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

Easy Learning from Label Proportions

Robert Istvan Busa-Fekete, Heejin Choi, Travis Dick, Claudio Gentile, Andres Munoz medina

展开摘要

We consider the problem of Learning from Label Proportions (LLP), a weakly supervised classification setup where instances are grouped into i.i.d. “bags”, and only the frequency of class labels at each bag is available. Albeit, the objective of the learner is to achieve low task loss at an individual instance level. Here we propose EASYLLP, a flexible and simple-to-implement debiasing approach based on aggregate labels, which operates on arbitrary loss functions. Our technique allows us to accurately estimate the expected loss of an arbitrary model at an individual level. We elucidate the differences between our method and standard methods based on label proportion matching, in terms of applicability and optimality conditions. We showcase the flexibility of our approach compared to alternatives by applying our method to popular learning frameworks, like Empirical Risk Minimization (ERM) and Stochastic Gradient Descent (SGD) with provable guarantees on instance level performance. Finally, we validate our theoretical results on multiple datasets, empirically illustrating the conditions under which our algorithm is expected to perform better or worse than previous LLP approaches

Poster
Accountability in Offline Reinforcement Learning: Explaining Decisions with a Corpus of Examples

Hao Sun, Alihan Hüyük, Daniel Jarrett, Mihaela van der Schaar

展开摘要

Learning controllers with offline data in decision-making systems is an essential area of research due to its potential to reduce the risk of applications in real-world systems. However, in responsibility-sensitive settings such as healthcare, decision accountability is of paramount importance, yet has not been adequately addressed by the literature. This paper introduces the Accountable Offline Controller (AOC) that employs the offline dataset as the Decision Corpus and performs accountable control based on a tailored selection of examples, referred to as the Corpus Subset. AOC operates effectively in low-data scenarios, can be extended to the strictly offline imitation setting, and displays qualities of both conservation and adaptability. We assess AOC's performance in both simulated and real-world healthcare scenarios, emphasizing its capability to manage offline control tasks with high levels of performance while maintaining accountability.

Poster
Offline Minimax Soft-Q-learning Under Realizability and Partial Coverage

Masatoshi Uehara, Nathan Kallus, Jason D. Lee, Wen Sun

展开摘要

We consider offline reinforcement learning (RL) where we only have only access to offline data. In contrast to numerous offline RL algorithms that necessitate the uniform coverage of the offline data over state and action space, we propose value-based algorithms with PAC guarantees under partial coverage, specifically, coverage of offline data against a single policy, and realizability of soft Q-function (a.k.a., entropy-regularized Q-function) and another function, which is defined as a solution to a saddle point of certain minimax optimization problem). Furthermore, we show the analogous result for Q-functions instead of soft Q-functions. To attain these guarantees, we use novel algorithms with minimax loss functions to accurately estimate soft Q-functions and Q-functions with -convergence guarantees measured on the offline data. We introduce these loss functions by casting the estimation problems into nonlinear convex optimization problems and taking the Lagrange functions.

Poster
End-to-End Meta-Bayesian Optimisation with Transformer Neural Processes

Alexandre Max Maraval, Matthieu Zimmer, Antoine Grosnit, Haitham Bou Ammar

展开摘要

Meta-Bayesian optimisation (meta-BO) aims to improve the sample efficiency of Bayesian optimisation by leveraging data from related tasks. While previous methods successfully meta-learn either a surrogate model or an acquisition function independently, joint training of both components remains an open challenge. This paper proposes the first end-to-end differentiable meta-BO framework that generalises neural processes to learn acquisition functions via transformer architectures. We enable this end-to-end framework with reinforcement learning (RL) to tackle the lack of labelled acquisition data. Early on, we notice that training transformer-based neural processes from scratch with RL is challenging due to insufficient supervision, especially when rewards are sparse. We formalise this claim with a combinatorial analysis showing that the widely used notion of regret as a reward signal exhibits a logarithmic sparsity pattern in trajectory lengths. To tackle this problem, we augment the RL objective with an auxiliary task that guides part of the architecture to learn a valid probabilistic model as an inductive bias. We demonstrate that our method achieves state-of-the-art regret results against various baselines in experiments on standard hyperparameter optimisation tasks and also outperforms others in the real-world problems of mixed-integer programming tuning, antibody design, and logic synthesis for electronic design automation.

Poster
Can Pre-Trained Text-to-Image Models Generate Visual Goals for Reinforcement Learning?

