local policy optimization objective for each agent. Also, we prove that the safety constraints and the joint policy improvement can be met when each agent adopts a sequential update scheme to optimize a $\kappa$-hop policy. Then, we propose a practical algorithm called Scalable MAPPO-Lagrangian (Scal-MAPPO-L). The proposed method’s effectiveness is verified on a collection of benchmark tasks, and the results support our theory that decentralized training with local interactions can still improve reward performance and satisfy safe constraints.

Poster
Make-An-Agent: A Generalizable Policy Network Generator with Behavior-Prompted Diffusion

Yongyuan Liang, Tingqiang Xu, Kaizhe Hu, Guangqi Jiang, Furong Huang, Huazhe Xu

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Can we generate a control policy for an agent using just one demonstration of desired behaviors as a prompt, as effortlessly as creating an image from a textual description? In this paper, we present **Make-An-Agent**, a novel policy parameter generator that leverages the power of conditional diffusion models for behavior-to-policy generation. Guided by behavior embeddings that encode trajectory information, our policy generator synthesizes latent parameter representations, which can then be decoded into policy networks. Trained on policy network checkpoints and their corresponding trajectories, our generation model demonstrates remarkable versatility and scalability on multiple tasks and has a strong generalization ability on unseen tasks to output well-performed policies with only few-shot demonstrations as inputs. We showcase its efficacy and efficiency on various domains and tasks, including varying objectives, behaviors, and even across different robot manipulators. Beyond simulation, we directly deploy policies generated by **Make-An-Agent** onto real-world robots on locomotion tasks. Project page: https://cheryyunl.github.io/make-an-agent/.

Poster
Span-Based Optimal Sample Complexity for Weakly Communicating and General Average Reward MDPs

Matthew Zurek, Yudong Chen

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We study the sample complexity of learning an $\varepsilon$-optimal policy in an average-reward Markov decision process (MDP) under a generative model. For weakly communicating MDPs, we establish the complexity bound $\widetilde{O}\left(SA\frac{\mathsf{H}}{\varepsilon^2} \right)$, where $\mathsf{H}$ is the span of the bias function of the optimal policy and $SA$ is the cardinality of the state-action space. Our result is the first that is minimax optimal (up to log factors) in all parameters $S,A,\mathsf{H}$, and $\varepsilon$, improving on existing work that either assumes uniformly bounded mixing times for all policies or has suboptimal dependence on the parameters. We also initiate the study of sample complexity in general (multichain) average-reward MDPs. We argue a new transient time parameter $\mathsf{B}$ is necessary, establish an $\widetilde{O}\left(SA\frac{\mathsf{B} + \mathsf{H}}{\varepsilon^2} \right)$ complexity bound, and prove a matching (up to log factors) minimax lower bound. Both results are based on reducing the average-reward MDP to a discounted MDP, which requires new ideas in the general setting. To optimally analyze this reduction, we develop improved bounds for $\gamma$-discounted MDPs, showing that $\widetilde{O}\left(SA\frac{\mathsf{H}}{(1-\gamma)^2\varepsilon^2} \right)$ and $\widetilde{O}\left(SA\frac{\mathsf{B} + \mathsf{H}}{(1-\gamma)^2\varepsilon^2} \right)$ samples suffice to learn $\varepsilon$-optimal policies in weakly communicating and in general MDPs, respectively. Both these results circumvent the well-known minimax lower bound of $\widetilde{\Omega}\left(SA\frac{1}{(1-\gamma)^3\varepsilon^2} \right)$ for $\gamma$-discounted MDPs, and establish a quadratic rather than cubic horizon dependence for a fixed MDP instance.

Oral
Constrained Latent Action Policies for Model-Based Offline Reinforcement Learning

Marvin Alles, Philip Becker-Ehmck, Patrick van der Smagt, Maximilian Karl

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In offline reinforcement learning, a policy is learned using a static dataset in the absence of costly feedback from the environment. In contrast to the online setting, only using static datasets poses additional challenges, such as policies generating out-of-distribution samples. Model-based offline reinforcement learning methods try to overcome these by learning a model of the underlying dynamics of the environment and using it to guide policy search. It is beneficial but, with limited datasets, errors in the model and the issue of value overestimation among out-of-distribution states can worsen performance. Current model-based methods apply some notion of conservatism to the Bellman update, often implemented using uncertainty estimation derived from model ensembles. In this paper, we propose Constrained Latent Action Policies (C-LAP) which learns a generative model of the joint distribution of observations and actions. We cast policy learning as a constrained objective to always stay within the support of the latent action distribution, and use the generative capabilities of the model to impose an implicit constraint on the generated actions. Thereby eliminating the need to use additional uncertainty penalties on the Bellman update and significantly decreasing the number of gradient steps required to learn a policy. We empirically evaluate C-LAP on the D4RL and V-D4RL benchmark, and show that C-LAP is competitive to state-of-the-art methods, especially outperforming on datasets with visual observations.

Poster
Exploration by Learning Diverse Skills through Successor State Representations

Paul-Antoine LE TOLGUENEC, Yann BESSE, Florent Teichteil-Königsbuch, Dennis George Wilson, Emmanuel Rachelson

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The ability to perform different skills can encourage agents to explore. In this work, we aim to construct a set of diverse skills that uniformly cover the state space. We propose a formalization of this search for diverse skills, building on a previous definition based on the mutual information between states and skills. We consider the distribution of states reached by a policy conditioned on each skill and leverage the successor state representation to maximize the difference between these skill distributions. We call this approach LEADS: Learning Diverse Skills through Successor State Representations. We demonstrate our approach on a set of maze navigation and robotic control tasks which show that our method is capable of constructing a diverse set of skills which exhaustively cover the state space without relying on reward or exploration bonuses. Our findings demonstrate that this new formalization promotes more robust and efficient exploration by combining mutual information maximization and exploration bonuses.

Poster