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SubscribeProximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learning
Training generally capable agents that thoroughly explore their environment and learn new and diverse skills is a long-term goal of robot learning. Quality Diversity Reinforcement Learning (QD-RL) is an emerging research area that blends the best aspects of both fields -- Quality Diversity (QD) provides a principled form of exploration and produces collections of behaviorally diverse agents, while Reinforcement Learning (RL) provides a powerful performance improvement operator enabling generalization across tasks and dynamic environments. Existing QD-RL approaches have been constrained to sample efficient, deterministic off-policy RL algorithms and/or evolution strategies, and struggle with highly stochastic environments. In this work, we, for the first time, adapt on-policy RL, specifically Proximal Policy Optimization (PPO), to the Differentiable Quality Diversity (DQD) framework and propose additional improvements over prior work that enable efficient optimization and discovery of novel skills on challenging locomotion tasks. Our new algorithm, Proximal Policy Gradient Arborescence (PPGA), achieves state-of-the-art results, including a 4x improvement in best reward over baselines on the challenging humanoid domain.
Supported Policy Optimization for Offline Reinforcement Learning
Policy constraint methods to offline reinforcement learning (RL) typically utilize parameterization or regularization that constrains the policy to perform actions within the support set of the behavior policy. The elaborative designs of parameterization methods usually intrude into the policy networks, which may bring extra inference cost and cannot take full advantage of well-established online methods. Regularization methods reduce the divergence between the learned policy and the behavior policy, which may mismatch the inherent density-based definition of support set thereby failing to avoid the out-of-distribution actions effectively. This paper presents Supported Policy OpTimization (SPOT), which is directly derived from the theoretical formalization of the density-based support constraint. SPOT adopts a VAE-based density estimator to explicitly model the support set of behavior policy and presents a simple but effective density-based regularization term, which can be plugged non-intrusively into off-the-shelf off-policy RL algorithms. SPOT achieves the state-of-the-art performance on standard benchmarks for offline RL. Benefiting from the pluggable design, offline pretrained models from SPOT can also be applied to perform online fine-tuning seamlessly.
Sample-Efficient Automated Deep Reinforcement Learning
Despite significant progress in challenging problems across various domains, applying state-of-the-art deep reinforcement learning (RL) algorithms remains challenging due to their sensitivity to the choice of hyperparameters. This sensitivity can partly be attributed to the non-stationarity of the RL problem, potentially requiring different hyperparameter settings at various stages of the learning process. Additionally, in the RL setting, hyperparameter optimization (HPO) requires a large number of environment interactions, hindering the transfer of the successes in RL to real-world applications. In this work, we tackle the issues of sample-efficient and dynamic HPO in RL. We propose a population-based automated RL (AutoRL) framework to meta-optimize arbitrary off-policy RL algorithms. In this framework, we optimize the hyperparameters and also the neural architecture while simultaneously training the agent. By sharing the collected experience across the population, we substantially increase the sample efficiency of the meta-optimization. We demonstrate the capabilities of our sample-efficient AutoRL approach in a case study with the popular TD3 algorithm in the MuJoCo benchmark suite, where we reduce the number of environment interactions needed for meta-optimization by up to an order of magnitude compared to population-based training.
Hyperbolic Deep Reinforcement Learning
We propose a new class of deep reinforcement learning (RL) algorithms that model latent representations in hyperbolic space. Sequential decision-making requires reasoning about the possible future consequences of current behavior. Consequently, capturing the relationship between key evolving features for a given task is conducive to recovering effective policies. To this end, hyperbolic geometry provides deep RL models with a natural basis to precisely encode this inherently hierarchical information. However, applying existing methodologies from the hyperbolic deep learning literature leads to fatal optimization instabilities due to the non-stationarity and variance characterizing RL gradient estimators. Hence, we design a new general method that counteracts such optimization challenges and enables stable end-to-end learning with deep hyperbolic representations. We empirically validate our framework by applying it to popular on-policy and off-policy RL algorithms on the Procgen and Atari 100K benchmarks, attaining near universal performance and generalization benefits. Given its natural fit, we hope future RL research will consider hyperbolic representations as a standard tool.
Stabilizing Deep Q-Learning with ConvNets and Vision Transformers under Data Augmentation
While agents trained by Reinforcement Learning (RL) can solve increasingly challenging tasks directly from visual observations, generalizing learned skills to novel environments remains very challenging. Extensive use of data augmentation is a promising technique for improving generalization in RL, but it is often found to decrease sample efficiency and can even lead to divergence. In this paper, we investigate causes of instability when using data augmentation in common off-policy RL algorithms. We identify two problems, both rooted in high-variance Q-targets. Based on our findings, we propose a simple yet effective technique for stabilizing this class of algorithms under augmentation. We perform extensive empirical evaluation of image-based RL using both ConvNets and Vision Transformers (ViT) on a family of benchmarks based on DeepMind Control Suite, as well as in robotic manipulation tasks. Our method greatly improves stability and sample efficiency of ConvNets under augmentation, and achieves generalization results competitive with state-of-the-art methods for image-based RL in environments with unseen visuals. We further show that our method scales to RL with ViT-based architectures, and that data augmentation may be especially important in this setting.
Efficient Online Reinforcement Learning with Offline Data
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 2.5times improvement over existing approaches across a diverse set of competitive benchmarks, with no additional computational overhead. We have released our code at https://github.com/ikostrikov/rlpd.
Godot Reinforcement Learning Agents
We present Godot Reinforcement Learning (RL) Agents, an open-source interface for developing environments and agents in the Godot Game Engine. The Godot RL Agents interface allows the design, creation and learning of agent behaviors in challenging 2D and 3D environments with various on-policy and off-policy Deep RL algorithms. We provide a standard Gym interface, with wrappers for learning in the Ray RLlib and Stable Baselines RL frameworks. This allows users access to over 20 state of the art on-policy, off-policy and multi-agent RL algorithms. The framework is a versatile tool that allows researchers and game designers the ability to create environments with discrete, continuous and mixed action spaces. The interface is relatively performant, with 12k interactions per second on a high end laptop computer, when parallized on 4 CPU cores. An overview video is available here: https://youtu.be/g1MlZSFqIj4
ArCHer: Training Language Model Agents via Hierarchical Multi-Turn RL
A broad use case of large language models (LLMs) is in goal-directed decision-making tasks (or "agent" tasks), where an LLM needs to not just generate completions for a given prompt, but rather make intelligent decisions over a multi-turn interaction to accomplish a task (e.g., when interacting with the web, using tools, or providing customer support). Reinforcement learning (RL) provides a general paradigm to address such agent tasks, but current RL methods for LLMs largely focus on optimizing single-turn rewards. By construction, most single-turn RL methods cannot endow LLMs with the ability to intelligently seek information over multiple turns, perform credit assignment, or reason about their past actions -- all of which are critical in agent tasks. This raises the question: how can we design effective and efficient multi-turn RL algorithms for LLMs? In this paper, we develop a framework for building multi-turn RL algorithms for fine-tuning LLMs, that preserves the flexibility of existing single-turn RL methods for LLMs (e.g., proximal policy optimization), while accommodating multiple turns, long horizons, and delayed rewards effectively. To do this, our framework adopts a hierarchical RL approach and runs two RL algorithms in parallel: a high-level off-policy value-based RL algorithm to aggregate reward over utterances, and a low-level RL algorithm that utilizes this high-level value function to train a token policy within each utterance or turn. Our hierarchical framework, Actor-Critic Framework with a Hierarchical Structure (ArCHer), can also give rise to other RL methods. Empirically, we find that ArCHer significantly improves efficiency and performance on agent tasks, attaining a sample efficiency of about 100x over existing methods, while also improving with larger model capacity (upto the 7 billion scale that we tested on).
Asynchronous RLHF: Faster and More Efficient Off-Policy RL for Language Models
The dominant paradigm for RLHF is online and on-policy RL: synchronously generating from the large language model (LLM) policy, labelling with a reward model, and learning using feedback on the LLM's own outputs. While performant, this paradigm is computationally inefficient. Inspired by classical deep RL literature, we propose separating generation and learning in RLHF. This enables asynchronous generation of new samples while simultaneously training on old samples, leading to faster training and more compute-optimal scaling. However, asynchronous training relies on an underexplored regime, online but off-policy RLHF: learning on samples from previous iterations of our model. To understand the challenges in this regime, we investigate a fundamental question: how much off-policyness can we tolerate for asynchronous training to speed up learning but maintain performance? Among several RLHF algorithms we tested, we find that online DPO is most robust to off-policy data, and robustness increases with the scale of the policy model. We study further compute optimizations for asynchronous RLHF but find that they come at a performance cost, giving rise to a trade-off. Finally, we verify the scalability of asynchronous RLHF by training LLaMA 3.1 8B on an instruction-following task 40% faster than a synchronous run while matching final performance.
Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor
Model-free deep reinforcement learning (RL) algorithms have been demonstrated on a range of challenging decision making and control tasks. However, these methods typically suffer from two major challenges: very high sample complexity and brittle convergence properties, which necessitate meticulous hyperparameter tuning. Both of these challenges severely limit the applicability of such methods to complex, real-world domains. In this paper, we propose soft actor-critic, an off-policy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy. That is, to succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as Q-learning methods. By combining off-policy updates with a stable stochastic actor-critic formulation, our method achieves state-of-the-art performance on a range of continuous control benchmark tasks, outperforming prior on-policy and off-policy methods. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving very similar performance across different random seeds.
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/.
d3rlpy: An Offline Deep Reinforcement Learning Library
In this paper, we introduce d3rlpy, an open-sourced offline deep reinforcement learning (RL) library for Python. d3rlpy supports a set of offline deep RL algorithms as well as off-policy online algorithms via a fully documented plug-and-play API. To address a reproducibility issue, we conduct a large-scale benchmark with D4RL and Atari 2600 dataset to ensure implementation quality and provide experimental scripts and full tables of results. The d3rlpy source code can be found on GitHub: https://github.com/takuseno/d3rlpy.
SimBa: Simplicity Bias for Scaling Up Parameters in Deep Reinforcement Learning
Recent advances in CV and NLP have been largely driven by scaling up the number of network parameters, despite traditional theories suggesting that larger networks are prone to overfitting. These large networks avoid overfitting by integrating components that induce a simplicity bias, guiding models toward simple and generalizable solutions. However, in deep RL, designing and scaling up networks have been less explored. Motivated by this opportunity, we present SimBa, an architecture designed to scale up parameters in deep RL by injecting a simplicity bias. SimBa consists of three components: (i) an observation normalization layer that standardizes inputs with running statistics, (ii) a residual feedforward block to provide a linear pathway from the input to output, and (iii) a layer normalization to control feature magnitudes. By scaling up parameters with SimBa, the sample efficiency of various deep RL algorithms-including off-policy, on-policy, and unsupervised methods-is consistently improved. Moreover, solely by integrating SimBa architecture into SAC, it matches or surpasses state-of-the-art deep RL methods with high computational efficiency across DMC, MyoSuite, and HumanoidBench. These results demonstrate SimBa's broad applicability and effectiveness across diverse RL algorithms and environments.
MaxInfoRL: Boosting exploration in reinforcement learning through information gain maximization
Reinforcement learning (RL) algorithms aim to balance exploiting the current best strategy with exploring new options that could lead to higher rewards. Most common RL algorithms use undirected exploration, i.e., select random sequences of actions. Exploration can also be directed using intrinsic rewards, such as curiosity or model epistemic uncertainty. However, effectively balancing task and intrinsic rewards is challenging and often task-dependent. In this work, we introduce a framework, MaxInfoRL, for balancing intrinsic and extrinsic exploration. MaxInfoRL steers exploration towards informative transitions, by maximizing intrinsic rewards such as the information gain about the underlying task. When combined with Boltzmann exploration, this approach naturally trades off maximization of the value function with that of the entropy over states, rewards, and actions. We show that our approach achieves sublinear regret in the simplified setting of multi-armed bandits. We then apply this general formulation to a variety of off-policy model-free RL methods for continuous state-action spaces, yielding novel algorithms that achieve superior performance across hard exploration problems and complex scenarios such as visual control tasks.
Decision S4: Efficient Sequence-Based RL via State Spaces Layers
Recently, sequence learning methods have been applied to the problem of off-policy Reinforcement Learning, including the seminal work on Decision Transformers, which employs transformers for this task. Since transformers are parameter-heavy, cannot benefit from history longer than a fixed window size, and are not computed using recurrence, we set out to investigate the suitability of the S4 family of models, which are based on state-space layers and have been shown to outperform transformers, especially in modeling long-range dependencies. In this work we present two main algorithms: (i) an off-policy training procedure that works with trajectories, while still maintaining the training efficiency of the S4 model. (ii) An on-policy training procedure that is trained in a recurrent manner, benefits from long-range dependencies, and is based on a novel stable actor-critic mechanism. Our results indicate that our method outperforms multiple variants of decision transformers, as well as the other baseline methods on most tasks, while reducing the latency, number of parameters, and training time by several orders of magnitude, making our approach more suitable for real-world RL.
Harnessing Mixed Offline Reinforcement Learning Datasets via Trajectory Weighting
Most offline reinforcement learning (RL) algorithms return a target policy maximizing a trade-off between (1) the expected performance gain over the behavior policy that collected the dataset, and (2) the risk stemming from the out-of-distribution-ness of the induced state-action occupancy. It follows that the performance of the target policy is strongly related to the performance of the behavior policy and, thus, the trajectory return distribution of the dataset. We show that in mixed datasets consisting of mostly low-return trajectories and minor high-return trajectories, state-of-the-art offline RL algorithms are overly restrained by low-return trajectories and fail to exploit high-performing trajectories to the fullest. To overcome this issue, we show that, in deterministic MDPs with stochastic initial states, the dataset sampling can be re-weighted to induce an artificial dataset whose behavior policy has a higher return. This re-weighted sampling strategy may be combined with any offline RL algorithm. We further analyze that the opportunity for performance improvement over the behavior policy correlates with the positive-sided variance of the returns of the trajectories in the dataset. We empirically show that while CQL, IQL, and TD3+BC achieve only a part of this potential policy improvement, these same algorithms combined with our reweighted sampling strategy fully exploit the dataset. Furthermore, we empirically demonstrate that, despite its theoretical limitation, the approach may still be efficient in stochastic environments. The code is available at https://github.com/Improbable-AI/harness-offline-rl.
CaT: Constraints as Terminations for Legged Locomotion Reinforcement Learning
Deep Reinforcement Learning (RL) has demonstrated impressive results in solving complex robotic tasks such as quadruped locomotion. Yet, current solvers fail to produce efficient policies respecting hard constraints. In this work, we advocate for integrating constraints into robot learning and present Constraints as Terminations (CaT), a novel constrained RL algorithm. Departing from classical constrained RL formulations, we reformulate constraints through stochastic terminations during policy learning: any violation of a constraint triggers a probability of terminating potential future rewards the RL agent could attain. We propose an algorithmic approach to this formulation, by minimally modifying widely used off-the-shelf RL algorithms in robot learning (such as Proximal Policy Optimization). Our approach leads to excellent constraint adherence without introducing undue complexity and computational overhead, thus mitigating barriers to broader adoption. Through empirical evaluation on the real quadruped robot Solo crossing challenging obstacles, we demonstrate that CaT provides a compelling solution for incorporating constraints into RL frameworks. Videos and code are available at https://constraints-as-terminations.github.io.
Contrastive Policy Gradient: Aligning LLMs on sequence-level scores in a supervised-friendly fashion
Reinforcement Learning (RL) has been used to finetune Large Language Models (LLMs) using a reward model trained from preference data, to better align with human judgment. The recently introduced direct alignment methods, which are often simpler, more stable, and computationally lighter, can more directly achieve this. However, these approaches cannot optimize arbitrary rewards, and the preference-based ones are not the only rewards of interest for LLMs (eg., unit tests for code generation or textual entailment for summarization, among others). RL-finetuning is usually done with a variation of policy gradient, which calls for on-policy or near-on-policy samples, requiring costly generations. We introduce Contrastive Policy Gradient, or CoPG, a simple and mathematically principled new RL algorithm that can estimate the optimal policy even from off-policy data. It can be seen as an off-policy policy gradient approach that does not rely on important sampling techniques and highlights the importance of using (the right) state baseline. We show this approach to generalize the direct alignment method IPO (identity preference optimization) and classic policy gradient. We experiment with the proposed CoPG on a toy bandit problem to illustrate its properties, as well as for finetuning LLMs on a summarization task, using a learned reward function considered as ground truth for the purpose of the experiments.
Beyond Reward: Offline Preference-guided Policy Optimization
This study focuses on the topic of offline preference-based reinforcement learning (PbRL), a variant of conventional reinforcement learning that dispenses with the need for online interaction or specification of reward functions. Instead, the agent is provided with fixed offline trajectories and human preferences between pairs of trajectories to extract the dynamics and task information, respectively. Since the dynamics and task information are orthogonal, a naive approach would involve using preference-based reward learning followed by an off-the-shelf offline RL algorithm. However, this requires the separate learning of a scalar reward function, which is assumed to be an information bottleneck of the learning process. To address this issue, we propose the offline preference-guided policy optimization (OPPO) paradigm, which models offline trajectories and preferences in a one-step process, eliminating the need for separately learning a reward function. OPPO achieves this by introducing an offline hindsight information matching objective for optimizing a contextual policy and a preference modeling objective for finding the optimal context. OPPO further integrates a well-performing decision policy by optimizing the two objectives iteratively. Our empirical results demonstrate that OPPO effectively models offline preferences and outperforms prior competing baselines, including offline RL algorithms performed over either true or pseudo reward function specifications. Our code is available on the project website: https://sites.google.com/view/oppo-icml-2023 .
Offline Data Enhanced On-Policy Policy Gradient with Provable Guarantees
Hybrid RL is the setting where an RL agent has access to both offline data and online data by interacting with the real-world environment. In this work, we propose a new hybrid RL algorithm that combines an on-policy actor-critic method with offline data. On-policy methods such as policy gradient and natural policy gradient (NPG) have shown to be more robust to model misspecification, though sometimes it may not be as sample efficient as methods that rely on off-policy learning. On the other hand, offline methods that depend on off-policy training often require strong assumptions in theory and are less stable to train in practice. Our new approach integrates a procedure of off-policy training on the offline data into an on-policy NPG framework. We show that our approach, in theory, can obtain a best-of-both-worlds type of result -- it achieves the state-of-art theoretical guarantees of offline RL when offline RL-specific assumptions hold, while at the same time maintaining the theoretical guarantees of on-policy NPG regardless of the offline RL assumptions' validity. Experimentally, in challenging rich-observation environments, we show that our approach outperforms a state-of-the-art hybrid RL baseline which only relies on off-policy policy optimization, demonstrating the empirical benefit of combining on-policy and off-policy learning. Our code is publicly available at https://github.com/YifeiZhou02/HNPG.
