ICML 2023 论文列表

International Conference on Machine Learning

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1,865篇论文

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  • Oral
    1558.3%
  • Poster
    1,71091.7%

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主题: 强化学习 · 297 篇论文 · 重置筛选

Leveraging Offline Data in Online Reinforcement Learning

Andrew Wagenmaker, Aldo Pacchiano

展开摘要

Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an $\epsilon$-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an $\epsilon$-optimal policy. In this work, we consider this setting, which we call the FineTuneRL setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, FTPedel, which is provably optimal, up to $H$ factors. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between verifiable learning, the typical setting considered in online RL, and unverifiable learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.

Poster
Stein Variational Goal Generation for adaptive Exploration in Multi-Goal Reinforcement Learning

Nicolas Castanet, Olivier Sigaud, Sylvain Lamprier

展开摘要

In multi-goal Reinforcement Learning, an agent can share experience between related training tasks, resulting in better generalization for new tasks at test time. However, when the goal space has discontinuities and the reward is sparse, a majority of goals are difficult to reach. In this context, a curriculum over goals helps agents learn by adapting training tasks to their current capabilities. In this work, we propose Stein Variational Goal Generation (SVGG), which samples goals of intermediate difficulty for the agent, by leveraging a learned predictive model of its goal reaching capabilities. The distribution of goals is modeled with particles that are attracted in areas of appropriate difficulty using Stein Variational Gradient Descent. We show that SVGG outperforms state-of-the-art multi-goal Reinforcement Learning methods in terms of success coverage in hard exploration problems, and demonstrate that it is endowed with a useful recovery property when the environment changes.

Poster
Efficient Online Reinforcement Learning with Offline Data

Philip J. Ball, Laura Smith, Ilya Kostrikov, Sergey Levine

展开摘要

Sample efficiency and exploration remain major challenges in online reinforcement learning (RL). A powerful approach that can be applied to address these issues is the inclusion of offline data, such as prior trajectories from a human expert or a sub-optimal exploration policy. Previous methods have relied on extensive modifications and additional complexity to ensure the effective use of this data. Instead, we ask: *can we simply apply existing off-policy methods to leverage offline data when learning online?* In this work, we demonstrate that the answer is yes; however, a set of minimal but important changes to existing off-policy RL algorithms are required to achieve reliable performance. We extensively ablate these design choices, demonstrating the key factors that most affect performance, and arrive at a set of recommendations that practitioners can readily apply, whether their data comprise a small number of expert demonstrations or large volumes of sub-optimal trajectories. We see that correct application of these simple recommendations can provide a $\mathbf{2.5\times}$ improvement over existing approaches across a diverse set of competitive benchmarks, with no additional computational overhead.

Poster
On the Effectiveness of Offline RL for Dialogue Response Generation

Paloma Sodhi, Felix Wu, Ethan R. Elenberg, Kilian Q Weinberger, Ryan McDonald

展开摘要

A common training technique for language models is teacher forcing (TF). TF attempts to match human language exactly, even though identical meanings can be expressed in different ways. This motivates use of sequence-level objectives for dialogue response generation. In this paper, we study the efficacy of various offline reinforcement learning (RL) methods to maximize such objectives. We present a comprehensive evaluation across multiple datasets, models, and metrics. Offline RL shows a clear performance improvement over teacher forcing while not inducing training instability or sacrificing practical training budgets.

Poster
Semi-Offline Reinforcement Learning for Optimized Text Generation

Changyu Chen, Xiting Wang, Yiqiao Jin, Victor Ye Dong, Li Dong, Jie Cao, Yi Liu, Rui Yan

展开摘要

Existing reinforcement learning (RL) mainly utilize online or offline settings. The online methods explore the environment with expensive time cost, and the offline methods efficiently obtain reward signals by sacrificing the exploration capability. We propose semi-offline RL, a novel paradigm that can smoothly transit from the offline setting to the online setting, balances the exploration capability and training cost, and provides a theoretical foundation for comparing different RL settings. Based on the semi-offline MDP formulation, we present the RL setting that is optimal in terms of optimization cost, asymptotic error, and overfitting error bound. Extensive experiments show that our semi-offline RL approach is effective in various text generation tasks and datasets, and yields comparable or usually better performance compared with the state-of-the-art methods.

