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

Getting More Juice Out of the SFT Data: Reward Learning from Human Demonstration Improves SFT for LLM Alignment

Jiaxiang Li, Siliang Zeng, Hoi To Wai, Chenliang Li, Alfredo Garcia, Mingyi Hong

Expand abstract

Aligning human preference and value is an important requirement for contemporary foundation models. State-of-the-art techniques such as Reinforcement Learning from Human Feedback (RLHF) often consist of two stages: 1) supervised fine-tuning (SFT), where the model is fine-tuned by learning from human demonstration data; 2) Preference learning, where preference data is used to learn a reward model, which is in turn used by a reinforcement learning (RL) step to fine-tune the model. Such reward model serves as a proxy to human preference, and it is critical to guide the RL step towards improving the model quality. In this work, we argue that the SFT stage significantly benefits from learning a reward model as well. Instead of using the human demonstration data directly via supervised learning, we propose to leverage an Inverse Reinforcement Learning (IRL) technique to {\it simultaneously} build an reward model and a policy model. This approach leads to new SFT algorithms that are not only efficient to implement, but are robust to the presence of low-quality supervised learning data. Moreover, we discover a connection between the proposed IRL based approach, and a recent line of works called Self-Play Fine-tune (SPIN, \cite{chen2024self}). Theoretically, we show that the proposed algorithms converge to the stationary solutions of the IRL problem. Empirically, we align 1B and 7B models using proposed methods and evaluate them on a reward benchmark model and the HuggingFace Open LLM Leaderboard. The proposed methods show significant performance improvement over existing SFT approaches. Our results indicate that it is beneficial to leverage reward learning throughout the entire alignment process. Our code is available at \url{https://github.com/JasonJiaxiangLi/Reward_learning_SFT}.

Poster
Policy Mirror Descent with Lookahead

Kimon Protopapas, Anas Barakat

Expand abstract

Policy Mirror Descent (PMD) stands as a versatile algorithmic framework encompassing several seminal policy gradient algorithms such as natural policy gradient, with connections with state-of-the-art reinforcement learning (RL) algorithms such as TRPO and PPO. PMD can be seen as a soft Policy Iteration algorithm implementing regularized 1-step greedy policy improvement. However, 1-step greedy policies might not be the best choice and recent remarkable empirical successes in RL such as AlphaGo and AlphaZero have demonstrated that greedy approaches with respect to multiple steps outperform their 1-step counterpart. In this work, we propose a new class of PMD algorithms called $h$-PMD which incorporates multi-step greedy policy improvement with lookahead depth $h$ to the PMD update rule. To solve discounted infinite horizon Markov Decision Processes with discount factor $\gamma$, we show that $h$-PMD which generalizes the standard PMD enjoys a faster dimension-free $\gamma^h$-linear convergence rate, contingent on the computation of multi-step greedy policies. We propose an inexact version of $h$-PMD where lookahead action values are estimated. Under a generative model, we establish a sample complexity for $h$-PMD which improves over prior work. Finally, we extend our result to linear function approximation to scale to large state spaces. Under suitable assumptions, our sample complexity only involves dependence on the dimension of the feature map space instead of the state space size.

Poster
Carrot and Stick: Eliciting Comparison Data and Beyond

Yiling Chen, Shi Feng, Fang-Yi Yu

Expand abstract

Comparison data elicited from people are fundamental to many machine learning tasks, including reinforcement learning from human feedback for large language models and estimating ranking models. They are typically subjective and not directly verifiable. How to truthfully elicit such comparison data from rational individuals? We design peer prediction mechanisms for eliciting comparison data using a bonus-penalty payment. Our design leverages on the strong stochastic transitivity for comparison data to create symmetrically strongly truthful mechanisms such that truth-telling 1) forms a strict Bayesian Nash equilibrium, and 2) yields the highest payment among all symmetric equilibria. Each individual only needs to evaluate one pair of items and report her comparison in our mechanism. We further extend the bonus-penalty payment concept to eliciting networked data, designing a symmetrically strongly truthful mechanism when agents’ private signals are sampled according to the Ising models. We provide the necessary and sufficient conditions for our bonus-penalty payment to have truth-telling as a strict Bayesian Nash equilibrium. Experiments on two real-world datasets further support our theoretical discoveries.

