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arXiv:2403.04162

Noisy Spiking Actor Network for Exploration

As a general method for exploration in deep reinforcement learning (RL), NoisyNet can produce problem-specific exploration strategies. Spiking neural networks (SNNs), due to their binary firing mechanism, have strong robustness to noise, making it difficult to realize efficient exploration with local disturbances. To solve this exploration problem, we propose a noisy spiking actor network (NoisySAN) that introduces time-correlated noise during charging and transmission. Moreover, a noise reduction method is proposed to find a stable policy for the agent. Extensive experimental results demonstrate that our method outperforms the state-of-the-art performance on a wide range of continuous control tasks from OpenAI gym.

arXiv:2403.02107

Iterated $Q$-Network: Beyond One-Step Bellman Updates in Deep Reinforcement Learning

The vast majority of Reinforcement Learning methods is largely impacted by the computation effort and data requirements needed to obtain effective estimates of action-value functions, which in turn determine the quality of the overall performance and the sample-efficiency of the learning procedure. Typically, action-value functions are estimated through an iterative scheme that alternates the application of an empirical approximation of the Bellman operator and a subsequent projection step onto a considered function space. It has been observed that this scheme can be potentially generalized to carry out multiple iterations of the Bellman operator at once, benefiting the underlying learning algorithm. However, till now, it has been challenging to effectively implement this idea, especially in high-dimensional problems. In this paper, we introduce iterated $Q$-Network (i-QN), a novel principled approach that enables multiple consecutive Bellman updates by learning a tailored sequence of action-value functions where each serves as the target for the next. We show that i-QN is theoretically grounded and that it can be seamlessly used in value-based and actor-critic methods. We empirically demonstrate the advantages of i-QN in Atari $2600$ games and MuJoCo continuous control problems.

arXiv:2403.03020공식 코드 · Papers with Code

SplAgger: Split Aggregation for Meta-Reinforcement Learning

A core ambition of reinforcement learning (RL) is the creation of agents capable of rapid learning in novel tasks. Meta-RL aims to achieve this by directly learning such agents. Black box methods do so by training off-the-shelf sequence models end-to-end. By contrast, task inference methods explicitly infer a posterior distribution over the unknown task, typically using distinct objectives and sequence models designed to enable task inference. Recent work has shown that task inference methods are not necessary for strong performance. However, it remains unclear whether task inference sequence models are beneficial even when task inference objectives are not. In this paper, we present evidence that task inference sequence models are indeed still beneficial. In particular, we investigate sequence models with permutation invariant aggregation, which exploit the fact that, due to the Markov property, the task posterior does not depend on the order of data. We empirically confirm the advantage of permutation invariant sequence models without the use of task inference objectives. However, we also find, surprisingly, that there are multiple conditions under which permutation variance remains useful. Therefore, we propose SplAgger, which uses both permutation variant and invariant components to achieve the best of both worlds, outperforming all baselines evaluated on continuous control and memory environments. Code is provided at https://github.com/jacooba/hyper.

arXiv:2403.00564공식 코드 · Papers with Code

EfficientZero V2: Mastering Discrete and Continuous Control with Limited Data

Sample efficiency remains a crucial challenge in applying Reinforcement Learning (RL) to real-world tasks. While recent algorithms have made significant strides in improving sample efficiency, none have achieved consistently superior performance across diverse domains. In this paper, we introduce EfficientZero V2, a general framework designed for sample-efficient RL algorithms. We have expanded the performance of EfficientZero to multiple domains, encompassing both continuous and discrete actions, as well as visual and low-dimensional inputs. With a series of improvements we propose, EfficientZero V2 outperforms the current state-of-the-art (SOTA) by a significant margin in diverse tasks under the limited data setting. EfficientZero V2 exhibits a notable advancement over the prevailing general algorithm, DreamerV3, achieving superior outcomes in 50 of 66 evaluated tasks across diverse benchmarks, such as Atari 100k, Proprio Control, and Vision Control.

arXiv:2402.18836공식 코드 · Papers with Code

A Model-Based Approach for Improving Reinforcement Learning Efficiency Leveraging Expert Observations