Free from Bellman Completeness: Trajectory Stitching via Model-based Return-conditioned Supervised Learning
Off-policy dynamic programming (DP) techniques such as Q-learning have proven to be important in sequential decision-making problems. In the presence of function approximation, however, these techniques often diverge due to the absence of Bellman completeness in the function classes considered, a crucial condition for the success of DP-based methods. In this paper, we show how off-policy learning techniques based on return-conditioned supervised learning (RCSL) are able to circumvent these challenges of Bellman completeness, converging under significantly more relaxed assumptions inherited from supervised learning. We prove there exists a natural environment in which if one uses two-layer multilayer perceptron as the function approximator, the layer width needs to grow linearly with the state space size to satisfy Bellman completeness while a constant layer width is enough for RCSL. These findings take a step towards explaining the superior empirical performance of RCSL methods compared to DP-based methods in environments with near-optimal datasets. Furthermore, in order to learn from sub-optimal datasets, we propose a simple framework called MBRCSL, granting RCSL methods the ability of dynamic programming to stitch together segments from distinct trajectories. MBRCSL leverages learned dynamics models and forward sampling to accomplish trajectory stitching while avoiding the need for Bellman completeness that plagues all dynamic programming algorithms. We propose both theoretical analysis and experimental evaluation to back these claims, outperforming state-of-the-art model-free and model-based offline RL algorithms across several simulated robotics problems.
Offline Reinforcement Learning with Closed-Form Policy Improvement Operators
Behavior constrained policy optimization has been demonstrated to be a successful paradigm for tackling Offline Reinforcement Learning. By exploiting historical transitions, a policy is trained to maximize a learned value function while constrained by the behavior policy to avoid a significant distributional shift. In this paper, we propose our closed-form policy improvement operators. We make a novel observation that the behavior constraint naturally motivates the use of first-order Taylor approximation, leading to a linear approximation of the policy objective. Additionally, as practical datasets are usually collected by heterogeneous policies, we model the behavior policies as a Gaussian Mixture and overcome the induced optimization difficulties by leveraging the LogSumExp's lower bound and Jensen's Inequality, giving rise to a closed-form policy improvement operator. We instantiate offline RL algorithms with our novel policy improvement operators and empirically demonstrate their effectiveness over state-of-the-art algorithms on the standard D4RL benchmark. Our code is available at https://cfpi-icml23.github.io/.
RORL: Robust Offline Reinforcement Learning via Conservative Smoothing
Offline reinforcement learning (RL) provides a promising direction to exploit massive amount of offline data for complex decision-making tasks. Due to the distribution shift issue, current offline RL algorithms are generally designed to be conservative in value estimation and action selection. However, such conservatism can impair the robustness of learned policies when encountering observation deviation under realistic conditions, such as sensor errors and adversarial attacks. To trade off robustness and conservatism, we propose Robust Offline Reinforcement Learning (RORL) with a novel conservative smoothing technique. In RORL, we explicitly introduce regularization on the policy and the value function for states near the dataset, as well as additional conservative value estimation on these states. Theoretically, we show RORL enjoys a tighter suboptimality bound than recent theoretical results in linear MDPs. We demonstrate that RORL can achieve state-of-the-art performance on the general offline RL benchmark and is considerably robust to adversarial observation perturbations.
Hundreds Guide Millions: Adaptive Offline Reinforcement Learning with Expert Guidance
Offline reinforcement learning (RL) optimizes the policy on a previously collected dataset without any interactions with the environment, yet usually suffers from the distributional shift problem. To mitigate this issue, a typical solution is to impose a policy constraint on a policy improvement objective. However, existing methods generally adopt a ``one-size-fits-all'' practice, i.e., keeping only a single improvement-constraint balance for all the samples in a mini-batch or even the entire offline dataset. In this work, we argue that different samples should be treated with different policy constraint intensities. Based on this idea, a novel plug-in approach named Guided Offline RL (GORL) is proposed. GORL employs a guiding network, along with only a few expert demonstrations, to adaptively determine the relative importance of the policy improvement and policy constraint for every sample. We theoretically prove that the guidance provided by our method is rational and near-optimal. Extensive experiments on various environments suggest that GORL can be easily installed on most offline RL algorithms with statistically significant performance improvements.
A Dataset Perspective on Offline Reinforcement Learning
The application of Reinforcement Learning (RL) in real world environments can be expensive or risky due to sub-optimal policies during training. In Offline RL, this problem is avoided since interactions with an environment are prohibited. Policies are learned from a given dataset, which solely determines their performance. Despite this fact, how dataset characteristics influence Offline RL algorithms is still hardly investigated. The dataset characteristics are determined by the behavioral policy that samples this dataset. Therefore, we define characteristics of behavioral policies as exploratory for yielding high expected information in their interaction with the Markov Decision Process (MDP) and as exploitative for having high expected return. We implement two corresponding empirical measures for the datasets sampled by the behavioral policy in deterministic MDPs. The first empirical measure SACo is defined by the normalized unique state-action pairs and captures exploration. The second empirical measure TQ is defined by the normalized average trajectory return and captures exploitation. Empirical evaluations show the effectiveness of TQ and SACo. In large-scale experiments using our proposed measures, we show that the unconstrained off-policy Deep Q-Network family requires datasets with high SACo to find a good policy. Furthermore, experiments show that policy constraint algorithms perform well on datasets with high TQ and SACo. Finally, the experiments show, that purely dataset-constrained Behavioral Cloning performs competitively to the best Offline RL algorithms for datasets with high TQ.
Nested Policy Reinforcement Learning
Off-policy reinforcement learning (RL) has proven to be a powerful framework for guiding agents' actions in environments with stochastic rewards and unknown or noisy state dynamics. In many real-world settings, these agents must operate in multiple environments, each with slightly different dynamics. For example, we may be interested in developing policies to guide medical treatment for patients with and without a given disease, or policies to navigate curriculum design for students with and without a learning disability. Here, we introduce nested policy fitted Q-iteration (NFQI), an RL framework that finds optimal policies in environments that exhibit such a structure. Our approach develops a nested Q-value function that takes advantage of the shared structure between two groups of observations from two separate environments while allowing their policies to be distinct from one another. We find that NFQI yields policies that rely on relevant features and perform at least as well as a policy that does not consider group structure. We demonstrate NFQI's performance using an OpenAI Gym environment and a clinical decision making RL task. Our results suggest that NFQI can develop policies that are better suited to many real-world clinical environments.
Mirror Descent Policy Optimization
Mirror descent (MD), a well-known first-order method in constrained convex optimization, has recently been shown as an important tool to analyze trust-region algorithms in reinforcement learning (RL). However, there remains a considerable gap between such theoretically analyzed algorithms and the ones used in practice. Inspired by this, we propose an efficient RL algorithm, called {\em mirror descent policy optimization} (MDPO). MDPO iteratively updates the policy by {\em approximately} solving a trust-region problem, whose objective function consists of two terms: a linearization of the standard RL objective and a proximity term that restricts two consecutive policies to be close to each other. Each update performs this approximation by taking multiple gradient steps on this objective function. We derive {\em on-policy} and {\em off-policy} variants of MDPO, while emphasizing important design choices motivated by the existing theory of MD in RL. We highlight the connections between on-policy MDPO and two popular trust-region RL algorithms: TRPO and PPO, and show that explicitly enforcing the trust-region constraint is in fact {\em not} a necessity for high performance gains in TRPO. We then show how the popular soft actor-critic (SAC) algorithm can be derived by slight modifications of off-policy MDPO. Overall, MDPO is derived from the MD principles, offers a unified approach to viewing a number of popular RL algorithms, and performs better than or on-par with TRPO, PPO, and SAC in a number of continuous control tasks. Code is available at https://github.com/manantomar/Mirror-Descent-Policy-Optimization.
Semi-Offline Reinforcement Learning for Optimized Text Generation
In reinforcement learning (RL), there are two major settings for interacting with the environment: online and offline. Online methods explore the environment at significant time cost, and offline methods efficiently obtain reward signals by sacrificing exploration capability. We propose semi-offline RL, a novel paradigm that smoothly transits from offline to online settings, balances exploration capability and training cost, and provides a theoretical foundation for comparing different RL settings. Based on the semi-offline 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 approach is efficient and yields comparable or often better performance compared with state-of-the-art methods.
Policy Regularization with Dataset Constraint for Offline Reinforcement Learning
We consider the problem of learning the best possible policy from a fixed dataset, known as offline Reinforcement Learning (RL). A common taxonomy of existing offline RL works is policy regularization, which typically constrains the learned policy by distribution or support of the behavior policy. However, distribution and support constraints are overly conservative since they both force the policy to choose similar actions as the behavior policy when considering particular states. It will limit the learned policy's performance, especially when the behavior policy is sub-optimal. In this paper, we find that regularizing the policy towards the nearest state-action pair can be more effective and thus propose Policy Regularization with Dataset Constraint (PRDC). When updating the policy in a given state, PRDC searches the entire dataset for the nearest state-action sample and then restricts the policy with the action of this sample. Unlike previous works, PRDC can guide the policy with proper behaviors from the dataset, allowing it to choose actions that do not appear in the dataset along with the given state. It is a softer constraint but still keeps enough conservatism from out-of-distribution actions. Empirical evidence and theoretical analysis show that PRDC can alleviate offline RL's fundamentally challenging value overestimation issue with a bounded performance gap. Moreover, on a set of locomotion and navigation tasks, PRDC achieves state-of-the-art performance compared with existing methods. Code is available at https://github.com/LAMDA-RL/PRDC
Action-Quantized Offline Reinforcement Learning for Robotic Skill Learning
The offline reinforcement learning (RL) paradigm provides a general recipe to convert static behavior datasets into policies that can perform better than the policy that collected the data. While policy constraints, conservatism, and other methods for mitigating distributional shifts have made offline reinforcement learning more effective, the continuous action setting often necessitates various approximations for applying these techniques. Many of these challenges are greatly alleviated in discrete action settings, where offline RL constraints and regularizers can often be computed more precisely or even exactly. In this paper, we propose an adaptive scheme for action quantization. We use a VQ-VAE to learn state-conditioned action quantization, avoiding the exponential blowup that comes with na\"ive discretization of the action space. We show that several state-of-the-art offline RL methods such as IQL, CQL, and BRAC improve in performance on benchmarks when combined with our proposed discretization scheme. We further validate our approach on a set of challenging long-horizon complex robotic manipulation tasks in the Robomimic environment, where our discretized offline RL algorithms are able to improve upon their continuous counterparts by 2-3x. Our project page is at https://saqrl.github.io/
Safe Offline Reinforcement Learning with Feasibility-Guided Diffusion Model
Safe offline RL is a promising way to bypass risky online interactions towards safe policy learning. Most existing methods only enforce soft constraints, i.e., constraining safety violations in expectation below thresholds predetermined. This can lead to potentially unsafe outcomes, thus unacceptable in safety-critical scenarios. An alternative is to enforce the hard constraint of zero violation. However, this can be challenging in offline setting, as it needs to strike the right balance among three highly intricate and correlated aspects: safety constraint satisfaction, reward maximization, and behavior regularization imposed by offline datasets. Interestingly, we discover that via reachability analysis of safe-control theory, the hard safety constraint can be equivalently translated to identifying the largest feasible region given the offline dataset. This seamlessly converts the original trilogy problem to a feasibility-dependent objective, i.e., maximizing reward value within the feasible region while minimizing safety risks in the infeasible region. Inspired by these, we propose FISOR (FeasIbility-guided Safe Offline RL), which allows safety constraint adherence, reward maximization, and offline policy learning to be realized via three decoupled processes, while offering strong safety performance and stability. In FISOR, the optimal policy for the translated optimization problem can be derived in a special form of weighted behavior cloning. Thus, we propose a novel energy-guided diffusion model that does not require training a complicated time-dependent classifier to extract the policy, greatly simplifying the training. We compare FISOR against baselines on DSRL benchmark for safe offline RL. Evaluation results show that FISOR is the only method that can guarantee safety satisfaction in all tasks, while achieving top returns in most tasks.
Dual RL: Unification and New Methods for Reinforcement and Imitation Learning
The goal of reinforcement learning (RL) is to find a policy that maximizes the expected cumulative return. It has been shown that this objective can be represented as an optimization problem of state-action visitation distribution under linear constraints. The dual problem of this formulation, which we refer to as dual RL, is unconstrained and easier to optimize. In this work, we first cast several state-of-the-art offline RL and offline imitation learning (IL) algorithms as instances of dual RL approaches with shared structures. Such unification allows us to identify the root cause of the shortcomings of prior methods. For offline IL, our analysis shows that prior methods are based on a restrictive coverage assumption that greatly limits their performance in practice. To fix this limitation, we propose a new discriminator-free method ReCOIL that learns to imitate from arbitrary off-policy data to obtain near-expert performance. For offline RL, our analysis frames a recent offline RL method XQL in the dual framework, and we further propose a new method f-DVL that provides alternative choices to the Gumbel regression loss that fixes the known training instability issue of XQL. The performance improvements by both of our proposed methods, ReCOIL and f-DVL, in IL and RL are validated on an extensive suite of simulated robot locomotion and manipulation tasks. Project code and details can be found at this https://hari-sikchi.github.io/dual-rl.
Trajectory-Aware Eligibility Traces for Off-Policy Reinforcement Learning
Off-policy learning from multistep returns is crucial for sample-efficient reinforcement learning, but counteracting off-policy bias without exacerbating variance is challenging. Classically, off-policy bias is corrected in a per-decision manner: past temporal-difference errors are re-weighted by the instantaneous Importance Sampling (IS) ratio after each action via eligibility traces. Many off-policy algorithms rely on this mechanism, along with differing protocols for cutting the IS ratios to combat the variance of the IS estimator. Unfortunately, once a trace has been fully cut, the effect cannot be reversed. This has led to the development of credit-assignment strategies that account for multiple past experiences at a time. These trajectory-aware methods have not been extensively analyzed, and their theoretical justification remains uncertain. In this paper, we propose a multistep operator that can express both per-decision and trajectory-aware methods. We prove convergence conditions for our operator in the tabular setting, establishing the first guarantees for several existing methods as well as many new ones. Finally, we introduce Recency-Bounded Importance Sampling (RBIS), which leverages trajectory awareness to perform robustly across lambda-values in an off-policy control task.
Train Once, Get a Family: State-Adaptive Balances for Offline-to-Online Reinforcement Learning
Offline-to-online reinforcement learning (RL) is a training paradigm that combines pre-training on a pre-collected dataset with fine-tuning in an online environment. However, the incorporation of online fine-tuning can intensify the well-known distributional shift problem. Existing solutions tackle this problem by imposing a policy constraint on the policy improvement objective in both offline and online learning. They typically advocate a single balance between policy improvement and constraints across diverse data collections. This one-size-fits-all manner may not optimally leverage each collected sample due to the significant variation in data quality across different states. To this end, we introduce Family Offline-to-Online RL (FamO2O), a simple yet effective framework that empowers existing algorithms to determine state-adaptive improvement-constraint balances. FamO2O utilizes a universal model to train a family of policies with different improvement/constraint intensities, and a balance model to select a suitable policy for each state. Theoretically, we prove that state-adaptive balances are necessary for achieving a higher policy performance upper bound. Empirically, extensive experiments show that FamO2O offers a statistically significant improvement over various existing methods, achieving state-of-the-art performance on the D4RL benchmark. Codes are available at https://github.com/LeapLabTHU/FamO2O.
Value-Based Deep RL Scales Predictably
Scaling data and compute is critical to the success of machine learning. However, scaling demands predictability: we want methods to not only perform well with more compute or data, but also have their performance be predictable from small-scale runs, without running the large-scale experiment. In this paper, we show that value-based off-policy RL methods are predictable despite community lore regarding their pathological behavior. First, we show that data and compute requirements to attain a given performance level lie on a Pareto frontier, controlled by the updates-to-data (UTD) ratio. By estimating this frontier, we can predict this data requirement when given more compute, and this compute requirement when given more data. Second, we determine the optimal allocation of a total resource budget across data and compute for a given performance and use it to determine hyperparameters that maximize performance for a given budget. Third, this scaling behavior is enabled by first estimating predictable relationships between hyperparameters, which is used to manage effects of overfitting and plasticity loss unique to RL. We validate our approach using three algorithms: SAC, BRO, and PQL on DeepMind Control, OpenAI gym, and IsaacGym, when extrapolating to higher levels of data, compute, budget, or performance.
Semi-Markov Offline Reinforcement Learning for Healthcare
Reinforcement learning (RL) tasks are typically framed as Markov Decision Processes (MDPs), assuming that decisions are made at fixed time intervals. However, many applications of great importance, including healthcare, do not satisfy this assumption, yet they are commonly modelled as MDPs after an artificial reshaping of the data. In addition, most healthcare (and similar) problems are offline by nature, allowing for only retrospective studies. To address both challenges, we begin by discussing the Semi-MDP (SMDP) framework, which formally handles actions of variable timings. We next present a formal way to apply SMDP modifications to nearly any given value-based offline RL method. We use this theory to introduce three SMDP-based offline RL algorithms, namely, SDQN, SDDQN, and SBCQ. We then experimentally demonstrate that only these SMDP-based algorithms learn the optimal policy in variable-time environments, whereas their MDP counterparts do not. Finally, we apply our new algorithms to a real-world offline dataset pertaining to warfarin dosing for stroke prevention and demonstrate similar results.
Finetuning Offline World Models in the Real World
Reinforcement Learning (RL) is notoriously data-inefficient, which makes training on a real robot difficult. While model-based RL algorithms (world models) improve data-efficiency to some extent, they still require hours or days of interaction to learn skills. Recently, offline RL has been proposed as a framework for training RL policies on pre-existing datasets without any online interaction. However, constraining an algorithm to a fixed dataset induces a state-action distribution shift between training and inference, and limits its applicability to new tasks. In this work, we seek to get the best of both worlds: we consider the problem of pretraining a world model with offline data collected on a real robot, and then finetuning the model on online data collected by planning with the learned model. To mitigate extrapolation errors during online interaction, we propose to regularize the planner at test-time by balancing estimated returns and (epistemic) model uncertainty. We evaluate our method on a variety of visuo-motor control tasks in simulation and on a real robot, and find that our method enables few-shot finetuning to seen and unseen tasks even when offline data is limited. Videos, code, and data are available at https://yunhaifeng.com/FOWM .
When is Realizability Sufficient for Off-Policy Reinforcement Learning?
Model-free algorithms for reinforcement learning typically require a condition called Bellman completeness in order to successfully operate off-policy with function approximation, unless additional conditions are met. However, Bellman completeness is a requirement that is much stronger than realizability and that is deemed to be too strong to hold in practice. In this work, we relax this structural assumption and analyze the statistical complexity of off-policy reinforcement learning when only realizability holds for the prescribed function class. We establish finite-sample guarantees for off-policy reinforcement learning that are free of the approximation error term known as inherent Bellman error, and that depend on the interplay of three factors. The first two are well known: they are the metric entropy of the function class and the concentrability coefficient that represents the cost of learning off-policy. The third factor is new, and it measures the violation of Bellman completeness, namely the mis-alignment between the chosen function class and its image through the Bellman operator. In essence, these error bounds establish that off-policy reinforcement learning remains statistically viable even in absence of Bellman completeness, and characterize the intermediate situation between the favorable Bellman complete setting and the worst-case scenario where exponential lower bounds are in force. Our analysis directly applies to the solution found by temporal difference algorithms when they converge.