Poster
Enhancing Efficiency of Safe Reinforcement Learning via Sample Manipulation

Shangding Gu, Laixi Shi, Yuhao Ding, Alois Knoll, Costas Spanos, Adam Wierman, Ming Jin

Expand abstract

Safe reinforcement learning (RL) is crucial for deploying RL agents in real-world applications, as it aims to maximize long-term rewards while satisfying safety constraints. However, safe RL often suffers from sample inefficiency, requiring extensive interactions with the environment to learn a safe policy. We propose Efficient Safe Policy Optimization (ESPO), a novel approach that enhances the efficiency of safe RL through sample manipulation. ESPO employs an optimization framework with three modes: maximizing rewards, minimizing costs, and balancing the trade-off between the two. By dynamically adjusting the sampling process based on the observed conflict between reward and safety gradients, ESPO theoretically guarantees convergence, optimization stability, and improved sample complexity bounds. Experiments on the Safety-MuJoCo and Omnisafe benchmarks demonstrate that ESPO significantly outperforms existing primal-based and primal-dual-based baselines in terms of reward maximization and constraint satisfaction. Moreover, ESPO achieves substantial gains in sample efficiency, requiring 25--29\% fewer samples than baselines, and reduces training time by 21--38\%.

Poster
Self-playing Adversarial Language Game Enhances LLM Reasoning

Pengyu Cheng, Tianhao Hu, Han Xu, Zhisong Zhang, Yong Dai, Lei Han, Nan Du, Xiaolong Li

Expand abstract

We explore the potential of self-play training for large language models (LLMs) in a two-player adversarial language game called Adversarial Taboo. In this game, an attacker and a defender communicate around a target word only visible to the attacker. The attacker aims to induce the defender to speak the target word unconsciously, while the defender tries to infer the target word from the attacker's utterances. To win the game, both players must have sufficient knowledge about the target word and high-level reasoning ability to infer and express in this information-reserved conversation. Hence, we are curious about whether LLMs' reasoning ability can be further enhanced by Self-Playing this Adversarial language Game (SPAG). With this goal, we select several open-source LLMs and let each act as the attacker and play with a copy of itself as the defender on an extensive range of target words. Through reinforcement learning on the game outcomes, we observe that the LLMs' performances uniformly improve on a broad range of reasoning benchmarks. Furthermore, iteratively adopting this self-play process can continuously promote LLMs' reasoning abilities. The code is available at https://github.com/Linear95/SPAG.

Poster
Measuring Goal-Directedness

Matt MacDermott, James Fox, Francesco Belardinelli, Tom Everitt

Expand abstract

We define maximum entropy goal-directedness (MEG), a formal measure of goal- directedness in causal models and Markov decision processes, and give algorithms for computing it. Measuring goal-directedness is important, as it is a critical element of many concerns about harm from AI. It is also of philosophical interest, as goal-directedness is a key aspect of agency. MEG is based on an adaptation of the maximum causal entropy framework used in inverse reinforcement learning. It can measure goal-directedness with respect to a known utility function, a hypothesis class of utility functions, or a set of random variables. We prove that MEG satisfies several desiderata and demonstrate our algorithms with small-scale experiments.

Spotlight
Provable Partially Observable Reinforcement Learning with Privileged Information

Yang Cai, Xiangyu Liu, Argyris Oikonomou, Kaiqing Zhang

Expand abstract

Partial observability of the underlying states generally presents significant challenges for reinforcement learning (RL). In practice, certain *privileged information* , e.g., the access to states from simulators, has been exploited in training and achieved prominent empirical successes. To better understand the benefits of privileged information, we revisit and examine several simple and practically used paradigms in this setting, with both computation and sample efficiency analyses. Specifically, we first formalize the empirical paradigm of *expert distillation* (also known as *teacher-student* learning), demonstrating its pitfall in finding near-optimal policies. We then identify a condition of the partially observable environment, the deterministic filter condition, under which expert distillation achieves sample and computational complexities that are *both* polynomial. Furthermore, we investigate another successful empirical paradigm of *asymmetric actor-critic*, and focus on the more challenging setting of observable partially observable Markov decision processes. We develop a belief-weighted optimistic asymmetric actor-critic algorithm with polynomial sample and quasi-polynomial computational complexities, where one key component is a new provable oracle for learning belief states that preserve *filter stability* under a misspecified model, which may be of independent interest. Finally, we also investigate the provable efficiency of partially observable multi-agent RL (MARL) with privileged information. We develop algorithms with the feature of centralized-training-with-decentralized-execution, a popular framework in empirical MARL, with polynomial sample and (quasi-)polynomial computational complexity in both paradigms above. Compared with a few recent related theoretical studies, our focus is on understanding practically inspired algorithmic paradigms, without computationally intractable oracles.