Poster
Grounding Large Language Models in Interactive Environments with Online Reinforcement Learning

Thomas Carta, Clément Romac, Thomas Wolf, Sylvain Lamprier, Olivier Sigaud, Pierre-Yves Oudeyer

展开摘要

Recent works successfully leveraged Large Language Models' (LLM) abilities to capture abstract knowledge about world's physics to solve decision-making problems. Yet, the alignment between LLMs' knowledge and the environment can be wrong and limit functional competence due to lack of grounding. In this paper, we study an approach (named GLAM) to achieve this alignment through functional grounding: we consider an agent using an LLM as a policy that is progressively updated as the agent interacts with the environment, leveraging online Reinforcement Learning to improve its performance to solve goals. Using an interactive textual environment designed to study higher-level forms of functional grounding, and a set of spatial and navigation tasks, we study several scientific questions: 1) Can LLMs boost sample efficiency for online learning of various RL tasks? 2) How can it boost different forms of generalization? 3) What is the impact of online learning? We study these questions by functionally grounding several variants (size, architecture) of FLAN-T5.

Poster
Entity Divider with Language Grounding in Multi-Agent Reinforcement Learning

Ziluo Ding, Wanpeng Zhang, Junpeng Yue, Xiangjun Wang, Tiejun Huang, Zongqing Lu

展开摘要

We investigate the use of natural language to drive the generalization of policies in multi-agent settings. Unlike single-agent settings, the generalization of policies should also consider the influence of other agents. Besides, with the increasing number of entities in multi-agent settings, more agent-entity interactions are needed for language grounding, and the enormous search space could impede the learning process. Moreover, given a simple general instruction, e.g., beating all enemies, agents are required to decompose it into multiple subgoals and figure out the right one to focus on. Inspired by previous work, we try to address these issues at the entity level and propose a novel framework for language grounding in multi-agent reinforcement learning, entity divider (EnDi). EnDi enables agents to independently learn subgoal division at the entity level and act in the environment based on the associated entities. The subgoal division is regularized by agent modeling to avoid subgoal conflicts and promote coordinated strategies. Empirically, EnDi demonstrates the strong generalization ability to unseen games with new dynamics and expresses the superiority over existing methods. The code is available at https://github.com/PKU-RL/EnDi.

Poster
Actor-Critic Alignment for Offline-to-Online Reinforcement Learning

Zishun Yu, Xinhua Zhang

展开摘要

Deep offline reinforcement learning has recently demonstrated considerable promises in leveraging offline datasets, providing high-quality models that significantly reduce the online interactions required for fine-tuning. However, such a benefit is often diminished due to the marked state-action distribution shift, which causes significant bootstrap error and wipes out the good initial policy. Existing solutions resort to constraining the policy shift or balancing the sample replay based on their online-ness. However, they require online estimation of distribution divergence or density ratio. To avoid such complications, we propose deviating from existing actor-critic approaches that directly transfer the state-action value functions. Instead, we post-process them by aligning with the offline learned policy, so that the $Q$-values for actions *outside* the offline policy are also tamed. As a result, the online fine-tuning can be simply performed as in the standard actor-critic algorithms. We show empirically that the proposed method improves the performance of the fine-tuned robotic agents on various simulated tasks.

