NeurIPS 2023 论文列表

Conference on Neural Information Processing Systems

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3,584篇论文

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主题: 强化学习 · 484 篇论文 · 重置筛选

Anytime-Competitive Reinforcement Learning with Policy Prior

Jianyi Yang, Pengfei Li, Tongxin Li, Adam Wierman, Shaolei Ren

展开摘要

This paper studies the problem of Anytime-Competitive Markov Decision Process (A-CMDP). Existing works on Constrained Markov Decision Processes (CMDPs) aim to optimize the expected reward while constraining the expected cost over random dynamics, but the cost in a specific episode can still be unsatisfactorily high. In contrast, the goal of A-CMDP is to optimize the expected reward while guaranteeing a bounded cost in each round of any episode against a policy prior. We propose a new algorithm, called Anytime-Competitive Reinforcement Learning (ACRL), which provably guarantees the anytime cost constraints. The regret analysis shows the policy asymptotically matches the optimal reward achievable under the anytime competitive constraints. Experiments on the application of carbon-intelligent computing verify the reward performance and cost constraint guarantee of ACRL.

Poster
Debiased and Denoised Entity Recognition from Distant Supervision

Haobo Wang, Yiwen Dong, Ruixuan Xiao, Fei Huang, Gang Chen, Junbo Zhao

展开摘要

While distant supervision has been extensively explored and exploited in NLP tasks like named entity recognition, a major obstacle stems from the inevitable noisy distant labels tagged unsupervisedly. A few past works approach this problem by adopting a self-training framework with a sample-selection mechanism. In this work, we innovatively identify two types of biases that were omitted by prior work, and these biases lead to inferior performance of the distant-supervised NER setup. First, we characterize the noise concealed in the distant labels as highly structural rather than fully randomized. Second, the self-training framework would ubiquitously introduce an inherent bias that causes erroneous behavior in both sample selection and eventually prediction. To cope with these problems, we propose a novel self-training framework, dubbed DesERT. This framework augments the conventional NER predicative pathway to a dual form that effectively adapts the sample-selection process to conform to its innate distributional-bias structure. The other crucial component of DesERT composes a debiased module aiming to enhance the token representations, hence the quality of the pseudo-labels. Extensive experiments are conducted to validate the DesERT. The results show that our framework establishes a new state-of-art performance, it achieves a +2.22% average F1 score improvement on five standardized benchmarking datasets. Lastly, DesERT demonstrates its effectiveness under a new DSNER benchmark where additional distant supervision comes from the ChatGPT model.

Poster
Sample Complexity of Goal-Conditioned Hierarchical Reinforcement Learning

Arnaud Robert, Ciara Pike-Burke, Aldo A. Faisal

展开摘要

Hierarchical Reinforcement Learning (HRL) algorithms can perform planning at multiple levels of abstraction. Empirical results have shown that state or temporal abstractions might significantly improve the sample efficiency of algorithms. Yet, we still do not have a complete understanding of the basis of those efficiency gains nor any theoretically grounded design rules. In this paper, we derive a lower bound on the sample complexity for the considered class of goal-conditioned HRL algorithms. The proposed lower bound empowers us to quantify the benefits of hierarchical decomposition and leads to the design of a simple Q-learning-type algorithm that leverages hierarchical decompositions. We empirically validate our theoretical findings by investigating the sample complexity of the proposed hierarchical algorithm on a spectrum of tasks (hierarchical $n$-rooms, Gymnasium's Taxi). The hierarchical $n$-rooms tasks were designed to allow us to dial their complexity over multiple orders of magnitude. Our theory and algorithmic findings provide a step towards answering the foundational question of quantifying the improvement hierarchical decomposition offers over monolithic solutions in reinforcement learning.