This paper investigates how to incorporate expert observations (without explicit information on expert actions) into a deep reinforcement learning setting to improve sample efficiency. First, we formulate an augmented policy loss combining a maximum entropy reinforcement learning objective with a behavioral cloning loss that leverages a forward dynamics model. Then, we propose an algorithm that automatically adjusts the weights of each component in the augmented loss function. Experiments on a variety of continuous control tasks demonstrate that the proposed algorithm outperforms various benchmarks by effectively utilizing available expert observations.

arXiv:2402.15957

DynaMITE-RL: A Dynamic Model for Improved Temporal Meta-Reinforcement Learning

We introduce DynaMITE-RL, a meta-reinforcement learning (meta-RL) approach to approximate inference in environments where the latent state evolves at varying rates. We model episode sessions - parts of the episode where the latent state is fixed - and propose three key modifications to existing meta-RL methods: consistency of latent information within sessions, session masking, and prior latent conditioning. We demonstrate the importance of these modifications in various domains, ranging from discrete Gridworld environments to continuous-control and simulated robot assistive tasks, demonstrating that DynaMITE-RL significantly outperforms state-of-the-art baselines in sample efficiency and inference returns.

arXiv:2402.14528

ACE : Off-Policy Actor-Critic with Causality-Aware Entropy Regularization

The varying significance of distinct primitive behaviors during the policy learning process has been overlooked by prior model-free RL algorithms. Leveraging this insight, we explore the causal relationship between different action dimensions and rewards to evaluate the significance of various primitive behaviors during training. We introduce a causality-aware entropy term that effectively identifies and prioritizes actions with high potential impacts for efficient exploration. Furthermore, to prevent excessive focus on specific primitive behaviors, we analyze the gradient dormancy phenomenon and introduce a dormancy-guided reset mechanism to further enhance the efficacy of our method. Our proposed algorithm, ACE: Off-policy Actor-critic with Causality-aware Entropy regularization, demonstrates a substantial performance advantage across 29 diverse continuous control tasks spanning 7 domains compared to model-free RL baselines, which underscores the effectiveness, versatility, and efficient sample efficiency of our approach. Benchmark results and videos are available at https://ace-rl.github.io/.

arXiv:2402.10450공식 코드 · Papers with Code

PRISE: LLM-Style Sequence Compression for Learning Temporal Action Abstractions in Control

Temporal action abstractions, along with belief state representations, are a powerful knowledge sharing mechanism for sequential decision making. In this work, we propose a novel view that treats inducing temporal action abstractions as a sequence compression problem. To do so, we bring a subtle but critical component of LLM training pipelines -- input tokenization via byte pair encoding (BPE) -- to the seemingly distant task of learning skills of variable time span in continuous control domains. We introduce an approach called Primitive Sequence Encoding (PRISE) that combines continuous action quantization with BPE to learn powerful action abstractions. We empirically show that high-level skills discovered by PRISE from a multitask set of robotic manipulation demonstrations significantly boost the performance of both multitask imitation learning as well as few-shot imitation learning on unseen tasks. Our code is released at https://github.com/FrankZheng2022/PRISE.

arXiv:2402.09550공식 코드 · Papers with Code

Dataset Clustering for Improved Offline Policy Learning

Offline policy learning aims to discover decision-making policies from previously-collected datasets without additional online interactions with the environment. As the training dataset is fixed, its quality becomes a crucial determining factor in the performance of the learned policy. This paper studies a dataset characteristic that we refer to as multi-behavior, indicating that the dataset is collected using multiple policies that exhibit distinct behaviors. In contrast, a uni-behavior dataset would be collected solely using one policy. We observed that policies learned from a uni-behavior dataset typically outperform those learned from multi-behavior datasets, despite the uni-behavior dataset having fewer examples and less diversity. Therefore, we propose a behavior-aware deep clustering approach that partitions multi-behavior datasets into several uni-behavior subsets, thereby benefiting downstream policy learning. Our approach is flexible and effective; it can adaptively estimate the number of clusters while demonstrating high clustering accuracy, achieving an average Adjusted Rand Index of 0.987 across various continuous control task datasets. Finally, we present improved policy learning examples using dataset clustering and discuss several potential scenarios where our approach might benefit the offline policy learning community.