Jialu Gao, Kaizhe Hu, Guowei Xu, Huazhe Xu

展开摘要

Pre-trained text-to-image generative models can produce diverse, semantically rich, and realistic images from natural language descriptions. Compared with language, images usually convey information with more details and less ambiguity. In this study, we propose Learning from the Void (LfVoid), a method that leverages the power of pre-trained text-to-image models and advanced image editing techniques to guide robot learning. Given natural language instructions, LfVoid can edit the original observations to obtain goal images, such as "wiping" a stain off a table. Subsequently, LfVoid trains an ensembled goal discriminator on the generated image to provide reward signals for a reinforcement learning agent, guiding it to achieve the goal. The ability of LfVoid to learn with zero in-domain training on expert demonstrations or true goal observations (the void) is attributed to the utilization of knowledge from web-scale generative models. We evaluate LfVoid across three simulated tasks and validate its feasibility in the corresponding real-world scenarios. In addition, we offer insights into the key considerations for the effective integration of visual generative models into robot learning workflows. We posit that our work represents an initial step towards the broader application of pre-trained visual generative models in the robotics field. Our project page: https://lfvoid-rl.github.io/.

Poster
Coherent Soft Imitation Learning

Joe Watson, Sandy Huang, Nicolas Heess

展开摘要

Imitation learning methods seek to learn from an expert either through behavioral cloning (BC) for the policy or inverse reinforcement learning (IRL) for the reward. Such methods enable agents to learn complex tasks from humans that are difficult to capture with hand-designed reward functions. Choosing between BC or IRL for imitation depends on the quality and state-action coverage of the demonstrations, as well as additional access to the Markov decision process. Hybrid strategies that combine BC and IRL are rare, as initial policy optimization against inaccurate rewards diminishes the benefit of pretraining the policy with BC. Our work derives an imitation method that captures the strengths of both BC and IRL. In the entropy-regularized (`soft') reinforcement learning setting, we show that the behavioral-cloned policy can be used as both a shaped reward and a critic hypothesis space by inverting the regularized policy update. This coherency facilitates fine-tuning cloned policies using the reward estimate and additional interactions with the environment. This approach conveniently achieves imitation learning through initial behavioral cloning and subsequent refinement via RL with online or offline data sources. The simplicity of the approach enables graceful scaling to high-dimensional and vision-based tasks, with stable learning and minimal hyperparameter tuning, in contrast to adversarial approaches. For the open-source implementation and simulation results, see https://joemwatson.github.io/csil/.

Spotlight
Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design

Matthew Thomas Jackson, Minqi Jiang, Jack Parker-Holder, Risto Vuorio, Chris Lu, Gregory Farquhar, Shimon Whiteson, Jakob Nicolaus Foerster

展开摘要

The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.

Poster
Deep Reinforcement Learning with Plasticity Injection

Evgenii Nikishin, Junhyuk Oh, Georg Ostrovski, Clare Lyle, Razvan Pascanu, Will Dabney, Andre Barreto

展开摘要

A growing body of evidence suggests that neural networks employed in deep reinforcement learning (RL) gradually lose their plasticity, the ability to learn from new data; however, the analysis and mitigation of this phenomenon is hampered by the complex relationship between plasticity, exploration, and performance in RL. This paper introduces plasticity injection, a minimalistic intervention that increases the network plasticity without changing the number of trainable parameters or biasing the predictions. The applications of this intervention are two-fold: first, as a diagnostic tool — if injection increases the performance, we may conclude that an agent's network was losing its plasticity. This tool allows us to identify a subset of Atari environments where the lack of plasticity causes performance plateaus, motivating future studies on understanding and combating plasticity loss. Second, plasticity injection can be used to improve the computational efficiency of RL training if the agent has to re-learn from scratch due to exhausted plasticity or by growing the agent's network dynamically without compromising performance. The results on Atari show that plasticity injection attains stronger performance compared to alternative methods while being computationally efficient.

