ICLR 2023 论文列表

International Conference on Learning Representations

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1,575篇论文

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主题: 强化学习 · 233 篇论文 · 重置筛选

On the Sensitivity of Reward Inference to Misspecified Human Models

Joey Hong, Kush Bhatia, Anca Dragan

展开摘要

Inferring reward functions from human behavior is at the center of value alignment – aligning AI objectives with what we, humans, actually want. But doing so relies on models of how humans behave given their objectives. After decades of research in cognitive science, neuroscience, and behavioral economics, obtaining accurate human models remains an open research topic. This begs the question: how accurate do these models need to be in order for the reward inference to be accurate? On the one hand, if small errors in the model can lead to catastrophic error in inference, the entire framework of reward learning seems ill-fated, as we will never have perfect models of human behavior. On the other hand, if as our models improve, we can have a guarantee that reward accuracy also improves, this would show the benefit of more work on the modeling side. We study this question both theoretically and empirically. We do show that it is unfortunately possible to construct small adversarial biases in behavior that lead to arbitrarily large errors in the inferred reward. However, and arguably more importantly, we are also able to identify reasonable assumptions under which the reward inference error can be bounded linearly in the error in the human model. Finally, we verify our theoretical insights in discrete and continuous control tasks with simulated and human data.

Top-5%
TEMPERA: Test-Time Prompt Editing via Reinforcement Learning

Tianjun Zhang, Xuezhi Wang, Denny Zhou, Dale Schuurmans, Joseph E. Gonzalez

展开摘要

Careful prompt design is critical to the use of large language models in zero-shot or few-shot learning. As a consequence, there is a growing interest in automated methods to design optimal prompts. In this work, we propose Test-time Prompt Editing using Reinforcement learning (TEMPERA). In contrast to prior prompt generation methods, TEMPERA can efficiently leverage prior knowledge, is adaptive to different queries and provides an interpretable prompt for every query. To achieve this, we design a novel action space that allows flexible editing of the initial prompts covering a wide set of commonly-used components like instructions, few-shot exemplars, and verbalizers. The proposed method achieves significant gains compared with recent SoTA approaches like prompt tuning, AutoPrompt, and RLPrompt, across a variety of tasks including sentiment analysis, topic classification, natural language inference, and reading comprehension. Our method achieves 5.33x on average improvement in sample efficiency when compared to the traditional fine-tuning methods.

Top-25%
Population-size-Aware Policy Optimization for Mean-Field Games

Pengdeng Li, Xinrun Wang, Shuxin Li, Hau Chan, Bo An

展开摘要

In this work, we attempt to bridge the two fields of finite-agent and infinite-agent games, by studying how the optimal policies of agents evolve with the number of agents (population size) in mean-field games, an agent-centric perspective in contrast to the existing works focusing typically on the convergence of the empirical distribution of the population. To this end, the premise is to obtain the optimal policies of a set of finite-agent games with different population sizes. However, either deriving the closed-form solution for each game is theoretically intractable, training a distinct policy for each game is computationally intensive, or directly applying the policy trained in a game to other games is sub-optimal. We address these challenges through the \textbf{P}opulation-size-\textbf{A}ware \textbf{P}olicy \textbf{O}ptimization (PAPO). Our contributions are three-fold. First, to efficiently generate efficient policies for games with different population sizes, we propose PAPO, which unifies two natural options (augmentation and hypernetwork) and achieves significantly better performance. PAPO consists of three components: i) the population-size encoding which transforms the original value of population size to an equivalent encoding to avoid training collapse, ii) a hypernetwork to generate a distinct policy for each game conditioned on the population size, and iii) the population size as an additional input to the generated policy. Next, we construct a multi-task-based training procedure to efficiently train the neural networks of PAPO by sampling data from multiple games with different population sizes. Finally, extensive experiments on multiple environments show the significant superiority of PAPO over baselines, and the analysis of the evolution of the generated policies further deepens our understanding of the two fields of finite-agent and infinite-agent games.

Poster
Greedy Actor-Critic: A New Conditional Cross-Entropy Method for Policy Improvement

Samuel Neumann, Sungsu Lim, Ajin George Joseph, Yangchen Pan, Adam White, Martha White

展开摘要

Many policy gradient methods are variants of Actor-Critic (AC), where a value function (critic) is learned to facilitate updating the parameterized policy (actor). The update to the actor involves a log-likelihood update weighted by the action-values, with the addition of entropy regularization for soft variants. In this work, we explore an alternative update for the actor, based on an extension of the cross entropy method (CEM) to condition on inputs (states). The idea is to start with a broader policy and slowly concentrate around maximal actions, using a maximum likelihood update towards actions in the top percentile per state. The speed of this concentration is controlled by a proposal policy, that concentrates at a slower rate than the actor. We first provide a policy improvement result in an idealized setting, and then prove that our conditional CEM (CCEM) strategy tracks a CEM update per state, even with changing action-values. We empirically show that our Greedy AC algorithm, that uses CCEM for the actor update, performs better than Soft Actor-Critic and is much less sensitive to entropy-regularization.