Skill or Luck? Return Decomposition via Advantage Functions
Learning from off-policy data is essential for sample-efficient reinforcement learning. In the present work, we build on the insight that the advantage function can be understood as the causal effect of an action on the return, and show that this allows us to decompose the return of a trajectory into parts caused by the agent's actions (skill) and parts outside of the agent's control (luck). Furthermore, this decomposition enables us to naturally extend Direct Advantage Estimation (DAE) to off-policy settings (Off-policy DAE). The resulting method can learn from off-policy trajectories without relying on importance sampling techniques or truncating off-policy actions. We draw connections between Off-policy DAE and previous methods to demonstrate how it can speed up learning and when the proposed off-policy corrections are important. Finally, we use the MinAtar environments to illustrate how ignoring off-policy corrections can lead to suboptimal policy optimization performance.
Provably Efficient Offline Reinforcement Learning with Perturbed Data Sources
Existing theoretical studies on offline reinforcement learning (RL) mostly consider a dataset sampled directly from the target task. In practice, however, data often come from several heterogeneous but related sources. Motivated by this gap, this work aims at rigorously understanding offline RL with multiple datasets that are collected from randomly perturbed versions of the target task instead of from itself. An information-theoretic lower bound is derived, which reveals a necessary requirement on the number of involved sources in addition to that on the number of data samples. Then, a novel HetPEVI algorithm is proposed, which simultaneously considers the sample uncertainties from a finite number of data samples per data source and the source uncertainties due to a finite number of available data sources. Theoretical analyses demonstrate that HetPEVI can solve the target task as long as the data sources collectively provide a good data coverage. Moreover, HetPEVI is demonstrated to be optimal up to a polynomial factor of the horizon length. Finally, the study is extended to offline Markov games and offline robust RL, which demonstrates the generality of the proposed designs and theoretical analyses.
Efficient Diffusion Policies for Offline Reinforcement Learning
Offline reinforcement learning (RL) aims to learn optimal policies from offline datasets, where the parameterization of policies is crucial but often overlooked. Recently, Diffsuion-QL significantly boosts the performance of offline RL by representing a policy with a diffusion model, whose success relies on a parametrized Markov Chain with hundreds of steps for sampling. However, Diffusion-QL suffers from two critical limitations. 1) It is computationally inefficient to forward and backward through the whole Markov chain during training. 2) It is incompatible with maximum likelihood-based RL algorithms (e.g., policy gradient methods) as the likelihood of diffusion models is intractable. Therefore, we propose efficient diffusion policy (EDP) to overcome these two challenges. EDP approximately constructs actions from corrupted ones at training to avoid running the sampling chain. We conduct extensive experiments on the D4RL benchmark. The results show that EDP can reduce the diffusion policy training time from 5 days to 5 hours on gym-locomotion tasks. Moreover, we show that EDP is compatible with various offline RL algorithms (TD3, CRR, and IQL) and achieves new state-of-the-art on D4RL by large margins over previous methods. Our code is available at https://github.com/sail-sg/edp.
Towards Robust Offline Reinforcement Learning under Diverse Data Corruption
Offline reinforcement learning (RL) presents a promising approach for learning reinforced policies from offline datasets without the need for costly or unsafe interactions with the environment. However, datasets collected by humans in real-world environments are often noisy and may even be maliciously corrupted, which can significantly degrade the performance of offline RL. In this work, we first investigate the performance of current offline RL algorithms under comprehensive data corruption, including states, actions, rewards, and dynamics. Our extensive experiments reveal that implicit Q-learning (IQL) demonstrates remarkable resilience to data corruption among various offline RL algorithms. Furthermore, we conduct both empirical and theoretical analyses to understand IQL's robust performance, identifying its supervised policy learning scheme as the key factor. Despite its relative robustness, IQL still suffers from heavy-tail targets of Q functions under dynamics corruption. To tackle this challenge, we draw inspiration from robust statistics to employ the Huber loss to handle the heavy-tailedness and utilize quantile estimators to balance penalization for corrupted data and learning stability. By incorporating these simple yet effective modifications into IQL, we propose a more robust offline RL approach named Robust IQL (RIQL). Extensive experiments demonstrate that RIQL exhibits highly robust performance when subjected to diverse data corruption scenarios.
When to Trust Your Simulator: Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning
Learning effective reinforcement learning (RL) policies to solve real-world complex tasks can be quite challenging without a high-fidelity simulation environment. In most cases, we are only given imperfect simulators with simplified dynamics, which inevitably lead to severe sim-to-real gaps in RL policy learning. The recently emerged field of offline RL provides another possibility to learn policies directly from pre-collected historical data. However, to achieve reasonable performance, existing offline RL algorithms need impractically large offline data with sufficient state-action space coverage for training. This brings up a new question: is it possible to combine learning from limited real data in offline RL and unrestricted exploration through imperfect simulators in online RL to address the drawbacks of both approaches? In this study, we propose the Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning (H2O) framework to provide an affirmative answer to this question. H2O introduces a dynamics-aware policy evaluation scheme, which adaptively penalizes the Q function learning on simulated state-action pairs with large dynamics gaps, while also simultaneously allowing learning from a fixed real-world dataset. Through extensive simulation and real-world tasks, as well as theoretical analysis, we demonstrate the superior performance of H2O against other cross-domain online and offline RL algorithms. H2O provides a brand new hybrid offline-and-online RL paradigm, which can potentially shed light on future RL algorithm design for solving practical real-world tasks.
Offline Reinforcement Learning from Datasets with Structured Non-Stationarity
Current Reinforcement Learning (RL) is often limited by the large amount of data needed to learn a successful policy. Offline RL aims to solve this issue by using transitions collected by a different behavior policy. We address a novel Offline RL problem setting in which, while collecting the dataset, the transition and reward functions gradually change between episodes but stay constant within each episode. We propose a method based on Contrastive Predictive Coding that identifies this non-stationarity in the offline dataset, accounts for it when training a policy, and predicts it during evaluation. We analyze our proposed method and show that it performs well in simple continuous control tasks and challenging, high-dimensional locomotion tasks. We show that our method often achieves the oracle performance and performs better than baselines.
Offline RL with Observation Histories: Analyzing and Improving Sample Complexity
Offline reinforcement learning (RL) can in principle synthesize more optimal behavior from a dataset consisting only of suboptimal trials. One way that this can happen is by "stitching" together the best parts of otherwise suboptimal trajectories that overlap on similar states, to create new behaviors where each individual state is in-distribution, but the overall returns are higher. However, in many interesting and complex applications, such as autonomous navigation and dialogue systems, the state is partially observed. Even worse, the state representation is unknown or not easy to define. In such cases, policies and value functions are often conditioned on observation histories instead of states. In these cases, it is not clear if the same kind of "stitching" is feasible at the level of observation histories, since two different trajectories would always have different histories, and thus "similar states" that might lead to effective stitching cannot be leveraged. Theoretically, we show that standard offline RL algorithms conditioned on observation histories suffer from poor sample complexity, in accordance with the above intuition. We then identify sufficient conditions under which offline RL can still be efficient -- intuitively, it needs to learn a compact representation of history comprising only features relevant for action selection. We introduce a bisimulation loss that captures the extent to which this happens, and propose that offline RL can explicitly optimize this loss to aid worst-case sample complexity. Empirically, we show that across a variety of tasks either our proposed loss improves performance, or the value of this loss is already minimized as a consequence of standard offline RL, indicating that it correlates well with good performance.
SCOPE-RL: A Python Library for Offline Reinforcement Learning and Off-Policy Evaluation
This paper introduces SCOPE-RL, a comprehensive open-source Python software designed for offline reinforcement learning (offline RL), off-policy evaluation (OPE), and selection (OPS). Unlike most existing libraries that focus solely on either policy learning or evaluation, SCOPE-RL seamlessly integrates these two key aspects, facilitating flexible and complete implementations of both offline RL and OPE processes. SCOPE-RL put particular emphasis on its OPE modules, offering a range of OPE estimators and robust evaluation-of-OPE protocols. This approach enables more in-depth and reliable OPE compared to other packages. For instance, SCOPE-RL enhances OPE by estimating the entire reward distribution under a policy rather than its mere point-wise expected value. Additionally, SCOPE-RL provides a more thorough evaluation-of-OPE by presenting the risk-return tradeoff in OPE results, extending beyond mere accuracy evaluations in existing OPE literature. SCOPE-RL is designed with user accessibility in mind. Its user-friendly APIs, comprehensive documentation, and a variety of easy-to-follow examples assist researchers and practitioners in efficiently implementing and experimenting with various offline RL methods and OPE estimators, tailored to their specific problem contexts. The documentation of SCOPE-RL is available at https://scope-rl.readthedocs.io/en/latest/.
Towards Robust Offline-to-Online Reinforcement Learning via Uncertainty and Smoothness
To obtain a near-optimal policy with fewer interactions in Reinforcement Learning (RL), a promising approach involves the combination of offline RL, which enhances sample efficiency by leveraging offline datasets, and online RL, which explores informative transitions by interacting with the environment. Offline-to-Online (O2O) RL provides a paradigm for improving an offline trained agent within limited online interactions. However, due to the significant distribution shift between online experiences and offline data, most offline RL algorithms suffer from performance drops and fail to achieve stable policy improvement in O2O adaptation. To address this problem, we propose the Robust Offline-to-Online (RO2O) algorithm, designed to enhance offline policies through uncertainty and smoothness, and to mitigate the performance drop in online adaptation. Specifically, RO2O incorporates Q-ensemble for uncertainty penalty and adversarial samples for policy and value smoothness, which enable RO2O to maintain a consistent learning procedure in online adaptation without requiring special changes to the learning objective. Theoretical analyses in linear MDPs demonstrate that the uncertainty and smoothness lead to a tighter optimality bound in O2O against distribution shift. Experimental results illustrate the superiority of RO2O in facilitating stable offline-to-online learning and achieving significant improvement with limited online interactions.
Optimal Transport for Offline Imitation Learning
With the advent of large datasets, offline reinforcement learning (RL) is a promising framework for learning good decision-making policies without the need to interact with the real environment. However, offline RL requires the dataset to be reward-annotated, which presents practical challenges when reward engineering is difficult or when obtaining reward annotations is labor-intensive. In this paper, we introduce Optimal Transport Reward labeling (OTR), an algorithm that assigns rewards to offline trajectories, with a few high-quality demonstrations. OTR's key idea is to use optimal transport to compute an optimal alignment between an unlabeled trajectory in the dataset and an expert demonstration to obtain a similarity measure that can be interpreted as a reward, which can then be used by an offline RL algorithm to learn the policy. OTR is easy to implement and computationally efficient. On D4RL benchmarks, we show that OTR with a single demonstration can consistently match the performance of offline RL with ground-truth rewards.
Direct Preference-based Policy Optimization without Reward Modeling
Preference-based reinforcement learning (PbRL) is an approach that enables RL agents to learn from preference, which is particularly useful when formulating a reward function is challenging. Existing PbRL methods generally involve a two-step procedure: they first learn a reward model based on given preference data and then employ off-the-shelf reinforcement learning algorithms using the learned reward model. However, obtaining an accurate reward model solely from preference information, especially when the preference is from human teachers, can be difficult. Instead, we propose a PbRL algorithm that directly learns from preference without requiring any reward modeling. To achieve this, we adopt a contrastive learning framework to design a novel policy scoring metric that assigns a high score to policies that align with the given preferences. We apply our algorithm to offline RL tasks with actual human preference labels and show that our algorithm outperforms or is on par with the existing PbRL methods. Notably, on high-dimensional control tasks, our algorithm surpasses offline RL methods that learn with ground-truth reward information. Finally, we show that our algorithm can be successfully applied to fine-tune large language models.
Challenges and Opportunities in Offline Reinforcement Learning from Visual Observations
Offline reinforcement learning has shown great promise in leveraging large pre-collected datasets for policy learning, allowing agents to forgo often-expensive online data collection. However, to date, offline reinforcement learning from visual observations with continuous action spaces has been relatively under-explored, and there is a lack of understanding of where the remaining challenges lie. In this paper, we seek to establish simple baselines for continuous control in the visual domain. We show that simple modifications to two state-of-the-art vision-based online reinforcement learning algorithms, DreamerV2 and DrQ-v2, suffice to outperform prior work and establish a competitive baseline. We rigorously evaluate these algorithms on both existing offline datasets and a new testbed for offline reinforcement learning from visual observations that better represents the data distributions present in real-world offline RL problems, and open-source our code and data to facilitate progress in this important domain. Finally, we present and analyze several key desiderata unique to offline RL from visual observations, including visual distractions and visually identifiable changes in dynamics.
Real-World Offline Reinforcement Learning from Vision Language Model Feedback
Offline reinforcement learning can enable policy learning from pre-collected, sub-optimal datasets without online interactions. This makes it ideal for real-world robots and safety-critical scenarios, where collecting online data or expert demonstrations is slow, costly, and risky. However, most existing offline RL works assume the dataset is already labeled with the task rewards, a process that often requires significant human effort, especially when ground-truth states are hard to ascertain (e.g., in the real-world). In this paper, we build on prior work, specifically RL-VLM-F, and propose a novel system that automatically generates reward labels for offline datasets using preference feedback from a vision-language model and a text description of the task. Our method then learns a policy using offline RL with the reward-labeled dataset. We demonstrate the system's applicability to a complex real-world robot-assisted dressing task, where we first learn a reward function using a vision-language model on a sub-optimal offline dataset, and then we use the learned reward to employ Implicit Q learning to develop an effective dressing policy. Our method also performs well in simulation tasks involving the manipulation of rigid and deformable objects, and significantly outperform baselines such as behavior cloning and inverse RL. In summary, we propose a new system that enables automatic reward labeling and policy learning from unlabeled, sub-optimal offline datasets.
A Benchmark Environment for Offline Reinforcement Learning in Racing Games
Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.
Safe Reinforcement Learning with Minimal Supervision
Reinforcement learning (RL) in the real world necessitates the development of procedures that enable agents to explore without causing harm to themselves or others. The most successful solutions to the problem of safe RL leverage offline data to learn a safe-set, enabling safe online exploration. However, this approach to safe-learning is often constrained by the demonstrations that are available for learning. In this paper we investigate the influence of the quantity and quality of data used to train the initial safe learning problem offline on the ability to learn safe-RL policies online. Specifically, we focus on tasks with spatially extended goal states where we have few or no demonstrations available. Classically this problem is addressed either by using hand-designed controllers to generate data or by collecting user-generated demonstrations. However, these methods are often expensive and do not scale to more complex tasks and environments. To address this limitation we propose an unsupervised RL-based offline data collection procedure, to learn complex and scalable policies without the need for hand-designed controllers or user demonstrations. Our research demonstrates the significance of providing sufficient demonstrations for agents to learn optimal safe-RL policies online, and as a result, we propose optimistic forgetting, a novel online safe-RL approach that is practical for scenarios with limited data. Further, our unsupervised data collection approach highlights the need to balance diversity and optimality for safe online exploration.
Constrained Decision Transformer for Offline Safe Reinforcement Learning
Safe reinforcement learning (RL) trains a constraint satisfaction policy by interacting with the environment. We aim to tackle a more challenging problem: learning a safe policy from an offline dataset. We study the offline safe RL problem from a novel multi-objective optimization perspective and propose the epsilon-reducible concept to characterize problem difficulties. The inherent trade-offs between safety and task performance inspire us to propose the constrained decision transformer (CDT) approach, which can dynamically adjust the trade-offs during deployment. Extensive experiments show the advantages of the proposed method in learning an adaptive, safe, robust, and high-reward policy. CDT outperforms its variants and strong offline safe RL baselines by a large margin with the same hyperparameters across all tasks, while keeping the zero-shot adaptation capability to different constraint thresholds, making our approach more suitable for real-world RL under constraints. The code is available at https://github.com/liuzuxin/OSRL.
When should we prefer Decision Transformers for Offline Reinforcement Learning?
Offline reinforcement learning (RL) allows agents to learn effective, return-maximizing policies from a static dataset. Three popular algorithms for offline RL are Conservative Q-Learning (CQL), Behavior Cloning (BC), and Decision Transformer (DT), from the class of Q-Learning, Imitation Learning, and Sequence Modeling respectively. A key open question is: which algorithm is preferred under what conditions? We study this question empirically by exploring the performance of these algorithms across the commonly used D4RL and Robomimic benchmarks. We design targeted experiments to understand their behavior concerning data suboptimality, task complexity, and stochasticity. Our key findings are: (1) DT requires more data than CQL to learn competitive policies but is more robust; (2) DT is a substantially better choice than both CQL and BC in sparse-reward and low-quality data settings; (3) DT and BC are preferable as task horizon increases, or when data is obtained from human demonstrators; and (4) CQL excels in situations characterized by the combination of high stochasticity and low data quality. We also investigate architectural choices and scaling trends for DT on Atari and D4RL and make design/scaling recommendations. We find that scaling the amount of data for DT by 5x gives a 2.5x average score improvement on Atari.
Bridging Offline Reinforcement Learning and Imitation Learning: A Tale of Pessimism
Offline (or batch) reinforcement learning (RL) algorithms seek to learn an optimal policy from a fixed dataset without active data collection. Based on the composition of the offline dataset, two main categories of methods are used: imitation learning which is suitable for expert datasets and vanilla offline RL which often requires uniform coverage datasets. From a practical standpoint, datasets often deviate from these two extremes and the exact data composition is usually unknown a priori. To bridge this gap, we present a new offline RL framework that smoothly interpolates between the two extremes of data composition, hence unifying imitation learning and vanilla offline RL. The new framework is centered around a weak version of the concentrability coefficient that measures the deviation from the behavior policy to the expert policy alone. Under this new framework, we further investigate the question on algorithm design: can one develop an algorithm that achieves a minimax optimal rate and also adapts to unknown data composition? To address this question, we consider a lower confidence bound (LCB) algorithm developed based on pessimism in the face of uncertainty in offline RL. We study finite-sample properties of LCB as well as information-theoretic limits in multi-armed bandits, contextual bandits, and Markov decision processes (MDPs). Our analysis reveals surprising facts about optimality rates. In particular, in all three settings, LCB achieves a faster rate of 1/N for nearly-expert datasets compared to the usual rate of 1/N in offline RL, where N is the number of samples in the batch dataset. In the case of contextual bandits with at least two contexts, we prove that LCB is adaptively optimal for the entire data composition range, achieving a smooth transition from imitation learning to offline RL. We further show that LCB is almost adaptively optimal in MDPs.
Guaranteed Trust Region Optimization via Two-Phase KL Penalization
On-policy reinforcement learning (RL) has become a popular framework for solving sequential decision problems due to its computational efficiency and theoretical simplicity. Some on-policy methods guarantee every policy update is constrained to a trust region relative to the prior policy to ensure training stability. These methods often require computationally intensive non-linear optimization or require a particular form of action distribution. In this work, we show that applying KL penalization alone is nearly sufficient to enforce such trust regions. Then, we show that introducing a "fixup" phase is sufficient to guarantee a trust region is enforced on every policy update while adding fewer than 5% additional gradient steps in practice. The resulting algorithm, which we call FixPO, is able to train a variety of policy architectures and action spaces, is easy to implement, and produces results competitive with other trust region methods.