arXiv:2402.09078

Exploiting Estimation Bias in Clipped Double Q-Learning for Continous Control Reinforcement Learning Tasks

Continuous control Deep Reinforcement Learning (RL) approaches are known to suffer from estimation biases, leading to suboptimal policies. This paper introduces innovative methods in RL, focusing on addressing and exploiting estimation biases in Actor-Critic methods for continuous control tasks, using Deep Double Q-Learning. We design a Bias Exploiting (BE) mechanism to dynamically select the most advantageous estimation bias during training of the RL agent. Most State-of-the-art Deep RL algorithms can be equipped with the BE mechanism, without hindering performance or computational complexity. Our extensive experiments across various continuous control tasks demonstrate the effectiveness of our approaches. We show that RL algorithms equipped with this method can match or surpass their counterparts, particularly in environments where estimation biases significantly impact learning. The results underline the importance of bias exploitation in improving policy learning in RL.

arXiv:2402.08848공식 코드 · Papers with Code

Hybrid Inverse Reinforcement Learning

The inverse reinforcement learning approach to imitation learning is a double-edged sword. On the one hand, it can enable learning from a smaller number of expert demonstrations with more robustness to error compounding than behavioral cloning approaches. On the other hand, it requires that the learner repeatedly solve a computationally expensive reinforcement learning (RL) problem. Often, much of this computation is wasted searching over policies very dissimilar to the expert's. In this work, we propose using hybrid RL -- training on a mixture of online and expert data -- to curtail unnecessary exploration. Intuitively, the expert data focuses the learner on good states during training, which reduces the amount of exploration required to compute a strong policy. Notably, such an approach doesn't need the ability to reset the learner to arbitrary states in the environment, a requirement of prior work in efficient inverse RL. More formally, we derive a reduction from inverse RL to expert-competitive RL (rather than globally optimal RL) that allows us to dramatically reduce interaction during the inner policy search loop while maintaining the benefits of the IRL approach. This allows us to derive both model-free and model-based hybrid inverse RL algorithms with strong policy performance guarantees. Empirically, we find that our approaches are significantly more sample efficient than standard inverse RL and several other baselines on a suite of continuous control tasks.

arXiv:2402.05963

Frugal Actor-Critic: Sample Efficient Off-Policy Deep Reinforcement Learning Using Unique Experiences

Efficient utilization of the replay buffer plays a significant role in the off-policy actor-critic reinforcement learning (RL) algorithms used for model-free control policy synthesis for complex dynamical systems. We propose a method for achieving sample efficiency, which focuses on selecting unique samples and adding them to the replay buffer during the exploration with the goal of reducing the buffer size and maintaining the independent and identically distributed (IID) nature of the samples. Our method is based on selecting an important subset of the set of state variables from the experiences encountered during the initial phase of random exploration, partitioning the state space into a set of abstract states based on the selected important state variables, and finally selecting the experiences with unique state-reward combination by using a kernel density estimator. We formally prove that the off-policy actor-critic algorithm incorporating the proposed method for unique experience accumulation converges faster than the vanilla off-policy actor-critic algorithm. Furthermore, we evaluate our method by comparing it with two state-of-the-art actor-critic RL algorithms on several continuous control benchmarks available in the Gym environment. Experimental results demonstrate that our method achieves a significant reduction in the size of the replay buffer for all the benchmarks while achieving either faster convergent or better reward accumulation compared to the baseline algorithms.

arXiv:2402.06187공식 코드 · Papers with Code

Premier-TACO is a Few-Shot Policy Learner: Pretraining Multitask Representation via Temporal Action-Driven Contrastive Loss