Poster
Honesty Is the Best Policy: Defining and Mitigating AI Deception

Francis Rhys Ward, Francesca Toni, Francesco Belardinelli, Tom Everitt

展开摘要

Deceptive agents are a challenge for the safety, trustworthiness, and cooperation of AI systems. We focus on the problem that agents might deceive in order to achieve their goals (for instance, in our experiments with language models, the goal of being evaluated as truthful). There are a number of existing definitions of deception in the literature on game theory and symbolic AI, but there is no overarching theory of deception for learning agents in games. We introduce a formal definition of deception in structural causal games, grounded in the philosophy literature, and applicable to real-world machine learning systems. Several examples and results illustrate that our formal definition aligns with the philosophical and commonsense meaning of deception. Our main technical result is to provide graphical criteria for deception. We show, experimentally, that these results can be used to mitigate deception in reinforcement learning agents and language models.

Spotlight
Conditional Mutual Information for Disentangled Representations in Reinforcement Learning

Mhairi Dunion, Trevor McInroe, Kevin Sebastian Luck, Josiah P. Hanna, Stefano V. Albrecht

展开摘要

Reinforcement Learning (RL) environments can produce training data with spurious correlations between features due to the amount of training data or its limited feature coverage. This can lead to RL agents encoding these misleading correlations in their latent representation, preventing the agent from generalising if the correlation changes within the environment or when deployed in the real world. Disentangled representations can improve robustness, but existing disentanglement techniques that minimise mutual information between features require independent features, thus they cannot disentangle correlated features. We propose an auxiliary task for RL algorithms that learns a disentangled representation of high-dimensional observations with correlated features by minimising the conditional mutual information between features in the representation. We demonstrate experimentally, using continuous control tasks, that our approach improves generalisation under correlation shifts, as well as improving the training performance of RL algorithms in the presence of correlated features.

Spotlight
Timewarp: Transferable Acceleration of Molecular Dynamics by Learning Time-Coarsened Dynamics

Leon Klein, Andrew Y. K. Foong, Tor Erlend Fjelde, Bruno Kacper Mlodozeniec, Marc Brockschmidt, Sebastian Nowozin, Frank Noe, Ryota Tomioka

展开摘要

*Molecular dynamics* (MD) simulation is a widely used technique to simulate molecular systems, most commonly at the all-atom resolution where equations of motion are integrated with timesteps on the order of femtoseconds ($1\textrm{fs}=10^{-15}\textrm{s}$). MD is often used to compute equilibrium properties, which requires sampling from an equilibrium distribution such as the Boltzmann distribution. However, many important processes, such as binding and folding, occur over timescales of milliseconds or beyond, and cannot be efficiently sampled with conventional MD. Furthermore, new MD simulations need to be performed for each molecular system studied. We present *Timewarp*, an enhanced sampling method which uses a normalising flow as a proposal distribution in a Markov chain Monte Carlo method targeting the Boltzmann distribution. The flow is trained offline on MD trajectories and learns to make large steps in time, simulating the molecular dynamics of $10^{5} - 10^{6} \textrm{fs}$. Crucially, Timewarp is *transferable* between molecular systems: once trained, we show that it generalises to unseen small peptides (2-4 amino acids) at all-atom resolution, exploring their metastable states and providing wall-clock acceleration of sampling compared to standard MD. Our method constitutes an important step towards general, transferable algorithms for accelerating MD.

Spotlight
Generative Modelling of Stochastic Actions with Arbitrary Constraints in Reinforcement Learning

Changyu Chen, Ramesha Karunasena, Thanh Hong Nguyen, Arunesh Sinha, Pradeep Varakantham

展开摘要

Many problems in Reinforcement Learning (RL) seek an optimal policy with large discrete multidimensional yet unordered action spaces; these include problems in randomized allocation of resources such as placements of multiple security resources and emergency response units, etc. A challenge in this setting is that the underlying action space is categorical (discrete and unordered) and large, for which existing RL methods do not perform well. Moreover, these problems require validity of the realized action (allocation); this validity constraint is often difficult to express compactly in a closed mathematical form. The allocation nature of the problem also prefers stochastic optimal policies, if one exists. In this work, we address these challenges by (1) applying a (state) conditional normalizing flow to compactly represent the stochastic policy — the compactness arises due to the network only producing one sampled action and the corresponding log probability of the action, which is then used by an actor-critic method; and (2) employing an invalid action rejection method (via a valid action oracle) to update the base policy. The action rejection is enabled by a modified policy gradient that we derive. Finally, we conduct extensive experiments to show the scalability of our approach compared to prior methods and the ability to enforce arbitrary state-conditional constraints on the support of the distribution of actions in any state.