D5RL: Diverse Datasets for Data-Driven Deep Reinforcement Learning
Offline reinforcement learning algorithms hold the promise of enabling data-driven RL methods that do not require costly or dangerous real-world exploration and benefit from large pre-collected datasets. This in turn can facilitate real-world applications, as well as a more standardized approach to RL research. Furthermore, offline RL methods can provide effective initializations for online finetuning to overcome challenges with exploration. However, evaluating progress on offline RL algorithms requires effective and challenging benchmarks that capture properties of real-world tasks, provide a range of task difficulties, and cover a range of challenges both in terms of the parameters of the domain (e.g., length of the horizon, sparsity of rewards) and the parameters of the data (e.g., narrow demonstration data or broad exploratory data). While considerable progress in offline RL in recent years has been enabled by simpler benchmark tasks, the most widely used datasets are increasingly saturating in performance and may fail to reflect properties of realistic tasks. We propose a new benchmark for offline RL that focuses on realistic simulations of robotic manipulation and locomotion environments, based on models of real-world robotic systems, and comprising a variety of data sources, including scripted data, play-style data collected by human teleoperators, and other data sources. Our proposed benchmark covers state-based and image-based domains, and supports both offline RL and online fine-tuning evaluation, with some of the tasks specifically designed to require both pre-training and fine-tuning. We hope that our proposed benchmark will facilitate further progress on both offline RL and fine-tuning algorithms. Website with code, examples, tasks, and data is available at https://sites.google.com/view/d5rl/
Abstract Reward Processes: Leveraging State Abstraction for Consistent Off-Policy Evaluation
Evaluating policies using off-policy data is crucial for applying reinforcement learning to real-world problems such as healthcare and autonomous driving. Previous methods for off-policy evaluation (OPE) generally suffer from high variance or irreducible bias, leading to unacceptably high prediction errors. In this work, we introduce STAR, a framework for OPE that encompasses a broad range of estimators -- which include existing OPE methods as special cases -- that achieve lower mean squared prediction errors. STAR leverages state abstraction to distill complex, potentially continuous problems into compact, discrete models which we call abstract reward processes (ARPs). Predictions from ARPs estimated from off-policy data are provably consistent (asymptotically correct). Rather than proposing a specific estimator, we present a new framework for OPE and empirically demonstrate that estimators within STAR outperform existing methods. The best STAR estimator outperforms baselines in all twelve cases studied, and even the median STAR estimator surpasses the baselines in seven out of the twelve cases.
Improving Offline RL by Blending Heuristics
We propose Heuristic Blending (HUBL), a simple performance-improving technique for a broad class of offline RL algorithms based on value bootstrapping. HUBL modifies the Bellman operators used in these algorithms, partially replacing the bootstrapped values with heuristic ones that are estimated with Monte-Carlo returns. For trajectories with higher returns, HUBL relies more on the heuristic values and less on bootstrapping; otherwise, it leans more heavily on bootstrapping. HUBL is very easy to combine with many existing offline RL implementations by relabeling the offline datasets with adjusted rewards and discount factors. We derive a theory that explains HUBL's effect on offline RL as reducing offline RL's complexity and thus increasing its finite-sample performance. Furthermore, we empirically demonstrate that HUBL consistently improves the policy quality of four state-of-the-art bootstrapping-based offline RL algorithms (ATAC, CQL, TD3+BC, and IQL), by 9% on average over 27 datasets of the D4RL and Meta-World benchmarks.
Multi-Objective Decision Transformers for Offline Reinforcement Learning
Offline Reinforcement Learning (RL) is structured to derive policies from static trajectory data without requiring real-time environment interactions. Recent studies have shown the feasibility of framing offline RL as a sequence modeling task, where the sole aim is to predict actions based on prior context using the transformer architecture. However, the limitation of this single task learning approach is its potential to undermine the transformer model's attention mechanism, which should ideally allocate varying attention weights across different tokens in the input context for optimal prediction. To address this, we reformulate offline RL as a multi-objective optimization problem, where the prediction is extended to states and returns. We also highlight a potential flaw in the trajectory representation used for sequence modeling, which could generate inaccuracies when modeling the state and return distributions. This is due to the non-smoothness of the action distribution within the trajectory dictated by the behavioral policy. To mitigate this issue, we introduce action space regions to the trajectory representation. Our experiments on D4RL benchmark locomotion tasks reveal that our propositions allow for more effective utilization of the attention mechanism in the transformer model, resulting in performance that either matches or outperforms current state-of-the art methods.
Exponential Smoothing for Off-Policy Learning
Off-policy learning (OPL) aims at finding improved policies from logged bandit data, often by minimizing the inverse propensity scoring (IPS) estimator of the risk. In this work, we investigate a smooth regularization for IPS, for which we derive a two-sided PAC-Bayes generalization bound. The bound is tractable, scalable, interpretable and provides learning certificates. In particular, it is also valid for standard IPS without making the assumption that the importance weights are bounded. We demonstrate the relevance of our approach and its favorable performance through a set of learning tasks. Since our bound holds for standard IPS, we are able to provide insight into when regularizing IPS is useful. Namely, we identify cases where regularization might not be needed. This goes against the belief that, in practice, clipped IPS often enjoys favorable performance than standard IPS in OPL.
Jump-Start Reinforcement Learning
Reinforcement learning (RL) provides a theoretical framework for continuously improving an agent's behavior via trial and error. However, efficiently learning policies from scratch can be very difficult, particularly for tasks with exploration challenges. In such settings, it might be desirable to initialize RL with an existing policy, offline data, or demonstrations. However, naively performing such initialization in RL often works poorly, especially for value-based methods. In this paper, we present a meta algorithm that can use offline data, demonstrations, or a pre-existing policy to initialize an RL policy, and is compatible with any RL approach. In particular, we propose Jump-Start Reinforcement Learning (JSRL), an algorithm that employs two policies to solve tasks: a guide-policy, and an exploration-policy. By using the guide-policy to form a curriculum of starting states for the exploration-policy, we are able to efficiently improve performance on a set of simulated robotic tasks. We show via experiments that JSRL is able to significantly outperform existing imitation and reinforcement learning algorithms, particularly in the small-data regime. In addition, we provide an upper bound on the sample complexity of JSRL and show that with the help of a guide-policy, one can improve the sample complexity for non-optimism exploration methods from exponential in horizon to polynomial.
Local Optimization Achieves Global Optimality in Multi-Agent Reinforcement Learning
Policy optimization methods with function approximation are widely used in multi-agent reinforcement learning. However, it remains elusive how to design such algorithms with statistical guarantees. Leveraging a multi-agent performance difference lemma that characterizes the landscape of multi-agent policy optimization, we find that the localized action value function serves as an ideal descent direction for each local policy. Motivated by the observation, we present a multi-agent PPO algorithm in which the local policy of each agent is updated similarly to vanilla PPO. We prove that with standard regularity conditions on the Markov game and problem-dependent quantities, our algorithm converges to the globally optimal policy at a sublinear rate. We extend our algorithm to the off-policy setting and introduce pessimism to policy evaluation, which aligns with experiments. To our knowledge, this is the first provably convergent multi-agent PPO algorithm in cooperative Markov games.
Mildly Constrained Evaluation Policy for Offline Reinforcement Learning
Offline reinforcement learning (RL) methodologies enforce constraints on the policy to adhere closely to the behavior policy, thereby stabilizing value learning and mitigating the selection of out-of-distribution (OOD) actions during test time. Conventional approaches apply identical constraints for both value learning and test time inference. However, our findings indicate that the constraints suitable for value estimation may in fact be excessively restrictive for action selection during test time. To address this issue, we propose a Mildly Constrained Evaluation Policy (MCEP) for test time inference with a more constrained target policy for value estimation. Since the target policy has been adopted in various prior approaches, MCEP can be seamlessly integrated with them as a plug-in. We instantiate MCEP based on TD3-BC [Fujimoto and Gu, 2021] and AWAC [Nair et al., 2020] algorithms. The empirical results on MuJoCo locomotion tasks show that the MCEP significantly outperforms the target policy and achieves competitive results to state-of-the-art offline RL methods. The codes are open-sourced at https://github.com/egg-west/MCEP.git.
Pessimistic Nonlinear Least-Squares Value Iteration for Offline Reinforcement Learning
Offline reinforcement learning (RL), where the agent aims to learn the optimal policy based on the data collected by a behavior policy, has attracted increasing attention in recent years. While offline RL with linear function approximation has been extensively studied with optimal results achieved under certain assumptions, many works shift their interest to offline RL with non-linear function approximation. However, limited works on offline RL with non-linear function approximation have instance-dependent regret guarantees. In this paper, we propose an oracle-efficient algorithm, dubbed Pessimistic Nonlinear Least-Square Value Iteration (PNLSVI), for offline RL with non-linear function approximation. Our algorithmic design comprises three innovative components: (1) a variance-based weighted regression scheme that can be applied to a wide range of function classes, (2) a subroutine for variance estimation, and (3) a planning phase that utilizes a pessimistic value iteration approach. Our algorithm enjoys a regret bound that has a tight dependency on the function class complexity and achieves minimax optimal instance-dependent regret when specialized to linear function approximation. Our work extends the previous instance-dependent results within simpler function classes, such as linear and differentiable function to a more general framework.
Off-Policy Average Reward Actor-Critic with Deterministic Policy Search
The average reward criterion is relatively less studied as most existing works in the Reinforcement Learning literature consider the discounted reward criterion. There are few recent works that present on-policy average reward actor-critic algorithms, but average reward off-policy actor-critic is relatively less explored. In this work, we present both on-policy and off-policy deterministic policy gradient theorems for the average reward performance criterion. Using these theorems, we also present an Average Reward Off-Policy Deep Deterministic Policy Gradient (ARO-DDPG) Algorithm. We first show asymptotic convergence analysis using the ODE-based method. Subsequently, we provide a finite time analysis of the resulting stochastic approximation scheme with linear function approximator and obtain an epsilon-optimal stationary policy with a sample complexity of Omega(epsilon^{-2.5}). We compare the average reward performance of our proposed ARO-DDPG algorithm and observe better empirical performance compared to state-of-the-art on-policy average reward actor-critic algorithms over MuJoCo-based environments.
Provable Offline Preference-Based Reinforcement Learning
In this paper, we investigate the problem of offline Preference-based Reinforcement Learning (PbRL) with human feedback where feedback is available in the form of preference between trajectory pairs rather than explicit rewards. Our proposed algorithm consists of two main steps: (1) estimate the implicit reward using Maximum Likelihood Estimation (MLE) with general function approximation from offline data and (2) solve a distributionally robust planning problem over a confidence set around the MLE. We consider the general reward setting where the reward can be defined over the whole trajectory and provide a novel guarantee that allows us to learn any target policy with a polynomial number of samples, as long as the target policy is covered by the offline data. This guarantee is the first of its kind with general function approximation. To measure the coverage of the target policy, we introduce a new single-policy concentrability coefficient, which can be upper bounded by the per-trajectory concentrability coefficient. We also establish lower bounds that highlight the necessity of such concentrability and the difference from standard RL, where state-action-wise rewards are directly observed. We further extend and analyze our algorithm when the feedback is given over action pairs.
Offline Learning in Markov Games with General Function Approximation
We study offline multi-agent reinforcement learning (RL) in Markov games, where the goal is to learn an approximate equilibrium -- such as Nash equilibrium and (Coarse) Correlated Equilibrium -- from an offline dataset pre-collected from the game. Existing works consider relatively restricted tabular or linear models and handle each equilibria separately. In this work, we provide the first framework for sample-efficient offline learning in Markov games under general function approximation, handling all 3 equilibria in a unified manner. By using Bellman-consistent pessimism, we obtain interval estimation for policies' returns, and use both the upper and the lower bounds to obtain a relaxation on the gap of a candidate policy, which becomes our optimization objective. Our results generalize prior works and provide several additional insights. Importantly, we require a data coverage condition that improves over the recently proposed "unilateral concentrability". Our condition allows selective coverage of deviation policies that optimally trade-off between their greediness (as approximate best responses) and coverage, and we show scenarios where this leads to significantly better guarantees. As a new connection, we also show how our algorithmic framework can subsume seemingly different solution concepts designed for the special case of two-player zero-sum games.
Adaptive Advantage-Guided Policy Regularization for Offline Reinforcement Learning
In offline reinforcement learning, the challenge of out-of-distribution (OOD) is pronounced. To address this, existing methods often constrain the learned policy through policy regularization. However, these methods often suffer from the issue of unnecessary conservativeness, hampering policy improvement. This occurs due to the indiscriminate use of all actions from the behavior policy that generates the offline dataset as constraints. The problem becomes particularly noticeable when the quality of the dataset is suboptimal. Thus, we propose Adaptive Advantage-guided Policy Regularization (A2PR), obtaining high-advantage actions from an augmented behavior policy combined with VAE to guide the learned policy. A2PR can select high-advantage actions that differ from those present in the dataset, while still effectively maintaining conservatism from OOD actions. This is achieved by harnessing the VAE capacity to generate samples matching the distribution of the data points. We theoretically prove that the improvement of the behavior policy is guaranteed. Besides, it effectively mitigates value overestimation with a bounded performance gap. Empirically, we conduct a series of experiments on the D4RL benchmark, where A2PR demonstrates state-of-the-art performance. Furthermore, experimental results on additional suboptimal mixed datasets reveal that A2PR exhibits superior performance. Code is available at https://github.com/ltlhuuu/A2PR.
SERL: A Software Suite for Sample-Efficient Robotic Reinforcement Learning
In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as demonstrations and prior experience. However, despite these advances, robotic RL remains hard to use. It is acknowledged among practitioners that the particular implementation details of these algorithms are often just as important (if not more so) for performance as the choice of algorithm. We posit that a significant challenge to widespread adoption of robotic RL, as well as further development of robotic RL methods, is the comparative inaccessibility of such methods. To address this challenge, we developed a carefully implemented library containing a sample efficient off-policy deep RL method, together with methods for computing rewards and resetting the environment, a high-quality controller for a widely-adopted robot, and a number of challenging example tasks. We provide this library as a resource for the community, describe its design choices, and present experimental results. Perhaps surprisingly, we find that our implementation can achieve very efficient learning, acquiring policies for PCB board assembly, cable routing, and object relocation between 25 to 50 minutes of training per policy on average, improving over state-of-the-art results reported for similar tasks in the literature. These policies achieve perfect or near-perfect success rates, extreme robustness even under perturbations, and exhibit emergent recovery and correction behaviors. We hope that these promising results and our high-quality open-source implementation will provide a tool for the robotics community to facilitate further developments in robotic RL. Our code, documentation, and videos can be found at https://serl-robot.github.io/
Improving Offline-to-Online Reinforcement Learning with Q-Ensembles
Offline reinforcement learning (RL) is a learning paradigm where an agent learns from a fixed dataset of experience. However, learning solely from a static dataset can limit the performance due to the lack of exploration. To overcome it, offline-to-online RL combines offline pre-training with online fine-tuning, which enables the agent to further refine its policy by interacting with the environment in real-time. Despite its benefits, existing offline-to-online RL methods suffer from performance degradation and slow improvement during the online phase. To tackle these challenges, we propose a novel framework called Ensemble-based Offline-to-Online (E2O) RL. By increasing the number of Q-networks, we seamlessly bridge offline pre-training and online fine-tuning without degrading performance. Moreover, to expedite online performance enhancement, we appropriately loosen the pessimism of Q-value estimation and incorporate ensemble-based exploration mechanisms into our framework. Experimental results demonstrate that E2O can substantially improve the training stability, learning efficiency, and final performance of existing offline RL methods during online fine-tuning on a range of locomotion and navigation tasks, significantly outperforming existing offline-to-online RL methods.
Reinforcement Learning in Low-Rank MDPs with Density Features
MDPs with low-rank transitions -- that is, the transition matrix can be factored into the product of two matrices, left and right -- is a highly representative structure that enables tractable learning. The left matrix enables expressive function approximation for value-based learning and has been studied extensively. In this work, we instead investigate sample-efficient learning with density features, i.e., the right matrix, which induce powerful models for state-occupancy distributions. This setting not only sheds light on leveraging unsupervised learning in RL, but also enables plug-in solutions for convex RL. In the offline setting, we propose an algorithm for off-policy estimation of occupancies that can handle non-exploratory data. Using this as a subroutine, we further devise an online algorithm that constructs exploratory data distributions in a level-by-level manner. As a central technical challenge, the additive error of occupancy estimation is incompatible with the multiplicative definition of data coverage. In the absence of strong assumptions like reachability, this incompatibility easily leads to exponential error blow-up, which we overcome via novel technical tools. Our results also readily extend to the representation learning setting, when the density features are unknown and must be learned from an exponentially large candidate set.
Semi-Supervised Offline Reinforcement Learning with Action-Free Trajectories
Natural agents can effectively learn from multiple data sources that differ in size, quality, and types of measurements. We study this heterogeneity in the context of offline reinforcement learning (RL) by introducing a new, practically motivated semi-supervised setting. Here, an agent has access to two sets of trajectories: labelled trajectories containing state, action and reward triplets at every timestep, along with unlabelled trajectories that contain only state and reward information. For this setting, we develop and study a simple meta-algorithmic pipeline that learns an inverse dynamics model on the labelled data to obtain proxy-labels for the unlabelled data, followed by the use of any offline RL algorithm on the true and proxy-labelled trajectories. Empirically, we find this simple pipeline to be highly successful -- on several D4RL benchmarks~fu2020d4rl, certain offline RL algorithms can match the performance of variants trained on a fully labelled dataset even when we label only 10\% of trajectories which are highly suboptimal. To strengthen our understanding, we perform a large-scale controlled empirical study investigating the interplay of data-centric properties of the labelled and unlabelled datasets, with algorithmic design choices (e.g., choice of inverse dynamics, offline RL algorithm) to identify general trends and best practices for training RL agents on semi-supervised offline datasets.
REBEL: Reinforcement Learning via Regressing Relative Rewards
While originally developed for continuous control problems, Proximal Policy Optimization (PPO) has emerged as the work-horse of a variety of reinforcement learning (RL) applications including the fine-tuning of generative models. Unfortunately, PPO requires multiple heuristics to enable stable convergence (e.g. value networks, clipping) and is notorious for its sensitivity to the precise implementation of these components. In response, we take a step back and ask what a minimalist RL algorithm for the era of generative models would look like. We propose REBEL, an algorithm that cleanly reduces the problem of policy optimization to regressing the relative rewards via a direct policy parameterization between two completions to a prompt, enabling strikingly lightweight implementation. In theory, we prove that fundamental RL algorithms like Natural Policy Gradient can be seen as variants of REBEL, which allows us to match the strongest known theoretical guarantees in terms of convergence and sample complexity in the RL literature. REBEL can also cleanly incorporate offline data and handle the intransitive preferences we frequently see in practice. Empirically, we find that REBEL provides a unified approach to language modeling and image generation with stronger or similar performance as PPO and DPO, all while being simpler to implement and more computationally tractable than PPO.