Poster
Is Value Learning Really the Main Bottleneck in Offline RL?

Seohong Park, Kevin Frans, Sergey Levine, Aviral Kumar

Expand abstract

While imitation learning requires access to high-quality data, offline reinforcement learning (RL) should, in principle, perform similarly or better with substantially lower data quality by using a value function. However, current results indicate that offline RL often performs worse than imitation learning, and it is often unclear what holds back the performance of offline RL. Motivated by this observation, we aim to understand the bottlenecks in current offline RL algorithms. While poor performance of offline RL is typically attributed to an imperfect value function, we ask: *is the main bottleneck of offline RL indeed in learning the value function, or something else?* To answer this question, we perform a systematic empirical study of (1) value learning, (2) policy extraction, and (3) policy generalization in offline RL problems, analyzing how these components affect performance. We make two surprising observations. First, we find that the choice of a policy extraction algorithm significantly affects the performance and scalability of offline RL, often more so than the value learning objective. For instance, we show that common value-weighted behavioral cloning objectives (e.g., AWR) do not fully leverage the learned value function, and switching to behavior-constrained policy gradient objectives (e.g., DDPG+BC) often leads to substantial improvements in performance and scalability. Second, we find that a big barrier to improving offline RL performance is often imperfect policy generalization on test-time states out of the support of the training data, rather than policy learning on in-distribution states. We then show that the use of suboptimal but high-coverage data or test-time policy training techniques can address this generalization issue in practice. Specifically, we propose two simple test-time policy improvement methods and show that these methods lead to better performance.

Poster
AdaSociety: An Adaptive Environment with Social Structures for Multi-Agent Decision-Making

Yizhe Huang, Xingbo Wang, Hao Liu, Fanqi Kong, Aoyang Qin, Min Tang, Xiaoxi Wang, Song-Chun Zhu, Mingjie Bi, Siyuan Qi, Xue Feng

Expand abstract

Traditional interactive environments limit agents' intelligence growth with fixed tasks. Recently, single-agent environments address this by generating new tasks based on agent actions, enhancing task diversity. We consider the decision-making problem in multi-agent settings, where tasks are further influenced by social connections, affecting rewards and information access. However, existing multi-agent environments lack a combination of adaptive physical surroundings and social connections, hindering the learning of intelligent behaviors. To address this, we introduce AdaSociety, a customizable multi-agent environment featuring expanding state and action spaces, alongside explicit and alterable social structures. As agents progress, the environment adaptively generates new tasks with social structures for agents to undertake. In AdaSociety, we develop three mini-games showcasing distinct social structures and tasks. Initial results demonstrate that specific social structures can promote both individual and collective benefits, though current reinforcement learning and LLM-based algorithms show limited effectiveness in leveraging social structures to enhance performance. Overall, AdaSociety serves as a valuable research platform for exploring intelligence in diverse physical and social settings. The code is available at https://github.com/bigai-ai/AdaSociety.

Poster
Implicit Curriculum in Procgen Made Explicit

Zhenxiong Tan, Kaixin Wang, Xinchao Wang

Expand abstract

Procedurally generated environments such as Procgen Benchmark provide a testbed for evaluating the agent's ability to robustly learn a relevant skill, by situating the agent in ever-changing levels. The diverse levels associated with varying contexts are naturally connected to curriculum learning. Existing works mainly focus on arranging the levels to explicitly form a curriculum. In this work, we take a close look at the learning process itself under the multi-level training in Procgen. Interestingly, the learning process exhibits a gradual shift from easy contexts to hard contexts, suggesting an implicit curriculum in multi-level training. Our analysis is made possible through C-Procgen, a benchmark we build upon Procgen that enables explicit control of the contexts. We believe our findings will foster a deeper understanding of learning in diverse contexts, and our benchmark will benefit future research in curriculum reinforcement learning.