Spotlight
Adaptive Online Replanning with Diffusion Models

Siyuan Zhou, Yilun Du, Shun Zhang, Mengdi Xu, Yikang Shen, Wei Xiao, Dit-Yan Yeung, Chuang Gan

展开摘要

Diffusion models have risen a promising approach to data-driven planning, and have demonstrated impressive robotic control, reinforcement learning, and video planning performance. Given an effective planner, an important question to consider is replanning -- when given plans should be regenerated due to both action execution error and external environment changes. Direct plan execution, without replanning, is problematic as errors from individual actions rapidly accumulate and environments are partially observable and stochastic. Simultaneously, replanning at each timestep incurs a substantial computational cost, and may prevent successful task execution, as different generated plans prevent consistent progress to any particular goal. In this paper, we explore how we may effectively replan with diffusion models. We propose a principled approach to determine when to replan, based on the diffusion model's estimated likelihood of existing generated plans. We further present an approach to replan existing trajectories to ensure that new plans follow the same goal state as the original trajectory, which may efficiently bootstrap off previously generated plans. We illustrate how a combination of our proposed additions significantly improves the performance of diffusion planners leading to 38\% gains over past diffusion planning approaches on Maze2D and further enables handling of stochastic and long-horizon robotic control tasks.

Poster
Finite-Time Analysis of Single-Timescale Actor-Critic

Xuyang Chen, Lin Zhao

展开摘要

Actor-critic methods have achieved significant success in many challenging applications. However, its finite-time convergence is still poorly understood in the most practical single-timescale form. Existing works on analyzing single-timescale actor-critic have been limited to i.i.d. sampling or tabular setting for simplicity. We investigate the more practical online single-timescale actor-critic algorithm on continuous state space, where the critic assumes linear function approximation and updates with a single Markovian sample per actor step. Previous analysis has been unable to establish the convergence for such a challenging scenario. We demonstrate that the online single-timescale actor-critic method provably finds an $\epsilon$-approximate stationary point with $\widetilde{\mathcal{O}}(\epsilon^{-2})$ sample complexity under standard assumptions, which can be further improved to $\mathcal{O}(\epsilon^{-2})$ under the i.i.d. sampling. Our novel framework systematically evaluates and controls the error propagation between the actor and critic. It offers a promising approach for analyzing other single-timescale reinforcement learning algorithms as well.

Poster
A Toolkit for Reliable Benchmarking and Research in Multi-Objective Reinforcement Learning

Florian Felten, Lucas Nunes Alegre, Ann Nowe, Ana L. C. Bazzan, El Ghazali Talbi, Grégoire Danoy, Bruno Castro da Silva

展开摘要

Multi-objective reinforcement learning algorithms (MORL) extend standard reinforcement learning (RL) to scenarios where agents must optimize multiple---potentially conflicting---objectives, each represented by a distinct reward function. To facilitate and accelerate research and benchmarking in multi-objective RL problems, we introduce a comprehensive collection of software libraries that includes: (i) MO-Gymnasium, an easy-to-use and flexible API enabling the rapid construction of novel MORL environments. It also includes more than 20 environments under this API. This allows researchers to effortlessly evaluate any algorithms on any existing domains; (ii) MORL-Baselines, a collection of reliable and efficient implementations of state-of-the-art MORL algorithms, designed to provide a solid foundation for advancing research. Notably, all algorithms are inherently compatible with MO-Gymnasium; and (iii) a thorough and robust set of benchmark results and comparisons of MORL-Baselines algorithms, tested across various challenging MO-Gymnasium environments. These benchmarks were constructed to serve as guidelines for the research community, underscoring the properties, advantages, and limitations of each particular state-of-the-art method.

Poster
Interaction Measures, Partition Lattices and Kernel Tests for High-Order Interactions

Zhaolu Liu, Robert Peach, Pedro A. M. Mediano, Mauricio Barahona

展开摘要

Models that rely solely on pairwise relationships often fail to capture the complete statistical structure of the complex multivariate data found in diverse domains, such as socio-economic, ecological, or biomedical systems. Non-trivial dependencies between groups of more than two variables can play a significant role in the analysis and modelling of such systems, yet extracting such high-order interactions from data remains challenging. Here, we introduce a hierarchy of $d$-order ($d \geq 2$) interaction measures, increasingly inclusive of possible factorisations of the joint probability distribution, and define non-parametric, kernel-based tests to establish systematically the statistical significance of $d$-order interactions. We also establish mathematical links with lattice theory, which elucidate the derivation of the interaction measures and their composite permutation tests; clarify the connection of simplicial complexes with kernel matrix centring; and provide a means to enhance computational efficiency. We illustrate our results numerically with validations on synthetic data, and through an application to neuroimaging data.