Inverse Preference Learning: Preference-based RL without a Reward Function
Reward functions are difficult to design and often hard to align with human intent. Preference-based Reinforcement Learning (RL) algorithms address these problems by learning reward functions from human feedback. However, the majority of preference-based RL methods na\"ively combine supervised reward models with off-the-shelf RL algorithms. Contemporary approaches have sought to improve performance and query complexity by using larger and more complex reward architectures such as transformers. Instead of using highly complex architectures, we develop a new and parameter-efficient algorithm, Inverse Preference Learning (IPL), specifically designed for learning from offline preference data. Our key insight is that for a fixed policy, the Q-function encodes all information about the reward function, effectively making them interchangeable. Using this insight, we completely eliminate the need for a learned reward function. Our resulting algorithm is simpler and more parameter-efficient. Across a suite of continuous control and robotics benchmarks, IPL attains competitive performance compared to more complex approaches that leverage transformer-based and non-Markovian reward functions while having fewer algorithmic hyperparameters and learned network parameters. Our code is publicly released.
Reasoning with Latent Diffusion in Offline Reinforcement Learning
Offline reinforcement learning (RL) holds promise as a means to learn high-reward policies from a static dataset, without the need for further environment interactions. However, a key challenge in offline RL lies in effectively stitching portions of suboptimal trajectories from the static dataset while avoiding extrapolation errors arising due to a lack of support in the dataset. Existing approaches use conservative methods that are tricky to tune and struggle with multi-modal data (as we show) or rely on noisy Monte Carlo return-to-go samples for reward conditioning. In this work, we propose a novel approach that leverages the expressiveness of latent diffusion to model in-support trajectory sequences as compressed latent skills. This facilitates learning a Q-function while avoiding extrapolation error via batch-constraining. The latent space is also expressive and gracefully copes with multi-modal data. We show that the learned temporally-abstract latent space encodes richer task-specific information for offline RL tasks as compared to raw state-actions. This improves credit assignment and facilitates faster reward propagation during Q-learning. Our method demonstrates state-of-the-art performance on the D4RL benchmarks, particularly excelling in long-horizon, sparse-reward tasks.
Discovered Policy Optimisation
Tremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms. Mirror Learning, which includes RL algorithms, such as PPO, offers a potential middle-ground starting point: while every method in this framework comes with theoretical guarantees, components that differentiate them are subject to design. In this paper we explore the Mirror Learning space by meta-learning a "drift" function. We refer to the immediate result as Learnt Policy Optimisation (LPO). By analysing LPO we gain original insights into policy optimisation which we use to formulate a novel, closed-form RL algorithm, Discovered Policy Optimisation (DPO). Our experiments in Brax environments confirm state-of-the-art performance of LPO and DPO, as well as their transfer to unseen settings.
Conservative State Value Estimation for Offline Reinforcement Learning
Offline reinforcement learning faces a significant challenge of value over-estimation due to the distributional drift between the dataset and the current learned policy, leading to learning failure in practice. The common approach is to incorporate a penalty term to reward or value estimation in the Bellman iterations. Meanwhile, to avoid extrapolation on out-of-distribution (OOD) states and actions, existing methods focus on conservative Q-function estimation. In this paper, we propose Conservative State Value Estimation (CSVE), a new approach that learns conservative V-function via directly imposing penalty on OOD states. Compared to prior work, CSVE allows more effective in-data policy optimization with conservative value guarantees. Further, we apply CSVE and develop a practical actor-critic algorithm in which the critic does the conservative value estimation by additionally sampling and penalizing the states around the dataset, and the actor applies advantage weighted updates extended with state exploration to improve the policy. We evaluate in classic continual control tasks of D4RL, showing that our method performs better than the conservative Q-function learning methods and is strongly competitive among recent SOTA methods.
MAHALO: Unifying Offline Reinforcement Learning and Imitation Learning from Observations
We study a new paradigm for sequential decision making, called offline Policy Learning from Observation (PLfO). Offline PLfO aims to learn policies using datasets with substandard qualities: 1) only a subset of trajectories is labeled with rewards, 2) labeled trajectories may not contain actions, 3) labeled trajectories may not be of high quality, and 4) the overall data may not have full coverage. Such imperfection is common in real-world learning scenarios, so offline PLfO encompasses many existing offline learning setups, including offline imitation learning (IL), ILfO, and reinforcement learning (RL). In this work, we present a generic approach, called Modality-agnostic Adversarial Hypothesis Adaptation for Learning from Observations (MAHALO), for offline PLfO. Built upon the pessimism concept in offline RL, MAHALO optimizes the policy using a performance lower bound that accounts for uncertainty due to the dataset's insufficient converge. We implement this idea by adversarially training data-consistent critic and reward functions in policy optimization, which forces the learned policy to be robust to the data deficiency. We show that MAHALO consistently outperforms or matches specialized algorithms across a variety of offline PLfO tasks in theory and experiments.
Towards General-Purpose Model-Free Reinforcement Learning
Reinforcement learning (RL) promises a framework for near-universal problem-solving. In practice however, RL algorithms are often tailored to specific benchmarks, relying on carefully tuned hyperparameters and algorithmic choices. Recently, powerful model-based RL methods have shown impressive general results across benchmarks but come at the cost of increased complexity and slow run times, limiting their broader applicability. In this paper, we attempt to find a unifying model-free deep RL algorithm that can address a diverse class of domains and problem settings. To achieve this, we leverage model-based representations that approximately linearize the value function, taking advantage of the denser task objectives used by model-based RL while avoiding the costs associated with planning or simulated trajectories. We evaluate our algorithm, MR.Q, on a variety of common RL benchmarks with a single set of hyperparameters and show a competitive performance against domain-specific and general baselines, providing a concrete step towards building general-purpose model-free deep RL algorithms.
WPO: Enhancing RLHF with Weighted Preference Optimization
Reinforcement learning from human feedback (RLHF) is a promising solution to align large language models (LLMs) more closely with human values. Off-policy preference optimization, where the preference data is obtained from other models, is widely adopted due to its cost efficiency and scalability. However, off-policy preference optimization often suffers from a distributional gap between the policy used for data collection and the target policy, leading to suboptimal optimization. In this paper, we propose a novel strategy to mitigate this problem by simulating on-policy learning with off-policy preference data. Our Weighted Preference Optimization (WPO) method adapts off-policy data to resemble on-policy data more closely by reweighting preference pairs according to their probability under the current policy. This method not only addresses the distributional gap problem but also enhances the optimization process without incurring additional costs. We validate our method on instruction following benchmarks including Alpaca Eval 2 and MT-bench. WPO not only outperforms Direct Preference Optimization (DPO) by up to 5.6% on Alpaca Eval 2 but also establishes a remarkable length-controlled winning rate against GPT-4-turbo of 48.6% based on Llama-3-8B-Instruct, making it the strongest 8B model on the leaderboard. We will release the code and models at https://github.com/wzhouad/WPO.
The Effective Horizon Explains Deep RL Performance in Stochastic Environments
Reinforcement learning (RL) theory has largely focused on proving minimax sample complexity bounds. These require strategic exploration algorithms that use relatively limited function classes for representing the policy or value function. Our goal is to explain why deep RL algorithms often perform well in practice, despite using random exploration and much more expressive function classes like neural networks. Our work arrives at an explanation by showing that many stochastic MDPs can be solved by performing only a few steps of value iteration on the random policy's Q function and then acting greedily. When this is true, we find that it is possible to separate the exploration and learning components of RL, making it much easier to analyze. We introduce a new RL algorithm, SQIRL, that iteratively learns a near-optimal policy by exploring randomly to collect rollouts and then performing a limited number of steps of fitted-Q iteration over those rollouts. Any regression algorithm that satisfies basic in-distribution generalization properties can be used in SQIRL to efficiently solve common MDPs. This can explain why deep RL works, since it is empirically established that neural networks generalize well in-distribution. Furthermore, SQIRL explains why random exploration works well in practice. We leverage SQIRL to derive instance-dependent sample complexity bounds for RL that are exponential only in an "effective horizon" of lookahead and on the complexity of the class used for function approximation. Empirically, we also find that SQIRL performance strongly correlates with PPO and DQN performance in a variety of stochastic environments, supporting that our theoretical analysis is predictive of practical performance. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon.
All You Need Is Supervised Learning: From Imitation Learning to Meta-RL With Upside Down RL
Upside down reinforcement learning (UDRL) flips the conventional use of the return in the objective function in RL upside down, by taking returns as input and predicting actions. UDRL is based purely on supervised learning, and bypasses some prominent issues in RL: bootstrapping, off-policy corrections, and discount factors. While previous work with UDRL demonstrated it in a traditional online RL setting, here we show that this single algorithm can also work in the imitation learning and offline RL settings, be extended to the goal-conditioned RL setting, and even the meta-RL setting. With a general agent architecture, a single UDRL agent can learn across all paradigms.
On-Policy Policy Gradient Reinforcement Learning Without On-Policy Sampling
On-policy reinforcement learning (RL) algorithms perform policy updates using i.i.d. trajectories collected by the current policy. However, after observing only a finite number of trajectories, on-policy sampling may produce data that fails to match the expected on-policy data distribution. This sampling error leads to noisy updates and data inefficient on-policy learning. Recent work in the policy evaluation setting has shown that non-i.i.d., off-policy sampling can produce data with lower sampling error than on-policy sampling can produce. Motivated by this observation, we introduce an adaptive, off-policy sampling method to improve the data efficiency of on-policy policy gradient algorithms. Our method, Proximal Robust On-Policy Sampling (PROPS), reduces sampling error by collecting data with a behavior policy that increases the probability of sampling actions that are under-sampled with respect to the current policy. Rather than discarding data from old policies -- as is commonly done in on-policy algorithms -- PROPS uses data collection to adjust the distribution of previously collected data to be approximately on-policy. We empirically evaluate PROPS on both continuous-action MuJoCo benchmark tasks as well as discrete-action tasks and demonstrate that (1) PROPS decreases sampling error throughout training and (2) improves the data efficiency of on-policy policy gradient algorithms. Our work improves the RL community's understanding of a nuance in the on-policy vs off-policy dichotomy: on-policy learning requires on-policy data, not on-policy sampling.
Evolving Reinforcement Learning Algorithms
We propose a method for meta-learning reinforcement learning algorithms by searching over the space of computational graphs which compute the loss function for a value-based model-free RL agent to optimize. The learned algorithms are domain-agnostic and can generalize to new environments not seen during training. Our method can both learn from scratch and bootstrap off known existing algorithms, like DQN, enabling interpretable modifications which improve performance. Learning from scratch on simple classical control and gridworld tasks, our method rediscovers the temporal-difference (TD) algorithm. Bootstrapped from DQN, we highlight two learned algorithms which obtain good generalization performance over other classical control tasks, gridworld type tasks, and Atari games. The analysis of the learned algorithm behavior shows resemblance to recently proposed RL algorithms that address overestimation in value-based methods.
Off-Policy Primal-Dual Safe Reinforcement Learning
Primal-dual safe RL methods commonly perform iterations between the primal update of the policy and the dual update of the Lagrange Multiplier. Such a training paradigm is highly susceptible to the error in cumulative cost estimation since this estimation serves as the key bond connecting the primal and dual update processes. We show that this problem causes significant underestimation of cost when using off-policy methods, leading to the failure to satisfy the safety constraint. To address this issue, we propose conservative policy optimization, which learns a policy in a constraint-satisfying area by considering the uncertainty in cost estimation. This improves constraint satisfaction but also potentially hinders reward maximization. We then introduce local policy convexification to help eliminate such suboptimality by gradually reducing the estimation uncertainty. We provide theoretical interpretations of the joint coupling effect of these two ingredients and further verify them by extensive experiments. Results on benchmark tasks show that our method not only achieves an asymptotic performance comparable to state-of-the-art on-policy methods while using much fewer samples, but also significantly reduces constraint violation during training. Our code is available at https://github.com/ZifanWu/CAL.
Real-World Fluid Directed Rigid Body Control via Deep Reinforcement Learning
Recent advances in real-world applications of reinforcement learning (RL) have relied on the ability to accurately simulate systems at scale. However, domains such as fluid dynamical systems exhibit complex dynamic phenomena that are hard to simulate at high integration rates, limiting the direct application of modern deep RL algorithms to often expensive or safety critical hardware. In this work, we introduce "Box o Flows", a novel benchtop experimental control system for systematically evaluating RL algorithms in dynamic real-world scenarios. We describe the key components of the Box o Flows, and through a series of experiments demonstrate how state-of-the-art model-free RL algorithms can synthesize a variety of complex behaviors via simple reward specifications. Furthermore, we explore the role of offline RL in data-efficient hypothesis testing by reusing past experiences. We believe that the insights gained from this preliminary study and the availability of systems like the Box o Flows support the way forward for developing systematic RL algorithms that can be generally applied to complex, dynamical systems. Supplementary material and videos of experiments are available at https://sites.google.com/view/box-o-flows/home.
Robust Subtask Learning for Compositional Generalization
Compositional reinforcement learning is a promising approach for training policies to perform complex long-horizon tasks. Typically, a high-level task is decomposed into a sequence of subtasks and a separate policy is trained to perform each subtask. In this paper, we focus on the problem of training subtask policies in a way that they can be used to perform any task; here, a task is given by a sequence of subtasks. We aim to maximize the worst-case performance over all tasks as opposed to the average-case performance. We formulate the problem as a two agent zero-sum game in which the adversary picks the sequence of subtasks. We propose two RL algorithms to solve this game: one is an adaptation of existing multi-agent RL algorithms to our setting and the other is an asynchronous version which enables parallel training of subtask policies. We evaluate our approach on two multi-task environments with continuous states and actions and demonstrate that our algorithms outperform state-of-the-art baselines.
Self-Regulation and Requesting Interventions
Human intelligence involves metacognitive abilities like self-regulation, recognizing limitations, and seeking assistance only when needed. While LLM Agents excel in many domains, they often lack this awareness. Overconfident agents risk catastrophic failures, while those that seek help excessively hinder efficiency. A key challenge is enabling agents with a limited intervention budget C is to decide when to request assistance. In this paper, we propose an offline framework that trains a "helper" policy to request interventions, such as more powerful models or test-time compute, by combining LLM-based process reward models (PRMs) with tabular reinforcement learning. Using state transitions collected offline, we score optimal intervention timing with PRMs and train the helper model on these labeled trajectories. This offline approach significantly reduces costly intervention calls during training. Furthermore, the integration of PRMs with tabular RL enhances robustness to off-policy data while avoiding the inefficiencies of deep RL. We empirically find that our method delivers optimal helper behavior.
Upside-Down Reinforcement Learning for More Interpretable Optimal Control
Model-Free Reinforcement Learning (RL) algorithms either learn how to map states to expected rewards or search for policies that can maximize a certain performance function. Model-Based algorithms instead, aim to learn an approximation of the underlying model of the RL environment and then use it in combination with planning algorithms. Upside-Down Reinforcement Learning (UDRL) is a novel learning paradigm that aims to learn how to predict actions from states and desired commands. This task is formulated as a Supervised Learning problem and has successfully been tackled by Neural Networks (NNs). In this paper, we investigate whether function approximation algorithms other than NNs can also be used within a UDRL framework. Our experiments, performed over several popular optimal control benchmarks, show that tree-based methods like Random Forests and Extremely Randomized Trees can perform just as well as NNs with the significant benefit of resulting in policies that are inherently more interpretable than NNs, therefore paving the way for more transparent, safe, and robust RL.
Revisiting Design Choices in Offline Model-Based Reinforcement Learning
Offline reinforcement learning enables agents to leverage large pre-collected datasets of environment transitions to learn control policies, circumventing the need for potentially expensive or unsafe online data collection. Significant progress has been made recently in offline model-based reinforcement learning, approaches which leverage a learned dynamics model. This typically involves constructing a probabilistic model, and using the model uncertainty to penalize rewards where there is insufficient data, solving for a pessimistic MDP that lower bounds the true MDP. Existing methods, however, exhibit a breakdown between theory and practice, whereby pessimistic return ought to be bounded by the total variation distance of the model from the true dynamics, but is instead implemented through a penalty based on estimated model uncertainty. This has spawned a variety of uncertainty heuristics, with little to no comparison between differing approaches. In this paper, we compare these heuristics, and design novel protocols to investigate their interaction with other hyperparameters, such as the number of models, or imaginary rollout horizon. Using these insights, we show that selecting these key hyperparameters using Bayesian Optimization produces superior configurations that are vastly different to those currently used in existing hand-tuned state-of-the-art methods, and result in drastically stronger performance.
A Simple Unified Uncertainty-Guided Framework for Offline-to-Online Reinforcement Learning
Offline reinforcement learning (RL) provides a promising solution to learning an agent fully relying on a data-driven paradigm. However, constrained by the limited quality of the offline dataset, its performance is often sub-optimal. Therefore, it is desired to further finetune the agent via extra online interactions before deployment. Unfortunately, offline-to-online RL can be challenging due to two main challenges: constrained exploratory behavior and state-action distribution shift. To this end, we propose a Simple Unified uNcertainty-Guided (SUNG) framework, which naturally unifies the solution to both challenges with the tool of uncertainty. Specifically, SUNG quantifies uncertainty via a VAE-based state-action visitation density estimator. To facilitate efficient exploration, SUNG presents a practical optimistic exploration strategy to select informative actions with both high value and high uncertainty. Moreover, SUNG develops an adaptive exploitation method by applying conservative offline RL objectives to high-uncertainty samples and standard online RL objectives to low-uncertainty samples to smoothly bridge offline and online stages. SUNG achieves state-of-the-art online finetuning performance when combined with different offline RL methods, across various environments and datasets in D4RL benchmark.
Boosting Offline Reinforcement Learning with Action Preference Query
Training practical agents usually involve offline and online reinforcement learning (RL) to balance the policy's performance and interaction costs. In particular, online fine-tuning has become a commonly used method to correct the erroneous estimates of out-of-distribution data learned in the offline training phase. However, even limited online interactions can be inaccessible or catastrophic for high-stake scenarios like healthcare and autonomous driving. In this work, we introduce an interaction-free training scheme dubbed Offline-with-Action-Preferences (OAP). The main insight is that, compared to online fine-tuning, querying the preferences between pre-collected and learned actions can be equally or even more helpful to the erroneous estimate problem. By adaptively encouraging or suppressing policy constraint according to action preferences, OAP could distinguish overestimation from beneficial policy improvement and thus attains a more accurate evaluation of unseen data. Theoretically, we prove a lower bound of the behavior policy's performance improvement brought by OAP. Moreover, comprehensive experiments on the D4RL benchmark and state-of-the-art algorithms demonstrate that OAP yields higher (29% on average) scores, especially on challenging AntMaze tasks (98% higher).