Spotlight
Text-Aware Diffusion for Policy Learning

Calvin Luo, Mandy He, Zilai Zeng, Chen Sun

Expand abstract

Training an agent to achieve particular goals or perform desired behaviors is often accomplished through reinforcement learning, especially in the absence of expert demonstrations. However, supporting novel goals or behaviors through reinforcement learning requires the ad-hoc design of appropriate reward functions, which quickly becomes intractable. To address this challenge, we propose Text-Aware Diffusion for Policy Learning (TADPoLe), which uses a pretrained, frozen text-conditioned diffusion model to compute dense zero-shot reward signals for text-aligned policy learning. We hypothesize that large-scale pretrained generative models encode rich priors that can supervise a policy to behave not only in a text-aligned manner, but also in alignment with a notion of naturalness summarized from internet-scale training data. In our experiments, we demonstrate that TADPoLe is able to learn policies for novel goal-achievement and continuous locomotion behaviors specified by natural language, in both Humanoid and Dog environments. The behaviors are learned zero-shot without ground-truth rewards or expert demonstrations, and are qualitatively more natural according to human evaluation. We further show that TADPoLe performs competitively when applied to robotic manipulation tasks in the Meta-World environment, without having access to any in-domain demonstrations.

Poster
Shared Autonomy with IDA: Interventional Diffusion Assistance

Brandon J McMahan, Zhenghao Peng, Bolei Zhou, Jonathan Kao

Expand abstract

The rapid development of artificial intelligence (AI) has unearthed the potential to assist humans in controlling advanced technologies. Shared autonomy (SA) facilitates control by combining inputs from a human pilot and an AI copilot. In prior SA studies, the copilot is constantly active in determining the action played at each time step. This limits human autonomy that may have deleterious effects on performance. In general, the amount of helpful copilot assistance varies greatly depending on the task dynamics. We therefore hypothesized that human autonomy and SA performance improves through dynamic and selective copilot intervention. To address this, we develop a goal-agnostic intervention assistance (IA) that dynamically shares control by having the copilot intervene only when the expected value of the copilot’s action exceeds that of the human’s action. We implement IA with a diffusion copilot (termed IDA) trained on expert demonstrations with goal masking. We prove that IDA performance is lower bounded by human performance, so that IDA does not negatively impact human control. In experiments with simulated human pilots, we show that IDA achieves higher performance than both pilot-only and traditional SA control in variants of the Reacher environment and Lunar Lander. We then demonstrate with human-in the-loop experiments that IDA achieves better control in Lunar Lander and that human participants experience greater autonomy and prefer IDA over pilot-only and traditional SA control. We attribute the success of IDA to preserving human autonomy while simultaneously offering assistance to prevent the human from entering universally bad states.

Poster
Fine-Tuning Large Vision-Language Models as Decision-Making Agents via Reinforcement Learning

Yuexiang Zhai, Hao Bai, Zipeng Lin, Jiayi Pan, Shengbang Tong, Yifei Zhou, Alane Suhr, Saining Xie, Yann LeCun, Yi Ma, Sergey Levine

Expand abstract

Large vision-language models (VLMs) fine-tuned on specialized visual instruction-following data have exhibited impressive language reasoning capabilities across various scenarios. However, this fine-tuning paradigm may not be able to efficiently learn optimal decision-making agents in multi-step goal-directed tasks from interactive environments. To address this challenge, we propose an algorithmic framework that fine-tunes VLMs with reinforcement learning (RL). Specifically, our framework provides a task description and then prompts the VLM to generate chain-of-thought (CoT) reasoning, enabling the VLM to efficiently explore intermediate reasoning steps that lead to the final text-based action. Next, the open-ended text output is parsed into an executable action to interact with the environment to obtain goal-directed task rewards. Finally, our framework uses these task rewards to fine-tune the entire VLM with RL. Empirically, we demonstrate that our proposed framework enhances the decision-making capabilities of VLM agents across various tasks, enabling 7b models to outperform commercial models such as GPT4-V or Gemini. Furthermore, we find that CoT reasoning is a crucial component for performance improvement, as removing the CoT reasoning results in a significant decrease in the overall performance of our method.