Poster
Generator Born from Classifier

Runpeng Yu, Xinchao Wang

展开摘要

In this paper, we make a bold attempt toward an ambitious task: given a pre-trained classifier, we aim to reconstruct an image generator, without relying on any data samples. From a black-box perspective, this challenge seems intractable, since it inevitably involves identifying the inverse function for a classifier, which is, by nature, an information extraction process. As such, we resort to leveraging the knowledge encapsulated within the parameters of the neural network. Grounded on the theory of Maximum-Margin Bias of gradient descent, we propose a novel learning paradigm, in which the generator is trained to ensure that the convergence conditions of the network parameters are satisfied over the generated distribution of the samples. Empirical validation from various image generation tasks substantiates the efficacy of our strategy.

Poster
Design from Policies: Conservative Test-Time Adaptation for Offline Policy Optimization

Jinxin Liu, Hongyin Zhang, Zifeng Zhuang, Yachen Kang, Donglin Wang, Bin Wang

展开摘要

In this work, we decouple the iterative bi-level offline RL (value estimation and policy extraction) from the offline training phase, forming a non-iterative bi-level paradigm and avoiding the iterative error propagation over two levels. Specifically, this non-iterative paradigm allows us to conduct inner-level optimization (value estimation) in training, while performing outer-level optimization (policy extraction) in testing. Naturally, such a paradigm raises three core questions that are not fully answered by prior non-iterative offline RL counterparts like reward-conditioned policy: (q1) What information should we transfer from the inner-level to the outer-level? (q2) What should we pay attention to when exploiting the transferred information for safe/confident outer-level optimization? (q3) What are the benefits of concurrently conducting outer-level optimization during testing? Motivated by model-based optimization (MBO), we propose DROP (design from policies), which fully answers the above questions. Specifically, in the inner-level, DROP decomposes offline data into multiple subsets, and learns an MBO score model (a1). To keep safe exploitation to the score model in the outer-level, we explicitly learn a behavior embedding and introduce a conservative regularization (a2). During testing, we show that DROP permits deployment adaptation, enabling an adaptive inference across states (a3). Empirically, we evaluate DROP on various tasks, showing that DROP gains comparable or better performance compared to prior methods.

Poster
SPRING: Studying Papers and Reasoning to play Games

Yue Wu, So Yeon Min, Shrimai Prabhumoye, Yonatan Bisk, Ruslan Salakhutdinov, Amos Azaria, Tom Mitchell, Yuanzhi Li

展开摘要

Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read Crafter's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of Crafter as a test bed for LLMs. Code at github.com/holmeswww/SPRING

Poster
Learning Better with Less: Effective Augmentation for Sample-Efficient Visual Reinforcement Learning

Guozheng Ma, Linrui Zhang, Haoyu Wang, Lu Li, Zilin Wang, Zhen Wang, Li Shen, Xueqian Wang, Dacheng Tao

展开摘要

Data augmentation (DA) is a crucial technique for enhancing the sample efficiency of visual reinforcement learning (RL) algorithms. Notably, employing simple observation transformations alone can yield outstanding performance without extra auxiliary representation tasks or pre-trained encoders. However, it remains unclear which attributes of DA account for its effectiveness in achieving sample-efficient visual RL. To investigate this issue and further explore the potential of DA, this work conducts comprehensive experiments to assess the impact of DA's attributes on its efficacy and provides the following insights and improvements: (1) For individual DA operations, we reveal that both ample spatial diversity and slight hardness are indispensable. Building on this finding, we introduce Random PadResize (Rand PR), a new DA operation that offers abundant spatial diversity with minimal hardness. (2) For multi-type DA fusion schemes, the increased DA hardness and unstable data distribution result in the current fusion schemes being unable to achieve higher sample efficiency than their corresponding individual operations. Taking the non-stationary nature of RL into account, we propose a RL-tailored multi-type DA fusion scheme called Cycling Augmentation (CycAug), which performs periodic cycles of different DA operations to increase type diversity while maintaining data distribution consistency. Extensive evaluations on the DeepMind Control suite and CARLA driving simulator demonstrate that our methods achieve superior sample efficiency compared with the prior state-of-the-art methods.

Poster
Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks

Yun Qu, Boyuan Wang, Jianzhun Shao, Yuhang Jiang, Chen Chen, Zhenbin Ye, Lin Liu, Yang Jun Feng, Lin Lai, Hongyang Qin, Minwen Deng, Juchao Zhuo, Deheng Ye, Qiang Fu, YANG GUANG, Yang Wei, Lanxiao Huang, Xiangyang Ji

展开摘要

The advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and practical applications. However, existing datasets often fall short in their simplicity and lack of realism. To address this gap, we propose Hokoff, a comprehensive set of pre-collected datasets that covers both offline RL and offline MARL, accompanied by a robust framework, to facilitate further research. This data is derived from Honor of Kings, a recognized Multiplayer Online Battle Arena (MOBA) game known for its intricate nature, closely resembling real-life situations. Utilizing this framework, we benchmark a variety of offline RL and offline MARL algorithms. We also introduce a novel baseline algorithm tailored for the inherent hierarchical action space of the game. We reveal the incompetency of current offline RL approaches in handling task complexity, generalization and multi-task learning.