We present Premier-TACO, a multitask feature representation learning approach designed to improve few-shot policy learning efficiency in sequential decision-making tasks. Premier-TACO leverages a subset of multitask offline datasets for pretraining a general feature representation, which captures critical environmental dynamics and is fine-tuned using minimal expert demonstrations. It advances the temporal action contrastive learning (TACO) objective, known for state-of-the-art results in visual control tasks, by incorporating a novel negative example sampling strategy. This strategy is crucial in significantly boosting TACO's computational efficiency, making large-scale multitask offline pretraining feasible. Our extensive empirical evaluation in a diverse set of continuous control benchmarks including Deepmind Control Suite, MetaWorld, and LIBERO demonstrate Premier-TACO's effectiveness in pretraining visual representations, significantly enhancing few-shot imitation learning of novel tasks. Our code, pretraining data, as well as pretrained model checkpoints will be released at https://github.com/PremierTACO/premier-taco. Our project webpage is at https://premiertaco.github.io.

arXiv:2402.05546

Offline Actor-Critic Reinforcement Learning Scales to Large Models

We show that offline actor-critic reinforcement learning can scale to large models - such as transformers - and follows similar scaling laws as supervised learning. We find that offline actor-critic algorithms can outperform strong, supervised, behavioral cloning baselines for multi-task training on a large dataset containing both sub-optimal and expert behavior on 132 continuous control tasks. We introduce a Perceiver-based actor-critic model and elucidate the key model features needed to make offline RL work with self- and cross-attention modules. Overall, we find that: i) simple offline actor critic algorithms are a natural choice for gradually moving away from the currently predominant paradigm of behavioral cloning, and ii) via offline RL it is possible to learn multi-task policies that master many domains simultaneously, including real robotics tasks, from sub-optimal demonstrations or self-generated data.

arXiv:2402.05541공식 코드 · Papers with Code

FedAA: A Reinforcement Learning Perspective on Adaptive Aggregation for Fair and Robust Federated Learning

Federated Learning (FL) has emerged as a promising approach for privacy-preserving model training across decentralized devices. However, it faces challenges such as statistical heterogeneity and susceptibility to adversarial attacks, which can impact model robustness and fairness. Personalized FL attempts to provide some relief by customizing models for individual clients. However, it falls short in addressing server-side aggregation vulnerabilities. We introduce a novel method called \textbf{FedAA}, which optimizes client contributions via \textbf{A}daptive \textbf{A}ggregation to enhance model robustness against malicious clients and ensure fairness across participants in non-identically distributed settings. To achieve this goal, we propose an approach involving a Deep Deterministic Policy Gradient-based algorithm for continuous control of aggregation weights, an innovative client selection method based on model parameter distances, and a reward mechanism guided by validation set performance. Empirically, extensive experiments demonstrate that, in terms of robustness, \textbf{FedAA} outperforms the state-of-the-art methods, while maintaining comparable levels of fairness, offering a promising solution to build resilient and fair federated systems. Our code is available at https://github.com/Gp1g/FedAA.

arXiv:2402.05525

Differentially Private Deep Model-Based Reinforcement Learning

We address private deep offline reinforcement learning (RL), where the goal is to train a policy on standard control tasks that is differentially private (DP) with respect to individual trajectories in the dataset. To achieve this, we introduce PriMORL, a model-based RL algorithm with formal differential privacy guarantees. PriMORL first learns an ensemble of trajectory-level DP models of the environment from offline data. It then optimizes a policy on the penalized private model, without any further interaction with the system or access to the dataset. In addition to offering strong theoretical foundations, we demonstrate empirically that PriMORL enables the training of private RL agents on offline continuous control tasks with deep function approximations, whereas current methods are limited to simpler tabular and linear Markov Decision Processes (MDPs). We furthermore outline the trade-offs involved in achieving privacy in this setting.

arXiv:2402.05149공식 코드 · Papers with Code

FlowPG: Action-constrained Policy Gradient with Normalizing Flows

Action-constrained reinforcement learning (ACRL) is a popular approach for solving safety-critical and resource-allocation related decision making problems. A major challenge in ACRL is to ensure agent taking a valid action satisfying constraints in each RL step. Commonly used approach of using a projection layer on top of the policy network requires solving an optimization program which can result in longer training time, slow convergence, and zero gradient problem. To address this, first we use a normalizing flow model to learn an invertible, differentiable mapping between the feasible action space and the support of a simple distribution on a latent variable, such as Gaussian. Second, learning the flow model requires sampling from the feasible action space, which is also challenging. We develop multiple methods, based on Hamiltonian Monte-Carlo and probabilistic sentential decision diagrams for such action sampling for convex and non-convex constraints. Third, we integrate the learned normalizing flow with the DDPG algorithm. By design, a well-trained normalizing flow will transform policy output into a valid action without requiring an optimization solver. Empirically, our approach results in significantly fewer constraint violations (upto an order-of-magnitude for several instances) and is multiple times faster on a variety of continuous control tasks.