SePPO: Semi-Policy Preference Optimization for Diffusion Alignment
Reinforcement learning from human feedback (RLHF) methods are emerging as a way to fine-tune diffusion models (DMs) for visual generation. However, commonly used on-policy strategies are limited by the generalization capability of the reward model, while off-policy approaches require large amounts of difficult-to-obtain paired human-annotated data, particularly in visual generation tasks. To address the limitations of both on- and off-policy RLHF, we propose a preference optimization method that aligns DMs with preferences without relying on reward models or paired human-annotated data. Specifically, we introduce a Semi-Policy Preference Optimization (SePPO) method. SePPO leverages previous checkpoints as reference models while using them to generate on-policy reference samples, which replace "losing images" in preference pairs. This approach allows us to optimize using only off-policy "winning images." Furthermore, we design a strategy for reference model selection that expands the exploration in the policy space. Notably, we do not simply treat reference samples as negative examples for learning. Instead, we design an anchor-based criterion to assess whether the reference samples are likely to be winning or losing images, allowing the model to selectively learn from the generated reference samples. This approach mitigates performance degradation caused by the uncertainty in reference sample quality. We validate SePPO across both text-to-image and text-to-video benchmarks. SePPO surpasses all previous approaches on the text-to-image benchmarks and also demonstrates outstanding performance on the text-to-video benchmarks. Code will be released in https://github.com/DwanZhang-AI/SePPO.
Revisiting the Minimalist Approach to Offline Reinforcement Learning
Recent years have witnessed significant advancements in offline reinforcement learning (RL), resulting in the development of numerous algorithms with varying degrees of complexity. While these algorithms have led to noteworthy improvements, many incorporate seemingly minor design choices that impact their effectiveness beyond core algorithmic advances. However, the effect of these design choices on established baselines remains understudied. In this work, we aim to bridge this gap by conducting a retrospective analysis of recent works in offline RL and propose ReBRAC, a minimalistic algorithm that integrates such design elements built on top of the TD3+BC method. We evaluate ReBRAC on 51 datasets with both proprioceptive and visual state spaces using D4RL and V-D4RL benchmarks, demonstrating its state-of-the-art performance among ensemble-free methods in both offline and offline-to-online settings. To further illustrate the efficacy of these design choices, we perform a large-scale ablation study and hyperparameter sensitivity analysis on the scale of thousands of experiments.
Offline Reinforcement Learning with Imputed Rewards
Offline Reinforcement Learning (ORL) offers a robust solution to training agents in applications where interactions with the environment must be strictly limited due to cost, safety, or lack of accurate simulation environments. Despite its potential to facilitate deployment of artificial agents in the real world, Offline Reinforcement Learning typically requires very many demonstrations annotated with ground-truth rewards. Consequently, state-of-the-art ORL algorithms can be difficult or impossible to apply in data-scarce scenarios. In this paper we propose a simple but effective Reward Model that can estimate the reward signal from a very limited sample of environment transitions annotated with rewards. Once the reward signal is modeled, we use the Reward Model to impute rewards for a large sample of reward-free transitions, thus enabling the application of ORL techniques. We demonstrate the potential of our approach on several D4RL continuous locomotion tasks. Our results show that, using only 1\% of reward-labeled transitions from the original datasets, our learned reward model is able to impute rewards for the remaining 99\% of the transitions, from which performant agents can be learned using Offline Reinforcement Learning.
Sample Efficient Reward Augmentation in offline-to-online Reinforcement Learning
Offline-to-online RL can make full use of pre-collected offline datasets to initialize policies, resulting in higher sample efficiency and better performance compared to only using online algorithms alone for policy training. However, direct fine-tuning of the pre-trained policy tends to result in sub-optimal performance. A primary reason is that conservative offline RL methods diminish the agent's capability of exploration, thereby impacting online fine-tuning performance. To encourage agent's exploration during online fine-tuning and enhance the overall online fine-tuning performance, we propose a generalized reward augmentation method called Sample Efficient Reward Augmentation (SERA). Specifically, SERA encourages agent to explore by computing Q conditioned entropy as intrinsic reward. The advantage of SERA is that it can extensively utilize offline pre-trained Q to encourage agent uniformly coverage of state space while considering the imbalance between the distributions of high-value and low-value states. Additionally, SERA can be effortlessly plugged into various RL algorithms to improve online fine-tuning and ensure sustained asymptotic improvement. Moreover, extensive experimental results demonstrate that when conducting offline-to-online problems, SERA consistently and effectively enhances the performance of various offline algorithms.
Offline Reinforcement Learning: Tutorial, Review, and Perspectives on Open Problems
In this tutorial article, we aim to provide the reader with the conceptual tools needed to get started on research on offline reinforcement learning algorithms: reinforcement learning algorithms that utilize previously collected data, without additional online data collection. Offline reinforcement learning algorithms hold tremendous promise for making it possible to turn large datasets into powerful decision making engines. Effective offline reinforcement learning methods would be able to extract policies with the maximum possible utility out of the available data, thereby allowing automation of a wide range of decision-making domains, from healthcare and education to robotics. However, the limitations of current algorithms make this difficult. We will aim to provide the reader with an understanding of these challenges, particularly in the context of modern deep reinforcement learning methods, and describe some potential solutions that have been explored in recent work to mitigate these challenges, along with recent applications, and a discussion of perspectives on open problems in the field.
Recurrent Off-policy Baselines for Memory-based Continuous Control
When the environment is partially observable (PO), a deep reinforcement learning (RL) agent must learn a suitable temporal representation of the entire history in addition to a strategy to control. This problem is not novel, and there have been model-free and model-based algorithms proposed for this problem. However, inspired by recent success in model-free image-based RL, we noticed the absence of a model-free baseline for history-based RL that (1) uses full history and (2) incorporates recent advances in off-policy continuous control. Therefore, we implement recurrent versions of DDPG, TD3, and SAC (RDPG, RTD3, and RSAC) in this work, evaluate them on short-term and long-term PO domains, and investigate key design choices. Our experiments show that RDPG and RTD3 can surprisingly fail on some domains and that RSAC is the most reliable, reaching near-optimal performance on nearly all domains. However, one task that requires systematic exploration still proved to be difficult, even for RSAC. These results show that model-free RL can learn good temporal representation using only reward signals; the primary difficulty seems to be computational cost and exploration. To facilitate future research, we have made our PyTorch implementation publicly available at https://github.com/zhihanyang2022/off-policy-continuous-control.
Identifiability and Generalizability in Constrained Inverse Reinforcement Learning
Two main challenges in Reinforcement Learning (RL) are designing appropriate reward functions and ensuring the safety of the learned policy. To address these challenges, we present a theoretical framework for Inverse Reinforcement Learning (IRL) in constrained Markov decision processes. From a convex-analytic perspective, we extend prior results on reward identifiability and generalizability to both the constrained setting and a more general class of regularizations. In particular, we show that identifiability up to potential shaping (Cao et al., 2021) is a consequence of entropy regularization and may generally no longer hold for other regularizations or in the presence of safety constraints. We also show that to ensure generalizability to new transition laws and constraints, the true reward must be identified up to a constant. Additionally, we derive a finite sample guarantee for the suboptimality of the learned rewards, and validate our results in a gridworld environment.
What can online reinforcement learning with function approximation benefit from general coverage conditions?
In online reinforcement learning (RL), instead of employing standard structural assumptions on Markov decision processes (MDPs), using a certain coverage condition (original from offline RL) is enough to ensure sample-efficient guarantees (Xie et al. 2023). In this work, we focus on this new direction by digging more possible and general coverage conditions, and study the potential and the utility of them in efficient online RL. We identify more concepts, including the L^p variant of concentrability, the density ratio realizability, and trade-off on the partial/rest coverage condition, that can be also beneficial to sample-efficient online RL, achieving improved regret bound. Furthermore, if exploratory offline data are used, under our coverage conditions, both statistically and computationally efficient guarantees can be achieved for online RL. Besides, even though the MDP structure is given, e.g., linear MDP, we elucidate that, good coverage conditions are still beneficial to obtain faster regret bound beyond O(T) and even a logarithmic order regret. These results provide a good justification for the usage of general coverage conditions in efficient online RL.
Is RLHF More Difficult than Standard RL?
Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games under a restricted set of policies. The latter case can be further reduce to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.
Offline Reinforcement Learning as One Big Sequence Modeling Problem
Reinforcement learning (RL) is typically concerned with estimating stationary policies or single-step models, leveraging the Markov property to factorize problems in time. However, we can also view RL as a generic sequence modeling problem, with the goal being to produce a sequence of actions that leads to a sequence of high rewards. Viewed in this way, it is tempting to consider whether high-capacity sequence prediction models that work well in other domains, such as natural-language processing, can also provide effective solutions to the RL problem. To this end, we explore how RL can be tackled with the tools of sequence modeling, using a Transformer architecture to model distributions over trajectories and repurposing beam search as a planning algorithm. Framing RL as sequence modeling problem simplifies a range of design decisions, allowing us to dispense with many of the components common in offline RL algorithms. We demonstrate the flexibility of this approach across long-horizon dynamics prediction, imitation learning, goal-conditioned RL, and offline RL. Further, we show that this approach can be combined with existing model-free algorithms to yield a state-of-the-art planner in sparse-reward, long-horizon tasks.
Bayesian Reparameterization of Reward-Conditioned Reinforcement Learning with Energy-based Models
Recently, reward-conditioned reinforcement learning (RCRL) has gained popularity due to its simplicity, flexibility, and off-policy nature. However, we will show that current RCRL approaches are fundamentally limited and fail to address two critical challenges of RCRL -- improving generalization on high reward-to-go (RTG) inputs, and avoiding out-of-distribution (OOD) RTG queries during testing time. To address these challenges when training vanilla RCRL architectures, we propose Bayesian Reparameterized RCRL (BR-RCRL), a novel set of inductive biases for RCRL inspired by Bayes' theorem. BR-RCRL removes a core obstacle preventing vanilla RCRL from generalizing on high RTG inputs -- a tendency that the model treats different RTG inputs as independent values, which we term ``RTG Independence". BR-RCRL also allows us to design an accompanying adaptive inference method, which maximizes total returns while avoiding OOD queries that yield unpredictable behaviors in vanilla RCRL methods. We show that BR-RCRL achieves state-of-the-art performance on the Gym-Mujoco and Atari offline RL benchmarks, improving upon vanilla RCRL by up to 11%.
PAC-Bayesian Offline Contextual Bandits With Guarantees
This paper introduces a new principled approach for off-policy learning in contextual bandits. Unlike previous work, our approach does not derive learning principles from intractable or loose bounds. We analyse the problem through the PAC-Bayesian lens, interpreting policies as mixtures of decision rules. This allows us to propose novel generalization bounds and provide tractable algorithms to optimize them. We prove that the derived bounds are tighter than their competitors, and can be optimized directly to confidently improve upon the logging policy offline. Our approach learns policies with guarantees, uses all available data and does not require tuning additional hyperparameters on held-out sets. We demonstrate through extensive experiments the effectiveness of our approach in providing performance guarantees in practical scenarios.
SEABO: A Simple Search-Based Method for Offline Imitation Learning
Offline reinforcement learning (RL) has attracted much attention due to its ability in learning from static offline datasets and eliminating the need of interacting with the environment. Nevertheless, the success of offline RL relies heavily on the offline transitions annotated with reward labels. In practice, we often need to hand-craft the reward function, which is sometimes difficult, labor-intensive, or inefficient. To tackle this challenge, we set our focus on the offline imitation learning (IL) setting, and aim at getting a reward function based on the expert data and unlabeled data. To that end, we propose a simple yet effective search-based offline IL method, tagged SEABO. SEABO allocates a larger reward to the transition that is close to its closest neighbor in the expert demonstration, and a smaller reward otherwise, all in an unsupervised learning manner. Experimental results on a variety of D4RL datasets indicate that SEABO can achieve competitive performance to offline RL algorithms with ground-truth rewards, given only a single expert trajectory, and can outperform prior reward learning and offline IL methods across many tasks. Moreover, we demonstrate that SEABO also works well if the expert demonstrations contain only observations. Our code is publicly available at https://github.com/dmksjfl/SEABO.
Guided Data Augmentation for Offline Reinforcement Learning and Imitation Learning
In offline reinforcement learning (RL), an RL agent learns to solve a task using only a fixed dataset of previously collected data. While offline RL has been successful in learning real-world robot control policies, it typically requires large amounts of expert-quality data to learn effective policies that generalize to out-of-distribution states. Unfortunately, such data is often difficult and expensive to acquire in real-world tasks. Several recent works have leveraged data augmentation (DA) to inexpensively generate additional data, but most DA works apply augmentations in a random fashion and ultimately produce highly suboptimal augmented experience. In this work, we propose Guided Data Augmentation (GuDA), a human-guided DA framework that generates expert-quality augmented data. The key insight behind GuDA is that while it may be difficult to demonstrate the sequence of actions required to produce expert data, a user can often easily characterize when an augmented trajectory segment represents progress toward task completion. Thus, a user can restrict the space of possible augmentations to automatically reject suboptimal augmented data. To extract a policy from GuDA, we use off-the-shelf offline reinforcement learning and behavior cloning algorithms. We evaluate GuDA on a physical robot soccer task as well as simulated D4RL navigation tasks, a simulated autonomous driving task, and a simulated soccer task. Empirically, GuDA enables learning given a small initial dataset of potentially suboptimal experience and outperforms a random DA strategy as well as a model-based DA strategy.
Parameter Space Noise for Exploration
Deep reinforcement learning (RL) methods generally engage in exploratory behavior through noise injection in the action space. An alternative is to add noise directly to the agent's parameters, which can lead to more consistent exploration and a richer set of behaviors. Methods such as evolutionary strategies use parameter perturbations, but discard all temporal structure in the process and require significantly more samples. Combining parameter noise with traditional RL methods allows to combine the best of both worlds. We demonstrate that both off- and on-policy methods benefit from this approach through experimental comparison of DQN, DDPG, and TRPO on high-dimensional discrete action environments as well as continuous control tasks. Our results show that RL with parameter noise learns more efficiently than traditional RL with action space noise and evolutionary strategies individually.
MOTO: Offline Pre-training to Online Fine-tuning for Model-based Robot Learning
We study the problem of offline pre-training and online fine-tuning for reinforcement learning from high-dimensional observations in the context of realistic robot tasks. Recent offline model-free approaches successfully use online fine-tuning to either improve the performance of the agent over the data collection policy or adapt to novel tasks. At the same time, model-based RL algorithms have achieved significant progress in sample efficiency and the complexity of the tasks they can solve, yet remain under-utilized in the fine-tuning setting. In this work, we argue that existing model-based offline RL methods are not suitable for offline-to-online fine-tuning in high-dimensional domains due to issues with distribution shifts, off-dynamics data, and non-stationary rewards. We propose an on-policy model-based method that can efficiently reuse prior data through model-based value expansion and policy regularization, while preventing model exploitation by controlling epistemic uncertainty. We find that our approach successfully solves tasks from the MetaWorld benchmark, as well as the Franka Kitchen robot manipulation environment completely from images. To the best of our knowledge, MOTO is the first method to solve this environment from pixels.
Distance Weighted Supervised Learning for Offline Interaction Data
Sequential decision making algorithms often struggle to leverage different sources of unstructured offline interaction data. Imitation learning (IL) methods based on supervised learning are robust, but require optimal demonstrations, which are hard to collect. Offline goal-conditioned reinforcement learning (RL) algorithms promise to learn from sub-optimal data, but face optimization challenges especially with high-dimensional data. To bridge the gap between IL and RL, we introduce Distance Weighted Supervised Learning or DWSL, a supervised method for learning goal-conditioned policies from offline data. DWSL models the entire distribution of time-steps between states in offline data with only supervised learning, and uses this distribution to approximate shortest path distances. To extract a policy, we weight actions by their reduction in distance estimates. Theoretically, DWSL converges to an optimal policy constrained to the data distribution, an attractive property for offline learning, without any bootstrapping. Across all datasets we test, DWSL empirically maintains behavior cloning as a lower bound while still exhibiting policy improvement. In high-dimensional image domains, DWSL surpasses the performance of both prior goal-conditioned IL and RL algorithms. Visualizations and code can be found at https://sites.google.com/view/dwsl/home .
Enhancing Policy Gradient with the Polyak Step-Size Adaption
Policy gradient is a widely utilized and foundational algorithm in the field of reinforcement learning (RL). Renowned for its convergence guarantees and stability compared to other RL algorithms, its practical application is often hindered by sensitivity to hyper-parameters, particularly the step-size. In this paper, we introduce the integration of the Polyak step-size in RL, which automatically adjusts the step-size without prior knowledge. To adapt this method to RL settings, we address several issues, including unknown f* in the Polyak step-size. Additionally, we showcase the performance of the Polyak step-size in RL through experiments, demonstrating faster convergence and the attainment of more stable policies.
Provable Reset-free Reinforcement Learning by No-Regret Reduction
Real-world reinforcement learning (RL) is often severely limited since typical RL algorithms heavily rely on the reset mechanism to sample proper initial states. In practice, the reset mechanism is expensive to implement due to the need for human intervention or heavily engineered environments. To make learning more practical, we propose a generic no-regret reduction to systematically design reset-free RL algorithms. Our reduction turns reset-free RL into a two-player game. We show that achieving sublinear regret in this two-player game would imply learning a policy that has both sublinear performance regret and sublinear total number of resets in the original RL problem. This means that the agent eventually learns to perform optimally and avoid resets. By this reduction, we design an instantiation for linear Markov decision processes, which is the first provably correct reset-free RL algorithm to our knowledge.
Optimistic Curiosity Exploration and Conservative Exploitation with Linear Reward Shaping
In this work, we study the simple yet universally applicable case of reward shaping in value-based Deep Reinforcement Learning (DRL). We show that reward shifting in the form of the linear transformation is equivalent to changing the initialization of the Q-function in function approximation. Based on such an equivalence, we bring the key insight that a positive reward shifting leads to conservative exploitation, while a negative reward shifting leads to curiosity-driven exploration. Accordingly, conservative exploitation improves offline RL value estimation, and optimistic value estimation improves exploration for online RL. We validate our insight on a range of RL tasks and show its improvement over baselines: (1) In offline RL, the conservative exploitation leads to improved performance based on off-the-shelf algorithms; (2) In online continuous control, multiple value functions with different shifting constants can be used to tackle the exploration-exploitation dilemma for better sample efficiency; (3) In discrete control tasks, a negative reward shifting yields an improvement over the curiosity-based exploration method.
Improving Multi-Step Reasoning Abilities of Large Language Models with Direct Advantage Policy Optimization
The role of reinforcement learning (RL) in enhancing the reasoning of large language models (LLMs) is becoming increasingly significant. Despite the success of RL in many scenarios, there are still many challenges in improving the reasoning of LLMs. One challenge is the sparse reward, which makes optimization difficult for RL and necessitates a large amount of data samples. Another challenge stems from the inherent instability of RL, particularly when using Actor-Critic (AC) methods to derive optimal policies, which often leads to unstable training processes. To address these issues, we introduce Direct Advantage Policy Optimization (DAPO), an novel step-level offline RL algorithm. Unlike standard alignment that rely solely outcome rewards to optimize policies (such as DPO), DAPO employs a critic function to predict the reasoning accuracy at each step, thereby generating dense signals to refine the generation strategy. Additionally, the Actor and Critic components in DAPO are trained independently, avoiding the co-training instability observed in standard AC algorithms like PPO. We train DAPO on mathematical and code query datasets and then evaluate its performance on multiple benchmarks. Our results show that DAPO can effectively enhance the mathematical and code capabilities on both SFT models and RL models, demonstrating the effectiveness of DAPO.