Poster
Can We Find Nash Equilibria at a Linear Rate in Markov Games?

Zhuoqing Song, Jason D. Lee, Zhuoran Yang

展开摘要

We study decentralized learning in two-player zero-sum discounted Markov games where the goal is to design a policy optimization algorithm for either agent satisfying two properties. First, the player does not need to know the policy of the opponent to update its policy. Second, when both players adopt the algorithm, their joint policy converges to a Nash equilibrium of the game. To this end, we construct a meta-algorithm, dubbed as $\texttt{Homotopy-PO}$, which provably finds a Nash equilibrium at a global linear rate. In particular, $\texttt{Homotopy-PO}$ interweaves two base algorithms $\texttt{Local-Fast}$ and $\texttt{Global-Slow}$ via homotopy continuation. $\texttt{Local-Fast}$ is an algorithm that enjoys local linear convergence while $\texttt{Global-Slow}$ is an algorithm that converges globally but at a slower sublinear rate. By switching between these two base algorithms, $\texttt{Global-Slow}$ essentially serves as a ``guide'' which identifies a benign neighborhood where $\texttt{Local-Fast}$ enjoys fast convergence. However, since the exact size of such a neighborhood is unknown, we apply a doubling trick to switch between these two base algorithms. The switching scheme is delicately designed so that the aggregated performance of the algorithm is driven by $\texttt{Local-Fast}$. Furthermore, we prove that $\texttt{Local-Fast}$ and $\texttt{Global-Slow}$ can both be instantiated by variants of optimistic gradient descent/ascent (OGDA) method, which is of independent interest.

Top-25%
A General Framework for Sample-Efficient Function Approximation in Reinforcement Learning

Zixiang Chen, Chris Junchi Li, Huizhuo Yuan, Quanquan Gu, Michael Jordan

展开摘要

With the increasing need for handling large state and action spaces, general function approximation has become a key technique in reinforcement learning (RL). In this paper, we propose a general framework that unifies model-based and model-free RL, and an Admissible Bellman Characterization (ABC) class that subsumes nearly all Markov decision process (MDP) models in the literature for tractable RL. We propose a novel estimation function with decomposable structural properties for optimization-based exploration and the functional Eluder dimension as a complexity measure of the ABC class. Under our framework, a new sample-efficient algorithm namely OPtimization-based ExploRation with Approximation (OPERA) is proposed, achieving regret bounds that match or improve over the best-known results for a variety of MDP models. In particular, for MDPs with low Witness rank, under a slightly stronger assumption, OPERA improves the state-of-the-art sample complexity results by a factor of $dH$. Our framework provides a generic interface to design and analyze new RL models and algorithms.

Top-25%
In-sample Actor Critic for Offline Reinforcement Learning

Hongchang Zhang, Yixiu Mao, Boyuan Wang, Shuncheng He, Yi Xu, Xiangyang Ji

展开摘要

Offline reinforcement learning suffers from out-of-distribution issue and extrapolation error. Most methods penalize the out-of-distribution state-action pairs or regularize the trained policy towards the behavior policy but cannot guarantee to get rid of extrapolation error. We propose In-sample Actor Critic (IAC) which utilizes sampling-importance resampling to execute in-sample policy evaluation. IAC only uses the target Q-values of the actions in the dataset to evaluate the trained policy, thus avoiding extrapolation error. The proposed method performs unbiased policy evaluation and has a lower variance than importance sampling in many cases. Empirical results show that IAC obtains competitive performance compared to the state-of-the-art methods on Gym-MuJoCo locomotion domains and much more challenging AntMaze domains.