Poster
GEAR: A GPU-Centric Experience Replay System for Large Reinforcement Learning Models

Hanjing Wang, Man-Kit Sit, Congjie He, Ying Wen, Weinan Zhang, Jun Wang, Yaodong Yang, Luo Mai

展开摘要

This paper introduces a distributed, GPU-centric experience replay system, GEAR, designed to perform scalable reinforcement learning (RL) with large sequence models (such as transformers). With such models, existing systems such as Reverb face considerable bottlenecks in memory, computation, and communication. GEAR, however, optimizes memory efficiency by enabling the memory resources on GPU servers (including host memory and device memory) to manage trajectory data. Furthermore, it facilitates decentralized GPU devices to expedite various trajectory selection strategies, circumventing computational bottlenecks. GEAR is equipped with GPU kernels capable of collecting trajectories using zero-copy access to host memory, along with remote-directed-memory access over InfiniBand, improving communication efficiency. Cluster experiments have shown that GEAR can achieve performance levels up to 6× greater than Reverb when training state-of-the-art large RL models. GEAR is open-sourced at https:// github.com/bigrl-team/gear.

Poster
Mastering the Unsupervised Reinforcement Learning Benchmark from Pixels

Sai Rajeswar, Pietro Mazzaglia, Tim Verbelen, Alexandre Piché, Bart Dhoedt, Aaron Courville, Alexandre Lacoste

展开摘要

Controlling artificial agents from visual sensory data is an arduous task. Reinforcement learning (RL) algorithms can succeed but require large amounts of interactions between the agent and the environment. To alleviate the issue, unsupervised RL proposes to employ self-supervised interaction and learning, for adapting faster to future tasks. Yet, as shown in the Unsupervised RL Benchmark (URLB; Laskin et al. 2021), whether current unsupervised strategies can improve generalization capabilities is still unclear, especially in visual control settings. In this work, we study the URLB and propose a new method to solve it, using unsupervised model-based RL, for pre-training the agent, and a task-aware fine-tuning strategy combined with a new proposed hybrid planner, Dyna-MPC, to adapt the agent for downstream tasks. On URLB, our method obtains 93.59% overall normalized performance, surpassing previous baselines by a staggering margin. The approach is empirically evaluated through a large-scale empirical study, which we use to validate our design choices and analyze our models. We also show robust performance on the Real-Word RL benchmark, hinting at resiliency to environment perturbations during adaptation. Project website: https://masteringurlb.github.io/

Oral
Improving Bi-level Optimization Based Methods with Inspiration from Humans' Classroom Study Techniques

Pengtao Xie

展开摘要

In humans' classroom learning, many effective study techniques (e.g., the Feynman technique, peer questioning, etc.) have been developed to improve learning outcomes. We are interested in investigating whether these techniques can inspire the development of ML training strategies to improve bi-level optimization (BLO) based methods. Towards this goal, we develop a general framework, Skillearn, which consists of basic elements such as learners, interaction functions, learning stages, etc. These elements can be flexibly configured to create various training strategies, each emulating a study technique of humans. In case studies, we apply Skillearn to create new training strategies, by emulating the Feynman technique and peer questioning, which are two broadly adopted techniques in humans' classroom learning. These training strategies are used for improving two BLO based applications including neural architecture search and data weighting. Experiments on various datasets demonstrate the effectiveness of our methods.

Poster
Towards Theoretical Understanding of Inverse Reinforcement Learning

Alberto Maria Metelli, Filippo Lazzati, Marcello Restelli

展开摘要

Inverse reinforcement learning (IRL) denotes a powerful family of algorithms for recovering a reward function justifying the behavior demonstrated by an expert agent. A well-known limitation of IRL is the ambiguity in the choice of the reward function, due to the existence of multiple rewards that explain the observed behavior. This limitation has been recently circumvented by formulating IRL as the problem of estimating the feasible reward set, i.e., the region of the rewards compatible with the expert's behavior. In this paper, we make a step towards closing the theory gap of IRL in the case of finite-horizon problems with a generative model. We start by formally introducing the problem of estimating the feasible reward set, the corresponding PAC requirement, and discussing the properties of particular classes of rewards. Then, we provide the first minimax lower bound on the sample complexity for the problem of estimating the feasible reward set of order ${\Omega}\left( \frac{H^3SA}{\epsilon^2} \left( \log \left(\frac{1}{\delta}\right) + S \right)\right)$, being $S$ and $A$ the number of states and actions respectively, $H$ the horizon, $\epsilon$ the desired accuracy, and $\delta$ the confidence. We analyze the sample complexity of a uniform sampling strategy (US-IRL), proving a matching upper bound up to logarithmic factors. Finally, we outline several open questions in IRL and propose future research directions.