Poster
f-Policy Gradients: A General Framework for Goal-Conditioned RL using f-Divergences

Siddhant Agarwal, Ishan Durugkar, Peter Stone, Amy Zhang

展开摘要

Goal-Conditioned Reinforcement Learning (RL) problems often have access to sparse rewards where the agent receives a reward signal only when it has achieved the goal, making policy optimization a difficult problem. Several works augment this sparse reward with a learned dense reward function, but this can lead to sub-optimal policies if the reward is misaligned. Moreover, recent works have demonstrated that effective shaping rewards for a particular problem can depend on the underlying learning algorithm. This paper introduces a novel way to encourage exploration called $f$-Policy Gradients, or $f$-PG. $f$-PG minimizes the f-divergence between the agent's state visitation distribution and the goal, which we show can lead to an optimal policy. We derive gradients for various f-divergences to optimize this objective. Our learning paradigm provides dense learning signals for exploration in sparse reward settings. We further introduce an entropy-regularized policy optimization objective, that we call $state$-MaxEnt RL (or $s$-MaxEnt RL) as a special case of our objective. We show that several metric-based shaping rewards like L2 can be used with $s$-MaxEnt RL, providing a common ground to study such metric-based shaping rewards with efficient exploration. We find that $f$-PG has better performance compared to standard policy gradient methods on a challenging gridworld as well as the Point Maze and FetchReach environments. More information on our website https://agarwalsiddhant10.github.io/projects/fpg.html.

Poster
Optimal Treatment Allocation for Efficient Policy Evaluation in Sequential Decision Making

Ting Li, Chengchun Shi, Jianing Wang, Fan Zhou, Hongtu Zhu

展开摘要

A/B testing is critical for modern technological companies to evaluate the effectiveness of newly developed products against standard baselines. This paper studies optimal designs that aim to maximize the amount of information obtained from online experiments to estimate treatment effects accurately. We propose three optimal allocation strategies in a dynamic setting where treatments are sequentially assigned over time. These strategies are designed to minimize the variance of the treatment effect estimator when data follow a non Markov decision process or a (time-varying) Markov decision process. We further develop estimation procedures based on existing off-policy evaluation (OPE) methods and conduct extensive experiments in various environments to demonstrate the effectiveness of the proposed methodologies. In theory, we prove the optimality of the proposed treatment allocation design and establish upper bounds for the mean squared errors of the resulting treatment effect estimators.

Poster
Learning Time-Invariant Representations for Individual Neurons from Population Dynamics

Lu Mi, Trung Le, Tianxing He, Eli Shlizerman, Uygar Sümbül

展开摘要

Neurons can display highly variable dynamics. While such variability presumably supports the wide range of behaviors generated by the organism, their gene expressions are relatively stable in the adult brain. This suggests that neuronal activity is a combination of its time-invariant identity and the inputs the neuron receives from the rest of the circuit. Here, we propose a self-supervised learning based method to assign time-invariant representations to individual neurons based on permutation-, and population size-invariant summary of population recordings. We fit dynamical models to neuronal activity to learn a representation by considering the activity of both the individual and the neighboring population. Our self-supervised approach and use of implicit representations enable robust inference against imperfections such as partial overlap of neurons across sessions, trial-to-trial variability, and limited availability of molecular (transcriptomic) labels for downstream supervised tasks. We demonstrate our method on a public multimodal dataset of mouse cortical neuronal activity and transcriptomic labels. We report >35\% improvement in predicting the transcriptomic subclass identity and >20\% improvement in predicting class identity with respect to the state-of-the-art.