Poster
Conservative Bayesian Model-Based Value Expansion for Offline Policy Optimization

Jihwan Jeong, Xiaoyu Wang, Michael Gimelfarb, Hyunwoo Kim, Baher abdulhai, Scott Sanner

展开摘要

Offline reinforcement learning (RL) addresses the problem of learning a performant policy from a fixed batch of data collected by following some behavior policy. Model-based approaches are particularly appealing in the offline setting since they can extract more learning signals from the logged dataset by learning a model of the environment. However, the performance of existing model-based approaches falls short of model-free counterparts, due to the compounding of estimation errors in the learned model. Driven by this observation, we argue that it is critical for a model-based method to understand when to trust the model and when to rely on model-free estimates, and how to act conservatively w.r.t. both. To this end, we derive an elegant and simple methodology called conservative Bayesian model-based value expansion for offline policy optimization (CBOP), that trades off model-free and model-based estimates during the policy evaluation step according to their epistemic uncertainties, and facilitates conservatism by taking a lower bound on the Bayesian posterior value estimate. On the standard D4RL continuous control tasks, we find that our method significantly outperforms previous model-based approaches: e.g., MOPO by $116.4$%, MOReL by $23.2$% and COMBO by $23.7$%. Further, CBOP achieves state-of-the-art performance on $11$ out of $18$ benchmark datasets while doing on par on the remaining datasets.

Poster
Mitigating Gradient Bias in Multi-objective Learning: A Provably Convergent Approach

Heshan Devaka Fernando, Han Shen, Miao Liu, Subhajit Chaudhury, Keerthiram Murugesan, Tianyi Chen

展开摘要

Many machine learning problems today have multiple objective functions. They appear either in learning with multiple criteria where learning has to make a trade-off between multiple performance metrics such as fairness, safety and accuracy; or, in multi-task learning where multiple tasks are optimized jointly, sharing inductive bias between them. This problems are often tackled by the multi-objective optimization framework. However, existing stochastic multi-objective gradient methods and its variants (e.g., MGDA, PCGrad, CAGrad, etc.) all adopt a biased noisy gradient direction, which leads to degraded empirical performance. To this end, we develop a stochastic multi-objective gradient correction (MoCo) method for multi-objective optimization. The unique feature of our method is that it can guarantee convergence without increasing the batch size even in the nonconvex setting. Simulations on multi-task supervised and reinforcement learning demonstrate the effectiveness of our method relative to the state-of-the-art methods.

Top-5%
Certifiably Robust Policy Learning against Adversarial Multi-Agent Communication

Yanchao Sun, Ruijie Zheng, Parisa Hassanzadeh, Yongyuan Liang, Soheil Feizi, Sumitra Ganesh, Furong Huang

展开摘要

Communication is important in many multi-agent reinforcement learning (MARL) problems for agents to share information and make good decisions. However, when deploying trained communicative agents in a real-world application where noise and potential attackers exist, the safety of communication-based policies becomes a severe issue that is underexplored. Specifically, if communication messages are manipulated by malicious attackers, agents relying on untrustworthy communication may take unsafe actions that lead to catastrophic consequences. Therefore, it is crucial to ensure that agents will not be misled by corrupted communication, while still benefiting from benign communication. In this work, we consider an environment with $N$ agents, where the attacker may arbitrarily change the communication from any $C<\frac{N-1}{2}$ agents to a victim agent. For this strong threat model, we propose a certifiable defense by constructing a message-ensemble policy that aggregates multiple randomly ablated message sets. Theoretical analysis shows that this message-ensemble policy can utilize benign communication while being certifiably robust to adversarial communication, regardless of the attacking algorithm. Experiments in multiple environments verify that our defense significantly improves the robustness of trained policies against various types of attacks.

Poster
POPGym: Benchmarking Partially Observable Reinforcement Learning

Steven Morad, Ryan Kortvelesy, Matteo Bettini, Stephan Liwicki, Amanda Prorok

展开摘要

Real world applications of Reinforcement Learning (RL) are often partially observable, thus requiring memory. Despite this, partial observability is still largely ignored by contemporary RL benchmarks and libraries. We introduce Partially Observable Process Gym (POPGym), a two-part library containing (1) a diverse collection of 15 partially observable environments, each with multiple difficulties and (2) implementations of 13 memory model baselines -- the most in a single RL library. Existing partially observable benchmarks tend to fixate on 3D visual navigation, which is computationally expensive and only one type of POMDP. In contrast, POPGym environments are diverse, produce smaller observations, use less memory, and often converge within two hours of training on a consumer-grade GPU. We implement our high-level memory API and memory baselines on top of the popular RLlib framework, providing plug-and-play compatibility with various training algorithms, exploration strategies, and distributed training paradigms. Using POPGym, we execute the largest comparison across RL memory models to date. POPGym is available at https://github.com/proroklab/popgym.