D4RL: Datasets for Deep Data-Driven Reinforcement Learning
The offline reinforcement learning (RL) setting (also known as full batch RL), where a policy is learned from a static dataset, is compelling as progress enables RL methods to take advantage of large, previously-collected datasets, much like how the rise of large datasets has fueled results in supervised learning. However, existing online RL benchmarks are not tailored towards the offline setting and existing offline RL benchmarks are restricted to data generated by partially-trained agents, making progress in offline RL difficult to measure. In this work, we introduce benchmarks specifically designed for the offline setting, guided by key properties of datasets relevant to real-world applications of offline RL. With a focus on dataset collection, examples of such properties include: datasets generated via hand-designed controllers and human demonstrators, multitask datasets where an agent performs different tasks in the same environment, and datasets collected with mixtures of policies. By moving beyond simple benchmark tasks and data collected by partially-trained RL agents, we reveal important and unappreciated deficiencies of existing algorithms. To facilitate research, we have released our benchmark tasks and datasets with a comprehensive evaluation of existing algorithms, an evaluation protocol, and open-source examples. This serves as a common starting point for the community to identify shortcomings in existing offline RL methods and a collaborative route for progress in this emerging area.
Masked Trajectory Models for Prediction, Representation, and Control
We introduce Masked Trajectory Models (MTM) as a generic abstraction for sequential decision making. MTM takes a trajectory, such as a state-action sequence, and aims to reconstruct the trajectory conditioned on random subsets of the same trajectory. By training with a highly randomized masking pattern, MTM learns versatile networks that can take on different roles or capabilities, by simply choosing appropriate masks at inference time. For example, the same MTM network can be used as a forward dynamics model, inverse dynamics model, or even an offline RL agent. Through extensive experiments in several continuous control tasks, we show that the same MTM network -- i.e. same weights -- can match or outperform specialized networks trained for the aforementioned capabilities. Additionally, we find that state representations learned by MTM can significantly accelerate the learning speed of traditional RL algorithms. Finally, in offline RL benchmarks, we find that MTM is competitive with specialized offline RL algorithms, despite MTM being a generic self-supervised learning method without any explicit RL components. Code is available at https://github.com/facebookresearch/mtm
Contextual Conservative Q-Learning for Offline Reinforcement Learning
Offline reinforcement learning learns an effective policy on offline datasets without online interaction, and it attracts persistent research attention due to its potential of practical application. However, extrapolation error generated by distribution shift will still lead to the overestimation for those actions that transit to out-of-distribution(OOD) states, which degrades the reliability and robustness of the offline policy. In this paper, we propose Contextual Conservative Q-Learning(C-CQL) to learn a robustly reliable policy through the contextual information captured via an inverse dynamics model. With the supervision of the inverse dynamics model, it tends to learn a policy that generates stable transition at perturbed states, for the fact that pertuebed states are a common kind of OOD states. In this manner, we enable the learnt policy more likely to generate transition that destines to the empirical next state distributions of the offline dataset, i.e., robustly reliable transition. Besides, we theoretically reveal that C-CQL is the generalization of the Conservative Q-Learning(CQL) and aggressive State Deviation Correction(SDC). Finally, experimental results demonstrate the proposed C-CQL achieves the state-of-the-art performance in most environments of offline Mujoco suite and a noisy Mujoco setting.
Reinforcement Learning in the Era of LLMs: What is Essential? What is needed? An RL Perspective on RLHF, Prompting, and Beyond
Recent advancements in Large Language Models (LLMs) have garnered wide attention and led to successful products such as ChatGPT and GPT-4. Their proficiency in adhering to instructions and delivering harmless, helpful, and honest (3H) responses can largely be attributed to the technique of Reinforcement Learning from Human Feedback (RLHF). In this paper, we aim to link the research in conventional RL to RL techniques used in LLM research. Demystify this technique by discussing why, when, and how RL excels. Furthermore, we explore potential future avenues that could either benefit from or contribute to RLHF research. Highlighted Takeaways: 1. RLHF is Online Inverse RL with Offline Demonstration Data. 2. RLHF > SFT because Imitation Learning (and Inverse RL) > Behavior Cloning (BC) by alleviating the problem of compounding error. 3. The RM step in RLHF generates a proxy of the expensive human feedback, such an insight can be generalized to other LLM tasks such as prompting evaluation and optimization where feedback is also expensive. 4. The policy learning in RLHF is more challenging than conventional problems studied in IRL due to their high action dimensionality and feedback sparsity. 5. The main superiority of PPO over off-policy value-based methods is its stability gained from (almost) on-policy data and conservative policy updates.
In-Dataset Trajectory Return Regularization for Offline Preference-based Reinforcement Learning
Offline preference-based reinforcement learning (PbRL) typically operates in two phases: first, use human preferences to learn a reward model and annotate rewards for a reward-free offline dataset; second, learn a policy by optimizing the learned reward via offline RL. However, accurately modeling step-wise rewards from trajectory-level preference feedback presents inherent challenges. The reward bias introduced, particularly the overestimation of predicted rewards, leads to optimistic trajectory stitching, which undermines the pessimism mechanism critical to the offline RL phase. To address this challenge, we propose In-Dataset Trajectory Return Regularization (DTR) for offline PbRL, which leverages conditional sequence modeling to mitigate the risk of learning inaccurate trajectory stitching under reward bias. Specifically, DTR employs Decision Transformer and TD-Learning to strike a balance between maintaining fidelity to the behavior policy with high in-dataset trajectory returns and selecting optimal actions based on high reward labels. Additionally, we introduce an ensemble normalization technique that effectively integrates multiple reward models, balancing the tradeoff between reward differentiation and accuracy. Empirical evaluations on various benchmarks demonstrate the superiority of DTR over other state-of-the-art baselines.
Reinforcement Learning with General Utilities: Simpler Variance Reduction and Large State-Action Space
We consider the reinforcement learning (RL) problem with general utilities which consists in maximizing a function of the state-action occupancy measure. Beyond the standard cumulative reward RL setting, this problem includes as particular cases constrained RL, pure exploration and learning from demonstrations among others. For this problem, we propose a simpler single-loop parameter-free normalized policy gradient algorithm. Implementing a recursive momentum variance reduction mechanism, our algorithm achieves mathcal{O}(epsilon^{-3}) and mathcal{O}(epsilon^{-2}) sample complexities for epsilon-first-order stationarity and epsilon-global optimality respectively, under adequate assumptions. We further address the setting of large finite state action spaces via linear function approximation of the occupancy measure and show a mathcal{O}(epsilon^{-4}) sample complexity for a simple policy gradient method with a linear regression subroutine.
panda-gym: Open-source goal-conditioned environments for robotic learning
This paper presents panda-gym, a set of Reinforcement Learning (RL) environments for the Franka Emika Panda robot integrated with OpenAI Gym. Five tasks are included: reach, push, slide, pick & place and stack. They all follow a Multi-Goal RL framework, allowing to use goal-oriented RL algorithms. To foster open-research, we chose to use the open-source physics engine PyBullet. The implementation chosen for this package allows to define very easily new tasks or new robots. This paper also presents a baseline of results obtained with state-of-the-art model-free off-policy algorithms. panda-gym is open-source and freely available at https://github.com/qgallouedec/panda-gym.
The Edge-of-Reach Problem in Offline Model-Based Reinforcement Learning
Offline reinforcement learning aims to train agents from pre-collected datasets. However, this comes with the added challenge of estimating the value of behaviors not covered in the dataset. Model-based methods offer a potential solution by training an approximate dynamics model, which then allows collection of additional synthetic data via rollouts in this model. The prevailing theory treats this approach as online RL in an approximate dynamics model, and any remaining performance gap is therefore understood as being due to dynamics model errors. In this paper, we analyze this assumption and investigate how popular algorithms perform as the learned dynamics model is improved. In contrast to both intuition and theory, if the learned dynamics model is replaced by the true error-free dynamics, existing model-based methods completely fail. This reveals a key oversight: The theoretical foundations assume sampling of full horizon rollouts in the learned dynamics model; however, in practice, the number of model-rollout steps is aggressively reduced to prevent accumulating errors. We show that this truncation of rollouts results in a set of edge-of-reach states at which we are effectively ``bootstrapping from the void.'' This triggers pathological value overestimation and complete performance collapse. We term this the edge-of-reach problem. Based on this new insight, we fill important gaps in existing theory, and reveal how prior model-based methods are primarily addressing the edge-of-reach problem, rather than model-inaccuracy as claimed. Finally, we propose Reach-Aware Value Learning (RAVL), a simple and robust method that directly addresses the edge-of-reach problem and hence - unlike existing methods - does not fail as the dynamics model is improved. Code open-sourced at: github.com/anyasims/edge-of-reach.
Learning from Sparse Offline Datasets via Conservative Density Estimation
Offline reinforcement learning (RL) offers a promising direction for learning policies from pre-collected datasets without requiring further interactions with the environment. However, existing methods struggle to handle out-of-distribution (OOD) extrapolation errors, especially in sparse reward or scarce data settings. In this paper, we propose a novel training algorithm called Conservative Density Estimation (CDE), which addresses this challenge by explicitly imposing constraints on the state-action occupancy stationary distribution. CDE overcomes the limitations of existing approaches, such as the stationary distribution correction method, by addressing the support mismatch issue in marginal importance sampling. Our method achieves state-of-the-art performance on the D4RL benchmark. Notably, CDE consistently outperforms baselines in challenging tasks with sparse rewards or insufficient data, demonstrating the advantages of our approach in addressing the extrapolation error problem in offline RL.
Towards Theoretical Understanding of Inverse Reinforcement Learning
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}Bigl( H^3SA{epsilon^2} bigl( log bigl(1{delta}bigl) + S bigl)Bigl), 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.
Efficient Online Reinforcement Learning Fine-Tuning Need Not Retain Offline Data
The modern paradigm in machine learning involves pre-training on diverse data, followed by task-specific fine-tuning. In reinforcement learning (RL), this translates to learning via offline RL on a diverse historical dataset, followed by rapid online RL fine-tuning using interaction data. Most RL fine-tuning methods require continued training on offline data for stability and performance. However, this is undesirable because training on diverse offline data is slow and expensive for large datasets, and in principle, also limit the performance improvement possible because of constraints or pessimism on offline data. In this paper, we show that retaining offline data is unnecessary as long as we use a properly-designed online RL approach for fine-tuning offline RL initializations. To build this approach, we start by analyzing the role of retaining offline data in online fine-tuning. We find that continued training on offline data is mostly useful for preventing a sudden divergence in the value function at the onset of fine-tuning, caused by a distribution mismatch between the offline data and online rollouts. This divergence typically results in unlearning and forgetting the benefits of offline pre-training. Our approach, Warm-start RL (WSRL), mitigates the catastrophic forgetting of pre-trained initializations using a very simple idea. WSRL employs a warmup phase that seeds the online RL run with a very small number of rollouts from the pre-trained policy to do fast online RL. The data collected during warmup helps ``recalibrate'' the offline Q-function to the online distribution, allowing us to completely discard offline data without destabilizing the online RL fine-tuning. We show that WSRL is able to fine-tune without retaining any offline data, and is able to learn faster and attains higher performance than existing algorithms irrespective of whether they retain offline data or not.
Counterfactual Explanation Policies in RL
As Reinforcement Learning (RL) agents are increasingly employed in diverse decision-making problems using reward preferences, it becomes important to ensure that policies learned by these frameworks in mapping observations to a probability distribution of the possible actions are explainable. However, there is little to no work in the systematic understanding of these complex policies in a contrastive manner, i.e., what minimal changes to the policy would improve/worsen its performance to a desired level. In this work, we present COUNTERPOL, the first framework to analyze RL policies using counterfactual explanations in the form of minimal changes to the policy that lead to the desired outcome. We do so by incorporating counterfactuals in supervised learning in RL with the target outcome regulated using desired return. We establish a theoretical connection between Counterpol and widely used trust region-based policy optimization methods in RL. Extensive empirical analysis shows the efficacy of COUNTERPOL in generating explanations for (un)learning skills while keeping close to the original policy. Our results on five different RL environments with diverse state and action spaces demonstrate the utility of counterfactual explanations, paving the way for new frontiers in designing and developing counterfactual policies.
Compositional Conservatism: A Transductive Approach in Offline Reinforcement Learning
Offline reinforcement learning (RL) is a compelling framework for learning optimal policies from past experiences without additional interaction with the environment. Nevertheless, offline RL inevitably faces the problem of distributional shifts, where the states and actions encountered during policy execution may not be in the training dataset distribution. A common solution involves incorporating conservatism into the policy or the value function to safeguard against uncertainties and unknowns. In this work, we focus on achieving the same objectives of conservatism but from a different perspective. We propose COmpositional COnservatism with Anchor-seeking (COCOA) for offline RL, an approach that pursues conservatism in a compositional manner on top of the transductive reparameterization (Netanyahu et al., 2023), which decomposes the input variable (the state in our case) into an anchor and its difference from the original input. Our COCOA seeks both in-distribution anchors and differences by utilizing the learned reverse dynamics model, encouraging conservatism in the compositional input space for the policy or value function. Such compositional conservatism is independent of and agnostic to the prevalent behavioral conservatism in offline RL. We apply COCOA to four state-of-the-art offline RL algorithms and evaluate them on the D4RL benchmark, where COCOA generally improves the performance of each algorithm. The code is available at https://github.com/runamu/compositional-conservatism.
Dataset Reset Policy Optimization for RLHF
Reinforcement Learning (RL) from Human Preference-based feedback is a popular paradigm for fine-tuning generative models, which has produced impressive models such as GPT-4 and Claude3 Opus. This framework often consists of two steps: learning a reward model from an offline preference dataset followed by running online RL to optimize the learned reward model. In this work, leveraging the idea of reset, we propose a new RLHF algorithm with provable guarantees. Motivated by the fact that offline preference dataset provides informative states (i.e., data that is preferred by the labelers), our new algorithm, Dataset Reset Policy Optimization (DR-PO), integrates the existing offline preference dataset into the online policy training procedure via dataset reset: it directly resets the policy optimizer to the states in the offline dataset, instead of always starting from the initial state distribution. In theory, we show that DR-PO learns to perform at least as good as any policy that is covered by the offline dataset under general function approximation with finite sample complexity. In experiments, we demonstrate that on both the TL;DR summarization and the Anthropic Helpful Harmful (HH) dataset, the generation from DR-PO is better than that from Proximal Policy Optimization (PPO) and Direction Preference Optimization (DPO), under the metric of GPT4 win-rate. Code for this work can be found at https://github.com/Cornell-RL/drpo.
Dueling RL: Reinforcement Learning with Trajectory Preferences
We consider the problem of preference based reinforcement learning (PbRL), where, unlike traditional reinforcement learning, an agent receives feedback only in terms of a 1 bit (0/1) preference over a trajectory pair instead of absolute rewards for them. The success of the traditional RL framework crucially relies on the underlying agent-reward model, which, however, depends on how accurately a system designer can express an appropriate reward function and often a non-trivial task. The main novelty of our framework is the ability to learn from preference-based trajectory feedback that eliminates the need to hand-craft numeric reward models. This paper sets up a formal framework for the PbRL problem with non-markovian rewards, where the trajectory preferences are encoded by a generalized linear model of dimension d. Assuming the transition model is known, we then propose an algorithm with almost optimal regret guarantee of mathcal{O}left( SH d log (T / delta) T right). We further, extend the above algorithm to the case of unknown transition dynamics, and provide an algorithm with near optimal regret guarantee mathcal{O}((d + H^2 + |S|)dT +|mathcal{S||A|TH} ). To the best of our knowledge, our work is one of the first to give tight regret guarantees for preference based RL problems with trajectory preferences.
Contrastive Prefence Learning: Learning from Human Feedback without RL
Reinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second, align the model by optimizing the learned reward via reinforcement learning (RL). This paradigm assumes that human preferences are distributed according to reward, but recent work suggests that they instead follow the regret under the user's optimal policy. Thus, learning a reward function from feedback is not only based on a flawed assumption of human preference, but also leads to unwieldy optimization challenges that stem from policy gradients or bootstrapping in the RL phase. Because of these optimization challenges, contemporary RLHF methods restrict themselves to contextual bandit settings (e.g., as in large language models) or limit observation dimensionality (e.g., state-based robotics). We overcome these limitations by introducing a new family of algorithms for optimizing behavior from human feedback using the regret-based model of human preferences. Using the principle of maximum entropy, we derive Contrastive Preference Learning (CPL), an algorithm for learning optimal policies from preferences without learning reward functions, circumventing the need for RL. CPL is fully off-policy, uses only a simple contrastive objective, and can be applied to arbitrary MDPs. This enables CPL to elegantly scale to high-dimensional and sequential RLHF problems while being simpler than prior methods.
Uni-O4: Unifying Online and Offline Deep Reinforcement Learning with Multi-Step On-Policy Optimization
Combining offline and online reinforcement learning (RL) is crucial for efficient and safe learning. However, previous approaches treat offline and online learning as separate procedures, resulting in redundant designs and limited performance. We ask: Can we achieve straightforward yet effective offline and online learning without introducing extra conservatism or regularization? In this study, we propose Uni-o4, which utilizes an on-policy objective for both offline and online learning. Owning to the alignment of objectives in two phases, the RL agent can transfer between offline and online learning seamlessly. This property enhances the flexibility of the learning paradigm, allowing for arbitrary combinations of pretraining, fine-tuning, offline, and online learning. In the offline phase, specifically, Uni-o4 leverages diverse ensemble policies to address the mismatch issues between the estimated behavior policy and the offline dataset. Through a simple offline policy evaluation (OPE) approach, Uni-o4 can achieve multi-step policy improvement safely. We demonstrate that by employing the method above, the fusion of these two paradigms can yield superior offline initialization as well as stable and rapid online fine-tuning capabilities. Through real-world robot tasks, we highlight the benefits of this paradigm for rapid deployment in challenging, previously unseen real-world environments. Additionally, through comprehensive evaluations using numerous simulated benchmarks, we substantiate that our method achieves state-of-the-art performance in both offline and offline-to-online fine-tuning learning. Our website: https://lei-kun.github.io/uni-o4/ .