Poster
Reward Scale Robustness for Proximal Policy Optimization via DreamerV3 Tricks

Ryan Sullivan, Akarsh Kumar, Shengyi Huang, John P Dickerson, Joseph Suarez

展开摘要

Most reinforcement learning methods rely heavily on dense, well-normalized environment rewards. DreamerV3 recently introduced a model-based method with a number of tricks that mitigate these limitations, achieving state-of-the-art on a wide range of benchmarks with a single set of hyperparameters. This result sparked discussion about the generality of the tricks, since they appear to be applicable to other reinforcement learning algorithms. Our work applies DreamerV3's tricks to PPO and is the first such empirical study outside of the original work. Surprisingly, we find that the tricks presented do not transfer as general improvements to PPO. We use a high quality PPO reference implementation and present extensive ablation studies totaling over 10,000 A100 hours on the Arcade Learning Environment and the DeepMind Control Suite. Though our experiments demonstrate that these tricks do not generally outperform PPO, we identify cases where they succeed and offer insight into the relationship between the implementation tricks. In particular, PPO with these tricks performs comparably to PPO on Atari games with reward clipping and significantly outperforms PPO without reward clipping.

Poster
A Long $N$-step Surrogate Stage Reward for Deep Reinforcement Learning

Junmin Zhong, Ruofan Wu, Jennie Si

展开摘要

We introduce a new stage reward estimator named the long $N$-step surrogate stage (LNSS) reward for deep reinforcement learning (RL). It aims at mitigating the high variance problem, which has shown impeding successful convergence of learning, hurting task performance, and hindering applications of deep RL in continuous control problems. In this paper we show that LNSS, which utilizes a long reward trajectory of rewards of future steps, provides consistent performance improvement measured by average reward, convergence speed, learning success rate,and variance reduction in $Q$ values and rewards. Our evaluations are based on a variety of environments in DeepMind Control Suite and OpenAI Gym by using LNSS in baseline deep RL algorithms such as DDPG, D4PG, and TD3. We show that LNSS reward has enabled good results that have been challenging to obtain by deep RL previously. Our analysis also shows that LNSS exponentially reduces the upper bound on the variances of $Q$ values from respective single-step methods.

Poster
Harnessing the power of choices in decision tree learning

Guy Blanc, Jane Lange, Chirag Pabbaraju, Colin Sullivan, Li-Yang Tan, Mo Tiwari

展开摘要

We propose a simple generalization of standard and empirically successful decision tree learning algorithms such as ID3, C4.5, and CART. These algorithms, which have been central to machine learning for decades, are greedy in nature: they grow a decision tree by iteratively splitting on the best attribute. Our algorithm, Top-$k$, considers the $k$ best attributes as possible splits instead of just the single best attribute. We demonstrate, theoretically and empirically, the power of this simple generalization. We first prove a greediness hierarchy theorem showing that for every $k\in \mathbb{N}$, Top-$(k+1)$ can be dramatically more powerful than Top-$k$: there are data distributions for which the former achieves accuracy $1-\epsilon$, whereas the latter only achieves accuracy $\frac{1}{2}+\epsilon$. We then show, through extensive experiments, that Top-$k$ outperforms the two main approaches to decision tree learning: classic greedy algorithms and more recent ``optimal decision tree'' algorithms. On one hand, Top-$k$ consistently enjoys significant accuracy gains over greedy algorithms across a wide range of benchmarks. On the other hand, Top-$k$ is markedly more scalable than optimal decision tree algorithms and is able to handle dataset and feature set sizes that remain far beyond the reach of these algorithms. The code to reproduce our results is available at https://github.com/SullivanC19/pydl8.5-topk.