Poster
Cheap Talk Discovery and Utilization in Multi-Agent Reinforcement Learning

Yat Long Lo, Christian Schroeder de Witt, Samuel Sokota, Jakob Nicolaus Foerster, Shimon Whiteson

展开摘要

By enabling agents to communicate, recent cooperative multi-agent reinforcement learning (MARL) methods have demonstrated better task performance and more coordinated behavior. Most existing approaches facilitate inter-agent communication by allowing agents to send messages to each other through free communication channels, i.e., \emph{cheap talk channels}. Current methods require these channels to be constantly accessible and known to the agents a priori. In this work, we lift these requirements such that the agents must discover the cheap talk channels and learn how to use them. Hence, the problem has two main parts: \emph{cheap talk discovery} (CTD) and \emph{cheap talk utilization} (CTU). We introduce a novel conceptual framework for both parts and develop a new algorithm based on mutual information maximization that outperforms existing algorithms in CTD/CTU settings. We also release a novel benchmark suite to stimulate future research in CTD/CTU.

Poster
Planning with Sequence Models through Iterative Energy Minimization

Hongyi Chen, Yilun Du, Yiye Chen, Joshua B. Tenenbaum, Patricio A. Vela

展开摘要

Recent works have shown that language modeling can be effectively used to train reinforcement learning (RL) policies. However, the success of applying existing language models to planning, in which we wish to obtain a trajectory of actions to reach some goal, is less straightforward. The typical autoregressive generation procedures of language models preclude sequential refinement of earlier steps, which limits the effectiveness of a predicted plan. In this paper, we suggest an approach towards integrating planning with language models based on the idea of iterative energy minimization, and illustrate how such a procedure leads to improved RL performance across different tasks. We train a masked language model to capture an implicit energy function over trajectories of actions, and formulate planning as finding a trajectory of actions with minimum energy. We illustrate how this procedure enables improved performance over recent approaches across BabyAI and Atari environments. We further demonstrate unique benefits of our iterative optimization procedure, involving new task generalization, test-time constraints adaptation, and the ability to compose plans together. Project webpage: https://hychen-naza.github.io/projects/LEAP/index.html

Poster
Efficient Planning in a Compact Latent Action Space

zhengyao jiang, Tianjun Zhang, Michael Janner, Yueying Li, Tim Rocktäschel, Edward Grefenstette, Yuandong Tian

展开摘要

Planning-based reinforcement learning has shown strong performance in tasks in discrete and low-dimensional continuous action spaces. However, planning usually brings significant computational overhead for decision making, so scaling such methods to high-dimensional action spaces remains challenging. To advance efficient planning for high-dimensional continuous control, we propose Trajectory Autoencoding Planner (TAP), which learns low-dimensional latent action codes with a state-conditional VQ-VAE. The decoder of the VQ-VAE thus serves as a novel dynamics model that takes latent actions and current state as input and reconstructs long-horizon trajectories. During inference time, given a starting state, TAP searches over discrete latent actions to find trajectories that have both high probability under the training distribution and high predicted cumulative reward. Empirical evaluation in the offline RL setting demonstrates low decision latency which is indifferent to the growing raw action dimensionality. For Adroit robotic hand manipulation tasks with high-dimensional continuous action space, TAP surpasses existing model-based methods by a large margin and also beats strong model-free actor-critic baselines.

Poster
From Play to Policy: Conditional Behavior Generation from Uncurated Robot Data

Zichen Jeff Cui, Yibin Wang, Nur Muhammad Mahi Shafiullah, Lerrel Pinto

展开摘要

While large-scale sequence modelling from offline data has led to impressive performance gains in natural language generation and image generation, directly translating such ideas to robotics has been challenging. One critical reason for this is that uncurated robot demonstration data, i.e. play data, collected from non-expert human demonstrators are often noisy, diverse, and distributionally multi-modal. This makes extracting useful, task-centric behaviors from such data a difficult generative modelling problem. In this work, we present Conditional Behavior Transformers (C-BeT), a method that combines the multi-modal generation ability of Behavior Transformer with future-conditioned goal specification. On a suite of simulated benchmark tasks, we find that C-BeT improves upon prior state-of-the-art work in learning from play data by an average of 45.7%. Further, we demonstrate for the first time that useful task-centric behaviors can be learned on a real-world robot purely from play data without any task labels or reward information. Robot videos are best viewed on our project website: play-to-policy.github.io

Top-5%
A view of mini-batch SGD via generating functions: conditions of convergence, phase transitions, benefit from negative momenta.