Oral
Provable Benefit of Mixup for Finding Optimal Decision Boundaries

Junsoo Oh, Chulhee Yun

展开摘要

We investigate how pair-wise data augmentation techniques like Mixup affect the sample complexity of finding optimal decision boundaries in a binary linear classification problem. For a family of data distributions with a separability constant $\kappa$, we analyze how well the optimal classifier in terms of training loss aligns with the optimal one in test accuracy (i.e., Bayes optimal classifier). For vanilla training without augmentation, we uncover an interesting phenomenon named the curse of separability. As we increase $\kappa$ to make the data distribution more separable, the sample complexity of vanilla training increases exponentially in $\kappa$; perhaps surprisingly, the task of finding optimal decision boundaries becomes harder for more separable distributions. For Mixup training, we show that Mixup mitigates this problem by significantly reducing the sample complexity. To this end, we develop new concentration results applicable to $n^2$ pair-wise augmented data points constructed from $n$ independent data, by carefully dealing with dependencies between overlapping pairs. Lastly, we study other masking-based Mixup-style techniques and show that they can distort the training loss and make its minimizer converge to a suboptimal classifier in terms of test accuracy.

Poster
Offline Meta Reinforcement Learning with In-Distribution Online Adaptation

Jianhao Wang, Jin Zhang, Haozhe Jiang, Junyu Zhang, Liwei Wang, Chongjie Zhang

展开摘要

Recent offline meta-reinforcement learning (meta-RL) methods typically utilize task-dependent behavior policies (e.g., training RL agents on each individual task) to collect a multi-task dataset. However, these methods always require extra information for fast adaptation, such as offline context for testing tasks. To address this problem, we first formally characterize a unique challenge in offline meta-RL: transition-reward distribution shift between offline datasets and online adaptation. Our theory finds that out-of-distribution adaptation episodes may lead to unreliable policy evaluation and that online adaptation with in-distribution episodes can ensure adaptation performance guarantee. Based on these theoretical insights, we propose a novel adaptation framework, called In-Distribution online Adaptation with uncertainty Quantification (IDAQ), which generates in-distribution context using a given uncertainty quantification and performs effective task belief inference to address new tasks. We find a return-based uncertainty quantification for IDAQ that performs effectively. Experiments show that IDAQ achieves state-of-the-art performance on the Meta-World ML1 benchmark compared to baselines with/without offline adaptation.

Poster
Learning to Maximize Mutual Information for Dynamic Feature Selection

Ian Connick Covert, Wei Qiu, MingYu Lu, Na Yoon Kim, Nathan J White, Su-In Lee

展开摘要

Feature selection helps reduce data acquisition costs in ML, but the standard approach is to train models with static feature subsets. Here, we consider the dynamic feature selection (DFS) problem where a model sequentially queries features based on the presently available information. DFS is often addressed with reinforcement learning, but we explore a simpler approach of greedily selecting features based on their conditional mutual information. This method is theoretically appealing but requires oracle access to the data distribution, so we develop a learning approach based on amortized optimization. The proposed method is shown to recover the greedy policy when trained to optimality, and it outperforms numerous existing feature selection methods in our experiments, thus validating it as a simple but powerful approach for this problem.

Poster
RLang: A Declarative Language for Describing Partial World Knowledge to Reinforcement Learning Agents

Rafael Rodriguez-Sanchez, Benjamin Adin Spiegel, Jennifer Wang, Roma Patel, Stefanie Tellex, George Konidaris

展开摘要

We introduce RLang, a domain-specific language (DSL) for communicating domain knowledge to an RL agent. Unlike existing RL DSLs that ground to $\textit{single}$ elements of a decision-making formalism (e.g., the reward function or policy), RLang can specify information about every element of a Markov decision process. We define precise syntax and grounding semantics for RLang, and provide a parser that grounds RLang programs to an algorithm-agnostic $\textit{partial}$ world model and policy that can be exploited by an RL agent. We provide a series of example RLang programs demonstrating how different RL methods can exploit the resulting knowledge, encompassing model-free and model-based tabular algorithms, policy gradient and value-based methods, hierarchical approaches, and deep methods.