Poster
Learning from Visual Observation via Offline Pretrained State-to-Go Transformer

Bohan Zhou, Ke Li, Jiechuan Jiang, Zongqing Lu

展开摘要

Learning from visual observation (LfVO), aiming at recovering policies from only visual observation data, is promising yet a challenging problem. Existing LfVO approaches either only adopt inefficient online learning schemes or require additional task-specific information like goal states, making them not suited for open-ended tasks. To address these issues, we propose a two-stage framework for learning from visual observation. In the first stage, we introduce and pretrain State-to-Go (STG) Transformer offline to predict and differentiate latent transitions of demonstrations. Subsequently, in the second stage, the STG Transformer provides intrinsic rewards for downstream reinforcement learning tasks where an agent learns merely from intrinsic rewards. Empirical results on Atari and Minecraft show that our proposed method outperforms baselines and in some tasks even achieves performance comparable to the policy learned from environmental rewards. These results shed light on the potential of utilizing video-only data to solve difficult visual reinforcement learning tasks rather than relying on complete offline datasets containing states, actions, and rewards. The project’s website and code can be found at https://sites.google.com/view/stgtransformer.

Poster
Selectively Sharing Experiences Improves Multi-Agent Reinforcement Learning

Matthias Gerstgrasser, Tom Danino, Sarah Keren

展开摘要

We present a novel multi-agent RL approach, Selective Multi-Agent Prioritized Experience Relay, in which agents share with other agents a limited number of transitions they observe during training. The intuition behind this is that even a small number of relevant experiences from other agents could help each agent learn. Unlike many other multi-agent RL algorithms, this approach allows for largely decentralized training, requiring only a limited communication channel between agents. We show that our approach outperforms baseline no-sharing decentralized training and state-of-the art multi-agent RL algorithms. Further, sharing only a small number of highly relevant experiences outperforms sharing all experiences between agents, and the performance uplift from selective experience sharing is robust across a range of hyperparameters and DQN variants.

Poster
RoboCLIP: One Demonstration is Enough to Learn Robot Policies

Sumedh Anand Sontakke, Jesse Zhang, Séb Arnold, Karl Pertsch, Erdem Biyik, Dorsa Sadigh, Chelsea Finn, Laurent Itti

展开摘要

Reward specification is a notoriously difficult problem in reinforcement learning, requiring extensive expert supervision to design robust reward functions. Imitation learning (IL) methods attempt to circumvent these problems by utilizing expert demonstrations instead of using an extrinsic reward function but typically require a large number of in-domain expert demonstrations. Inspired by advances in the field of Video-and-Language Models (VLMs), we present RoboCLIP, an online imitation learning method that uses a single demonstration (overcoming the large data requirement) in the form of a video demonstration or a textual description of the task to generate rewards without manual reward function design. Additionally, RoboCLIP can also utilize out-of-domain demonstrations, like videos of humans solving the task for reward generation, circumventing the need to have the same demonstration and deployment domains. RoboCLIP utilizes pretrained VLMs without any finetuning for reward generation. Reinforcement learning agents trained with RoboCLIP rewards demonstrate 2-3 times higher zero-shot performance than competing imitation learning methods on downstream robot manipulation tasks, doing so using only one video/text demonstration. Visit our website at https://sites.google.com/view/roboclip/home for experiment videos.

Poster
Neural MMO 2.0: A Massively Multi-task Addition to Massively Multi-agent Learning

Joseph Suarez, David Bloomin, Kyoung Whan Choe, Hao Xiang Li, Ryan Sullivan, Nishaanth Kanna Ravichandran, Daniel Scott, Rose S Shuman, Herbie Bradley, Louis Castricato, Phillip Isola, Kirsty You, Yuhao Jiang, Qimai Li, Jiaxin Chen, Xiaolong Zhu

展开摘要

Neural MMO 2.0 is a massively multi-agent and multi-task environment for reinforcement learning research. This version features a novel task-system that broadens the range of training settings and poses a new challenge in generalization: evaluation on and against tasks, maps, and opponents never seen during training. Maps are procedurally generated with 128 agents in the standard setting and 1-1024 supported overall. Version 2.0 is a complete rewrite of its predecessor with three-fold improved performance, effectively addressing simulation bottlenecks in online training. Enhancements to compatibility enable training with standard reinforcement learning frameworks designed for much simpler environments. Neural MMO 2.0 is free and open-source with comprehensive documentation available at neuralmmo.github.io and an active community Discord. To spark initial research on this new platform, we are concurrently running a competition at NeurIPS 2023.