Poster
Hierarchical Adaptive Value Estimation for Multi-modal Visual Reinforcement Learning

Yangru Huang, Peixi Peng, Yifan Zhao, Haoran Xu, Mengyue Geng, Yonghong Tian

展开摘要

Integrating RGB frames with alternative modality inputs is gaining increasing traction in many vision-based reinforcement learning (RL) applications. Existing multi-modal vision-based RL methods usually follow a Global Value Estimation (GVE) pipeline, which uses a fused modality feature to obtain a unified global environmental description. However, such a feature-level fusion paradigm with a single critic may fall short in policy learning as it tends to overlook the distinct values of each modality. To remedy this, this paper proposes a Local modality-customized Value Estimation (LVE) paradigm, which dynamically estimates the contribution and adjusts the importance weight of each modality from a value-level perspective. Furthermore, a task-contextual re-fusion process is developed to achieve a task-level re-balance of estimations from both feature and value levels. To this end, a Hierarchical Adaptive Value Estimation (HAVE) framework is formed, which adaptively coordinates the contributions of individual modalities as well as their collective efficacy. Agents trained by HAVE are able to exploit the unique characteristics of various modalities while capturing their intricate interactions, achieving substantially improved performance. We specifically highlight the potency of our approach within the challenging landscape of autonomous driving, utilizing the CARLA benchmark with neuromorphic event and depth data to demonstrate HAVE's capability and the effectiveness of its distinct components.

Poster
MetaBox: A Benchmark Platform for Meta-Black-Box Optimization with Reinforcement Learning

Zeyuan Ma, Hongshu Guo, Jiacheng Chen, Zhenrui Li, Guojun Peng, Yue-Jiao Gong, Yining Ma, Zhiguang Cao

展开摘要

Recently, Meta-Black-Box Optimization with Reinforcement Learning (MetaBBO-RL) has showcased the power of leveraging RL at the meta-level to mitigate manual fine-tuning of low-level black-box optimizers. However, this field is hindered by the lack of a unified benchmark. To fill this gap, we introduce MetaBox, the first benchmark platform expressly tailored for developing and evaluating MetaBBO-RL methods. MetaBox offers a flexible algorithmic template that allows users to effortlessly implement their unique designs within the platform. Moreover, it provides a broad spectrum of over 300 problem instances, collected from synthetic to realistic scenarios, and an extensive library of 19 baseline methods, including both traditional black-box optimizers and recent MetaBBO-RL methods. Besides, MetaBox introduces three standardized performance metrics, enabling a more thorough assessment of the methods. In a bid to illustrate the utility of MetaBox for facilitating rigorous evaluation and in-depth analysis, we carry out a wide-ranging benchmarking study on existing MetaBBO-RL methods. Our MetaBox is open-source and accessible at: https://github.com/GMC-DRL/MetaBox.

Oral
Active Vision Reinforcement Learning under Limited Visual Observability

Jinghuan Shang, Michael S Ryoo

展开摘要

In this work, we investigate Active Vision Reinforcement Learning (ActiveVision-RL), where an embodied agent simultaneously learns action policy for the task while also controlling its visual observations in partially observable environments. We denote the former as motor policy and the latter as sensory policy. For example, humans solve real world tasks by hand manipulation (motor policy) together with eye movements (sensory policy). ActiveVision-RL poses challenges on coordinating two policies given their mutual influence. We propose SUGARL, Sensorimotor Understanding Guided Active Reinforcement Learning, a framework that models motor and sensory policies separately, but jointly learns them using with an intrinsic sensorimotor reward. This learnable reward is assigned by sensorimotor reward module, incentivizes the sensory policy to select observations that are optimal to infer its own motor action, inspired by the sensorimotor stage of humans. Through a series of experiments, we show the effectiveness of our method across a range of observability conditions and its adaptability to existed RL algorithms. The sensory policies learned through our method are observed to exhibit effective active vision strategies.

Poster