arXiv:2402.04539

Learning Diverse Policies with Soft Self-Generated Guidance

Reinforcement learning (RL) with sparse and deceptive rewards is challenging because non-zero rewards are rarely obtained. Hence, the gradient calculated by the agent can be stochastic and without valid information. Recent studies that utilize memory buffers of previous experiences can lead to a more efficient learning process. However, existing methods often require these experiences to be successful and may overly exploit them, which can cause the agent to adopt suboptimal behaviors. This paper develops an approach that uses diverse past trajectories for faster and more efficient online RL, even if these trajectories are suboptimal or not highly rewarded. The proposed algorithm combines a policy improvement step with an additional exploration step using offline demonstration data. The main contribution of this paper is that by regarding diverse past trajectories as guidance, instead of imitating them, our method directs its policy to follow and expand past trajectories while still being able to learn without rewards and approach optimality. Furthermore, a novel diversity measurement is introduced to maintain the team's diversity and regulate exploration. The proposed algorithm is evaluated on discrete and continuous control tasks with sparse and deceptive rewards. Compared with the existing RL methods, the experimental results indicate that our proposed algorithm is significantly better than the baseline methods regarding diverse exploration and avoiding local optima.

arXiv:2402.03678공식 코드 · Papers with Code

Logical Specifications-guided Dynamic Task Sampling for Reinforcement Learning Agents

Reinforcement Learning (RL) has made significant strides in enabling artificial agents to learn diverse behaviors. However, learning an effective policy often requires a large number of environment interactions. To mitigate sample complexity issues, recent approaches have used high-level task specifications, such as Linear Temporal Logic (LTL$_f$) formulas or Reward Machines (RM), to guide the learning progress of the agent. In this work, we propose a novel approach, called Logical Specifications-guided Dynamic Task Sampling (LSTS), that learns a set of RL policies to guide an agent from an initial state to a goal state based on a high-level task specification, while minimizing the number of environmental interactions. Unlike previous work, LSTS does not assume information about the environment dynamics or the Reward Machine, and dynamically samples promising tasks that lead to successful goal policies. We evaluate LSTS on a gridworld and show that it achieves improved time-to-threshold performance on complex sequential decision-making problems compared to state-of-the-art RM and Automaton-guided RL baselines, such as Q-Learning for Reward Machines and Compositional RL from logical Specifications (DIRL). Moreover, we demonstrate that our method outperforms RM and Automaton-guided RL baselines in terms of sample-efficiency, both in a partially observable robotic task and in a continuous control robotic manipulation task.

arXiv:2402.03055

Deep Exploration with PAC-Bayes

Reinforcement learning for continuous control under delayed rewards is an under-explored problem despite its significance in real life. Many complex skills build on intermediate ones as prerequisites. For instance, a humanoid locomotor has to learn how to stand before it can learn to walk. To cope with delayed reward, a reinforcement learning agent has to perform deep exploration. However, existing deep exploration methods are designed for small discrete action spaces, and their successful generalization to state-of-the-art continuous control remains unproven. We address the deep exploration problem for the first time from a PAC-Bayesian perspective in the context of actor-critic learning. To do this, we quantify the error of the Bellman operator through a PAC-Bayes bound, where a bootstrapped ensemble of critic networks represents the posterior distribution, and their targets serve as a data-informed function-space prior. We derive an objective function from this bound and use it to train the critic ensemble. Each critic trains an individual soft actor network, implemented as a shared trunk and critic-specific heads. The agent performs deep exploration by acting epsilon-greedily on a randomly chosen actor head. Our proposed algorithm, named PAC-Bayesian Actor-Critic (PBAC), is the only algorithm to consistently discover delayed rewards on a diverse set of continuous control tasks with varying difficulty.