Maksim Velikanov, Denis Kuznedelev, Dmitry Yarotsky

展开摘要

Mini-batch SGD with momentum is a fundamental algorithm for learning large predictive models. In this paper we develop a new analytic framework to analyze noise-averaged properties of mini-batch SGD for linear models at constant learning rates, momenta and sizes of batches. Our key idea is to consider the dynamics of the second moments of model parameters for a special family of "Spectrally Expressible" approximations. This allows to obtain an explicit expression for the generating function of the sequence of loss values. By analyzing this generating function, we find, in particular, that 1) the SGD dynamics exhibits several convergent and divergent regimes depending on the spectral distributions of the problem; 2) the convergent regimes admit explicit stability conditions, and explicit loss asymptotics in the case of power-law spectral distributions; 3) the optimal convergence rate can be achieved at negative momenta. We verify our theoretical predictions by extensive experiments with MNIST and synthetic problems, and find a good quantitative agreement.

Poster
Average Sensitivity of Decision Tree Learning

Satoshi Hara, Yuichi Yoshida

展开摘要

A decision tree is a fundamental model used in data mining and machine learning. In practice, the training data used to construct a decision tree may change over time or contain noise, and a drastic change in the learned tree structure owing to such data perturbation is unfavorable. For example, in data mining, a change in the tree implies a change in the extracted knowledge, which raises the question of whether the extracted knowledge is truly reliable or is only a noisy artifact. To alleviate this issue, we design decision tree learning algorithms that are stable against insignificant perturbations in the training data. Specifically, we adopt the notion of average sensitivity as a stability measure, and design an algorithm with low average sensitivity that outputs a decision tree whose accuracy is close to the optimal decision tree. The experimental results on real-world datasets demonstrate that the proposed algorithm enables users to select suitable decision trees considering the trade-off between average sensitivity and accuracy.

Poster
Decentralized Optimistic Hyperpolicy Mirror Descent: Provably No-Regret Learning in Markov Games

Wenhao Zhan, Jason D. Lee, Zhuoran Yang

展开摘要

We study decentralized policy learning in Markov games where we control a single agent to play with nonstationary and possibly adversarial opponents. Our goal is to develop a no-regret online learning algorithm that (i) takes actions based on the local information observed by the agent and (ii) is able to find the best policy in hindsight. For such a problem, the nonstationary state transitions due to the varying opponent pose a significant challenge. In light of a recent hardness result (Liu et al., 2022), we focus on the setting where the opponent's previous policies are revealed to the agent for decision making. With such an information structure, we propose a new algorithm, Decentralized Optimistic hypeRpolicy mIrror deScent (DORIS), which achieves $\sqrt{K}$-regret in the context of general function approximation, where $K$ is the number of episodes. Moreover, when all the agents adopt DORIS, we prove that their mixture policy constitutes an approximate coarse correlated equilibrium. In particular, DORIS maintains a hyperpolicy which is a distribution over the policy space. The hyperpolicy is updated via mirror descent, where the update direction is obtained by an optimistic variant of least-squares policy evaluation. Furthermore, to illustrate the power of our method, we apply DORIS to constrained and vector-valued MDPs, which can be formulated as zero-sum Markov games with a fictitious opponent.

Poster
Adversarial Imitation Learning with Preferences

Aleksandar Taranovic, Andras Gabor Kupcsik, Niklas Freymuth, Gerhard Neumann

展开摘要

Designing an accurate and explainable reward function for many Reinforcement Learning tasks is a cumbersome and tedious process. Instead, learning policies directly from the feedback of human teachers naturally integrates human domain knowledge into the policy optimization process. However, different feedback modalities, such as demonstrations and preferences, provide distinct benefits and disadvantages. For example, demonstrations convey a lot of information about the task but are often hard or costly to obtain from real experts while preferences typically contain less information but are in most cases cheap to generate. However, existing methods centered around human feedback mostly focus on a single teaching modality, causing them to miss out on important training data while making them less intuitive to use. In this paper we propose a novel method for policy learning that incorporates two different feedback types, namely \emph{demonstrations} and \emph{preferences}. To this end, we make use of the connection between discriminator training and density ratio estimation to incorporate preferences into the popular Adversarial Imitation Learning paradigm. This insight allows us to express loss functions over both demonstrations and preferences in a unified framework. Besides expert demonstrations, we are also able to learn from imperfect ones and combine them with preferences to achieve improved task performance. We experimentally validate the effectiveness of combining both preferences and demonstrations on common benchmarks and also show that our method can efficiently learn challenging robot manipulation tasks.

Poster
ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills

Jiayuan Gu, Fanbo Xiang, Xuanlin Li, Zhan Ling, Xiqiang Liu, Tongzhou Mu, Yihe Tang, Stone Tao, Xinyue Wei, Yunchao Yao, Xiaodi Yuan, Pengwei Xie, Zhiao Huang, Rui Chen, Hao Su

展开摘要

Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.

Poster