Poster
Off-Policy Evaluation for Human Feedback

Qitong Gao, Ge Gao, Juncheng Dong, Vahid Tarokh, Min Chi, Miroslav Pajic

展开摘要

Off-policy evaluation (OPE) is important for closing the gap between offline training and evaluation of reinforcement learning (RL), by estimating performance and/or rank of target (evaluation) policies using offline trajectories only. It can improve the safety and efficiency of data collection and policy testing procedures in situations where online deployments are expensive, such as healthcare. However, existing OPE methods fall short in estimating human feedback (HF) signals, as HF may be conditioned over multiple underlying factors and are only sparsely available; as opposed to the agent-defined environmental rewards (used in policy optimization), which are usually determined over parametric functions or distributions. Consequently, the nature of HF signals makes extrapolating accurate OPE estimations to be challenging. To resolve this, we introduce an OPE for HF (OPEHF) framework that revives existing OPE methods in order to accurately evaluate the HF signals. Specifically, we develop an immediate human reward (IHR) reconstruction approach, regularized by environmental knowledge distilled in a latent space that captures the underlying dynamics of state transitions as well as issuing HF signals. Our approach has been tested over *two real-world experiments*, adaptive *in-vivo* neurostimulation and intelligent tutoring, and a simulation environment (visual Q&A). Results show that our approach significantly improves the performance toward estimating HF signals accurately, compared to directly applying (variants of) existing OPE methods.

Poster
Weakly Coupled Deep Q-Networks

Ibrahim El Shar, Daniel R. Jiang

展开摘要

We propose weakly coupled deep Q-networks (WCDQN), a novel deep reinforcement learning algorithm that enhances performance in a class of structured problems called weakly coupled Markov decision processes (WCMDP). WCMDPs consist of multiple independent subproblems connected by an action space constraint, which is a structural property that frequently emerges in practice. Despite this appealing structure, WCMDPs quickly become intractable as the number of subproblems grows. WCDQN employs a single network to train multiple DQN ``subagents,'' one for each subproblem, and then combine their solutions to establish an upper bound on the optimal action value. This guides the main DQN agent towards optimality. We show that the tabular version, weakly coupled Q-learning (WCQL), converges almost surely to the optimal action value. Numerical experiments show faster convergence compared to DQN and related techniques in settings with as many as 10 subproblems, $3^{10}$ total actions, and a continuous state space.

Poster
Optimal Convergence Rate for Exact Policy Mirror Descent in Discounted Markov Decision Processes

Emmeran Johnson, Ciara Pike-Burke, Patrick Rebeschini

展开摘要

Policy Mirror Descent (PMD) is a general family of algorithms that covers a wide range of novel and fundamental methods in reinforcement learning. Motivated by the instability of policy iteration (PI) with inexact policy evaluation, unregularised PMD algorithmically regularises the policy improvement step of PI without regularising the objective function. With exact policy evaluation, PI is known to converge linearly with a rate given by the discount factor $\gamma$ of a Markov Decision Process. In this work, we bridge the gap between PI and PMD with exact policy evaluation and show that the dimension-free $\gamma$-rate of PI can be achieved by the general family of unregularised PMD algorithms under an adaptive step-size. We show that both the rate and step-size are unimprovable for PMD: we provide matching lower bounds that demonstrate that the $\gamma$-rate is optimal for PMD methods as well as PI and that the adaptive step-size is necessary to achieve it. Our work is the first to relate PMD to rate-optimality and step-size necessity. Our study of the convergence of PMD avoids the use of the performance difference lemma, which leads to a direct analysis of independent interest. We also extend the analysis to the inexact setting and establish the first dimension-optimal sample complexity for unregularised PMD under a generative model, improving upon the best-known result.

Poster