Poster
Emergence of Sparse Representations from Noise

Trenton Bricken, Rylan Schaeffer, Bruno Olshausen, Gabriel Kreiman

展开摘要

A hallmark of biological neural networks, which distinguishes them from their artificial counterparts, is the high degree of sparsity in their activations. This discrepancy raises three questions our work helps to answer: (i) Why are biological networks so sparse? (ii) What are the benefits of this sparsity? (iii) How can these benefits be utilized by deep learning models? Our answers to all of these questions center around training networks to handle random noise. Surprisingly, we discover that noisy training introduces three implicit loss terms that result in sparsely firing neurons specializing to high variance features of the dataset. When trained to reconstruct noisy-CIFAR10, neurons learn biological receptive fields. More broadly, noisy training presents a new approach to potentially increase model interpretability with additional benefits to robustness and computational efficiency.

Poster
Robustly Learning a Single Neuron via Sharpness

Puqian Wang, Nikos Zarifis, Ilias Diakonikolas, Jelena Diakonikolas

展开摘要

We study the problem of learning a single neuron with respect to the $L_2^2$-loss in the presence of adversarial label noise. We give an efficient algorithm that, for a broad family of activations including ReLUs, approximates the optimal $L_2^2$-error within a constant factor. Notably, our algorithm succeeds under much milder distributional assumptions compared to prior work. The key ingredient enabling our results is a novel connection to local error bounds from optimization theory.

Oral
Learning to Optimize Differentiable Games

Xuxi Chen, Nelson Vadori, Tianlong Chen, Zhangyang Wang

展开摘要

Many machine learning problems can be abstracted in solving game theory formulations and boil down to optimizing nested objectives, such as generative adversarial networks (GANs) and multi-agent reinforcement learning. Solving these games requires finding their stable fixed points or Nash equilibrium. However, existing algorithms for solving games suffer from empirical instability, hence demanding heavy ad-hoc tuning in practice. To tackle these challenges, we resort to the emerging scheme of Learning to Optimize (L2O), which discovers problem-specific efficient optimization algorithms through data-driven training. Our customized L2O framework for differentiable game theory problems, dubbed ``Learning to Play Games" (L2PG), seeks a stable fixed point solution, by predicting the fast update direction from the past trajectory, with a novel gradient stability-aware, sign-based loss function. We further incorporate curriculum learning and self-learning to strengthen the empirical training stability and generalization of L2PG. On test problems including quadratic games and GANs, L2PG can substantially accelerate the convergence, and demonstrates a remarkably more stable trajectory. Codes are available at https://github.com/VITA-Group/L2PG.

Poster
Abstracting Imperfect Information Away from Two-Player Zero-Sum Games

Samuel Sokota, Ryan D'Orazio, Chun Kai Ling, David J Wu, J Zico Kolter, Noam Brown

展开摘要

In their seminal work, Nayyar et al. (2013) showed that imperfect information can be abstracted away from common-payoff games by having players publicly announce their policies as they play. This insight underpins sound solvers and decision-time planning algorithms for common-payoff games. Unfortunately, a naive application of the same insight to two-player zero-sum games fails because Nash equilibria of the game with public policy announcements may not correspond to Nash equilibria of the original game. As a consequence, existing sound decision-time planning algorithms require complicated additional mechanisms that have unappealing properties. The main contribution of this work is showing that certain regularized equilibria do not possess the aforementioned non-correspondence problem---thus, computing them can be treated as perfect-information problems. Because these regularized equilibria can be made arbitrarily close to Nash equilibria, our result opens the door to a new perspective to solving two-player zero-sum games and yields a simplified framework for decision-time planning in two-player zero-sum games, void of the unappealing properties that plague existing decision-time planning approaches.

Poster