Poster
Recurrent Reinforcement Learning with Memoroids

Steven Morad, Chris Lu, Ryan Kortvelesy, Stephan Liwicki, Jakob Nicolaus Foerster, Amanda Prorok

Expand abstract

Memory models such as Recurrent Neural Networks (RNNs) and Transformers address Partially Observable Markov Decision Processes (POMDPs) by mapping trajectories to latent Markov states. Neither model scales particularly well to long sequences, especially compared to an emerging class of memory models called Linear Recurrent Models. We discover that the recurrent update of these models resembles a monoid, leading us to reformulate existing models using a novel monoid-based framework that we call memoroids. We revisit the traditional approach to batching in recurrent reinforcement learning, highlighting theoretical and empirical deficiencies. We leverage memoroids to propose a batching method that improves sample efficiency, increases the return, and simplifies the implementation of recurrent loss functions in reinforcement learning.

Poster
RGMDT: Return-Gap-Minimizing Decision Tree Extraction in Non-Euclidean Metric Space

Jingdi Chen, Hanhan Zhou, Yongsheng Mei, Carlee Joe-Wong, Gina Adam, Nathaniel D. Bastian, Tian Lan

Expand abstract

Deep Reinforcement Learning (DRL) algorithms have achieved great success in solving many challenging tasks while their black-box nature hinders interpretability and real-world applicability, making it difficult for human experts to interpret and understand DRL policies. Existing works on interpretable reinforcement learning have shown promise in extracting decision tree (DT) based policies from DRL policies with most focus on the single-agent settings while prior attempts to introduce DT policies in multi-agent scenarios mainly focus on heuristic designs which do not provide any quantitative guarantees on the expected return. In this paper, we establish an upper bound on the return gap between the oracle expert policy and an optimal decision tree policy. This enables us to recast the DT extraction problem into a novel non-euclidean clustering problem over the local observation and action values space of each agent, with action values as cluster labels and the upper bound on the return gap as clustering loss. Both the algorithm and the upper bound are extended to multi-agent decentralized DT extractions by an iteratively-grow-DT procedure guided by an action-value function conditioned on the current DTs of other agents. Further, we propose the Return-Gap-Minimization Decision Tree (RGMDT) algorithm, which is a surprisingly simple design and is integrated with reinforcement learning through the utilization of a novel Regularized Information Maximization loss. Evaluations on tasks like D4RL show that RGMDT significantly outperforms heuristic DT-based baselines and can achieve nearly optimal returns under given DT complexity constraints (e.g., maximum number of DT nodes).

Poster
SeeA*: Efficient Exploration-Enhanced A* Search by Selective Sampling

Dengwei Zhao, Shikui Tu, Lei Xu

Expand abstract

Monte-Carlo tree search (MCTS) and reinforcement learning contributed crucially to the success of AlphaGo and AlphaZero, and A$^*$ is a tree search algorithm among the most well-known ones in the classical AI literature. MCTS and A$^*$ both perform heuristic search and are mutually beneficial. Efforts have been made to the renaissance of A$^*$ from three possible aspects, two of which have been confirmed by studies in recent years, while the third is about the OPEN list that consists of open nodes of A$^*$ search, but still lacks deep investigation. This paper aims at the third, i.e., developing the Sampling-exploration enhanced A$^*$ (SeeA$^*$) search by constructing a dynamic subset of OPEN through a selective sampling process, such that the node with the best heuristic value in this subset instead of in the OPEN is expanded. Nodes with the best heuristic values in OPEN are most probably picked into this subset, but sometimes may not be included, which enables SeeA$^*$ to explore other promising branches. Three sampling techniques are presented for comparative investigations. Moreover, under the assumption about the distribution of prediction errors, we have theoretically shown the superior efficiency of SeeA$^*$ over A$^*$ search, particularly when the accuracy of the guiding heuristic function is insufficient. Experimental results on retrosynthetic planning in organic chemistry, logic synthesis in integrated circuit design, and the classical Sokoban game empirically demonstrate the efficiency of SeeA$^*$, in comparison with the state-of-the-art heuristic search algorithms.