Learning for Edge-Weighted Online Bipartite Matching with Robustness Guarantees
Many problems, such as online ad display, can be formulated as online bipartite matching. The crucial challenge lies in the nature of sequentially-revealed online item information, based on which we make irreversible matching decisions at each step. While numerous expert online algorithms have been proposed with bounded worst-case competitive ratios, they may not offer satisfactory performance in average cases. On the other hand, reinforcement learning (RL) has been applied to improve the average performance, but it lacks robustness and can perform arbitrarily poorly. In this paper, we propose a novel RL-based approach to edge-weighted online bipartite matching with robustness guarantees (LOMAR), achieving both good average-case and worst-case performance. The key novelty of LOMAR is a new online switching operation which, based on a judicious condition to hedge against future uncertainties, decides whether to follow the expert's decision or the RL decision for each online item. We prove that for any rhoin[0,1], LOMAR is rho-competitive against any given expert online algorithm. To improve the average performance, we train the RL policy by explicitly considering the online switching operation. Finally, we run empirical experiments to demonstrate the advantages of LOMAR compared to existing baselines. Our code is available at: https://github.com/Ren-Research/LOMAR
Unleashing the Power of Pre-trained Language Models for Offline Reinforcement Learning
Offline reinforcement learning (RL) aims to find a near-optimal policy using pre-collected datasets. In real-world scenarios, data collection could be costly and risky; therefore, offline RL becomes particularly challenging when the in-domain data is limited. Given recent advances in Large Language Models (LLMs) and their few-shot learning prowess, this paper introduces Language Models for Motion Control (LaMo), a general framework based on Decision Transformers to effectively use pre-trained Language Models (LMs) for offline RL. Our framework highlights four crucial components: (1) Initializing Decision Transformers with sequentially pre-trained LMs, (2) employing the LoRA fine-tuning method, in contrast to full-weight fine-tuning, to combine the pre-trained knowledge from LMs and in-domain knowledge effectively, (3) using the non-linear MLP transformation instead of linear projections, to generate embeddings, and (4) integrating an auxiliary language prediction loss during fine-tuning to stabilize the LMs and retain their original abilities on languages. Empirical results indicate LaMo achieves state-of-the-art performance in sparse-reward tasks and closes the gap between value-based offline RL methods and decision transformers in dense-reward tasks. In particular, our method demonstrates superior performance in scenarios with limited data samples. Our project website is https://lamo2023.github.io
The Importance of Online Data: Understanding Preference Fine-tuning via Coverage
Learning from human preference data has emerged as the dominant paradigm for fine-tuning large language models (LLMs). The two most common families of techniques -- online reinforcement learning (RL) such as Proximal Policy Optimization (PPO) and offline contrastive methods such as Direct Preference Optimization (DPO) -- were positioned as equivalent in prior work due to the fact that both have to start from the same offline preference dataset. To further expand our theoretical understanding of the similarities and differences between online and offline techniques for preference fine-tuning, we conduct a rigorous analysis through the lens of dataset coverage, a concept that captures how the training data covers the test distribution and is widely used in RL. We prove that a global coverage condition is both necessary and sufficient for offline contrastive methods to converge to the optimal policy, but a weaker partial coverage condition suffices for online RL methods. This separation provides one explanation of why online RL methods can perform better than offline methods, especially when the offline preference data is not diverse enough. Finally, motivated by our preceding theoretical observations, we derive a hybrid preference optimization (HyPO) algorithm that uses offline data for contrastive-based preference optimization and online data for KL regularization. Theoretically and empirically, we demonstrate that HyPO is more performant than its pure offline counterpart DPO, while still preserving its computation and memory efficiency.
ReLOAD: Reinforcement Learning with Optimistic Ascent-Descent for Last-Iterate Convergence in Constrained MDPs
In recent years, Reinforcement Learning (RL) has been applied to real-world problems with increasing success. Such applications often require to put constraints on the agent's behavior. Existing algorithms for constrained RL (CRL) rely on gradient descent-ascent, but this approach comes with a caveat. While these algorithms are guaranteed to converge on average, they do not guarantee last-iterate convergence, i.e., the current policy of the agent may never converge to the optimal solution. In practice, it is often observed that the policy alternates between satisfying the constraints and maximizing the reward, rarely accomplishing both objectives simultaneously. Here, we address this problem by introducing Reinforcement Learning with Optimistic Ascent-Descent (ReLOAD), a principled CRL method with guaranteed last-iterate convergence. We demonstrate its empirical effectiveness on a wide variety of CRL problems including discrete MDPs and continuous control. In the process we establish a benchmark of challenging CRL problems.
The Definitive Guide to Policy Gradients in Deep Reinforcement Learning: Theory, Algorithms and Implementations
In recent years, various powerful policy gradient algorithms have been proposed in deep reinforcement learning. While all these algorithms build on the Policy Gradient Theorem, the specific design choices differ significantly across algorithms. We provide a holistic overview of on-policy policy gradient algorithms to facilitate the understanding of both their theoretical foundations and their practical implementations. In this overview, we include a detailed proof of the continuous version of the Policy Gradient Theorem, convergence results and a comprehensive discussion of practical algorithms. We compare the most prominent algorithms on continuous control environments and provide insights on the benefits of regularization. All code is available at https://github.com/Matt00n/PolicyGradientsJax.
Using Offline Data to Speed-up Reinforcement Learning in Procedurally Generated Environments
One of the key challenges of Reinforcement Learning (RL) is the ability of agents to generalise their learned policy to unseen settings. Moreover, training RL agents requires large numbers of interactions with the environment. Motivated by the recent success of Offline RL and Imitation Learning (IL), we conduct a study to investigate whether agents can leverage offline data in the form of trajectories to improve the sample-efficiency in procedurally generated environments. We consider two settings of using IL from offline data for RL: (1) pre-training a policy before online RL training and (2) concurrently training a policy with online RL and IL from offline data. We analyse the impact of the quality (optimality of trajectories) and diversity (number of trajectories and covered level) of available offline trajectories on the effectiveness of both approaches. Across four well-known sparse reward tasks in the MiniGrid environment, we find that using IL for pre-training and concurrently during online RL training both consistently improve the sample-efficiency while converging to optimal policies. Furthermore, we show that pre-training a policy from as few as two trajectories can make the difference between learning an optimal policy at the end of online training and not learning at all. Our findings motivate the widespread adoption of IL for pre-training and concurrent IL in procedurally generated environments whenever offline trajectories are available or can be generated.
Delay-Adapted Policy Optimization and Improved Regret for Adversarial MDP with Delayed Bandit Feedback
Policy Optimization (PO) is one of the most popular methods in Reinforcement Learning (RL). Thus, theoretical guarantees for PO algorithms have become especially important to the RL community. In this paper, we study PO in adversarial MDPs with a challenge that arises in almost every real-world application -- delayed bandit feedback. We give the first near-optimal regret bounds for PO in tabular MDPs, and may even surpass state-of-the-art (which uses less efficient methods). Our novel Delay-Adapted PO (DAPO) is easy to implement and to generalize, allowing us to extend our algorithm to: (i) infinite state space under the assumption of linear Q-function, proving the first regret bounds for delayed feedback with function approximation. (ii) deep RL, demonstrating its effectiveness in experiments on MuJoCo domains.
RRLS : Robust Reinforcement Learning Suite
Robust reinforcement learning is the problem of learning control policies that provide optimal worst-case performance against a span of adversarial environments. It is a crucial ingredient for deploying algorithms in real-world scenarios with prevalent environmental uncertainties and has been a long-standing object of attention in the community, without a standardized set of benchmarks. This contribution endeavors to fill this gap. We introduce the Robust Reinforcement Learning Suite (RRLS), a benchmark suite based on Mujoco environments. RRLS provides six continuous control tasks with two types of uncertainty sets for training and evaluation. Our benchmark aims to standardize robust reinforcement learning tasks, facilitating reproducible and comparable experiments, in particular those from recent state-of-the-art contributions, for which we demonstrate the use of RRLS. It is also designed to be easily expandable to new environments. The source code is available at https://github.com/SuReLI/RRLS{https://github.com/SuReLI/RRLS}.
A Near-Optimal Algorithm for Safe Reinforcement Learning Under Instantaneous Hard Constraints
In many applications of Reinforcement Learning (RL), it is critically important that the algorithm performs safely, such that instantaneous hard constraints are satisfied at each step, and unsafe states and actions are avoided. However, existing algorithms for ''safe'' RL are often designed under constraints that either require expected cumulative costs to be bounded or assume all states are safe. Thus, such algorithms could violate instantaneous hard constraints and traverse unsafe states (and actions) in practice. Therefore, in this paper, we develop the first near-optimal safe RL algorithm for episodic Markov Decision Processes with unsafe states and actions under instantaneous hard constraints and the linear mixture model. It not only achieves a regret O(d H^3 sqrt{dK}{Delta_c}) that tightly matches the state-of-the-art regret in the setting with only unsafe actions and nearly matches that in the unconstrained setting, but is also safe at each step, where d is the feature-mapping dimension, K is the number of episodes, H is the number of steps in each episode, and Delta_c is a safety-related parameter. We also provide a lower bound Omega(max{dH K, H{Delta_c^2}}), which indicates that the dependency on Delta_c is necessary. Further, both our algorithm design and regret analysis involve several novel ideas, which may be of independent interest.
Leveraging Offline Data in Online Reinforcement Learning
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, in addition, 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. 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.
Inverse Reinforcement Learning without Reinforcement Learning
Inverse Reinforcement Learning (IRL) is a powerful set of techniques for imitation learning that aims to learn a reward function that rationalizes expert demonstrations. Unfortunately, traditional IRL methods suffer from a computational weakness: they require repeatedly solving a hard reinforcement learning (RL) problem as a subroutine. This is counter-intuitive from the viewpoint of reductions: we have reduced the easier problem of imitation learning to repeatedly solving the harder problem of RL. Another thread of work has proved that access to the side-information of the distribution of states where a strong policy spends time can dramatically reduce the sample and computational complexities of solving an RL problem. In this work, we demonstrate for the first time a more informed imitation learning reduction where we utilize the state distribution of the expert to alleviate the global exploration component of the RL subroutine, providing an exponential speedup in theory. In practice, we find that we are able to significantly speed up the prior art on continuous control tasks.
Time-Constrained Robust MDPs
Robust reinforcement learning is essential for deploying reinforcement learning algorithms in real-world scenarios where environmental uncertainty predominates. Traditional robust reinforcement learning often depends on rectangularity assumptions, where adverse probability measures of outcome states are assumed to be independent across different states and actions. This assumption, rarely fulfilled in practice, leads to overly conservative policies. To address this problem, we introduce a new time-constrained robust MDP (TC-RMDP) formulation that considers multifactorial, correlated, and time-dependent disturbances, thus more accurately reflecting real-world dynamics. This formulation goes beyond the conventional rectangularity paradigm, offering new perspectives and expanding the analytical framework for robust RL. We propose three distinct algorithms, each using varying levels of environmental information, and evaluate them extensively on continuous control benchmarks. Our results demonstrate that these algorithms yield an efficient tradeoff between performance and robustness, outperforming traditional deep robust RL methods in time-constrained environments while preserving robustness in classical benchmarks. This study revisits the prevailing assumptions in robust RL and opens new avenues for developing more practical and realistic RL applications.
Eventual Discounting Temporal Logic Counterfactual Experience Replay
Linear temporal logic (LTL) offers a simplified way of specifying tasks for policy optimization that may otherwise be difficult to describe with scalar reward functions. However, the standard RL framework can be too myopic to find maximally LTL satisfying policies. This paper makes two contributions. First, we develop a new value-function based proxy, using a technique we call eventual discounting, under which one can find policies that satisfy the LTL specification with highest achievable probability. Second, we develop a new experience replay method for generating off-policy data from on-policy rollouts via counterfactual reasoning on different ways of satisfying the LTL specification. Our experiments, conducted in both discrete and continuous state-action spaces, confirm the effectiveness of our counterfactual experience replay approach.
Contrastive Example-Based Control
While many real-world problems that might benefit from reinforcement learning, these problems rarely fit into the MDP mold: interacting with the environment is often expensive and specifying reward functions is challenging. Motivated by these challenges, prior work has developed data-driven approaches that learn entirely from samples from the transition dynamics and examples of high-return states. These methods typically learn a reward function from high-return states, use that reward function to label the transitions, and then apply an offline RL algorithm to these transitions. While these methods can achieve good results on many tasks, they can be complex, often requiring regularization and temporal difference updates. In this paper, we propose a method for offline, example-based control that learns an implicit model of multi-step transitions, rather than a reward function. We show that this implicit model can represent the Q-values for the example-based control problem. Across a range of state-based and image-based offline control tasks, our method outperforms baselines that use learned reward functions; additional experiments demonstrate improved robustness and scaling with dataset size.
Optimal Horizon-Free Reward-Free Exploration for Linear Mixture MDPs
We study reward-free reinforcement learning (RL) with linear function approximation, where the agent works in two phases: (1) in the exploration phase, the agent interacts with the environment but cannot access the reward; and (2) in the planning phase, the agent is given a reward function and is expected to find a near-optimal policy based on samples collected in the exploration phase. The sample complexities of existing reward-free algorithms have a polynomial dependence on the planning horizon, which makes them intractable for long planning horizon RL problems. In this paper, we propose a new reward-free algorithm for learning linear mixture Markov decision processes (MDPs), where the transition probability can be parameterized as a linear combination of known feature mappings. At the core of our algorithm is uncertainty-weighted value-targeted regression with exploration-driven pseudo-reward and a high-order moment estimator for the aleatoric and epistemic uncertainties. When the total reward is bounded by 1, we show that our algorithm only needs to explore tilde O( d^2varepsilon^{-2}) episodes to find an varepsilon-optimal policy, where d is the dimension of the feature mapping. The sample complexity of our algorithm only has a polylogarithmic dependence on the planning horizon and therefore is ``horizon-free''. In addition, we provide an Omega(d^2varepsilon^{-2}) sample complexity lower bound, which matches the sample complexity of our algorithm up to logarithmic factors, suggesting that our algorithm is optimal.
Revisiting Bellman Errors for Offline Model Selection
Offline model selection (OMS), that is, choosing the best policy from a set of many policies given only logged data, is crucial for applying offline RL in real-world settings. One idea that has been extensively explored is to select policies based on the mean squared Bellman error (MSBE) of the associated Q-functions. However, previous work has struggled to obtain adequate OMS performance with Bellman errors, leading many researchers to abandon the idea. To this end, we elucidate why previous work has seen pessimistic results with Bellman errors and identify conditions under which OMS algorithms based on Bellman errors will perform well. Moreover, we develop a new estimator of the MSBE that is more accurate than prior methods. Our estimator obtains impressive OMS performance on diverse discrete control tasks, including Atari games.
An Instrumental Variable Approach to Confounded Off-Policy Evaluation
Off-policy evaluation (OPE) is a method for estimating the return of a target policy using some pre-collected observational data generated by a potentially different behavior policy. In some cases, there may be unmeasured variables that can confound the action-reward or action-next-state relationships, rendering many existing OPE approaches ineffective. This paper develops an instrumental variable (IV)-based method for consistent OPE in confounded Markov decision processes (MDPs). Similar to single-stage decision making, we show that IV enables us to correctly identify the target policy's value in infinite horizon settings as well. Furthermore, we propose an efficient and robust value estimator and illustrate its effectiveness through extensive simulations and analysis of real data from a world-leading short-video platform.
SMORE: Score Models for Offline Goal-Conditioned Reinforcement Learning
Offline Goal-Conditioned Reinforcement Learning (GCRL) is tasked with learning to achieve multiple goals in an environment purely from offline datasets using sparse reward functions. Offline GCRL is pivotal for developing generalist agents capable of leveraging pre-existing datasets to learn diverse and reusable skills without hand-engineering reward functions. However, contemporary approaches to GCRL based on supervised learning and contrastive learning are often suboptimal in the offline setting. An alternative perspective on GCRL optimizes for occupancy matching, but necessitates learning a discriminator, which subsequently serves as a pseudo-reward for downstream RL. Inaccuracies in the learned discriminator can cascade, negatively influencing the resulting policy. We present a novel approach to GCRL under a new lens of mixture-distribution matching, leading to our discriminator-free method: SMORe. The key insight is combining the occupancy matching perspective of GCRL with a convex dual formulation to derive a learning objective that can better leverage suboptimal offline data. SMORe learns scores or unnormalized densities representing the importance of taking an action at a state for reaching a particular goal. SMORe is principled and our extensive experiments on the fully offline GCRL benchmark composed of robot manipulation and locomotion tasks, including high-dimensional observations, show that SMORe can outperform state-of-the-art baselines by a significant margin.
What is Essential for Unseen Goal Generalization of Offline Goal-conditioned RL?
Offline goal-conditioned RL (GCRL) offers a way to train general-purpose agents from fully offline datasets. In addition to being conservative within the dataset, the generalization ability to achieve unseen goals is another fundamental challenge for offline GCRL. However, to the best of our knowledge, this problem has not been well studied yet. In this paper, we study out-of-distribution (OOD) generalization of offline GCRL both theoretically and empirically to identify factors that are important. In a number of experiments, we observe that weighted imitation learning enjoys better generalization than pessimism-based offline RL method. Based on this insight, we derive a theory for OOD generalization, which characterizes several important design choices. We then propose a new offline GCRL method, Generalizable Offline goAl-condiTioned RL (GOAT), by combining the findings from our theoretical and empirical studies. On a new benchmark containing 9 independent identically distributed (IID) tasks and 17 OOD tasks, GOAT outperforms current state-of-the-art methods by a large margin.
Reinforcement Learning Methods for Wordle: A POMDP/Adaptive Control Approach
In this paper we address the solution of the popular Wordle puzzle, using new reinforcement learning methods, which apply more generally to adaptive control of dynamic systems and to classes of Partially Observable Markov Decision Process (POMDP) problems. These methods are based on approximation in value space and the rollout approach, admit a straightforward implementation, and provide improved performance over various heuristic approaches. For the Wordle puzzle, they yield on-line solution strategies that are very close to optimal at relatively modest computational cost. Our methods are viable for more complex versions of Wordle and related search problems, for which an optimal strategy would be impossible to compute. They are also applicable to a wide range of adaptive sequential decision problems that involve an unknown or frequently changing environment whose parameters are estimated on-line.
Harnessing Density Ratios for Online Reinforcement Learning
The theories of offline and online reinforcement learning, despite having evolved in parallel, have begun to show signs of the possibility for a unification, with algorithms and analysis techniques for one setting often having natural counterparts in the other. However, the notion of density ratio modeling, an emerging paradigm in offline RL, has been largely absent from online RL, perhaps for good reason: the very existence and boundedness of density ratios relies on access to an exploratory dataset with good coverage, but the core challenge in online RL is to collect such a dataset without having one to start. In this work we show -- perhaps surprisingly -- that density ratio-based algorithms have online counterparts. Assuming only the existence of an exploratory distribution with good coverage, a structural condition known as coverability (Xie et al., 2023), we give a new algorithm (GLOW) that uses density ratio realizability and value function realizability to perform sample-efficient online exploration. GLOW addresses unbounded density ratios via careful use of truncation, and combines this with optimism to guide exploration. GLOW is computationally inefficient; we complement it with a more efficient counterpart, HyGLOW, for the Hybrid RL setting (Song et al., 2022) wherein online RL is augmented with additional offline data. HyGLOW is derived as a special case of a more general meta-algorithm that provides a provable black-box reduction from hybrid RL to offline RL, which may be of independent interest.