Oral
In-Trajectory Inverse Reinforcement Learning: Learn Incrementally Before an Ongoing Trajectory Terminates

Shicheng Liu, Minghui Zhu

Expand abstract

Inverse reinforcement learning (IRL) aims to learn a reward function and a corresponding policy that best fit the demonstrated trajectories of an expert. However, current IRL works cannot learn incrementally from an ongoing trajectory because they have to wait to collect at least one complete trajectory to learn. To bridge the gap, this paper considers the problem of learning a reward function and a corresponding policy while observing the initial state-action pair of an ongoing trajectory and keeping updating the learned reward and policy when new state-action pairs of the ongoing trajectory are observed. We formulate this problem as an online bi-level optimization problem where the upper level dynamically adjusts the learned reward according to the newly observed state-action pairs with the help of a meta-regularization term, and the lower level learns the corresponding policy. We propose a novel algorithm to solve this problem and guarantee that the algorithm achieves sub-linear local regret $O(\sqrt{T}+\log T+\sqrt{T}\log T)$. If the reward function is linear, we prove that the proposed algorithm achieves sub-linear regret $O(\log T)$. Experiments are used to validate the proposed algorithm.

Poster
Do LLMs Build World Representations? Probing Through the Lens of State Abstraction

Zichao Li, Yanshuai Cao, Jackie CK Cheung

Expand abstract

How do large language models (LLMs) encode the state of the world, including the status of entities and their relations, as described by a text? While existing work directly probes for a complete state of the world, our research explores whether and how LLMs abstract this world state in their internal representations. We propose a new framework for probing for world representations through the lens of state abstraction theory from reinforcement learning, which emphasizes different levels of abstraction, distinguishing between general abstractions that facilitate predicting future states and goal-oriented abstractions that guide the subsequent actions to accomplish tasks. To instantiate this framework, we design a text-based planning task, where an LLM acts as an agent in an environment and interacts with objects in containers to achieve a specified goal state. Our experiments reveal that fine-tuning as well as advanced pre-training strengthens LLM-built representations' tendency of maintaining goal-oriented abstractions during decoding, prioritizing task completion over recovery of the world's state and dynamics.

Poster
Exploiting the Replay Memory Before Exploring the Environment: Enhancing Reinforcement Learning Through Empirical MDP Iteration

Hongming Zhang, Chenjun Xiao, Chao Gao, Han Wang, bo xu, Martin Müller

Expand abstract

Reinforcement learning (RL) algorithms are typically based on optimizing a Markov Decision Process (MDP) using the optimal Bellman equation. Recent studies have revealed that focusing the optimization of Bellman equations solely on in-sample actions tends to result in more stable optimization, especially in the presence of function approximation. Upon on these findings, in this paper, we propose an Empirical MDP Iteration (EMIT) framework. EMIT constructs a sequence of empirical MDPs using data from the growing replay memory. For each of these empirical MDPs, it learns an estimated Q-function denoted as $\widehat{Q}$. The key strength is that by restricting the Bellman update to in-sample bootstrapping, each empirical MDP converges to a unique optimal $\widehat{Q}$ function. Furthermore, gradually expanding from the empirical MDPs to the original MDP induces a monotonic policy improvement. Instead of creating entirely new algorithms, we demonstrate that EMIT can be seamlessly integrated with existing online RL algorithms, effectively acting as a regularizer for contemporary Q-learning methods. We show this by implementing EMIT for two representative RL algorithms, DQN and TD3. Experimental results on Atari and MuJoCo benchmarks show that EMIT significantly reduces estimation errors and substantially improves the performance of both algorithms.

Poster
Maximum Entropy Reinforcement Learning via Energy-Based Normalizing Flow

Chen-Hao Chao, Chien Feng, Wei-Fang Sun, Cheng-Kuang Lee, Simon See, Chun-Yi Lee

Expand abstract

Existing Maximum-Entropy (MaxEnt) Reinforcement Learning (RL) methods for continuous action spaces are typically formulated based on actor-critic frameworks and optimized through alternating steps of policy evaluation and policy improvement. In the policy evaluation steps, the critic is updated to capture the soft Q-function. In the policy improvement steps, the actor is adjusted in accordance with the updated soft Q-function. In this paper, we introduce a new MaxEnt RL framework modeled using Energy-Based Normalizing Flows (EBFlow). This framework integrates the policy evaluation steps and the policy improvement steps, resulting in a single objective training process. Our method enables the calculation of the soft value function used in the policy evaluation target without Monte Carlo approximation. Moreover, this design supports the modeling of multi-modal action distributions while facilitating efficient action sampling. To evaluate the performance of our method, we conducted experiments on the MuJoCo benchmark suite and a number of high-dimensional robotic tasks simulated by Omniverse Isaac Gym. The evaluation results demonstrate that our method achieves superior performance compared to widely-adopted representative baselines.

Poster